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[Hyperion] Jump Drive Economizer Modules

First post First post
Author
Jassmin Joy
Pulling The Plug
PURPLE HELMETED WARRIORS
#61 - 2014-08-01 02:51:28 UTC
Ripard Teg wrote:
Why is there no limit on the number of these that you can fit?

I am concerned about certain alliances who shall remain nameless buying four of these for each of their carriers and supers. By doing so, they avoid the bulk of the nerf you stuck the rest of us with...


You say that like the "nerf" effects any of us.
MeBiatch
GRR GOONS
#62 - 2014-08-01 03:04:44 UTC
it would be cool if you guys also added a cpuless version of a downgraded damage control unit.

make it only add 30% resists to hull. but that couppled with 2 bulkheads should make a ganker think twice.

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afkboss
Imperial Academy
Amarr Empire
#63 - 2014-08-01 03:14:41 UTC
Why does the best one save 2 and a half times more than the lower tier. shouldn't you make it 8%, 9% and 10%?
TheButcherPete
KarmaFleet
Goonswarm Federation
#64 - 2014-08-01 04:20:55 UTC  |  Edited by: TheButcherPete
LOL guys, this fuel nerf wasn't meant for the coalitions. It's just CCP's way of kicking the little guys in the balls and making them have to join blocs just to stay in low/null.

one step forward, two steps back.

MeBiatch wrote:
it would be cool if you guys also added a cpuless version of a downgraded damage control unit.

make it only add 30% resists to hull. but that couppled with 2 bulkheads should make a ganker think twice.


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Rivr Luzade
Coreli Corporation
Pandemic Legion
#65 - 2014-08-01 06:54:04 UTC  |  Edited by: Rivr Luzade
Sugar Kyle wrote:
It is a module that comes from a BPC that drops in a spawning site in low sec. I guess we should encourage more people to do besieged sites to keep the prices down, mmm?


Rather you should make CCP to fix these sites so that they don't stay in system long after they were completed.

I am also not so sure about these modules. If I use them, I might save 20% of fuel, but have to do 2 trips to jump the same volume of things around in a JF, hence I pay 80% more in fuel in the end. Not to mention the ridiculous price tag of these modules, unless you find them for yourself, which nullifies any fuel savings for a long time. Which means for me that, unless I have a half empty JF when I jump or do empty return jumps, this module is useless for me.

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Looping Loui
Another Corp..
#66 - 2014-08-01 08:14:34 UTC
CCP Fozzie wrote:

The fuel reduction per module is:
Limited Jump Drive Economizer - 4%
Experimental Jump Drive Economizer - 7%
Prototype Jump Drive Economizer - 10%


First you tell us price is not a way to balance things and the shouldn't be a strict progression from 'being bad in all ways' for the meta 0 module to 'being better in all means' in the higher meta levels.

And then you release a set of modules that will almost never get destroyed, give us a steady supply for it from exploration and balance them exactly this way: from straight worse the best. It won't be long until anything except the prototype will gather dust and never be used.
Sekket
Perkone
Caldari State
#67 - 2014-08-01 08:19:30 UTC
Are you trying to indirectly buff shield carries? Because it seems you're trying to indirectly buff shield carriers. Wonder how many carriers will end up getting blown up because they were fit for jump fuel economy.
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Linus Gorp
Ministry of Propaganda and Morale
#68 - 2014-08-01 08:26:44 UTC
I'll continue to fly my Nyx with bulkheads. Just sayin'.

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TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#69 - 2014-08-01 08:32:56 UTC
do we have awful nullscrubs from awful blob 'coalitions' talking about 'the little guy' again?
Sigras
Conglomo
#70 - 2014-08-01 09:09:52 UTC
Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...

If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land.
Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#71 - 2014-08-01 09:31:24 UTC
Hahaha this is another 'We made a mistake, lets pretend it was on purpose' module.

Please decide if you want to nerf or buff capitals, i am glad you added these though, as i dont think nerfing capital moving for only smaller entities was your intention.
Hra Neuvosto
Party Cat Enterprises
#72 - 2014-08-01 10:58:48 UTC
Whads habbening
Kane Fenris
NWP
#73 - 2014-08-01 11:12:47 UTC  |  Edited by: Kane Fenris
CCP Fozzie wrote:
Hello everyone. As we mentioned a while back, I've been working on a set of low-slot modules that decrease the fuel requirements of jump drives.

The primary goal here is to provide an interesting set of choices to capital pilots (especially Jump Freighter pilots) in how to fill up their low slots for any given activity.

These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other.

Like the Hyperspatial Accelerators, we are starting with three versions of this module. Also like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.
The rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1.

The fuel reduction per module is:
Limited Jump Drive Economizer - 4%
Experimental Jump Drive Economizer - 7%
Prototype Jump Drive Economizer - 10%

I'll let you guys know when these babies hit SISI for your testing pleasure.
Feel free to post your feedback in the thread below.
Thanks!



why oh why...... this is bad game design at its finest.
first the bad change about fuel costs ... and now this.... all you do with this change is reveres some part of the fuel change and haveing players do some refitting
put them in jump refit ! seriously ?
extra anoying gameplay to reveres parts of a change that wasnt needed ?
CCP Fozzie
C C P
C C P Alliance
#74 - 2014-08-01 11:47:51 UTC
Sigras wrote:
Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...

If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land.


The currently planned volume of these modules is 3500m3

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xplosiv
Doomheim
#75 - 2014-08-01 11:53:46 UTC  |  Edited by: xplosiv
Nope. just put fuel back as it was.
Every damn capital will have these and a mobile depot. And if you make them 4000m3 you shaft over all blackops etc.
so just revert and leave it as it was.

was a stupid change that only hurt small corps and the individual any way. The super power GIVE NO ****s.
Every capital operation CFC and NC do is now covered by a Fuel replacement scheme. some are having renter mine ice as payment for their RENT and other make so much isk it's not even a ripple in their wallets.
SO power projection has NOT BEEN HURT AT ALL.

WHAT IS HAS DONE:
Screwed over industry in 00 by making everything expensive to produce or expensive to ship to empire and sell.
MADE IT HARD AS HELL for small corps to get into 00 because of the fuel bills they have no way to reclaim or subsidise by mining.
BRAVO CCP You made industry better for 00 then screwed it over by ruining the logistical back bone.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#76 - 2014-08-01 13:14:22 UTC
xplosiv wrote:
Nope. just put fuel back as it was.
Every damn capital will have these and a mobile depot. And if you make them 4000m3 you shaft over all blackops etc.
so just revert and leave it as it was.

was a stupid change that only hurt small corps and the individual any way. The super power GIVE NO ****s.
Every capital operation CFC and NC do is now covered by a Fuel replacement scheme. some are having renter mine ice as payment for their RENT and other make so much isk it's not even a ripple in their wallets.
SO power projection has NOT BEEN HURT AT ALL.

WHAT IS HAS DONE:
Screwed over industry in 00 by making everything expensive to produce or expensive to ship to empire and sell.
MADE IT HARD AS HELL for small corps to get into 00 because of the fuel bills they have no way to reclaim or subsidise by mining.
BRAVO CCP You made industry better for 00 then screwed it over by ruining the logistical back bone.

i wasn't all that much in favor of the jump change until i read this post
Hespire Malneant
Deep Core Mining Inc.
Caldari State
#77 - 2014-08-01 14:32:14 UTC
CCP Fozzie wrote:
Sigras wrote:
Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...

If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land.


The currently planned volume of these modules is 3500m3


ELI5 why this is so significant, plz.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#78 - 2014-08-01 15:16:01 UTC
Hespire Malneant wrote:
CCP Fozzie wrote:
Sigras wrote:
Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...

If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land.


The currently planned volume of these modules is 3500m3


ELI5 why this is so significant, plz.

combat capitals (carriers, dreads) can't carry these and then refit at their destination without severely crippling their ability to hold any other fit or extra fuel

titans and supercarriers maybe, but they still usually won't want to waste the space
Altrue
Exploration Frontier inc
Tactical-Retreat
#79 - 2014-08-01 15:18:54 UTC
CCP Fozzie wrote:
Sigras wrote:
Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...

If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land.


The currently planned volume of these modules is 3500m3


There should be a smaller subcap version for black ops and maybe future subcap jump capable ships.

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CCP Fozzie
C C P
C C P Alliance
#80 - 2014-08-01 15:35:58 UTC  |  Edited by: CCP Fozzie
Altrue wrote:
CCP Fozzie wrote:
Sigras wrote:
Please make the modules capital sized (>=4000 m^3) otherwise you may as well just reduce the jump fuel cost of all ships by 25% and call it a day...

If these modules are allowed to be 5 m^3 like most other modules not specifically tied to a ship class then every carrier will just carry around 4-5 of them and insta switch them out when they land.


The currently planned volume of these modules is 3500m3


There should be a smaller subcap version for black ops and maybe future subcap jump capable ships.


Blackops are free to fit them, but they won't be able to swap them into their cargo holds. This is by design.

:Update: We have adjusted the plan for these modules, and they will no longer be fittable on Black Ops Battleships

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