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Mobile Depot

First post
Author
Salpun
Global Telstar Federation Offices
SLYCE Pirates
#61 - 2013-11-12 02:22:53 UTC
stoicfaux wrote:
Bug? Save Fittings do not work with Mobile Depots.

Is that a bug? If not, then my concern is that we'll see a large increase in macro'ing by people in order to reduce the tedious and RSI inducing drag and drop nature of current Mobile Depot fitting. The implication is that increased macro'ing could potentially be detrimental to EVE.



Did you put in a proper bug report with that issue? I would but i'm not where i can put in a in game bug report.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

stoicfaux
#62 - 2013-11-12 03:21:09 UTC
Salpun wrote:
stoicfaux wrote:
Bug? Save Fittings do not work with Mobile Depots.

Is that a bug? If not, then my concern is that we'll see a large increase in macro'ing by people in order to reduce the tedious and RSI inducing drag and drop nature of current Mobile Depot fitting. The implication is that increased macro'ing could potentially be detrimental to EVE.



Did you put in a proper bug report with that issue? I would but i'm not where i can put in a in game bug report.

I did.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Vyktor Abyss
The Abyss Corporation
#63 - 2013-11-12 04:45:10 UTC
Please consider adding:

- A single jumpclone bay
- Room to store a single ship (cruiser and below, industrial or barge), assuming you can only anchor 1 of these per player per system/constellation.
- A few cosmetic options for players to fiddle with and define themselves (lighting, racial flavour, Neon sign etc)
- A Few slightly larger and different hangar types for charges, PI materials, Isotopes and/or gas

Cheers.
Tzar Sinak
Mythic Heights
#64 - 2013-11-12 04:55:07 UTC
Not sure but I think this thing is meant to be a tent not a motor home. If you need bays and clones get a Roqual alt.

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Vyktor Abyss
The Abyss Corporation
#65 - 2013-11-12 13:40:23 UTC
Tzar Sinak wrote:
Not sure but I think this thing is meant to be a tent not a motor home. If you need bays and clones get a Roqual alt.


You do realise the motor home is just a natural advancement upon on a tent?

I'm not arguing, because I (nor you) clearly know CCP's design intent with these things. The things I asked them to consider are what I envisage a 'game-changingly' good "home" structure to be - it is up to CCP game design to consider if that is game breaking or not.

But the functional difference between having a home 'tent' that enables you set up somewhere remote and requiring a minimum 2nd character/client in a Rorqual for that function (your motor home?) is a massive difference. Cheers.
Baron Altin
Viziam
Amarr Empire
#66 - 2013-11-12 19:22:04 UTC  |  Edited by: Baron Altin
If CCP wants to do this right, mobile depot will be something like...


30,000m3 of storage (or more depending on meta)
400,000m3 of ship storage (or more depending on meta)
very hard to probe (to nigh impossible depending on meta)

and make refit tool usable only while hostiles are not on grid

and then add something to be useful to industrialists too
Rio Bravo
Deep Core Mining Inc.
Caldari State
#67 - 2013-11-13 11:53:13 UTC  |  Edited by: Rio Bravo
Think the progression is...

Mobile Depot ---> POS ---> Outpost.

You wouldn't want to give it a clone bay, if you can't even get one for a POS

As a previous poster mentioned, it's a tent. For a hunter or some prospector who's exploring the mountain side and hasn't found a place to build his sluice and cabin yet.

“You see, in this world there's two kinds of people, my friend: Those with loaded guns and those who dig. I dig.”  - Clint Eastwood, misquote.

Kaerakh
State War Academy
Caldari State
#68 - 2013-11-13 14:33:56 UTC
Baron Altin wrote:
If CCP wants to do this right, mobile depot will be something like...


30,000m3 of storage (or more depending on meta)
400,000m3 of ship storage (or more depending on meta)
very hard to probe (to nigh impossible depending on meta)

and make refit tool usable only while hostiles are not on grid

and then add something to be useful to industrialists too


Wait, you mean an Orca?
Dreta Isayeki
State War Academy
Caldari State
#69 - 2013-11-13 18:52:45 UTC  |  Edited by: Dreta Isayeki
What's with all the moronic suggestions about storage space. Are you people serious? Are you planning on jumping a Freighter to the depot to load it with ships or something ridiculous like that? That's not what the structure is for. Anchor a POS if you want to do that.
Zvaarian the Red
Evil Leprechaun Brigade
#70 - 2013-11-13 19:34:24 UTC

Seems like to me this thing should at least have the storage of a jet can. 3000 m3 is just silly.
Baron Altin
Viziam
Amarr Empire
#71 - 2013-11-14 07:04:24 UTC
Kaerakh wrote:
Baron Altin wrote:
If CCP wants to do this right, mobile depot will be something like...


30,000m3 of storage (or more depending on meta)
400,000m3 of ship storage (or more depending on meta)
very hard to probe (to nigh impossible depending on meta)

and make refit tool usable only while hostiles are not on grid

and then add something to be useful to industrialists too


Wait, you mean an Orca?



Yes, in fact, I mean something just like that.

Oh except it won't repair me, or provide command boosts, and won't be mobile, and can't cloak

And won't require a second account

is that really so much to ask?

As for thinking these suggestions about storage are 'moronic', WTF is it for then? refitting in combat? really? That makes more sense to you?
Rio Bravo
Deep Core Mining Inc.
Caldari State
#72 - 2013-11-14 12:16:59 UTC
In response...I think it is simply a mechanics garage where you can swap out fittings and subsystems. So can hold a few fittings, a bit of ammo and charges. That is all its supposed to do. Not turn the tide in a war.

“You see, in this world there's two kinds of people, my friend: Those with loaded guns and those who dig. I dig.”  - Clint Eastwood, misquote.

Suitonia
V0LTA
WE FORM V0LTA
#73 - 2013-11-14 13:48:58 UTC
Am I the only person who thinks this thing is incredibly powerful to the point of being near broken for solo/0.0 roaming? Don't get me wrong solo PvP roaming in 0.0 is the only type of PVP that I really do so I honestly don't mind getting a hilarious new toy. But at the same time I cringe at the thought of catching other people will become so much harder if they employ this technique.

You can now travel fit every single PvP ship you want, providing you take a depot with you. And at only 50m3 + 5m3 per module *unless the modules are larger than 5m3* Cloak is 100m3 and sized AB/MWDs are sized based on hull, but most ships that don't rely on Cap 800s or aren't limited by space (Cynabal etc.) can easily pull off a full travel fit with room for refit modules and depot. Allowing you to safely travel deep into enemy space without the need to refit at a NPC station/carrier/POS. It makes travelling through hostile space so much easier, Also almost every ship that can afford to carry one got so much more utility now, you can carry a spare Afterburner to swap your MWD out, can carry a probe launcher if you ever need to probe someone or something, hacking modules incase you find a site, Tracking Disruptor is useful if you find a hostile ship after you that would be weak against it, ECCM etc. And you can pretty easily refit to your actual fit without any consequences.

I'm not sure how I feel about allowing the vast majority of ships to be able to run full travel fits without giving away much efficiency.

I think the gate/station/POS restrictions should be changed to 'being on grid' or at least 255km so it's outside max lock range. It's pretty stupid that someone could camp a gate/station in an Arty Machariel for example, but if they get caught, just refit to WCS and warp off. Falcon racial jammers mentioned by Michael is another example. The fact that it's only 3km fitting range from the depot though makes me feel that this isn't really going to be an issue (so much as a last ditch escape tactic). since an opponent trying to abuse the ability to refit at a depot has to give up a ton of mobility. But at camps where a falcon can instantly refit to 5x racial whatever's coming in is pretty broken.

You can bait people with these pretty good too. Anchor one next to a mobile warp disruptor, bait hostiles to follow you, kill something, refit to WCS, warp away from rest of hostiles sounds somewhat hilarious. The ability for almost any ship to carry a depot and WCS in cargo is a bit of a concern, although the EHP and the mechanics somewhat help balance that out. If you have a depot set up in advance however then you can have some fun until it's reinforced.

Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o

Lfod Shi
Lfod's Ratting and Salvage
#74 - 2013-11-14 15:55:26 UTC
Tzar Sinak wrote:
Not sure but I think this thing is meant to be a tent not a motor home. If you need bays and clones get a Roqual alt.


I'd call it a Pop-Up camper just to be nitpicky, but yeah, not a motor home. No toilets, no shower, but big enough so that Bigfoot isn't going to accidentally crush it.

As a solo wanderer, I like it a lot.

♪ They'll always be bloodclaws to me ♫

stoicfaux
#75 - 2013-11-14 16:37:51 UTC
New change on sisi: you can't scoop a mobile depot until it's finished deploying.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Zvaarian the Red
Evil Leprechaun Brigade
#76 - 2013-11-15 03:15:06 UTC
Suitonia wrote:
Am I the only person who thinks this thing is incredibly powerful to the point of being near broken for solo/0.0 roaming? Don't get me wrong solo PvP roaming in 0.0 is the only type of PVP that I really do so I honestly don't mind getting a hilarious new toy. But at the same time I cringe at the thought of catching other people will become so much harder if they employ this technique.

You can now travel fit every single PvP ship you want, providing you take a depot with you. And at only 50m3 + 5m3 per module *unless the modules are larger than 5m3* Cloak is 100m3 and sized AB/MWDs are sized based on hull, but most ships that don't rely on Cap 800s or aren't limited by space (Cynabal etc.) can easily pull off a full travel fit with room for refit modules and depot. Allowing you to safely travel deep into enemy space without the need to refit at a NPC station/carrier/POS. It makes travelling through hostile space so much easier, Also almost every ship that can afford to carry one got so much more utility now, you can carry a spare Afterburner to swap your MWD out, can carry a probe launcher if you ever need to probe someone or something, hacking modules incase you find a site, Tracking Disruptor is useful if you find a hostile ship after you that would be weak against it, ECCM etc. And you can pretty easily refit to your actual fit without any consequences.

I'm not sure how I feel about allowing the vast majority of ships to be able to run full travel fits without giving away much efficiency.

I think the gate/station/POS restrictions should be changed to 'being on grid' or at least 255km so it's outside max lock range. It's pretty stupid that someone could camp a gate/station in an Arty Machariel for example, but if they get caught, just refit to WCS and warp off. Falcon racial jammers mentioned by Michael is another example. The fact that it's only 3km fitting range from the depot though makes me feel that this isn't really going to be an issue (so much as a last ditch escape tactic). since an opponent trying to abuse the ability to refit at a depot has to give up a ton of mobility. But at camps where a falcon can instantly refit to 5x racial whatever's coming in is pretty broken.

You can bait people with these pretty good too. Anchor one next to a mobile warp disruptor, bait hostiles to follow you, kill something, refit to WCS, warp away from rest of hostiles sounds somewhat hilarious. The ability for almost any ship to carry a depot and WCS in cargo is a bit of a concern, although the EHP and the mechanics somewhat help balance that out. If you have a depot set up in advance however then you can have some fun until it's reinforced.


I also think they should only be anchorable off grid from stations, gates, etc. The reason you list is part of the issue. The other is the potential for ridiculous litter issues.
Saeka Tyr
Sanctuary of Shadows
Dock Workers
#77 - 2013-11-15 05:43:38 UTC
oh no, space litter!

think of the space whales.

Xonus Calimar
CaeIum Incognitum
#78 - 2013-11-15 20:07:27 UTC
stoicfaux wrote:
New change on sisi: you can't scoop a mobile depot until it's finished deploying.



I was going to ask if using Mobile Depot to create multiple jetcans as fast as you can click would be considered exploitative, but if they changed this it probably isn't that much of an issue.

Spamming jetcans to make lag is already an exploit, so it will likely not make a difference how fast you make them in small numbers.

Otherwise I like the functionality of the Depot, and will try and include them in as many cargo holds as I can. Big smile
Lfod Shi
Lfod's Ratting and Salvage
#79 - 2013-11-15 21:43:27 UTC
Finally tried one out. I see it opening up some low / null potential for me. Strong enough to keep out the riff raff, but not a determined and patient foe. Certainly a temporary shelter since you know there's gonna be someone who makes it their mission to scan down each and destroy each and every Depot.

That actually kinda sounds like fun. Hmmm....

♪ They'll always be bloodclaws to me ♫

Grayland Aubaris
Aliastra
Gallente Federation
#80 - 2013-11-15 23:28:36 UTC
Just tested these out , seeing as these are just the first of (hopefully) many new mobile structures I am happy with the stats - but I think visually it needs to be waaaaay bigger. It's about half the size of a frigate, and doesn't look like it would be big enough to hold the mods needed to refit a ship.

The thing looks great, but it's practically microscopic!