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Mobile Depot

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Author
gascanu
Bearing Srl.
#1 - 2013-11-01 09:26:16 UTC  |  Edited by: gascanu
Thx to CCP Fozzie i have several of Mobile depots on test server; i'll copy/paste some stats here, in case you want to know;
also this looks like a beta test version, so take the numbers as they are, beta numbers;

Mobile depot:

Quote:
The mobile depot provides capsuleers with their very own base in space. It won't offer protection - no one is ever truly safe in New Eden - but once deployed it can, at the very least, allow the capsuleer to store their most valuable belongings when under fire, and to refit their ship to better fight back against assailants.



volume 50m3 capacity 3000m3
shield/armor/structure 5000/5000/75000 - probly will change
anchoring time is 45"
can't be launched closer that 6km to another mobile depot
can't be launched closer than 40 km from a tower/50 km from a station
can't refit subsystems

once you shoot down the shield it will go in reinf, no timer yet, so this is still in work
edit: you can still scoop it after is reinforced, not sure if intended or not Roll

- they give a killmaill but no mails when reinf


also, some Q&A:

CCP Fozzie wrote:
Mikokoel wrote:



If you put a frigate in the 3,000m3 bay, can you board it?
Can you board shuttles?


No, the storage works like an anchored secure container.


Quote:
Can my fleet use it's refiting service or is it like tractor - personal only?

Can this be used in combat for in-combat refit?


Refitting on the mobile home is personal only, it doesn't care about fleets or corps or standings.

And yes it can be used in combat, although your opponent can reinforce it very easily which shuts off the refitting service.



i still have some depots left, if you see me in 6-C local trade me and i'll give you some of them;
i've put some in public contracts also Blink
also post your feedback here, thx
Rekon X
Doomheim
#2 - 2013-11-01 17:49:14 UTC
Can we anchor and blow up our own units?

Definition of goon - a stupid person Those who can do, those who can't spew

gascanu
Bearing Srl.
#3 - 2013-11-01 20:15:57 UTC
Rekon X wrote:
Can we anchor and blow up our own units?

well, yes, but why would anyone do that?
Masao Kurata
Perkone
Caldari State
#4 - 2013-11-02 08:17:18 UTC
The meta 3 'yurt' depots are really hard to probe down. They need a bit less than 80 base sensor strength combat probes with an ideal formation, which basically means they need a virtue set. I really think that needs to be toned down a little.
CCP Fozzie
C C P
C C P Alliance
#5 - 2013-11-02 11:24:16 UTC
The Meta 3 Depot BPCs are going to be rare drops only accessible from the new Ghost sites. So they will have cost that matches their value.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

marVLs
#6 - 2013-11-02 11:34:30 UTC
What with those long activation timers? Would higher meta deploy quicker?
CCP Fozzie
C C P
C C P Alliance
#7 - 2013-11-02 12:06:56 UTC
marVLs wrote:
What with those long activation timers? Would higher meta deploy quicker?


The activation timers for Depots are currently 45 seconds. That's not very long.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

marVLs
#8 - 2013-11-02 12:39:48 UTC
CCP Fozzie wrote:
marVLs wrote:
What with those long activation timers? Would higher meta deploy quicker?


The activation timers for Depots are currently 45 seconds. That's not very long.



Yeah for siphon and depot it could be but tractor structure? It pulls veeeery slow, one target at a time, and activates 45s... I think activation of it should be around 15-20s so it starts working at a time when first ship is going down.
Witchking Angmar
Perkele.
#9 - 2013-11-02 13:02:03 UTC
I very much dislike being able to use the depot in combat. Essentially this will allow people to drop depots when about to die and place all their expensive mods/cargo in it for perfect safety. Now of course the EHP on them is not very high, but it is substantially higher than the frigate like EHP previously mentioned.
Henry Montclaire
Guild of Independent Pilots
DammFam
#10 - 2013-11-02 18:19:48 UTC  |  Edited by: Henry Montclaire
Witchking Angmar wrote:
I very much dislike being able to use the depot in combat. Essentially this will allow people to drop depots when about to die and place all their expensive mods/cargo in it for perfect safety. Now of course the EHP on them is not very high, but it is substantially higher than the frigate like EHP previously mentioned.



You are wrong.

The refitting service does not work while the depot is in reinforced mode, and the depot takes 45 seconds to anchor. If in 45 seconds you can not spare the time to blap the depot, you weren't winning. And even after the depot deploys, you can only strip fittings one at a time. So in an ideal scenario where the pilot is facing an overwhelming gang that's too stupid to blap his depot, he might be able to stash a couple of key mods before he goes boom. The exploitation of enemy ignorance ought to be rewarded.

The -only- case where someone might realistically be able to use this is when facing overwhelming dps in PVE. And even then, if your active tank is broken you probably won't have time to save much, and everything you save is then not going to be keeping the rest of your ship alive. Stash the deadspace rep? Boom. Seems balanced to me.
TheButcherPete
KarmaFleet
Goonswarm Federation
#11 - 2013-11-02 19:33:33 UTC
marVLs wrote:
CCP Fozzie wrote:
marVLs wrote:
What with those long activation timers? Would higher meta deploy quicker?


The activation timers for Depots are currently 45 seconds. That's not very long.



Yeah for siphon and depot it could be but tractor structure? It pulls veeeery slow, one target at a time, and activates 45s... I think activation of it should be around 15-20s so it starts working at a time when first ship is going down.



Mobile tractors are kind of small, who says you can't just pop 4 or 5 out and activate them at once? Bastioned Marauders would have lots of fun with this.

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Noriko Mai
#12 - 2013-11-02 20:46:54 UTC
Why does this thing has Sensor strengh??

"Meh.." - Albert Einstein

Julianus Soter
Blades of Liberty
#13 - 2013-11-02 21:08:03 UTC
To make obsessive-comupulsives squirm with displeasure? lol

Moira. Corporation CEO, Executor, Villore Accords, @Julianus_Soter https://zkillboard.com/alliance/99001634/

David Laurentson
Laurentson INC
#14 - 2013-11-02 23:25:19 UTC
Noriko Mai wrote:
Why does this thing has Sensor strengh??


It's needed for probing. The 'size' of a ship or structure's signal is [sig radius] / [sensor strength].
Zurrdok
Deep Core Mining Inc.
Caldari State
#15 - 2013-11-03 21:36:43 UTC  |  Edited by: Zurrdok
Store most valuable belongings is what stations are for.
capacity 3000m3 is a bad joke
should be minimum 100000m3
Johann Rascali
The Milkmen
Churn and Burn
#16 - 2013-11-04 00:09:53 UTC
Zurrdok wrote:
capacity 3000m3 is a bad joke
should be minimum 100000m3


It's a personal structure that can be deployed from the tiniest of frigates, not a station hangar.

Blanking signatures doesn't seem to work, so this is here.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#17 - 2013-11-04 01:10:02 UTC
Zurrdok wrote:
Store most valuable belongings is what stations are for.
capacity 3000m3 is a bad joke
should be minimum 100000m3

It's several orders of magnitude more than you'd get from a theoretical anchorable can of its size, and it has a fitting service and a reinforcement timer.

Although I could see the demand for bigger spaceyurts (bigger both in volume and storage space).
FlinchingNinja Kishunuba
Crunchy Crunchy
#18 - 2013-11-04 01:52:02 UTC
What happens to stored modules when it is scooped?
Johann Rascali
The Milkmen
Churn and Burn
#19 - 2013-11-04 02:56:08 UTC
FlinchingNinja Kishunuba wrote:
What happens to stored modules when it is scooped?


Currently they're dropped in a jetcan like when you pick up one of the mobile tractor units. Or salvage a wreck with loot.

Blanking signatures doesn't seem to work, so this is here.

Michael Harari
Genos Occidere
HYDRA RELOADED
#20 - 2013-11-04 14:51:07 UTC

The depot needs to have a much larger restriction on being anchored near a gate, more like 250km. Otherwise it becomes trivial to bypass the main factor balancing ecm; racial jammers. You can anchor one of these 120km out where your falcon sits, and always have the right racial jammer for every ship you are jamming.

No opinion on the others yet, besides their appearance which is quite nice. 45s for the tractor is probably a bit much, at least for highsec


Another idea, to reinforce the idea of "mobile home" instead of "combat refit - make module swaping have a 1 minute "reloading" of the module, that basically just disables it until finished.

Reinforcing it does not stop some of the more abusive uses of it, like refitting jammers before a target decloaks, or refitting to stabs as soon as local spikes/cyno goes up, since these are done immediately before combat
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