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When do we get the deployable tractoring thing?

First post
Author
Joe Risalo
State War Academy
Caldari State
#81 - 2013-10-31 22:28:36 UTC
Oh, here's a question.
If someone attacks one of my structures, does my corp/alliance get aggression timer, or just myself?
Sofia Wolf
Ubuntu Inc.
The Fourth District
#82 - 2013-10-31 23:02:21 UTC
Will this tractor thing pull agro form rats?

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#83 - 2013-11-01 00:43:29 UTC  |  Edited by: Abdiel Kavash
Joe Risalo wrote:
Oh, here's a question.
If someone attacks one of my structures, does my corp/alliance get aggression timer, or just myself?

They get a suspect timer, which means anybody can shoot them.

Sofia Wolf wrote:
Will this tractor thing pull agro form rats?

No.

Read the dev posts ITT Roll Both answers are on the first page.
Mara Rinn
Cosmic Goo Convertor
#84 - 2013-11-01 01:13:17 UTC
Two questions:

Does the tractor deployable give priority to farther/larger wrecks? I guess what I am really asking is "what is the priority for selecting the next thing to tractor"?

While the tractor deployable ignores fleet, what about corporation? When you said "personal" did you really mean that the tractor deployable will only tractor abandoned wrecks and wrecks belonging to that specific pilot?
Cheng Musana
Native Freshfood
Minmatar Republic
#85 - 2013-11-01 03:36:18 UTC
with the prirority i assume it works like with salvage drones. Whatever is the closest gets hit first.
Stay Thirsty
The Chosen Children
#86 - 2013-11-01 03:36:52 UTC
People get mad when devs don't answer a question, yet when they do nobody reads the full thread and then asks the same question another 10 times, albeit sometimes worded slightly different. How about you read the thread, dont't re-ask the same question, and don't go spastic about stats until the official thread that asks for feedback? And while I am on my soapbox, make sure you also read all the dev posts in those threads as well! It isn't hard to scroll through looking for blue tags.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#87 - 2013-11-01 04:37:02 UTC
Poor dev, playing 50 questions with all these people, lol. We do appreciate the answers though Fozzie!
Lady Rift
His Majesty's Privateers
#88 - 2013-11-01 08:31:13 UTC
Stay Thirsty wrote:
People get mad when devs don't answer a question, yet when they do nobody reads the full thread and then asks the same question another 10 times, albeit sometimes worded slightly different. How about you read the thread, dont't re-ask the same question, and don't go spastic about stats until the official thread that asks for feedback? And while I am on my soapbox, make sure you also read all the dev posts in those threads as well! It isn't hard to scroll through looking for blue tags.




I would agree but the Devs don't have first post on this. They randomly dropped in on a thread and dropped some stats then with more questions gave a couple more stats and how things work. If they had just given the info in the same way that they do all the other withs state in op and change op when stats change.

To scroll Dev post faster just click on there blue tag will instant take you to the next dev post in the thread.
gascanu
Bearing Srl.
#89 - 2013-11-01 09:35:13 UTC  |  Edited by: gascanu
i did a new topic about mobile depot, since there are separate things, and i don't want to deraill this one .
Photon Ceray
Palmyra Universal Enterprise
#90 - 2013-11-01 10:33:38 UTC
CCP Fozzie wrote:
scimichar wrote:
Let's say you drop this after completing a forsaken hub. Will eve spawn another hub after x amount of time, or will the tractor thingy be considered a player and not spawn a new site? It should be the former, but knowing you guys, it would end up being the latter :)

It won't keep sites open.

Vincent Athena wrote:

I think anyone can loot from the auto tractor unit. Its really just a jet can with a really big tractor beam. So if you use it in a mining op someone can come and steal from it, and dump all your ore in their jet can.
Edit: Question for CCP Fozzie: What happens when two or more of these are deployed in the same area? Will they know not to tractor the same wreck? Also will they know not to tractor a wreck a player is tractoring?

Only the owner can loot it, although others can blow it up and loot the wreck. However to use it for jetcan mining the miners will need to abandon their containers, which means that if someone else drops another tractor unit nearby..... Lol
And to answer your question about the tractor beams, no tractor beams can activate on an item that is currently being tractored by something else. That includes the tractor deployable.

Joe Risalo wrote:

However, what I'm wondering is, does that include when you're in a fleet?

These structures are strictly personal at this time, so they don't care what fleet you're in. It will only grab cans belonging to your fleet mates if they abandon those cans.





So if a gang needs to refit a module, this way you'll force them to all drop a personal depot, resulting in tremendous lag and inconvenience.

seriously why not let things be simple and straight for once?

there is no member of any fleet/corp who would mind the fleet using it!
Joe Risalo
State War Academy
Caldari State
#91 - 2013-11-01 13:27:13 UTC
Photon Ceray wrote:

So if a gang needs to refit a module, this way you'll force them to all drop a personal depot, resulting in tremendous lag and inconvenience.

seriously why not let things be simple and straight for once?

there is no member of any fleet/corp who would mind the fleet using it!



Well, unless that person is there to awox...lol...


That said though...
I can see the point behind not allowing anyone but owner to use this.


Look at it this way.
In order for a fleet to refit, they must bring a capital ship or an orca.

If we allowed this module to let an entire fleet refit, then you would have a throw away(cheap), light weight structure.

That structure is 50m3.
You could dedicate one pilot to carrying several of them, drop it, refit entire fleet, and only lose like what.... 3mil by leaving it there?


It would just be too powerful..
Photon Ceray
Palmyra Universal Enterprise
#92 - 2013-11-01 14:50:50 UTC
Joe Risalo wrote:
Photon Ceray wrote:

So if a gang needs to refit a module, this way you'll force them to all drop a personal depot, resulting in tremendous lag and inconvenience.

seriously why not let things be simple and straight for once?

there is no member of any fleet/corp who would mind the fleet using it!



Well, unless that person is there to awox...lol...


That said though...
I can see the point behind not allowing anyone but owner to use this.


Look at it this way.
In order for a fleet to refit, they must bring a capital ship or an orca.

If we allowed this module to let an entire fleet refit, then you would have a throw away(cheap), light weight structure.

That structure is 50m3.
You could dedicate one pilot to carrying several of them, drop it, refit entire fleet, and only lose like what.... 3mil by leaving it there?


It would just be too powerful..



no gang is going to drop a carrier or orca into the fight just to refit.

if a gang decides to refit then they're gonna do it regardless if they do it with 1 mobile depot of 300.

the only difference is that it'll be f*ing annoying and laggy to drop and scoop 100-400 of those.

The only thing this restriction will achieve is cause inconvenience and lag, nothing else!

Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#93 - 2013-11-01 15:03:11 UTC
gascanu wrote:
can't refit subsystems

Cry Still no T3 love apparently.

I am currently away, traveling through time and will be returning last week.

Joe Risalo
State War Academy
Caldari State
#94 - 2013-11-01 16:55:43 UTC
Arthur Aihaken wrote:
gascanu wrote:
can't refit subsystems

Cry Still no T3 love apparently.


Maybe after they get nerfed
Alvatore DiMarco
Capricious Endeavours Ltd
#95 - 2013-11-01 17:04:35 UTC
Arthur Aihaken wrote:
gascanu wrote:
can't refit subsystems

Cry Still no T3 love apparently.

It has been said before, by CCP Fozzie I believe, that T3s cannot change subsystems at this depot for the same reason they cannot change them at SMAs: There's some kind of technical obstacle preventing it. Once they figure out the solution you may see T3s able to re-subsystem at SMAs.

Being able to re-subsystem at mobile depots, however, may or may not be a different matter.
Kristina Yvormes
Rogue Security Service
#96 - 2013-11-02 13:58:25 UTC
I think the biggest problem is that too many people are focusing on the tractor beam aspect. That is not its primary purpose. When it was first mentioned it was talked about as an auto-looting structure. I would have prefered they gave us a way to just loot all containers around you with one click, but I will take this instead. So complaining that it makes a tractor beam on a maurader useless is not a fair argument. Just remember, this is a looting structure that has a tractor beam, not a tractor beam structure that also loots.
marVLs
#97 - 2013-11-02 15:36:24 UTC
I don't like 2 things in tractor structure:

1. Activation time - it's simply too long for it
2. 5km range between them

I hope there will be higher meta or T2 variants
Joe Risalo
State War Academy
Caldari State
#98 - 2013-11-02 16:44:12 UTC
marVLs wrote:
I don't like 2 things in tractor structure:

1. Activation time - it's simply too long for it
2. 5km range between them

I hope there will be higher meta or T2 variants


You can't put more than one in a location anyway..

They tractor off each other... They won't clear the room and they'll just keep moving wrecks back and forth.
marVLs
#99 - 2013-11-02 17:11:21 UTC
Joe Risalo wrote:


You can't put more than one in a location anyway..

They tractor off each other... They won't clear the room and they'll just keep moving wrecks back and forth.


Pirate invasion lvl4 - i deploy 3 of them there, that's the number of them needed to pull everything on time. It works but 5km distance between them could be removed
LtCol Laurentius
The Imperial Sardaukar
#100 - 2013-11-02 22:46:17 UTC  |  Edited by: LtCol Laurentius
CCP Fozzie wrote:

Refitting on the mobile home is personal only, it doesn't care about fleets or corps or standings.


I dont understand why you guys insist on calling the depot (which is a good and accurate name) a "mobile home" which it clearly isnt. It is a container with a fitting service, not a "home".