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Mobile Depot

First post
Author
Zurrdok
Deep Core Mining Inc.
Caldari State
#21 - 2013-11-04 20:25:59 UTC
Abdiel Kavash wrote:
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).



100000m3 is only 1⁄10 of freighter space
I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3
Lilliana Stelles
#22 - 2013-11-04 21:40:51 UTC
Here's my opinion.
This thing is too small.
Not space wise, but visually.
It's barely bigger than my pod!

I want something that at least looks like it could work on your ship. If this thing can refit subsystems, I expected it to be at least 50% the size of a cruiser.

Size it up a little bit.
It's assembled in space. It's not like it needs to take up more room in your hold. Just make it bigger on the outside.

Not a forum alt. 

Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#23 - 2013-11-04 22:24:45 UTC
Ant idea what the rules around using them in the same fashion as a spiked bubble ? Maybe they should only allow 1 deployment per pilot in a grid.
Maximus Aerelius
PROPHET OF ENIGMA
#24 - 2013-11-04 22:29:17 UTC
Zurrdok wrote:
I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3


Mobile Tractors only have 100m3...
Zurrdok
Deep Core Mining Inc.
Caldari State
#25 - 2013-11-05 15:20:36 UTC  |  Edited by: Zurrdok
Maximus Aerelius wrote:
Zurrdok wrote:
I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3


Mobile Tractors only have 100m3...


Mobile Tractors volume is 100m3
cargo space 27000m3
Orakkus
ImperiaI Federation
Goonswarm Federation
#26 - 2013-11-05 23:41:56 UTC
Zurrdok wrote:
Cargo space 27000m3


Did you mean 27,000m3 or 2,700m3 because I have never gotten 27,000m3 from any site.. ever.

He's not just famous, he's "IN" famous. - Ned Nederlander

Circumstantial Evidence
#27 - 2013-11-06 01:58:39 UTC  |  Edited by: Circumstantial Evidence
Reinforce doesn't lock depot storage... I can come back any time and retrieve stored items before RF exit.
Build cost of meta 1 seems low.
So... why bother coming back to defend it after RF exit?

In a POS reinforce, corp hangers are locked, providing extra incentive to defend.

Edit: this could be an oversight, its still possible to scoop depot during RF, so not all fixes are in yet.
Maximus Aerelius
PROPHET OF ENIGMA
#28 - 2013-11-06 10:10:50 UTC
OK, so had an initial play with a Depot last night and I have to say that my Golem looked like it popped the Mobile Depot it's that small. Can't the size be increased?

I like the ideas of "the higher the meta the lower the signature for scanning it out" and also of a Covert Mobile Depot.

Overall, I really like the idea, I can see these getting a lot of love on release and will certainly shake things up in PvE and PvP across all of New Eden. And a cheeky bonus to add T3 subsystem refitting as well, CCP you sneaky monkeys you!
KatanTharkay
Federal Navy Academy
Gallente Federation
#29 - 2013-11-06 11:25:11 UTC  |  Edited by: KatanTharkay
The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).

Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:

- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships)
- Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs)
- Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)

Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship.
Evei Shard
Shard Industries
#30 - 2013-11-06 15:18:56 UTC
KatanTharkay wrote:
The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).

Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:

- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships)
- Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs)
- Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)

Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship.



^^^ This is how the Depot's need to work for them to be useful anywhere outside of high-sec (and I question their usefulness in high-sec even at this point.)

Profit favors the prepared

Masao Kurata
Perkone
Caldari State
#31 - 2013-11-06 18:01:27 UTC
The meta 3 is nearly impossible to probe anyway. Try it.
xKOMODOx
#32 - 2013-11-06 21:49:09 UTC  |  Edited by: xKOMODOx
How about the Mobile Depot unit have some small force field visual effect like POSs? (May be 3k) Giving you this nice cozy feeling of being home because capsuleer's home is his castle ... Right now it feels like just "a deployable container" :(
Kay1e
Perkone
Caldari State
#33 - 2013-11-06 22:41:51 UTC
Maybe these will make virtue implants useful again?
Octoven
Stellar Production
#34 - 2013-11-07 12:13:56 UTC
Ive noticed that you can pick up a depot when it is in reinforced and spit it back out to remove the reinforce timer. In theory depots can never be destroyed. Would a dev care to comment if this is a designed function and why, or if it is most likely an over sight?
Batelle
Federal Navy Academy
#35 - 2013-11-07 18:04:34 UTC
IMO making them all unprobable, or at least unprobable starting with meta1 isn't that OP. It would still be very simple to camp them for the user and find them by probing the user themselves. You can keep the higher meta ones valuable by improving storage or reinforce timers or other somethings.


Octoven wrote:
Ive noticed that you can pick up a depot when it is in reinforced and spit it back out to remove the reinforce timer. In theory depots can never be destroyed. Would a dev care to comment if this is a designed function and why, or if it is most likely an over sight?


If you're there to pick it up while its reinforced, then you can be killed.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Udonor
Doomheim
#36 - 2013-11-08 02:37:53 UTC  |  Edited by: Udonor
KatanTharkay wrote:
The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).

Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:

- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships)
- Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs)
- Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)

Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship.


The current mobile depot is intended for solo piracy level ops. And thus can be deployed by any small ship. No bubble for refuge etc.

yes there is a market for guerilla warfare unit for long term and multiple ships. But like squad to company sized units of historic Earth...deployment of full guerilla base is probably a cargo vehicle operation. That is all the stuff takes up more than 100m3. I would suggest 1000m3 to 3000m3. So maybe special fit Black Ops can drop one. But cargo ship can drop the extra ships and modules too.

Not probe-able? well that implies active covert cloak. Hmmm...void bombs. and while in use it would be decloaked by normal rules by your own ship. And there would be a recloaking time - possibly not 30 seconds. Also it might be humourous to see people warp to BM and then spend 5-15 minutes trying to decloak their own base to use it. So I can see this option being OK. But I am betting this is not the unassailable base of convenience most people are wanting.

Has a bubble? Then not hardly difficult to probe. Easy to probe. But then could be a forward/paratrooper type base as well. Quickly deployed. Weak. But reinforced hell to dislodge. Create a prolonged battle for system. But unless you want to raise price much closer to small tower...I suggest reinforced mode of only 8 hours (RL nap). Or perhaps a limited reinforced mode which actually is not invulnerable but only x10-100 times normal damage to take down. Just should not replace small POS value and niche in scale.
Udonor
Doomheim
#37 - 2013-11-08 02:47:46 UTC  |  Edited by: Udonor
But with all that sensor strength - can we have a management console for mobile depot where you can use that sensor array to watch your surroundings for hard to see probe ships etc? Or maybe just a remote link from base to ship dsiplays when within certain system distance?

Yeah remote sensor link to your ship within 5000km -- so we can instant lock and shoot all the drones set on our mobile base.


Bit of a troll idea. But not totally.
cyndrogen
The Greatest Corp in the Universe
#38 - 2013-11-08 05:52:47 UTC
Can the depot cloak? Would be nice to load it up with fuel and have it cloak while you are away.

Run out ot fuel and it decloaks.

Fuel lasts for 12 hours max, or something like that?

Every day in every way I improve my skills and get better.

Octoven
Stellar Production
#39 - 2013-11-08 06:02:01 UTC  |  Edited by: Octoven
Batelle wrote:
IMO making them all unprobable, or at least unprobable starting with meta1 isn't that OP. It would still be very simple to camp them for the user and find them by probing the user themselves. You can keep the higher meta ones valuable by improving storage or reinforce timers or other somethings.


Octoven wrote:
Ive noticed that you can pick up a depot when it is in reinforced and spit it back out to remove the reinforce timer. In theory depots can never be destroyed. Would a dev care to comment if this is a designed function and why, or if it is most likely an over sight?


If you're there to pick it up while its reinforced, then you can be killed.


I suppose so...but it still rather makes them invulnerable for 30 days though because no one is going to camp your depot for 48 hours non stop id imagine...maybe a few crazies. At which point you have a window of opportunity to grab and go. Would be nice if they forced the timer to pause when scooped and resume when re-deposited. As it stands the reinforcement timer does not impede upon your ability to use the structure nor pick it up the only purpose is to allow them to be destroyed. If the timer resets every time you pick it up...it stands to reason that it would seem to defeat that purpose.
cyndrogen
The Greatest Corp in the Universe
#40 - 2013-11-08 09:38:33 UTC  |  Edited by: Cyndrogen
BUG

If you use the little UNFIT icon in the fitting window, your module will forever be lost in space. HOWEVER if you drag and drop your module into the depot it appears where it should.

'------
update:

Oh I see it goes into your cargo hold.... not the depot. Should go to depot if you are within range


I think you also have to be within 2600m to use the fitting service.

Every day in every way I improve my skills and get better.