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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor

First post First post First post
Author
IrJosy
Club 1621
#921 - 2014-01-16 17:14:51 UTC
Thanks for implementing the scan inhibitor ccp! Great idea!
RumpenII
#922 - 2014-01-17 09:26:00 UTC
IrJosy wrote:
Thanks for implementing the scan inhibitor ccp! Great idea!


http://eveion.blogspot.co.uk/2014/01/icelandic-police-raid-ccps-headquarters.html
Erad Stomper
Deep Core Mining Inc.
Caldari State
#923 - 2014-01-18 07:43:14 UTC
Mobile wormhole dialer.

dial the J number, pass thru and blow up those on the other side.

valthyr
Order of the Void Logistics
#924 - 2014-01-18 08:03:37 UTC



I fully support this as it is clearly the truth of the matter.
gascanu
Bearing Srl.
#925 - 2014-01-18 13:18:55 UTC
will the new structures give a killmaill when destroyed?
and while at it, how about making mobile warp disruptors (bubbles)give a killmaill also? will it be too hard to implement?
Andy Landen
Deep Core Mining Inc.
Caldari State
#926 - 2014-01-18 13:52:33 UTC
Steve Ronuken wrote:
So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds.

400 km away from what? Any enemy will be shortly behind you. And why all the prejudice against capital ships? The current theme seems to be anti-caps and anti-sentries. Why? Why should a battleship without a jump drive be able to micro jump but a capital with a jump drive be unable to micro jump? Why would anyone want to have an MMJD chain where the enemy has access to it as well? Why are we allowing the enemy to use MMJD while not allowing the enemy to use the mobile depot? None of this makes any sense or improves the sandbox; why do we have to be told that these things improve Eve when they don't? Saying things will be richer doesn't make it so, and certainly doesn't remove all of these issues.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#927 - 2014-01-18 14:44:55 UTC
Mobile Scan Inhibitor? Great idea.

Mobile Micro Jump Unit? Awful idea.
mr roadkill
Silent but Violent
#928 - 2014-01-18 21:01:42 UTC  |  Edited by: mr roadkill
Said it before and I'll say it again these ideas are Baaaddd CCP mkay?

Before someone sarcastically says post some of my ideas then - I have previously, they had to do with overhauling the pos system using mobile structures - not implementing random jesus things.

Also did our CSM know about these things?
Optimo Sebiestor
The New Eden School of trade
Organization of Skill Extracting Corporations
#929 - 2014-01-19 13:03:36 UTC
Imo, disabeling People from using probes is redicoulus. A ship skanner yes, but probes no...
DaRk'TaLoN90
Republic University
Minmatar Republic
#930 - 2014-01-19 18:06:53 UTC  |  Edited by: DaRk'TaLoN90
For the price and the fact that it cant be recovered, I would rather have a Scan Inhibitor Probe added as well, to launch from an Interdictor's Sphere Launcher. Give it the same properties as the mobile deployable, but cut the time to live down to 120-180 seconds or something and make it a lot cheaper to build/buy ( around the same price as a Warp Disruption Probe maybe ). That way it will do the same thing as the deployable, but you wont have to blow 15m to temporarily hide a small destroyer/frig gang for a few minutes. Just a thought.
Vaju Enki
Secular Wisdom
#931 - 2014-01-20 19:50:44 UTC
no more iteration on this modules?

The Tears Must Flow

Andy Landen
Deep Core Mining Inc.
Caldari State
#932 - 2014-01-21 02:24:17 UTC
All these ideas are reminding me of dump in the thread requesting player ideas for new modules. Most of them were really stupid. Why hide what is in a certain area from scan? Some one doesn't like scanning ships, apparently. Someone doesn't like intelligence gathering and scouts. Mobile Micro Jump Unit doesn't even make sense. How can an external device do what an internal system is supposed to do? And why would anyone do it unless they were trying to keep their fleet from getting scrammed and bubbled.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Medalyn Isis
Doomheim
#933 - 2014-01-21 11:18:44 UTC
CCP Fozzie wrote:
Ok everyone, here is our first round of changes since the beginning of public feedback. These are some quite large changes but we think the end result is a much stronger design.

Mobile Micro Jump Unit

We're cutting the EHP of the structure by 80%, to 5000hp.
We're increasing the time that the MJU takes to activate to 1 minute.
We're increasing the range at which the MJU can be used to 5000m.
We're increasing the minimum range from other MJU structures to 10km.
We're disabling the ability to jump while cloaked.

Mobile Scan Inhibitor

Ships inside the area of a MSI's effect will have their own directional scanner and probe results disabled.
We're adding a minimum distance of 75km from wormholes.
We're reducing the sensor strength of the structure to 5 and increasing the signature radius to 500. Go ahead and apply as many projected ECCM to that as you want.
We're increasing the build cost to ~15m isk.
We're decreasing the structure's lifetime in space to 1 hour.
Minimum distance to another MSI is now 100km.
We're increasing the volume of the structure to 100m3.


I'll be updating the OP momentarily.

Maybe I'm just being unimaginative but I can't see much point to these structures. The Mobile Scan Inhibitor may be useful for large fleets, although everyone knows if they see 100+ in local then it is probably a fleet of carriers with sentries.

MJU sounded kind of good at first, but one minute activation time.... really? I could slow boat 100km in that time
Medalyn Isis
Doomheim
#934 - 2014-01-21 11:30:44 UTC
Sura Sadiva wrote:
Aside any theorycraft we know MSI will be used only to conceal PVE activities and blobbing gatecamps. And in general adding time sinks and deadlocks to the gameplay

I don't see the use in concealing PVE activities. If someone see's the unit then they can simply use it as warpin straight to location of the PVE ships and gank them even more easily.

Yes it could be a trap, but I don't think anyone would take that risk of practically anyone warping in on them with an expensive PVE ship. For it to be useful it need to not show up on dscan, perhaps only by probing can it be found.
Priestess Lin
Darkfall Corp
#935 - 2014-01-21 16:28:41 UTC
Medalyn Isis wrote:
Sura Sadiva wrote:
Aside any theorycraft we know MSI will be used only to conceal PVE activities and blobbing gatecamps. And in general adding time sinks and deadlocks to the gameplay

I don't see the use in concealing PVE activities. If someone see's the unit then they can simply use it as warpin straight to location of the PVE ships and gank them even more easily.

Yes it could be a trap, but I don't think anyone would take that risk of practically anyone warping in on them with an expensive PVE ship. For it to be useful it need to not show up on dscan, perhaps only by probing can it be found.


Before the status quo-maintaining CSMs got ahold it the MSI, they used to be affordable and last 2 hours, and you used to be able to scan outside of them. They would have been useful to the vast majority of players and caused many pirate tears. In their current iteration they are too expensive and too niche to find any practical use. They could have been the best thing to happen to EVE in a long time. So much for upsetting that status quo and giving people some defensive tools that would embolden them to take risks outside high sec. The status quo seems to be happy with the MSI it now that it is near useless.

Success?

I was really looking forward to using this module as a casual solo PVE player that doesn't have time for a corp. Thanks for nothing.

When discussing weaknesses of heavy drones vs fast frigates: baltec1- " A thanatos with a flight of geckos killed a bomber gang while AFK. So yea, they track frigates just fine." https://forums.eveonline.com/default.aspx?g=posts&m=4678049#post4678049

Rekkr Nordgard
Steelforge Heavy Industries
#936 - 2014-01-21 18:31:39 UTC
Priestess Lin wrote:
The status quo seems to be happy with the MSI it now that it is near useless.

Success?


Yes, definitely. Everyone other than you prefers useless deployables to game-breaking ones.

Of course we prefer actual useful features over useless deployables, but that's a different matter.
Saede Riordan
Alexylva Paradox
#937 - 2014-01-21 18:56:16 UTC
please, please, please, please let us deploy and recover MJUs. I can think of all sorts of amazing uses for them if they were permanent or recoverable structures. With them decaying and being unrecoverable, they're effectively useless.
Dav Varan
State Protectorate
Caldari State
#938 - 2014-01-22 12:40:15 UTC  |  Edited by: Dav Varan
MSI

Given a cost of 15M it's pretty much useless for PVE.

Given it can be seen on dscan and probed out easily I can't see it being much use for staging an attacking fleet as a covert ops will be on it and reporting withiun minutes of the spike in local.

Might have some use in wh but is no substitute for cloaks.


Only usage I can see it being successfull at is in hiding gate camp fleets from casual scouting.


Hardly a sandbox concept.


I would like to see it invisible itself to dscan but not probes.
Easy to find once you realise its there, but not obvious its there in first place.
This gives it some value for concealing the presence of an attacking fleet during staging.
Also re-enable the dcan from inside, currently this does nothing to impact fleets ops as all good fleets have covert scouts or can incorporate them.
Lack of dcan from inside only penalises solo players who have already made them selves easier to probe in order to conceal on dscan.

6 hour life span , rescoopable and a pricetag of 25-50M with very little hp.
to make it useful in a varity of situations.

Expensive loss if your not paying attention but otherwise affordable for many activities.
ArmEagle Kusoni
Knights of Nii
The 20 Minuters
#939 - 2014-01-23 16:53:50 UTC
I don't know whether the scan inhibitor is grouped with the already existing mobile structures. But since it hides signatures you would have seen before, it should be added to all overview settings that have any of the objects the thing can hide.

Else people that pay a little bit less to updates will be penalized and literally wouldn't know what hit them.
Harrigan VonStudly
Stay Frosty.
A Band Apart.
#940 - 2014-01-23 16:59:20 UTC
I can see the emergent game play idea with the ESS. Null mission bears/ratters having to defend, pay attention, etc... But 210 seconds for someone to risk their ass to a blob of bears to steal their easily earned isk? MEH