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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Fozzie
C C P C C P Alliance
10815
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Posted - 2014.07.31 17:59:00 -
[1] - Quote
Hello everyone. As we mentioned a while back, I've been working on a set of low-slot modules that decrease the fuel requirements of capital jump drives.
The primary goal here is to provide an interesting set of choices to capital pilots (especially Jump Freighter pilots) in how to fill up their low slots for any given activity.
These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other.
Like the Hyperspatial Accelerators, we are starting with three versions of this module. Also like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.
The fuel reduction per module is: Limited Jump Drive Economizer - 4% Experimental Jump Drive Economizer - 7% Prototype Jump Drive Economizer - 10%
I'll let you guys know when these babies hit SISI for your testing pleasure. Feel free to post your feedback in the thread below. Thanks! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10818
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Posted - 2014.07.31 19:07:00 -
[2] - Quote
These modules will only affect their ship's jump drive fuel cost, not bridging cost. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10819
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Posted - 2014.07.31 19:28:00 -
[3] - Quote
Milla Goodpussy wrote:CCP Fozzie wrote:These modules will only affect their ship's jump drive fuel cost, not bridging cost. any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships? thanks.
We don't have a date to announce for Rorqual changes quite yet, partially because some of the changes we want to make for it depend on some back-end code changes first that are in progress.
And these modules can indeed be used and will provide their benefit on Rorquals. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10821
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Posted - 2014.07.31 20:22:00 -
[4] - Quote
XvXTeacherVxV wrote:CCP Fozzie wrote:These modules will only affect their ship's jump drive fuel cost, not bridging cost. So.. yes on affecting BLOPS then?
Yes. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10830
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Posted - 2014.08.01 11:47:00 -
[5] - Quote
Sigras wrote:Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...
If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land.
The currently planned volume of these modules is 3500m3 Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10833
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Posted - 2014.08.01 15:35:00 -
[6] - Quote
Altrue wrote:CCP Fozzie wrote:Sigras wrote:Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...
If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land. The currently planned volume of these modules is 3500m3 There should be a smaller subcap version for black ops and maybe future subcap jump capable ships.
Blackops are free to fit them, but they won't be able to swap them into their cargo holds. This is by design. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10835
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Posted - 2014.08.01 18:08:00 -
[7] - Quote
Strata Maslav wrote:CCP Fozzie wrote:Sigras wrote:Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...
If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land. The currently planned volume of these modules is 3500m3 There doesn't seem to be any specification currently with the fitting to any specific ship. Theoretically you could take a frigate, fit these modules to it and store it inside your carrier. It would still be very difficult to fit these in space still but allow you to refit easily in a station.
Good point, and easy enough to solve. We have the technology. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10974
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Posted - 2014.08.07 15:02:00 -
[8] - Quote
Hey everyone. Thanks for the feedback so far.
After some more discussion we're going to go ahead and limit the fitting of these modules to Jump Freighters and Rorquals. Those are the only places where they would see extensive use anyways and the rest of the ships were muddying the waters a bit too much. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10976
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Posted - 2014.08.07 15:27:00 -
[9] - Quote
Altrue wrote:CCP Fozzie wrote:Hey everyone. Thanks for the feedback so far.
After some more discussion we're going to go ahead and limit the fitting of these modules to Jump Freighters and Rorquals. Those are the only places where they would see extensive use anyways and the rest of the ships were muddying the waters a bit too much. It seems logical to me. Does this change of mind also comes with a change of volume?
Not at this time, no. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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