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Dev Blog: Better Living Through Mobile Structures

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Author
M Thomas
Adhocracy Incorporated
Adhocracy
#61 - 2013-11-13 22:05:24 UTC
So how many Depots can a single pilot deploy in space at the same time?

I'm thinking about a situation where a group of Carriers and Dreads are jumped while running a Sleeper site in wormhole space in their "home" system. They know they will die, deploy depots, wait 1 minute, start unfitting expensive mods. Now that loot is locked away in containers with 48 hour timers on them that can be scooped by the owners whenever they are out of danger.
Lunaleil Fournier
Viziam
Amarr Empire
#62 - 2013-11-13 22:05:56 UTC
I like the addition of these structures but not the rules that govern them. They can be placed too close to stations and gates for my personal preferences. They will be everywhere due to their super low cost, but entirely way too hard to get rid of with a reinforcement timer (and shield recharge).

Raise the cost or remove the reinforcement.
Xaarous
Happy Endings.
Good Sax
#63 - 2013-11-13 22:18:27 UTC
I have to agree that Anchoring I as a pre-req for anything that persists across sessions seems both realistic and - assuming you DON'T want these things showing up on trial accounts - practical.


Overall I love these new structures. My one suggestion for the "New Placeables" - have them auto-create a personal bookmark when you place them (or at least when they finish coming online).

Otherwise, I can imagine a lot of frustration when you finish a mission, drop the tractor unit, go turn in and reship to a Noctis, undock...and now you have to probe down your own structure.
Phoenix Jones
Small-Arms Fire
#64 - 2013-11-13 22:19:05 UTC
I'm somewhat agreeing with the issues people are posting. These are great for small gangs, but potentially abusive to large gangs also. Even a bit overkill.

The issues seem solely to be with the mobile depot.

1) should be nowhere near a starbase
2) should not be usable when in combat (aka your combat flagged).


I'm not sure what will happen if there is no limit. They might be thrown around like cans in space. Heck people could anchor a can in a deep safe (they are unscannable), throw this mobile unit out, refit here stuff, scoop it and put it in the anchored can for storage). No need to worry bout the unit cause hell, you just scooped it and put it into a can that can't be scanned down.

Wonder if that would work....


Anchor a can in a deep, throw a bunch of these in there, have your team warp to it, deploy, refit, scoop and drop back into can, warp off...

Someone try that :-)

Yaay!!!!

Vincent Athena
Photosynth
#65 - 2013-11-13 22:23:12 UTC
M Thomas wrote:
So how many Depots can a single pilot deploy in space at the same time?

I'm thinking about a situation where a group of Carriers and Dreads are jumped while running a Sleeper site in wormhole space in their "home" system. They know they will die, deploy depots, wait 1 minute, start unfitting expensive mods. Now that loot is locked away in containers with 48 hour timers on them that can be scooped by the owners whenever they are out of danger.

If you are jumping carriers in W and see a depot appear, shoot it before it activates.
Depots have to be 5 km apart, so that limits the number a pilot can use i the short time available before dieing. Also if there are two carriers near each other they may not be able to both deploy depots.

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Vincent Athena
Photosynth
#66 - 2013-11-13 22:27:00 UTC  |  Edited by: Vincent Athena
Altrue wrote:
Currently two tractor units at range of eachothers end up, at some point or another, to exchange their wrecks repeatedly. Is it an inteded mechanic to prevent the use of multiple tractor structure at the same point ?

Think big: 10 tractor units and 10 wrecks. Or 100. Or 1000. Or lagging out Jita.

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Altrue
Exploration Frontier inc
Tactical-Retreat
#67 - 2013-11-13 22:33:15 UTC  |  Edited by: Altrue
If I fly a pimped ship in PvE (or incursions) and I have pre-anchored a mobile depot near me, I can just drop my stuff there before dying. Sweet ! Ugh

And you said that a marauder soloting incursions was OP, but this... THIS is OP :D

In a PvP situation it would be cool that, if the mobile depot is in reinforced, you can only TAKE stuff from it, not being able to store anything. It would at least solve the issue of saving your fitting if you had a pre-anchored depot.

In a PvE situation however, I don't see how you could prevent people from unfitting and dropping all their fit into the depot before dying. But bypassing part of death consequences like this seems really bad imo.


Edit :
Vincent Athena wrote:
Altrue wrote:
Currently two tractor units at range of eachothers end up, at some point or another, to exchange their wrecks repeatedly. Is it an inteded mechanic to prevent the use of multiple tractor structure at the same point ?

Think big: 10 tractor units and 10 wrecks. Or 100. Or 1000. Or lagging out Jita.


I need to make a video of dancing wrecks in accelerated speed now !

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M Thomas
Adhocracy Incorporated
Adhocracy
#68 - 2013-11-13 22:33:58 UTC
Vincent Athena wrote:
M Thomas wrote:
So how many Depots can a single pilot deploy in space at the same time?

I'm thinking about a situation where a group of Carriers and Dreads are jumped while running a Sleeper site in wormhole space in their "home" system. They know they will die, deploy depots, wait 1 minute, start unfitting expensive mods. Now that loot is locked away in containers with 48 hour timers on them that can be scooped by the owners whenever they are out of danger.

If you are jumping carriers in W and see a depot appear, shoot it before it activates.
Depots have to be 5 km apart, so that limits the number a pilot can use i the short time available before dieing. Also if there are two carriers near each other they may not be able to both deploy depots.


I was probably too specific in my example of abuse. Pretend I said null sec, low sec, high sec, with any situation were someone can quickly stash expensive loot after waiting 60 seconds. Not sure how having to watch for mobile depots to shoot before they anchor while trying to shoot space ships is a game play improvement.
Makoto Priano
Kirkinen-Arataka Transhuman Zenith Consulting Ltd.
Arataka Research Consortium
#69 - 2013-11-13 22:59:53 UTC
Yeah. I definitely feel that the onlining time needs to be longer -- 2 minutes? 3? -- and that it shouldn't be scoopable while reinforced. Otherwise, you run into the exact issue listed before, where someone empties a reinforced depot, scoops, replants in the same spot, and laughs merrily as they recloak somewhere in system.

Further, increasing expense to something like 10m would be nifty. This way, they're not something that you just spooge over the map without concern-- while mobile and useful, they're still worth keeping an eye on.

My thoughts are basically as such: enabling guerrilla warfare isn't necessarily about giving players indestructible bases whereever they please, it's about giving them the basic ability to act and requiring vigilance on the part of the defender, such that the defender has an incentive to police and enforce their hold on territory.

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Ranger 1
Ranger Corp
Vae. Victis.
#70 - 2013-11-13 23:04:31 UTC  |  Edited by: Ranger 1
Excellent, but a couple of points?

1: Mobile Depot that is in reinforced mode can be scooped and then immediately redeployed at full? Or no? If so, that's a problem.

2: Perhaps it would be better if when exiting reinforced mode with zero shields that there is zero shield regen until the shield is repaired to +25% by someone, or the base is scooped and then redeployed after a suitable amount of time has passed. Actually, I think it would be best if they simply didn't regenerate at all until repaired above 25% period, even after being redeployed.

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Max Kolonko
Caldari Provisions
Caldari State
#71 - 2013-11-13 23:11:48 UTC
Vincent Athena wrote:
Tippia wrote:
Sarmatiko wrote:
Can someone describe exact practical scenario in which Orca pilot will fit Tractor Beam instead of 3 mindlinks?
Laser efficiency link, shield harmonizing link — leaves one slot for a tractor for sucking up cans from spread-out Hulks.

Locutus ofBorg wrote:
Do we know if NPCs will agro onto tractor structures?

Blog says no.

Many orca pilots, including my alt, fit the shield harmonizing, and two laser links: range and speed. Orca pilots are going to use tractor units.


Why would You fit warefare link for a ship that is used to close wormholes???
Max Kolonko
Caldari Provisions
Caldari State
#72 - 2013-11-13 23:13:22 UTC
CCP Fozzie wrote:
Lolmer wrote:
Shouldn't all of these deployables require "Anchoring I" trained at the least? They are, after all, being anchored in space. This would also disallow Trial Accounts from using them, which is a Good Thing(TM).


The Anchoring skill is required for the two most advanced of these structures (the Cyno Inhib and Siphon). The Depot and Tractor Unit are intended to be fairly entry level so they do not require skills to deploy.


is this step one into the removal of some of non-needed corporation managment skills like anchoring?
Max Kolonko
Caldari Provisions
Caldari State
#73 - 2013-11-13 23:15:28 UTC
CCP Masterplan wrote:
Depots will decay 30 days after the owner last interacts with it


Does the fitting service works if the ship has less than 25% shield or during RF?

Can i keep it living with logistics ships even on armor and still use it to combat refit?
Max Kolonko
Caldari Provisions
Caldari State
#74 - 2013-11-13 23:17:16 UTC
CCP Fozzie wrote:
Altrue wrote:
What happens if the mobile depot is getting shot while it's anchoring. Does it go into reinforced ?


No, if shot below 25% shield during the activation period it does not enter reinforced mode and can be killed immediately.


what if it live trough activation time on structure or basically on low shield below 25% treshold? Can it still be used to refit?
Tessen
Stellar Tide
#75 - 2013-11-13 23:17:36 UTC
Mobile Tractor Unit badly need an integrated Salvager...
Max Kolonko
Caldari Provisions
Caldari State
#76 - 2013-11-13 23:18:02 UTC
Tessen wrote:
Mobile Tractor Unit badly need an integrated Salvager...


Salvage drones ^^
Fire'Marshal Bill
Parks 'n Wrecks Wildlife Management
#77 - 2013-11-13 23:19:40 UTC
REPOST: The tractor Beam unit, can it be opened by anyone? Pilot only? Corp? Fleet? Shooting grants suspect as mentioned, but is it steal-capable?

I edited my post earlier, but haz not seen a replay. Probably just skimmed over due to edit. Thanks!
Lair Osen
#78 - 2013-11-13 23:26:53 UTC
Fire'Marshal Bill wrote:
REPOST: The tractor Beam unit, can it be opened by anyone? Pilot only? Corp? Fleet? Shooting grants suspect as mentioned, but is it steal-capable?

I edited my post earlier, but haz not seen a replay. Probably just skimmed over due to edit. Thanks!


You can destroy it and it will drop a can/wreck with some of the loot inside after dealing with the loot fairy.
Lair Osen
#79 - 2013-11-13 23:28:59 UTC
Will there be a way to hide the Depot timer space icon from the UI? because I noticed on the test server, having RFd depots with big red icons all over the place is rather annoying?
Benny Ohu
Royal Amarr Institute
Amarr Empire
#80 - 2013-11-13 23:29:05 UTC
Kahega Amielden wrote:
So if I want to kill a <1 million ISK deployable structure i need to shoot it, wait 48 hours, and hope that I come back within 10 minutes of it starting to regen its shields?

That's absurd. Space will be littered with them because they will just not be worth the coordination and effort to take down. They should require some tending to be capable of recharging their shields, and have a 24h reinforcement timer at the maximum.

I agree, this is weird. I reckon the thing should be vulnerable for a good amount of time after coming out if they're not repped up.

How long will it take for it to go from zero percent shield to twenty-five percent after coming out of reinforced mode?