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The mobile depot and high sec players

Author
octahexx Charante
Federal Navy Academy
Gallente Federation
#41 - 2013-11-13 21:41:14 UTC
the way ccp presented this expansion train we are on is exploration for the small guy.

I assume the design is that you go explore lowsec and null setup camp without having to hold sov or even a corp for that matter.
You then probe stuff down with your brand new SOE covops cruiser refit for the sites u wanna do and deploy and use the different new toys to be able to do it for a living.

We are just at the beginning of a train of expansions following this theme and we dont see the whole picture yet from what i understand.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#42 - 2013-11-13 21:48:21 UTC
Paul Otichoda wrote:
Personally thought I do think the mobile structures are a great new feature and I can see the advantages of the tractor, siphon and Cynosural Inhibitor

You see the advantage of the cynosural inhibitor in high sec? Care to enlighten the rest of us?

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Vol Arm'OOO
Central Co-Prosperity Union
#43 - 2013-11-13 21:53:11 UTC
Paul Otichoda wrote:
SurrenderMonkey wrote:
Paul Otichoda wrote:
As a high sec player (got a problem with that?) I do wonder how the upcoming mobile depot will affect high sec operations.

While I can see the use for it in low and null (even WH space for mini operation) I just don't see that it will be useful for high sec operations. The fact is that in high sec we have enough stations that personal storage and fitting services aren't really needed. Unless of course you are trying to RP as a fully independent survival type.

So what will be the use of the mobile depot in high sec apart from blueprints to buy and make for null sec players


I can't tell if you're genuinely asking a question, or just complaining about a perceived lack of use for a new feature in high sec.


I think both, at present I do feel that the mobile depot is going to be a bit pointless in high sec but I was asking to see if people had any alternative use planned for them that I hadn't considered.

Personally thought I do think the mobile structures are a great new feature and I can see the advantages of the tractor, siphon and Cynosural Inhibitor, its just I feel the depot is a bit too situational to be used in high sec. Though I do look forward to further more industry focused mobile structures in the future, how about a 1 slot research lab?


Um, in case you didnt notice, not every highsec system has a station. The new depots, let you base out of stationless systems away from other folk allowing you to reap the reward of a system that is not swarming with players.

I don't play, I just fourm warrior.

Vincent Athena
Photosynth
#44 - 2013-11-13 21:58:07 UTC
Batelle wrote:
IMO newly fit modules should be fit offline and have to online using capacitor.

Solves all these shenanigans of refitting mid combat for either PVE or PVP.

They are online right away as the depot currently stands. Just like refitting at an Orca or a Carrier.

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Mara Rinn
Cosmic Goo Convertor
#45 - 2013-11-13 22:02:41 UTC
I Love Boobies wrote:
Use a Domi with a MJD, and you won't need to refit for Worlds Collide. Lol


It cannot be over-emphasised how useful the MJD is for sniper boats of all flavours!
Korvus Falek
Depraved Corruption
Lux Inter Astra
#46 - 2013-11-13 22:23:57 UTC
Abdiel Kavash wrote:
The biggest thing is probably being able to change your fitting on the fly inside a mission. Switch between short or long range guns as needed, or drop tank for gank after you reduce the initial DPS. Fit tractors and salvagers after you are done without having to warp off.

(If you're trying to passively aggressively pick on something, ask what the use of the siphon or the cynojammer will be in highsec.)


Ive read a few posts and I like this guy....Wish I could have a dedicated feed to just his comments =P
Tydeth Gilitae
Magewright Artificers
#47 - 2013-11-13 22:24:04 UTC
Xercodo wrote:
Tydeth Gilitae wrote:
Highsec uses for Mobile Depot:

1. Mid-mission refit (already covered)
2. Ganking (Gank target, unfit modules into convenient nearby depot, less stuff Concord has a chance to blow up, friendly "innocent" guy scoops up depot with gank tools and brings them to station for future gank alongside what survived in the ship and the gankee's loot. Alternatively, set up in space and fill with fitted gankalyst, gankers collect gankalyst and do their thing.)
3. Mining (store Mining Crystals and Ore in depot, especially the latter for Coveter/Hulk, use as super jetcan.)
4. Top Secret inter-alt smuggling of goods (Character A puts stuff in depot, Character B takes stuff from depot, no transaction link between the two in API background check. Again, like a super jetcan. Primary usage for this would be setting up spy/awox alts.)

Hopefully for #4 CCP can still track those items, or the mobile depot could see illicit use as an RMT coverup.


2 and 4 wont work because only one person can access the depot, you cant drop things for anyone else to nab, 3 is silly because the normal cargo is plenty capable of holding hours worth of crystals and the 3-4k size is tiny compared to the 27.5k of a jet can. Using this for mining is a fairly bad idea....

Just use a GSC really...

And if you revised the first variation of 2 such that the ganker collects it himelf after his 15 min criminal is up then it works


Ah, I see. I hadn't checked the details of the thing, and assumed that the depot would be like a superior version of the jetcan(larger space, accessible by anyone(this latter being based on current containers and the siphon)). I was wrong.

Having read the devblog, I will revise the list of High-sec uses.

1. Mid-mission refitting.
2. Ganking. (Ganker ganks target, stores his modules in the depot, and returns to collect them after GCC.)
3. Mini-POS in systems sans stations. (Especially if combined with GSCs anchored nearby for the storage aspect of a base.)
4. Decoy when encountering gankers. (When ganked, deploy the thing and hope the gankers targets it instead of your pod when your ship goes boom, and run.)
Lors Dornick
Kallisti Industries
#48 - 2013-11-13 22:36:55 UTC
Paul Otichoda wrote:
I just don't see that it will be useful for high sec operations


You have been offered a new toy.

You fail to figure out how to use it.

This obviously means that there's something wrong with the toy.

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Xercodo
Cruor Angelicus
#49 - 2013-11-13 22:53:21 UTC
Tydeth Gilitae wrote:

4. Decoy when encountering gankers. (When ganked, deploy the thing and hope the gankers targets it instead of your pod when your ship goes boom, and run.)


Or just refit from a "mining yeild" fit to a "tank EVERYTHING" fit

The Drake is a Lie

Karrl Tian
Doomheim
#50 - 2013-11-13 23:06:32 UTC
Xercodo wrote:
Tydeth Gilitae wrote:

4. Decoy when encountering gankers. (When ganked, deploy the thing and hope the gankers targets it instead of your pod when your ship goes boom, and run.)


Or just refit from a "mining yeild" fit to a "tank EVERYTHING" fit


Or just warp out because you're pre-aligned and at the keyboard.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#51 - 2013-11-13 23:09:28 UTC
BeBopAReBop RhubarbPie wrote:
Paul Otichoda wrote:
Personally thought I do think the mobile structures are a great new feature and I can see the advantages of the tractor, siphon and Cynosural Inhibitor

You see the advantage of the cynosural inhibitor in high sec? Care to enlighten the rest of us?

You can never be too sure. It pays to be prudent!
Hypercake Mix
#52 - 2013-11-13 23:35:13 UTC
Find depot, shoot depot? Pretty hard to care about 15 minute suspect timers, even in high-sec.
SurrenderMonkey
State Protectorate
Caldari State
#53 - 2013-11-13 23:38:55 UTC
Hypercake Mix wrote:
Find depot, shoot depot? Pretty hard to care about 15 minute suspect timers, even in high-sec.


While I'm generally in favor of shooting anything at any time, the depots have a 48 hour reinforcement mode that would make that rather futile.

"Help, I'm bored with missions!"

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Galen Darksmith
Sky Fighters
Rote Kapelle
#54 - 2013-11-14 00:24:21 UTC
You're setting on a gate, expecting an enemy war target to come through.

Then your scout 2 systems over warns you about an entire enemy fleet coming your way, and they have more people than you! You warp to a ping 150km off the gate, MWD 20-30 km towards the gate to avoid being warpable, and deploy depots to change your close range fits to sniper fits. By the time the enemy comes through the gate, you're set to take them on. Compare that to warping back to station, refitting, and then warping back. You'd never get back in time.

Protip: instead of complaining about something, ask how to use something instead. You'll get a more positive response and look like less of a toolshed in the process.

"EVE is a dark and harsh world, you're supposed to feel a bit worried and slightly angry when you log in, you're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, that's what hello kitty online is for." -CCP Wrangler

Herzog Wolfhammer
Sigma Special Tactics Group
#55 - 2013-11-14 00:35:23 UTC
Tippia wrote:
Herzog Wolfhammer wrote:
10 bucks says that CCP overlooked depot agro such that all of these "refit in mission room" suggestions means that depots are not targeted by NPCs.
None of the new deployables are targeted by NPCs, no.




This means the 40M ISK/hr crowd will find a way to use them to make 41M ISK/hr based on this lack of being targeted in mission rooms, and once it's realized how dumb it is that dropping a structure into an NPC base has no response from them, this will be fixed so that they do get attacked.

The hue and cry will be all about how CCP hates mission runners, while the nullsec people will gloat as if the "day has finally come" to (pick one) eliminate highsec/move all missions to lowsec/ make everybody not in a nullsec alliance completely immobile and helpless so they can be shot at while their ship makes squealing pig noises.


Meanwhile, the change in mechanic will also mean that NPC pirates in belts will also attack depots, as well as sleepers in wormholes too. Therefore once the buoyancy of our life vests has been compensated for the first wave of tears, another one will come in to drown us all.

In the end civilization will be completely under water and CCP will have to make this "Water World Online" and we'll be using boats instead of spaceships. Kevin Kostner will be happy and Chribba will have the only highsec aircraft carrier that will be used to harvest lobsters.

Bring back DEEEEP Space!

Kaarous Aldurald
Black Hydra Consortium.
#56 - 2013-11-14 00:38:34 UTC
SurrenderMonkey wrote:
Hypercake Mix wrote:
Find depot, shoot depot? Pretty hard to care about 15 minute suspect timers, even in high-sec.


While I'm generally in favor of shooting anything at any time, the depots have a 48 hour reinforcement mode that would make that rather futile.


Really, 48 hours?

Wow, that kinda removes, well, any downsides to the module.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Benny Ohu
Royal Amarr Institute
Amarr Empire
#57 - 2013-11-14 00:41:19 UTC
Kaarous Aldurald wrote:
SurrenderMonkey wrote:
Hypercake Mix wrote:
Find depot, shoot depot? Pretty hard to care about 15 minute suspect timers, even in high-sec.


While I'm generally in favor of shooting anything at any time, the depots have a 48 hour reinforcement mode that would make that rather futile.


Really, 48 hours?

Wow, that kinda removes, well, any downsides to the module.

After that 48 hour reinforce, the shield takes ten minutes to charge back up to 25%. Then you need to reinforce it again. Also it can be scooped and redeployed while in reinforced.
Kaarous Aldurald
Black Hydra Consortium.
#58 - 2013-11-14 00:44:15 UTC
Benny Ohu wrote:
Kaarous Aldurald wrote:
SurrenderMonkey wrote:
Hypercake Mix wrote:
Find depot, shoot depot? Pretty hard to care about 15 minute suspect timers, even in high-sec.


While I'm generally in favor of shooting anything at any time, the depots have a 48 hour reinforcement mode that would make that rather futile.


Really, 48 hours?

Wow, that kinda removes, well, any downsides to the module.

After that 48 hour reinforce, the shield takes ten minutes to charge back up to 25%. Then you need to reinforce it again. Also it can be scooped and redeployed while in reinforced.


So... a ten minute window to actually do anything to the depot?

That's... pretty lame.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Vincent Athena
Photosynth
#59 - 2013-11-14 00:44:55 UTC
Benny Ohu wrote:

After that 48 hour reinforce, the shield takes ten minutes to charge back up to 25%. Then you need to reinforce it again. Also it can be scooped and redeployed while in reinforced.

Of course the attacker can see the timer and know exactly when it will leave reinforced. If the defender does not return to reset the thing it will be simple to remove it.

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Anomaly One
Doomheim
#60 - 2013-11-14 00:48:53 UTC
maaan, I thought I could shoot them any time, this sucks...

/kicks pebble on the floor

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