These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Mobile Depot should allow instant repairs ** OF MODULES **

Author
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#1 - 2014-05-14 23:39:12 UTC  |  Edited by: Sentient Blade
Mobile depots are great, it's rare I take anything above a frigate out without including one in my cargo hold... it does seem to be missing a trick though, and that's repairing.

Suggestion:
When in proximity to a deployed mobile depot, modules should either instantly repair, or repair at 500% normal speed, with the same (or reduced) use of nanite paste.

This ability could be suppressed when a weapons timer is active. To stop perma-overheats.

I realise my original post was subtle, and some people are not picking up on what I am suggesting is being repaired; this is a post about repairing MODULES damaged by heat, not repairing the ship.
Zappity
New Eden Tank Testing Services
#2 - 2014-05-15 02:03:16 UTC
Why?

Zappity's Adventures for a taste of lowsec and nullsec.

Petrified
Old and Petrified Syndication
#3 - 2014-05-15 02:37:09 UTC  |  Edited by: Petrified
That would be nifty. Instant repair is asking a bit much, however.

As for the why: to provide an alternate to carrying nanite paste as well as giving the player a sense of 'home away from home'.


edit... there would have to be some form of trade off to this, methinks. There is a cost to Nanite paste. There is a cost to repairing modules in station. What is the cost to repair at a mobile depot?

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

Support better localization for the Japanese Community.

Hasril Pux
Red Cabal
#4 - 2014-05-15 02:53:01 UTC  |  Edited by: Hasril Pux
I think a large % of total capacitor, as a cost, would be the way to go. Or some other mechanic to make this not abusable in PvP. Maybe even a ship shutdown where you lose all cap.

Edit: Actually that's if nanite paste is not included in the picture, re-reading th OP I realize that the implied "cost" is really just the cargo space the mobile depot takes up and that he's suggesting the depot reduces nanite cost and speeds the process... not sure how I feel about that.

If you like any of the older ship models (original artwork) better than the redesign of your favorite hull and don't want them to be lost forever, support ship customization and this feature request.

Sir Dragon
Einherjar Yggdrasils
#5 - 2014-05-15 02:57:48 UTC  |  Edited by: Sir Dragon
Maybe it is a question of how much space is in the Mobile Depot;
Such that, there is no more space left inside the Depot to add large features.

What about something along the lines of Rigs:
Remote Capacitor Transmitter that gives your ship's Capacitor power.

Atleast that way we would be adding something small that would essentially be on the
outside (not on the already cramped and packed inside) .

And hey from that logic we could rig unto the Depot
something along the lines of a Remote Armor Repairer .

Yet what you are suggesting sounds like it would require more CPU on the part of the Depot;
such that the Mobile Depot would have to scan and know when your ship requires a fix.
And added CPU is where we would have to put more stuff into the Depot when it is already stuffed.
Pantera Home Videos:    http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html  ;  http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;    http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html .
Derath Ellecon
University of Caille
Gallente Federation
#6 - 2014-05-15 03:01:22 UTC
If i can't have a mobile repair mod at a POS why should a device as compact as the mobile depot allow for it?
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#7 - 2014-05-15 07:44:35 UTC
Derath Ellecon wrote:
If i can't have a mobile repair mod at a POS why should a device as compact as the mobile depot allow for it?


I think people missed the keyword "Modules" -- Which can already be repaired in space with nanite paste, even in a frigate.

I am suggesting that proximity to a mobile depot should allow this mechanism to work at a much faster rate.
Thorr VonAsgard
The Scope
Gallente Federation
#8 - 2014-05-15 07:55:46 UTC
Put your mobile depot near you, get engaged, fight.

When almost dead, use your repair service by your mobile depot.

Congrats, your break the game.

Use now this in huge cap fight.

Congrats, you break all the game pvp mecanics.

You miss blink ? Come and play with us at EVE-Lotteries.com !

Envie de fraicheur ? Frugu, le forum fruité est fait pour toi !

Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#9 - 2014-05-15 08:20:43 UTC
Edited OP because specifics are specific.
Debora Tsung
Perkone
Caldari State
#10 - 2014-05-15 08:32:10 UTC  |  Edited by: Debora Tsung
Always have some nanite repair paste with you, I never leave my house without some. ^.^

EDIT: Whops, forget to say someting about the initial post.

I want a new deployable repair structure, that I can fill with cheap repairy stuff that repairs me, my modules and my drones as long as it is active and within range and fuled with repair goo. Deployable once range somethnig like 5km etc. etc. sound good or not?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Thorr VonAsgard
The Scope
Gallente Federation
#11 - 2014-05-15 08:42:02 UTC  |  Edited by: Thorr VonAsgard
Sentient Blade wrote:
Edited OP because specifics are specific.



Quote:
This ability could be suppressed when a weapons timer is active. To stop perma-overheats.



Still don't work.

Imagine someone in a plex, farming isk.

PVP player go to him, farmer don't engage, so no timer.
He can repair how he want and switch for warp core stab to go away...

He already can switch for wcs but can't repair.
Why the hell would you give them as much tools to break the player interaction mecanics ?

Want to repair ? go station. or have a repair on you.

Cause there is no weapon timer against NPC.

You miss blink ? Come and play with us at EVE-Lotteries.com !

Envie de fraicheur ? Frugu, le forum fruité est fait pour toi !

Debora Tsung
Perkone
Caldari State
#12 - 2014-05-15 09:07:27 UTC  |  Edited by: Debora Tsung
Thorr VonAsgard wrote:

PVP player go to him, farmer don't engage, so no timer.
He can repair how he want and switch for warp core stab to go away...

He already can switch for wcs but can't repair.
Why the hell would you give them as much tools to break the player interaction mecanics ?


? Did I miss something? The attacker can still shot the depot into reinforced mode, right? It doesn't have that many HP.

Also, I think OP wanted just the ability to be able to repair his modules after an engagement is over.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Xe'Cara'eos
A Big Enough Lever
#13 - 2014-05-15 11:04:27 UTC
Thorr VonAsgard wrote:
Sentient Blade wrote:
Edited OP because specifics are specific.



Quote:
This ability could be suppressed when a weapons timer is active. To stop perma-overheats.



Still don't work.

Imagine someone in a plex, farming isk.

PVP player go to him, farmer don't engage, so no timer.
He can repair how he want and switch for warp core stab to go away...

He already can switch for wcs but can't repair.
Why the hell would you give them as much tools to break the player interaction mecanics ?

Want to repair ? go station. or have a repair on you.

Cause there is no weapon timer against NPC.



please read - the OP clearly states repairs of modules, and until you get into hull, your modules don't take damage anyway. and I don't think repairing modules would help when you've been shot into hull.

I think the mobile depot could give a bonus along the lines of "decreases time of module repairs to 20% within 5000m" that is to say - 5 times as fast, and using the same nanite amount per module

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Schmata Bastanold
In Boobiez We Trust
#14 - 2014-05-15 12:28:17 UTC
With OP in current form and with what devs said when they started with deployables ("step towards building your castle among stars" or sth like that) I say...

+1 to depot with modules repair functionality/bonus/whatever or entirely new structure, whichever will be better for balance and stuff.

Invalid signature format

Rayzilla Zaraki
Yin Jian Enterprises
#15 - 2014-05-15 12:29:23 UTC
I like the idea of a mechanic whereby the depot reduces the amount of nanite paste needed. The abuse-prevention could be a per repair cool down timer thus making reduced paste usage the only benefit.

Gate campers are just Carebears with anger issues.

Derath Ellecon
University of Caille
Gallente Federation
#16 - 2014-05-15 13:35:12 UTC
Sentient Blade wrote:
Derath Ellecon wrote:
If i can't have a mobile repair mod at a POS why should a device as compact as the mobile depot allow for it?


I think people missed the keyword "Modules" -- Which can already be repaired in space with nanite paste, even in a frigate.

I am suggesting that proximity to a mobile depot should allow this mechanism to work at a much faster rate.



Ok then

Thre is no mobile repair module for my POS that allows instant or really fast repair of my MODULES, why should a device as compact as the mobile depot allow for it?

Bottom line is I don't see where the need arises for something but I do see that it is pretty OP however you may spin it.