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Thread Statistics | Show CCP posts - 9 post(s) |

Masao Kurata
Be Vewy Vewy Quiet
71
|
Posted - 2014.07.31 20:18:00 -
[31] - Quote
Is it me or are these modules frankly really dumb? There's no reason not to fit these whenever you're jumping and refit after. Maybe if you gave them a long period (say 20m) period after every jump where they can't be unfitted they would be interesting, but as this stands you might as well just revert the jump cost increases because everyone will fit these, jump, remove them. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
738
|
Posted - 2014.07.31 20:18:00 -
[32] - Quote
when are capitals and jump drives being fixed? |
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CCP Fozzie
C C P C C P Alliance
10821

|
Posted - 2014.07.31 20:22:00 -
[33] - 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/ |
|

Pheusia
Vanishing Point. The Initiative.
144
|
Posted - 2014.07.31 20:27:00 -
[34] - Quote
CCP Fozzie wrote: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 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 rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1.
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!
Thanks for responding so quickly the widespread and urgent requests for a boost to power projection. Capitals that can move around further on a single fuelbay of isotopes is exactly what EVE needs. These modules will make it cheaper and easier to move capitals long distances.
If anything I'd suggest making these mods even stronger. Why cap them at 10%? If the thing is worth doing, it's worth doing well.
(You're aware that the "interesting choice" that capital pilots are presented with boils down to doing a quick refit on the nearest carrier, right?) |

Napoleon Aldent
Blueprint Haus Get Off My Lawn
23
|
Posted - 2014.07.31 20:28:00 -
[35] - Quote
CCP Fozzie wrote: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 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 rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1.
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!
There is nothing interesting in the choices when a capital fleet can move with enough carriers to refit after jumping. This will just make one more item combat pilots have to tote around with them at all times without introducing any negative trade-off or risk. It also goes directly against the stated goal of reducing force projection with the fuel consumption changes just introduced. If you wanted to make them rigs or apply to a JF/Rorqual only, then that makes a bit more sense. But, this will be abused by already powerful capital fleets. Our angle is that we care about objective game balance, regardless of who it benefits or hurts.-á -Goonswarm 2014 |

Callic Veratar
607
|
Posted - 2014.07.31 21:01:00 -
[36] - Quote
Catherine Laartii wrote:I suppose this is supposed to counterbalance the increased fuel requirements; fair enough. To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. 
Sounds like an interesting idea:
- Cut jump drive range on all caps by 50% - Add a jump drive range module that increases the jump drive range by 45-65% - 2-3 stacking penalized jump drive range modules give previous range plus a bit |

Frostys Virpio
The Mjolnir Bloc The Bloc
1169
|
Posted - 2014.07.31 21:01:00 -
[37] - Quote
CCP Fozzie wrote: 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.
Choice provided
If refiting service available then fit fuel reduction module Else Do not fit fuel reduction module End if |

Ammzi
Love Squad Pasta Syndicate
1816
|
Posted - 2014.07.31 21:09:00 -
[38] - Quote
Would be cool if they work when bridging people as well (titans, blops) |

na'Vi Ronuken
Louis Nothing And Nobody
11
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Posted - 2014.07.31 21:14:00 -
[39] - Quote
gonna call it right now - some dumb ass is going to fit an Erebus full of these modsand get caught on a mid with no cap - no tank - just a fit full of **** hand die in a ball of fire. |

Ripard Teg
Stimulus Rote Kapelle
921
|
Posted - 2014.07.31 21:15:00 -
[40] - Quote
Why is there no limit on the number of these that you can fit?
I am concerned about certain alliances who shall remain nameless buying four of these for each of their carriers and supers. By doing so, they avoid the bulk of the nerf you stuck the rest of us with... aka Jester, who apparently was once entrusted to Wield The Banhammer to good effect. |

Pheusia
Vanishing Point. The Initiative.
144
|
Posted - 2014.07.31 21:19:00 -
[41] - Quote
Ripard Teg wrote:Why is there no limit on the number of these that you can fit?
I am concerned about certain alliances who shall remain nameless buying four of these for each of their carriers and supers. By doing so, they avoid the bulk of the nerf you stuck the rest of us with...
Power Projection wasn't a problem when only rich people could do it, amirite? |

Marlona Sky
D00M. Northern Coalition.
5383
|
Posted - 2014.07.31 21:40:00 -
[42] - Quote
So travel fits will now include a step to fit these right before you jump then change back to cap recharge fit. I guess that adds a few seconds. The Paradox |

Gaijin Lanis
Surely You're Joking
131
|
Posted - 2014.07.31 21:47:00 -
[43] - Quote
Any chance of having these restricted to JFs and carriers only? Jump costs being the same across all capital classes (and more for the lightest capitals) is pretty backwards to start.
Of course, this is all pretty much moot. Its not like any sort of modification to jump costs is going to do anything what so ever to the blue doughnut. The above was written and posted with nothing but love in my heart for all. |

Harvey James
The Sengoku Legacy
857
|
Posted - 2014.07.31 21:49:00 -
[44] - Quote
Marlona Sky wrote:So travel fits will now include a step to fit these right before you jump then change back to cap recharge fit. I guess that adds a few seconds.
so why are capitals even allowed too change fit willy nilly .. seems odd Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Circumstantial Evidence
132
|
Posted - 2014.07.31 21:50:00 -
[45] - Quote
A toy for rich players, who could afford isotopes if they were 4x the current cost. -Limited by # of besieged sites in lowsec. -Limited by # of player pirates lurking near systems with a besieged site. -Insatiable demand will drive up the price.
|

Paikis
Vapour Holdings
1309
|
Posted - 2014.07.31 21:58:00 -
[46] - Quote
Circumstantial Evidence wrote:A toy for rich players, who could afford isotopes if they were 4x the current cost. -Limited by # of besieged sites in lowsec. -Limited by # of player pirates lurking near systems with a besieged site. -Insatiable demand will drive up the price.
There is absolutely nothing stopping you from running these sites. As a low-sec resident, I can tell you I've ran them many times (often in OMS or Heydieles) and it's rare that anyone bothers you. If they do bother you though, you're fighting wether you like it or not, Mordu's Legion will have you warp disrupted the second you land in the site.
This is not a bad thing. Risk vs Reward. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
252
|
Posted - 2014.07.31 22:05:00 -
[47] - Quote
CCP Fozzie wrote: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.
What should we look forward to? Industrial (some form of mining/manufacturing/hauling) combative (defenses and logistics, probably no offensive bonus) Support (boosting, moving other ships) New role (something completely unique to the ship, like the manufacturing lines were)
Edit: OH! A capital modal that "Heals" an asteroid! |

Gaijin Lanis
Surely You're Joking
131
|
Posted - 2014.07.31 22:09:00 -
[48] - Quote
Circumstantial Evidence wrote:-Insatiable demand will drive up the price. You realize 25% of nothing is nothing, right? The above was written and posted with nothing but love in my heart for all. |

Locke DieDrake
The Arrow Project
22
|
Posted - 2014.07.31 22:15:00 -
[49] - Quote
Catherine Laartii wrote:I suppose this is supposed to counterbalance the increased fuel requirements; fair enough. To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. 
In typical CCP style, they will do so. Two months after they nerf the range of all jump drives by 10% more than the modules will make up for.
|

Circumstantial Evidence
132
|
Posted - 2014.07.31 22:34:00 -
[50] - Quote
Gaijin Lanis wrote:Circumstantial Evidence wrote:-Insatiable demand will drive up the price. You realize 25% of nothing is nothing, right? hmmm. I was a bit contradictory... rich players don't need them / insatiable demand. Lowsec can always use the help; imagine the outrage / conspiracy theorizing, if this dropped only in nullsec. |

Dinsdale Pirannha
Pirannha Corp
3355
|
Posted - 2014.07.31 22:48:00 -
[51] - Quote
CCP Fozzie wrote: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 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 rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1.
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!
So let's do the math, shall we?
Assume a ship used 100 Isotopes before the 50% increase. So now it is 150.
1st module drops it down to 135. 2nd Module, at 8.7% (after stacking penalty), drops it to 135 *.913 = 123.26 3rd Module, a 5.7% (after stacking penalty) drops it to 123.26 * .943 = 116.23 units.
Or, is it like this:
1st module, drops it 10% of 150 = 15 units. 2nd module then reduces it 8.7% of 150 = 13.05 units 3rd module then reduces it 5.7% of 150 = 8.55 units.
150 - (15+13.05+8.55) = 113.4
Either way, this is a joke. When the 50% bump in costs was being announced, you clearly had these modules in your back pocket, so the null sec cartels are really only facing a 13 or 16% increase in isotopes, not a 50% increase in fuel costs for JF's. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1952
|
Posted - 2014.07.31 23:01:00 -
[52] - Quote
Good stuff, but I kinda think the combat caps (carriers, dreads, supers, and titans) should have some restrictions on using these modules. Like not being able to, at all.
Oh. Just make it so that only ships that can use a stargate can fit these modules for [insert lore reason here]. |

Unsuccessful At Everything
The Troll Bridge
16026
|
Posted - 2014.07.31 23:45:00 -
[53] - Quote
Circumstantial Evidence wrote: imagine the outrage / conspiracy theorizing, if this dropped only in nullsec.
Blood would shoot out of Dinsdale's nose, Tinfoil prices would skyrocket, Eve would ...still be dying. Since the cessation of their usefulness is imminent, may I appropriate your belongings? |

Mariner6
Agony Unleashed Agony Empire
197
|
Posted - 2014.08.01 00:58:00 -
[54] - Quote
Lowsec again? No issue with that I guess but it would be nice if something like this could be seeded in NPC Null only. Might spice things up a bit down here. Some extra small gang incentive would be nice like your doing in lowsec with your clone tags, mordus legion etc etc. But you know....amp it up a bit down here for some more risk/reward aspects. Its been getting quiet around here in Syndicate of late and not much better in other NPC null. |

Hayley Enaka
Hard Knocks Inc.
36
|
Posted - 2014.08.01 00:58:00 -
[55] - Quote
Is there anything to stop me from fitting one of these in every low slot I have when moving capitals? |

Rowells
Unknown Soldiers Fidelas Constans
1101
|
Posted - 2014.08.01 01:01:00 -
[56] - Quote
is there any plans on adding or discussing other jump-affecting modules in the future? |

Rowells
Unknown Soldiers Fidelas Constans
1101
|
Posted - 2014.08.01 01:02:00 -
[57] - Quote
Hayley Enaka wrote:Is there anything to stop me from fitting one of these in every low slot I have when moving capitals? Fro what I can tell no. However since they have stacking penalties anything beyond 3-4 might just be a waste of a slot. |

XvXTeacherVxV
Dayman Industries
98
|
Posted - 2014.08.01 01:16:00 -
[58] - Quote
Frostys Virpio wrote:CCP Fozzie wrote: 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.
Choice provided If refiting service available then fit fuel reduction module Else Do not fit fuel reduction module End if
You're right that there doesn't seem to be much of a choice here for most capital ships, but this does present a very real choice for JF pilots: increase cargo or decrease cost? BLOPS pilots might opt for these over a full rack of cargo expanders for more fuel space. But letting caps & supercaps fit these in the current environment would be a mistake.
+1 to excluding carriers, dreads & supercaps from using these. Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE |

jiujitsutou
Outrider's Black. Sails
2
|
Posted - 2014.08.01 01:37:00 -
[59] - Quote
While this module is in theory a fun idea . Its kinda stupid .. you basicly exclude all ships that just got their travel cost upped from the said changes ... you would only have to pay the full isotope amount for the final jump onto the battlefield. This Module should be available for JFs yes and Blackops (the fuel bay is very small) and imho . On a side note upping the fuel cost for jumping was pretty much useless anyways unless you targeted smaller groups who dare to jump caps around . |

Twizted3
Doughboys Overload Everything
5
|
Posted - 2014.08.01 02:13:00 -
[60] - Quote
This is some of the dumbest s*** I have ever heard, yeah lets fit our combat caps with these jump fuel mods, the only people this affects positively are jump freighter pilots.
The only people effected by the fuel cost changes are the smaller alliances who like to use caps to escalate fights now and again, the huge bloc alliances don't care about the rising cost of fuel and the increased cost of jumping.
GG Fozzie you fixed the game! |
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