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Dev Blog: Better Living Through Mobile Structures

First post First post
Author
Vincent Athena
Photosynth
#81 - 2013-11-13 23:29:14 UTC
Max Kolonko wrote:
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???

I use it to boost my mining fleet in high sec. Also to store the ore and spare crystals. The shield harmonizing link is to make the Hulks less vulnerable to ganks.

Currently you can scoop the mobile depot and redeploy it fully operational, even if it is in reinforced. I tested that on Sisi.

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Phoenix Jones
Small-Arms Fire
#82 - 2013-11-13 23:30:25 UTC
Max Kolonko wrote:
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?



Originally the siphon unit had no anchoring skill requirement.

If you go back about 2 or 3 weeks ago, a few of us (me included) posted that having day 0 trial alts and biosmass characters mass spamming systems with mobile siphon units would be bad, as there would be 0 accountability for them, and there would be potential abuse of trial accounts for doing this. After the dev's discussed it, they changed it to require the anchoring skill (anchoring cannot be trained on trial accounts). That was the solution that was decided upon to at least somewhat address the possible spam of some of these units.

Yaay!!!!

Vincent Athena
Photosynth
#83 - 2013-11-13 23:33:30 UTC
Lair Osen wrote:
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.

The tractor unit can be looted by anyone, no shooting required. If it is not yours, you get a suspect flag, just as if you looted wrecks that were not yours directly. Essentially its a jet can with a tractor.

But it does mean if you are ninja looting and find a mission space where one of these was left running, you got a one stop loot stealing opportunity.

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Max Kolonko
Caldari Provisions
Caldari State
#84 - 2013-11-13 23:38:16 UTC
Max Kolonko wrote:
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?


And bonus question: Can I scoop it when it is in armor/structure/below 25% shield?
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#85 - 2013-11-13 23:41:59 UTC
CCP Fozzie wrote:
Angry Mustache wrote:


From the patch notes, it seems like a depot owner will be able to scoop a reinforced Depot, then immediately re-plonk it to refresh the timer and put all his stuff back in. In essence, as long as you log in once every two days, your mobile depot and the stuff within is Perfectly Safe.


If the Mobile Depot provided anywhere near the strategic value of a POS or provided any income whatsoever that would be an excellent point

Exactly, it doesn't provide an income, so why should it be much much easier to keep around, and (for all intents and purposes) nearly immune to attack. A 48 hour timer, plus the ability to scoop it while its reinforced, plus only a 10 minute window to hit it again (if it hasn't been scooped) means these things are simply not worth the effort to try to kill.

I guess you want these things spewed everywhere. This is way to defensively OP.

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Marlona Sky
State War Academy
Caldari State
#86 - 2013-11-13 23:51:35 UTC
Turns out that the Mobile Depot has a 87% increase in Tornados landing on grid with it. While you are sleeping.

This working as intended?
stoicfaux
#87 - 2013-11-13 23:51:45 UTC
The mobile depot is a mission runner's dream, more so if you run a laser boat:

1. warp in to pocket.
2. deploy mobile depot.
after one minute,
3. swap between long and sort range waepons. This is "instant" for lasers and requires a 5-10 second reload for other weapons.
4. swap out for tank modules on the fly instead of warping out.

So far on sisi, the mobile depot doesn't allow you to use saved fittings, so you have to manually drag and drop items to from your cargo, container in cargo, or from the depot's cargo.

Which, IMHO, is going to lead to an increase in macro use to avoid tedious on the fly refitting. Which could lead to a slippery slope...

And that's ignoring the problem that MR's no longer have to put serious effort into fitting their ships, especially in regards to weapon ranges. OTOH, this could let CCP get rid of a lot of the hull range bonuses...


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Mara Tessidar
Perkone
Caldari State
#88 - 2013-11-14 00:05:28 UTC  |  Edited by: ISD Ezwal
*Snip* Please refrain from personal attacks. ISD Ezwal

"Oh, gee, my depot got put into reinforced mode."
--> Scoop
--> Redeploy

What a ******* brilliant idea. Add in there the fact that it costs less than a million ISK, only takes up 50m3 of space, anchors in 1 minute, and has a vulnerability period after a 2-day reinforcement cycle of

TEN

*******

MINUTES



These things are functionally unkillable--and not even worth destroying in the first place. :golfclap:
Mara Tessidar
Perkone
Caldari State
#89 - 2013-11-14 00:12:37 UTC
I kept trying to imagine CCP's thought process behind this but every time I did I came to the conclusion that there was no thought process.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#90 - 2013-11-14 00:23:25 UTC
It's seriously actually ten minutes? I thought the dude I quoted earlier was being dramatic when he said that. I see CCP Masterplan's post now :S

That's insane.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#91 - 2013-11-14 00:24:27 UTC
Vincent Athena wrote:
Currently you can scoop the mobile depot and redeploy it fully operational, even if it is in reinforced. I tested that on Sisi.




Straight
Mara Tessidar
Perkone
Caldari State
#92 - 2013-11-14 00:27:23 UTC
I guess we're going to have to resort to the usual approach when dealing with obstinate CCP staff designing really bad mechanics: it's time to abuse the hell out of them.

Load up an industrial or a freighter and pop out like 500 of them in a system and make it so that every time someone d-scans the system goes into reinforced a little, or when they try to scan for ships you get hundreds of worthless results. They're effectively unkillable and even if you lose one, so what? It's 1 million ISK.
Phoenix Jones
Small-Arms Fire
#93 - 2013-11-14 01:02:45 UTC
Benny Ohu wrote:
Vincent Athena wrote:
Currently you can scoop the mobile depot and redeploy it fully operational, even if it is in reinforced. I tested that on Sisi.




Straight


Yea that's a problem.

Yaay!!!!

Phoenix Jones
Small-Arms Fire
#94 - 2013-11-14 01:18:08 UTC
Time to break the test server.

Deploy these things everywhere till the server grinds to a hault.

Yaay!!!!

Milton Middleson
Rifterlings
#95 - 2013-11-14 01:19:27 UTC
Mara Tessidar wrote:
I kept trying to imagine CCP's thought process behind this but every time I did I came to the conclusion that there was no thought process.


I'm pretty sure the thought process is "they're not worth killing, and killing them is a pain in the ass, so people will learn to deal with their presence."

I'm prepared to find out I'm wrong and the devs meant for these to be easy to get rid of, but I'm also fairly confident "not worth killing" is intentional.
CCP Fozzie
C C P
C C P Alliance
#96 - 2013-11-14 01:31:54 UTC  |  Edited by: CCP Fozzie
Mara Tessidar wrote:

These things are functionally unkillable--and not even worth destroying in the first place.


You just solved your own problem by the end of the sentence. Good job. Big smile

We will of course be watching how all these structures are used and adjusting accordingly, but remember there are already "structures" you can drop in high security space that are even more difficult to kill and similarly worthy of destruction (anchored containers).

Also dropping items with the intent to cause lag is against the EULA no matter what the item so I would advise against it.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Tessen
Stellar Tide
#97 - 2013-11-14 01:44:34 UTC  |  Edited by: Tessen
Max Kolonko wrote:
Tessen wrote:
Mobile Tractor Unit badly need an integrated Salvager...

Salvage drones ^^
And Drone boat pilots ?
They sacrifice DPS for salvaging ?

Mobile Tractor Unit definitively need an integrated Salvager.
Even if this salvager is as innefficient as a salvage drone.

For a use in a large fleet fight, removing wreck is a good thing too.
Just emptying wreck is... not enought.
Mara Tessidar
Perkone
Caldari State
#98 - 2013-11-14 02:10:34 UTC
CCP Fozzie wrote:
Mara Tessidar wrote:

These things are functionally unkillable--and not even worth destroying in the first place.


You just solved your own problem by the end of the sentence. Good job. Big smile


Uh, no. Now I have a bunch of unkillable problems, because I don't like my enemies having invincible refitting and storage services spread throughout my space.

Unless you're arguing that's a good thing.
Mara Tessidar
Perkone
Caldari State
#99 - 2013-11-14 02:14:04 UTC
I mean, are you really going to sit there and tell me it's worth investing 2 days of round-the-clock stakeout to make sure they don't move it and alarm-clocking for a 10-minute vulnerability period to remove what are essentially station services for someone that costs 1 million ISK and can be deployed wherever they want?
Milton Middleson
Rifterlings
#100 - 2013-11-14 02:23:48 UTC
If it's not worth the hassle, don't do it.