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Dev blog: Corp Hangars on ships and You

First post First post
Author
Grideris
The Scope
Gallente Federation
#21 - 2012-11-30 11:43:20 UTC
I assume that the immunity to cargo scanning is not being extended to Deep Space Transports? (The other class of T2 industrial ships)

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Hypercake Mix
#22 - 2012-11-30 11:44:01 UTC  |  Edited by: Hypercake Mix
CCP FoxFour wrote:
Since assembled ships are the only thing that can go into them, nothing will be. What drops from them is not changing as nothing drops on TQ right now from Ship Maintenance Bays. The change is that you will now be able to scan them and see what assembled ships are in the SMB.

Hope that helps!

Also, sorry Habakuk, I just can't stop! :P

Ahh... nuts. I expected something like pieces from the ships in the SMB dropping. Those tiny shiny mods are just going to be fit onto cheap ships for transport then. Though, it was probably debated over already.

Edit: and you're winning @ forum whack-a-mole!
Chribba
Otherworld Enterprises
Otherworld Empire
#23 - 2012-11-30 11:46:45 UTC
On one hand it will make things easier to see what's in the hangar... on the other hand... the API will need recoding for locations?

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Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#24 - 2012-11-30 11:55:53 UTC
Four days Straight

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CCP Habakuk
C C P
C C P Alliance
#25 - 2012-11-30 11:59:10 UTC  |  Edited by: CCP Habakuk
Grideris wrote:
I assume that the immunity to cargo scanning is not being extended to Deep Space Transports? (The other class of T2 industrial ships)

Correct.

Chribba wrote:
On one hand it will make things easier to see what's in the hangar... on the other hand... the API will need recoding for locations?

As far as I understood you will need to get the new flag ID, which should be included in the DB dump. Disclaimer: My knowledge about the API is not as profound.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Borascus
#26 - 2012-11-30 12:03:47 UTC
The POS Password changes make moving around in Null-sec easier, and look like a change that will be welcomed.
DexterShark
Trask Industries
#27 - 2012-11-30 12:07:54 UTC  |  Edited by: DexterShark
This kind of Dev Blog and the changes it contains is worth 458% more than some flashy new jesus feature.

It might not be all ~jazz hands~ and ~shiny~ but this kind of update and tweak to the game is priceless.

Also, humble Blockade Runner, I never thought I could love you more than I already do, until today. Unscannable cargohold? *SWOON*

o7
DeBingJos
Sebiestor Tribe
Minmatar Republic
#28 - 2012-11-30 12:10:23 UTC
DexterShark wrote:
This kind of Dev Blog and the changes it contains is worth 458% more than some flashy new jesus feature.

It might not be all ~jazz hands~ and ~shiny~ but this kind of update and tweak to the game is priceless.

Also, humble Blockade Runner, I never thought I could love you more than I already do, until today. Unscannable cargohold? *SWOON*

o7


Don't get excited. If you see a blockade runner, you know it's worth ganking. Pirate

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Crunac Arclight
Royal Amarr Institute
Amarr Empire
#29 - 2012-11-30 12:11:25 UTC
Nice changes, but why make the Blockade Runner's cargo unscannable?

It is already quite agile and cloaky enough to avoid trouble. It would make more sense to give this buff to the God-forsaken Deep Space Transports of which I have seen none to date.
Sobach
Aliastra
Gallente Federation
#30 - 2012-11-30 12:12:51 UTC
DeBingJos wrote:
Don't get excited. If you see a blockade runner, you know it's worth ganking. Pirate


yea... won't be able to autopilot an empty BR after this - you'd just be equated to automatic loot pinata everywhere you go.
Aethlyn
Brutor Tribe
Minmatar Republic
#31 - 2012-11-30 12:18:26 UTC
When first hearing about the Orca scannable/droppable changes, I've been disappointed. But with the added bonus for blockade runnners... Now loving my Prowler even more! :)

But regarding drops, some time ago I've suggested some kind of Extended Cargohold like module that lowers cargo capacity a bit while increasing the chance of loot to get destroyed. Any chance on getting something like this? Could lead to even more options and fitting ideas regarding "get the stuff out or at least don't let them grab it".

Looking for more thoughts? Follow me on Twitter.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#32 - 2012-11-30 12:18:52 UTC
Sobach wrote:
DeBingJos wrote:
Don't get excited. If you see a blockade runner, you know it's worth ganking. Pirate


yea... won't be able to autopilot an empty BR after this - you'd just be equated to automatic loot pinata everywhere you go.



Which is a bit of a shame.

They're handy for when you want to nip around, restocking ammo and so on. MWD nanoed prowler is nice. Aligns like it's on rails, and can go at 2km/s (for 40 seconds Blink)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Pinky Denmark
The Cursed Navy
#33 - 2012-11-30 12:25:10 UTC
I love this change - But plz don't ever, never do anything like this to my super organized and arranged corp hangars in stations which I put a lot of work into...
Aethlyn
Brutor Tribe
Minmatar Republic
#34 - 2012-11-30 12:27:07 UTC  |  Edited by: Aethlyn
Sobach wrote:
DeBingJos wrote:
Don't get excited. If you see a blockade runner, you know it's worth ganking. Pirate


yea... won't be able to autopilot an empty BR after this - you'd just be equated to automatic loot pinata everywhere you go.

Fly an empty/tanked BR and have some kind of cloaked (or jumping shortly after) ships nearby to grab som tasty CONCORD kill mails and/or trick pirates with bounty into aggressing first? Sounds like it could add some more action. :)

PS: Why would you autopilot an industrial that has reduced cargohold for higher agility and the ability to cloak?

Looking for more thoughts? Follow me on Twitter.

Keko Khaan
Center for Advanced Studies
Gallente Federation
#35 - 2012-11-30 12:42:03 UTC
Aethlyn wrote:
Sobach wrote:
[quote=DeBingJos]Don't get excited. If you see a blockade runner, you know it's worth ganking. Pirate



PS: Why would you autopilot an industrial that has reduced cargohold for higher agility and the ability to cloak?


Maybe if hes too lazy to fly 30jumps with empty cargohold to pickup location. Lol
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#36 - 2012-11-30 12:56:27 UTC  |  Edited by: Sentient Blade
Nice changes.

The only thing I would point out is that the loss of corporate hangers is going to be somewhat of a pain. On the Orca yes, but even more so on capital ships where the size of the hanger is limited + cans are in short supply, it's going to make separating items up a bigger pain.

The best "technical" solution I could come up with would be selectable elastic containers:

Quote:
* Buy an "Elastic Shipping Container" for something like 10m ISK (affordable for those flying orcas / capitals) that has an packaged size of say 100 m3.

* You assemble it, and it turns it into an "ElasticContainerer100" with an initial volume of 100 m3.

* You fill it with items you wish to separate, a particular kind of module lets say, but need a bit more room.

* You click on it, select "resize to ..." and select a bigger size, let's say you want to store a couple of frigates along side the modules, so you select 10,000 m3.

* The servers check the size of the parent container to see if the new 10,000 m3 would fit, minus the existing container, and if it does you flip the TypeID to a new "ElasticContainer10000" type, copy / replace it if necessary, and move all the items over.

* Use them in that size as long as necessary. Maybe expand / reduce their size again multiple during the course of an op; maybe one fleet member is storing significantly more than another.

* Shrink them back down after their job is done provided their content is not oversized.


This would:

Quote:
* Allow fleet hangers to have password protected cargo areas that could share space

* Not have to deal with the problems associated with shrink wrap; just spam TypeIDs for non-market containers and swap between them.

* Allow Orca / Carrier pilots to keep a few of these elastic containers always to hand to be use to partition their ships where necessary without having to haul empty cans just in case for no reason other than the code that handled a cargo bay having "dividing walls" needed to die (understandable).


Caveats:

Quote:
* You do not need to spam hidden containers for every 100 m3 for the entire range, 25, 100, 250, 500, 1000, 2000, 3000, 4000, 5000, 7500, 10000, 15000, 20,000 etc.

* Removing the existing container from the DB and creating a new one with the same children and attributes (except TypeID) would be perfectly acceptable. If this means people have to re-open the can so be it.

* Repackaging them would return them back to a particular size "Elastic Shipping Container" which could then be sold on the market.


So CCP, a better idea than just removing them completely, no?
Salpad
Carebears with Attitude
#37 - 2012-11-30 13:04:40 UTC
DeBingJos wrote:

Don't get excited. If you see a blockade runner, you know it's worth ganking. Pirate


It might well not be. Some hauls are one-waysies, so on the return trip the cargo is empty.

Also, I've used Blockade Runners for several years, for both myself and my alt, as quick AFK shopping trip ships. Often hauling only a few million ISK worth of stuff.
CCP FoxFour
C C P
C C P Alliance
#38 - 2012-11-30 13:06:12 UTC
Crunac Arclight wrote:
Nice changes, but why make the Blockade Runner's cargo unscannable?

It is already quite agile and cloaky enough to avoid trouble. It would make more sense to give this buff to the God-forsaken Deep Space Transports of which I have seen none to date.


We did consider this and discussed it a fair bit. It was however determined that it fit the role of the blockade runner far more. We are aware of how... unpopular the deep space transports are however.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Salpad
Carebears with Attitude
#39 - 2012-11-30 13:07:01 UTC
Aethlyn wrote:
PS: Why would you autopilot an industrial that has reduced cargohold for higher agility and the ability to cloak?


Because it gets from A to B a lot faster. It does the 15 km to stargate almost as fast as a shuttle, and travels FTL faster than a shuttle. Shuttle does 6 AU/s, Blockade Runner does 9 AU/s IIRC. And the Blockade Runner can carry a lot more than the Shuttle. So basically there's a fairly high probability that an AFK Blockade Runner will only cary something like 2-20 million ISK worth of stuff, having been used for an AFK shopping trip.
Salpad
Carebears with Attitude
#40 - 2012-11-30 13:09:13 UTC
CCP FoxFour wrote:
Crunac Arclight wrote:
Nice changes, but why make the Blockade Runner's cargo unscannable?

It is already quite agile and cloaky enough to avoid trouble. It would make more sense to give this buff to the God-forsaken Deep Space Transports of which I have seen none to date.


We did consider this and discussed it a fair bit. It was however determined that it fit the role of the blockade runner far more. We are aware of how... unpopular the deep space transports are however.


Why not just do a quick fix, and change the Deep Space Transport bonus to something useful? + to active shield tank is a very, very poor defensive bonus to have. Change it to +5% shield resists per level, or +5% armour resist for the armour tanking versions.

I'm pretty sure I've never trained my Transports skill above 1, even though I fly Blockade Runners quite a lot, and Deep Space Transports every so often, and the reason for that is that the effect of the Transports skill sucks.