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How to use the Mobile Depot without taking the risk of attacks

Author
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#1 - 2013-11-05 06:39:19 UTC  |  Edited by: Kogh Ayon
The current mechanism for mobile depot has obvious flaws:

Scenario 1
The depot only costs 50m3 space, and can be scooped back once refit is done.
Then, If a player who live in hostile environment going to use depot, he can just launch depot-> Refit -> Scoop the depot back


Scenario 2.
Assuming there is a player really need to move 2000m3~3000m3(remember the maximum cargo for a depot is 3000m3) equipments/ammo to a system that his corporation doesn't have a POS, then he will use an industrial, T1 or T2, either of them can have a cargo that more than 6000m3.

Now you know what I'm going to say. Yes ,if he has 6000m3 cargo for his industrial, why not bring a safe, unprobable Giant Secure Container instead of a potentially insecure mobile depot with less cargo?

Moreover, when he needs to refit the ship, he can simply take the Depot out of an anchored container, deploy it and refit the ship, then put the depot back to the container


Scenario 3.
A player with a ship has small cargo, wants to store the loots from a large fight, then he can simply ejects a container in safe spot, and then come back with a blockade runner , within two hours, leisurely.
If he couldn't leave at the moment, he can reset the timer by ejecting a new container and move loots from the old one to the new one.

If he needs to refit, see Scenario 1.


As explained above, there is no reason for a player to leave a Mobile Depot in space, and there is an existing tool (containers) can "inherit" the functionality of depot while rejecting all the risks.

You will want a serious review of the mechanism unless the depot will simply become a 50m3 "pocket refit tool"


My suggestions:

Making Depots unproble

Or

Nerf the Depot with a long anchor/unanchor timer

Or

Nerf containers before the release of depot
Noriko Mai
#2 - 2013-11-05 19:39:14 UTC  |  Edited by: Noriko Mai
For me it's just a mobile fitting service. I can take a Armor rep with me and fit it after the fight/site if I need to.

"Meh.." - Albert Einstein

Evei Shard
Shard Industries
#3 - 2013-11-05 22:15:53 UTC
It's unfortunate that such a nice concept has pretty much been relegated to uses such as the "pocket refit" tool (Great idea with the armor repper, btw).

It seems that just about every one of the four deployables that CCP is going to release in Rubicon have pretty much been pre-nerfed to uselessness.

Mobile Depots are easily scannable and have less than useful storage.
Deployable cyno-blockers are pretty much useless because they can't block the one type of cyno the users would need to block the most (black-ops)
Syphons have been nerfed to the point that if you aren't syphoning the highest value moon-goo available they are pretty much a financial loss and only useful to harass.
Tractor-beam units, while they have a good range amount to nothing more than giant space neon-signs proclaiming the location in which there is free loot, likely gathered really close and easily accessible.

From what I've seen so far, the four new modules are four new collectors items, and nothing more.

The only one I really cared for was the mobile depot, as I had hoped it would make low-sec more interesting, but since they are easily scanable, and, from what it appears, can just about be alpha'd into reinforced mode, they too are useless. There are so many options that are unscannable in high-sec that it would almost be foolish to even consider using one for more than just a quick refit or a couple hours on a mining op in a system with no stations.

Profit favors the prepared

Circumstantial Evidence
#4 - 2013-11-05 23:40:35 UTC
Kogh Ayon states a good, simple idea for keeping the depot safer from probing while un-attended. Players who do not think of this are the ones who will lose depots while they are deployed and un-attended.

If the unpackaged form of the depot, when you scoop it, was considered a 50m3 cargo container, then it would not be possible to place it into another container.

In unattended scenarios, where you have an anchored can or can use a jetcan to temporarily store the depot and its contents: the meta versions which are harder to probe out, are not needed.

In combat scenarios at a safe spot, the meta versions are harder to probe, but it only seems to matter if the ships using it have a similar probing difficulty. Otherwise the safe spot is found by probing for ships.
Photon Ceray
Palmyra Universal Enterprise
#5 - 2013-11-07 12:58:38 UTC
good posts, show show how incompetent CCP is, can't make a single feature right. if by any chance they happen to get it right then they make sure to dumb it and make it useless.
Tragedy
The Scope
Gallente Federation
#6 - 2013-11-07 17:12:07 UTC
Seriously? Youre whining about this? You all lack imagination if you honestly cant see tons of uses for these. Theyre not gonna give you a station to carry around in your pocket. These are gonna open up so many options its ridiculous.
Batelle
Federal Navy Academy
#7 - 2013-11-07 18:00:07 UTC  |  Edited by: Batelle
Evei Shard wrote:

It seems that just about every one of the four deployables that CCP is going to release in Rubicon have pretty much been pre-nerfed to uselessness.

Mobile Depots are easily scannable and have less than useful storage.


Yup, these will be pocket refits. Keep them in your ship, if you actually want storage you can just anchor an actual container somewhere, as those can't be scanned.

Quote:
Deployable cyno-blockers are pretty much useless because they can't block the one type of cyno the users would need to block the most (black-ops)

Yup. Well, it'll be useful for larger-scale PVP engagements. Not something the average pilot will have a use for. Having them block BLOPs wouldn't be that OP either. Would be a pain in the ass to use them, and doesn't stop someone from bridging a blops gang into your system, maybe even just offgrid from where you're ratting. If you use the blops to bridge, you can still get a tackler to the ratter very quickly. But as is currently it allows much easier and lower effort ganking of just jumping blops BS right on grid to an already tackled target.

Quote:
Syphons have been nerfed to the point that if you aren't syphoning the highest value moon-goo available they are pretty much a financial loss and only useful to harass.


Probably true. IMO these should be undetectable on D-scan Twisted

Quote:
Tractor-beam units, while they have a good range amount to nothing more than giant space neon-signs proclaiming the location in which there is free loot, likely gathered really close and easily accessible.

So far I have not seen a single positive comment about these on the test server forum. They seem tailor made for bastion marauders to be able to loot while fighting, but with 1km/s tractor speed and only a single target, you'll be ready to MJD again before you've even gathered a small handful of wrecks.

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Never forget.

Rekon X
Doomheim
#8 - 2013-11-07 22:46:25 UTC
Noriko Mai wrote:
For me it's just a mobile fitting service. I can take a Armor rep with me and fit it after the fight/site if I need to.


That is really the only thing it is. Mobile Refitting Module.

it has no other use.

Definition of goon - a stupid person Those who can do, those who can't spew

Rekon X
Doomheim
#9 - 2013-11-07 22:53:50 UTC
Photon Ceray wrote:
good posts, show show how incompetent CCP is, can't make a single feature right. if by any chance they happen to get it right then they make sure to dumb it and make it useless.


Pretty much the whole, as it's called, expansion. Useless.

Definition of goon - a stupid person Those who can do, those who can't spew

Petrified
Old and Petrified Syndication
#10 - 2013-11-07 23:59:28 UTC
Anyone using the Mobile depot beyond a quick refit is opening themselves up for trouble. That said: I love mobile refitting services. More power to the solo player - I know what I will be doing with this.

The siphon units, as far as I am concerned, cost more than they are worth beyond harassment.

If someone is going to mission grief you they will with or without the tractor unit. The tractor unit means you won't need to fit a tractor on a slow boat. I see it being popular with sentry/arty/rail boats running missions.

The titan bridge is not covert ops, so the mobile jammer is useful there. Sure, you can have a fleet of bombers come through in a covert cyno, but one can hope the TII version of this will stop covert cynos. Why it does not do this - given the limited range - is a bit lame except to allow covert hot droppers to get next to that carrier/mining op/etc. before opening lighting the cyno.


The units are introductory, recall this. I would hope further refinement is done as well as the introduction of more diversified units.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

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Johann Rascali
The Milkmen
Sedition.
#11 - 2013-11-08 07:20:49 UTC
Petrified wrote:
The units are introductory, recall this. I would hope further refinement is done as well as the introduction of more diversified units.

So if all the refinement is scheduled for later, why do we have a test server?

Blanking signatures doesn't seem to work, so this is here.

Lair Osen
#12 - 2013-11-08 16:24:47 UTC
The Depot is an unlootable can with a 48h reinforcement timer and a fitting service that now includes refitting T3 subs. How can you possibly find that useless?
Vincent Athena
Photosynth
#13 - 2013-11-08 16:41:07 UTC
Lair Osen wrote:
The Depot is an unlootable can with a 48h reinforcement timer and a fitting service that now includes refitting T3 subs. How can you possibly find that useless?

Its quite useful. But the vast majority of those uses involve: Launch, refit, scoop. What being pointed out is the idea that you would leave these in space for long periods is a poor one. Its better to leave a GSC.

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