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Mobile Depot reinforcement timer

Author
NearNihil
Jump Drive Appreciation Society
#1 - 2013-11-28 16:35:21 UTC
Search wasn't helpful so please point me to the thread in which has been discussed before if I've missed it.

Right. So. The Mobile Depot goes into reinforcement. I mean, they're cheap, not very spacey (50m³ in the hold), very useful and have to be probed down most of the time. Sure they're fragile, but that's offset by the last sentence's last point; you have to find them first. Which leads me to the thread title: the reinforcement timer. Am I the only one to think this is way overkill? POSes don't go into reinforcement for that long and they are way more valuable and have to be powered by fuel to work (both work regularly as well as fueled to go into reinforcement). Plus, to my knowledge you can't pack up a POS when it's reinforced, which can be done with the Depots.

The things have only been out for a week or two and already there's a great big bunch of them floating around (including, but not limited to) mission and trade hubs (not just around stations, I picked a system next to a mission hub to probe around in and there were a whole lot of abandoned Depots idly ticking their 30 last days away in New Eden). I'd like to clean them up (euthanize them, if you will), but this just gets tedious with the 2 day countdown.
Therefore, I suggest knocking it down to more acceptable levels, say 12 hours tops, preferably less. You don't leave POSes undefended for anyone to pick apart, so either one is around to fight whoever's attacking your Depot or they get to pad their killboards a tiny bit (and play space-janitor).



An alternative would be to have their natural space-lifespan be knocked down to a week/few days.
Ralph King-Griffin
New Eden Tech Support
#2 - 2013-11-28 16:39:54 UTC
Hmmm maybe not, what if my internet connection goes and it takes me a week to get it up and running again, if I lost faction mods or good loot to that I'd be rather annoyed
Ralph King-Griffin
New Eden Tech Support
#3 - 2013-11-28 16:41:15 UTC
I understand the desire though, so you may have a like for that.
Destination SkillQueue
Doomheim
#4 - 2013-11-28 17:02:21 UTC
Seeing how powerful the ability to refit anywhere you like is I expected them to have pitiful HP and a very limited timer or no timer at all. The package they are now is OP in my opinion, but I'm not sure what is the best way to deal with that, since I'm not sure how CCP wants them to alter existing game play. It might even be that they don't know precisely and just wanted to throw it out there and monitor what happens. It's also very close to the release of the feature, so it will likely take some time before we have a clear picture of what the biggest issues are and what are the best ways to fix them. The players too are still in the stage where they mainly look at the benefit the feature gives them, so there won't be much popular support for drastic changes yet. I'm just saying don't expect any drastic changes to happen in the short term unless something truly game breaking happens with them.

NearNihil wrote:



An alternative would be to have their natural space-lifespan be knocked down to a week/few days.

That's not a real alternative. That's you bargaining in the case what you think should happen gets vetoed by CCP.

Ralph King-Griffin wrote:
Hmmm maybe not, what if my internet connection goes and it takes me a week to get it up and running again, if I lost faction mods or good loot to that I'd be rather annoyed

Then you should lose all of it. It's ridiculous to demand game play and features be balanced according to such extreme cases. If you're not going to play the game for whatever reason, all your stuff located in destructible locations should be vulnerable. That's the way it has always been and I don't see any reason why mobile depots should be an exception.
Simc0m
The Scope
Gallente Federation
#5 - 2013-11-28 17:23:03 UTC
They should at least increase the cost. 1 million isk? Who thought that was a good idea?
Anys Thes'Realin
Garoun Investment Bank
Gallente Federation
#6 - 2013-11-28 19:19:22 UTC
They do have pitiful HP's, 17,500 EHP doesn't take long to beat down. And since there's currently no notification sent for when the MDU's go into reinforcement, 2 days is more than reasonable IMHO.

I do agree on one aspect - I was expecting these to be a little more expensive to build.

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Alvatore DiMarco
Capricious Endeavours Ltd
#7 - 2013-11-28 19:33:11 UTC
They really are surprisingly cheap. However, it's better to leave them alone at this point. The last thing we need is more of that god-forsaken "extra materials" nonsense shitting up the BPO and making ME research pointless.

That being said, from what I can tell of the livestreams I've watched and the dev blogs and a couple conversations I saw on SiSi, CCP envisions the Depot as being more than just a pocket refitting tool. As such, it has a 2-day reinforcement timer because you might want to put one down and then go somewhat far away from it - the long reinforcement gives the opportunity to actually use it as a deployable instead of something you simply put down and pick right back up again while still having an opportunity to defend or collect it.

The 1-minute activation timer doesn't stop it from being shot, so in the middle of combat it's not a huge thing to shoot someone's depot before they can use it to refit mid-fight.

The thing is literally still brand new, so give the meta time to adjust and time for the novelty to wear off. Once they're old news we can get a better picture of things.
Zvaarian the Red
Evil Leprechaun Brigade
#8 - 2013-11-28 21:13:32 UTC
I just want them to be removed from grid of permanent structures. They're all over the place around Jita. As if Jita wasn't cluttered enough. That's my biggest issue with these things.

Not to say I don't agree that the reinforce is silly for such a dinky structure. I think anything over 24 hours is excessive and they really shouldn't be retrievable while reinforced.
Kenrailae
Center for Advanced Studies
Gallente Federation
#9 - 2013-11-28 21:27:48 UTC
They are limited by their anchor ranges. It's been my experience that the majority of fights happen on:

1) gates
2) station
3) POS


IIRC, they can't be anchored closer than 40km from any of those, farther in some instances.

For everything else and what they are designed for, those are significant draw backs in a PVP application.


They could be refined though. Not sure if something like an Ihub or SBU/TCU is covered in their anchor limits, or if it should be. It is worth considering though.

Depots having to be scanned is kinda necessary, otherwise you'd have beacons everywhere saying 'Bacon is Here!' and there would be no point in having them for anything other than combat refit(which is again, limited by anchor ranges).

The problem with 12 hr timers is time zones. An American player shooting an Aussie's Depot would create a time zone issue for both. While that's the song of Eve, these are meant to be personalized. It's true that you can't plan when someone is going to shoot your Depot, but a standard unit timer, like a day, makes more sense, IMO. Depots also do not anchor guns, copy blue prints, mine moons, or build things. They just hold things.



I would tend to agree with you, OP, that they may be in need of some revising, but there are alot of factors to consider when making those revisions. All in all, they are some cool, fun little structures. IF slightly annoying around Jita.


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The Law is a point of View

The NPE IS a big deal

Zvaarian the Red
Evil Leprechaun Brigade
#10 - 2013-11-29 00:15:24 UTC
Kenrailae wrote:
They are limited by their anchor ranges. It's been my experience that the majority of fights happen on:

1) gates
2) station
3) POS


IIRC, they can't be anchored closer than 40km from any of those, farther in some instances. ]


And I'm saying that range needs to be increased to 300km. I'm tired of seeing all the red timers all around Jita every time I make a run to buy something.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#11 - 2013-11-29 08:24:37 UTC
NearNihil wrote:
Search wasn't helpful so please point me to the thread in which has been discussed before if I've missed it.

Right. So. The Mobile Depot goes into reinforcement. I mean, they're cheap, not very spacey (50m³ in the hold), very useful and have to be probed down most of the time. Sure they're fragile, but that's offset by the last sentence's last point; you have to find them first. Which leads me to the thread title: the reinforcement timer. Am I the only one to think this is way overkill? POSes don't go into reinforcement for that long and they are way more valuable and have to be powered by fuel to work (both work regularly as well as fueled to go into reinforcement). Plus, to my knowledge you can't pack up a POS when it's reinforced, which can be done with the Depots.

The things have only been out for a week or two and already there's a great big bunch of them floating around (including, but not limited to) mission and trade hubs (not just around stations, I picked a system next to a mission hub to probe around in and there were a whole lot of abandoned Depots idly ticking their 30 last days away in New Eden). I'd like to clean them up (euthanize them, if you will), but this just gets tedious with the 2 day countdown.
Therefore, I suggest knocking it down to more acceptable levels, say 12 hours tops, preferably less. You don't leave POSes undefended for anyone to pick apart, so either one is around to fight whoever's attacking your Depot or they get to pad their killboards a tiny bit (and play space-janitor).



An alternative would be to have their natural space-lifespan be knocked down to a week/few days.


I don't get why you see it as a problem that people can have a 3-4k m3 personal storage space outside of an NPC station, that you can not destroy easily. Its a personal storage device that has a 48 hour reinforced timer so that you don't have to have ten people logged on in shifts to take care of the darn thing. Its not a prelude to sov-takeover nor does it make any isk. Its just a way of making some things less of a hassle.
If you're looking for something to shoot, go to low/null sec or make some ideas to make PVE more exciting.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#12 - 2013-11-29 08:39:50 UTC
Zvaarian the Red wrote:
And I'm saying that range needs to be increased to 300km. I'm tired of seeing all the red timers all around Jita every time I make a run to buy something.

Remove them from your brackets/overview?
Sura Sadiva
Entropic Tactical Crew
#13 - 2013-11-29 11:19:59 UTC
NearNihil wrote:

Right. So. The Mobile Depot goes into reinforcement. I mean, they're cheap, not very spacey (50m³ in the hold), very useful and have to be probed down most of the time. Sure they're fragile, but that's offset by the last sentence's last point; you have to find them first.



I see your points, however I think the idea behind is also to make them aggregation points for ambush, fights, baits and so on. Putting them in reinforced force the owner to come back to recover is stuff in a determinated framework.

Removing the timer would also remove this function.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#14 - 2013-11-29 17:19:19 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Sura Sadiva wrote:

I see your points, however I think the idea behind is also to make them aggregation points for ambush, fights, baits and so on. Putting them in reinforced force the owner to come back to recover is stuff in a determinated framework.

Removing the timer would also remove this function.

They are failing at that function as they can be collected at any time during reinforce.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Zvaarian the Red
Evil Leprechaun Brigade
#15 - 2013-11-29 18:05:51 UTC
Abdiel Kavash wrote:
Zvaarian the Red wrote:
And I'm saying that range needs to be increased to 300km. I'm tired of seeing all the red timers all around Jita every time I make a run to buy something.

Remove them from your brackets/overview?


Because I don't want to be totally blind to them in other situations? This game, like the real world, has a clutter factor. I don't like container spam, and mobile depot spam is much worse.
Domanique Altares
Rifterlings
#16 - 2013-11-29 18:14:02 UTC
I don't know if the reinforcement timer is overkill or not. There is a significant difference between a POS and a Depot, however, and that is the fact that a POS is a corporate owned structure. As such, there is the potential for more than one person to be able to handle any situation that arises with it. Whether that's waiting out the reinforcement to defend it, repping it up, or even offlining and clearing out the modules before the stick is dead for good. This provides far more flexibility should the POS become reinforced. With the Depot, the only person that can come collect it is the person that dropped it; I don't doubt that CCP took this into account when they designed the reinforcement timer.
Turk MacRumien
The Scope
Gallente Federation
#17 - 2013-11-29 19:02:02 UTC
Change timer to 1 hour. Done. Gives ample time for an owner to react, allows anyone with reasonable patience to kill one.
Zvaarian the Red
Evil Leprechaun Brigade
#18 - 2013-11-29 20:34:06 UTC  |  Edited by: Zvaarian the Red
Domanique Altares wrote:
I don't know if the reinforcement timer is overkill or not. There is a significant difference between a POS and a Depot, however, and that is the fact that a POS is a corporate owned structure. As such, there is the potential for more than one person to be able to handle any situation that arises with it. Whether that's waiting out the reinforcement to defend it, repping it up, or even offlining and clearing out the modules before the stick is dead for good. This provides far more flexibility should the POS become reinforced. With the Depot, the only person that can come collect it is the person that dropped it; I don't doubt that CCP took this into account when they designed the reinforcement timer.


If you can't be bothered to log in and check your mobile depot within a 24 hour period, you don't really deserve to have it survive. Especially in a high traffic areas. Besides, you can't just scoop up a POS when it gets reinforced so the comparison is pretty much apples and oranges anyway. If they want to change it so you can only retrieve the items inside it but not scoop it up when it gets reinforced, I think the 48 hour timer is fine. As it is now, not so much.
Msgerbs
Federal Navy Academy
Gallente Federation
#19 - 2013-12-01 19:44:00 UTC
It wouldn't really bother me if not for the fact that they felt this reinforcement timer need to be a big red circle instead of the subtle gray bar used by EVERYTHING ELSE IN THE GAME. I don't understand why CCP did that. There's no consistency anymore with anything anchorable. Why do you get to choose the reinforce exit time for POCOs for example, but not anything else? Why can mobile depots be scooped while reinforced and nothing else?