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Dev Blog: Better Living Through Mobile Structures

First post First post
Author
Zircon Dasher
#181 - 2013-11-15 02:12:18 UTC  |  Edited by: Zircon Dasher
CCP Lebowski wrote:
Hey Folks,

After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.

Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.

We hope this alleviates some of your concerns and thanks again for your continued feedback!



Right now, when you scoop & redeploy a reinforced depot it pops into space with about 23-24% shield. By the time it finishes activating the shield is over the 25% mark.

If my math is right (and it might not be.... it was done in my head) the new recharge time will make it so that, all things being equal, it will be about 10min from the time the depot is dumped into space until the it reaches the 25% mark.

Are you going to let that stay as is, or are you going to adjust the 'starting' HP so that it will be at 25% once it finished activating?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Benny Ohu
Royal Amarr Institute
Amarr Empire
#182 - 2013-11-15 04:09:54 UTC
CCP Lebowski wrote:
Hey Folks,

After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.

Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.

We hope this alleviates some of your concerns and thanks again for your continued feedback!

This is excellent, thankyou.

I'm still worried about being able to scoop+redeploy while the depot is in reinforced mode. If it only takes a minute to redeploy to remove the timer and immediately get fitting services back, the aggressors have almost no chance at all of catching the owner in two whole days, and the owner is not at all inconvenienced

If the game remembered the reinforce timer and still counted it down while the depot was scooped, then, when deployed, put the timer back on the depot, the timer and loss of fitting would actually be an inconvenience for the owner. But the owner would still be able to rescue and change location of the depot and retrieve their items.
Jake Centauri
Doomheim
#183 - 2013-11-15 04:27:50 UTC
I'd like to see some negative ship effects and/or flags applied to the ships deploying all this new space debris. I'm concerned that all these new mobile structures will turn the game completely upside down. Cynos for example have 10 mins of inability to move when lighting a cyno. A ship deploying a mobile structure, in a similar vein, should have some penalties applied to it, like -90% speed, longer warp time, reduced shields and armor, inability to jump or dock, whatever. You can't have people with no skills or just Anchoring 3 deploying all this crap and warping off.
Rhavas
Noble Sentiments
Second Empire.
#184 - 2013-11-15 06:44:04 UTC  |  Edited by: Rhavas
Had too many thoughts for the forum, so wrote a blogpost.

Flotsam and Jetsam

TLDR:

  • SMA & T3 refit changes good
  • Siphon and Tractor good
  • Depot is terrible - ditch the reinforce timer (other ideas how to address in the post)
  • Cyno inhibitor is good for gatecampers, bad for roamers. Reduce setup timer to 30 seconds (post includes timeline log) and make much cheaper.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Rhavas
Noble Sentiments
Second Empire.
#185 - 2013-11-15 06:55:00 UTC
mynnna wrote:
Marlona Sky wrote:
Haha! I had no idea there was so many null bears outraged about the idea of someone using the space they don't. So many null bear tears and Rubicon is not even out yet.


Expanding the window of vulnerability means that a mobile home that was reinforced living or dying depends far more on the actions of players rather than a passive game system recharging the shields for you. I'd think you'd approve, what with how much you whine about POS and "passive income" - clearly you think passive things are bad! Lol


There shouldn't be a timer at all, TBH. Give it more HP and let it blow up like the Tractor. Or if you must have a RF mechanism, let the timer start immediately on deployment, make it invulnerable for 48h, and then let it be exploded at will.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Marlona Sky
State War Academy
Caldari State
#186 - 2013-11-15 07:22:38 UTC
mynnna wrote:
Marlona Sky wrote:
Haha! I had no idea there was so many null bears outraged about the idea of someone using the space they don't. So many null bear tears and Rubicon is not even out yet.


Expanding the window of vulnerability means that a mobile home that was reinforced living or dying depends far more on the actions of players rather than a passive game system recharging the shields for you. I'd think you'd approve, what with how much you whine about POS and "passive income" - clearly you think passive things are bad! Lol

I do approve of the window of vulnerability being increased. Even gave the update a thumbs up. But, typical of you to read a post and then build a strawman to argue with.
Lucas Quaan
Goryn Clade
#187 - 2013-11-15 15:45:41 UTC
Mobile depot -> allow for fleet?

ty
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#188 - 2013-11-15 15:48:56 UTC
Lucas Quaan wrote:
Mobile depot -> allow for fleet?

ty

I have to agree. Sooner or later you will see fleet doctrines built around refitting on the fly, and 250 people dropping yurts in space will make the node crap itself.
Vyger
S0utherN Comfort
#189 - 2013-11-15 15:54:03 UTC
Currently the only way for a fleet to refit on the fly is to have a carrier within fitting range. This is true post-rubicon too. You won't see 250 yurts on field in a 250 man fleet because the yurts need to be deployed 10km apart.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#190 - 2013-11-15 16:07:22 UTC  |  Edited by: Abdiel Kavash
So starburst, then drop yurts. Or even have everyone make their own safe. Either way it's 250 deployables in space where one would suffice.

Make a fleet depot that's 20 times more expensive if you must.


(edit: I don't claim to know the effects of a single deployable on the servers. For all I know it could be no worse than launching a single drone. But it would be much better to see CCP acknowledge this issue now rather than after a node crash.)
Lucas Quaan
Goryn Clade
#191 - 2013-11-15 18:42:39 UTC
Vyger wrote:
Currently the only way for a fleet to refit on the fly is to have a carrier within fitting range. This is true post-rubicon too. You won't see 250 yurts on field in a 250 man fleet because the yurts need to be deployed 10km apart.

It's not so much for refitting a whole fleet, but if you are out with a roaming gang and burn out your MWDs or something, it would be nice to refit off the gang depot rather than have to deploy for each member with a burned out mod.
Vyger
S0utherN Comfort
#192 - 2013-11-15 19:13:21 UTC  |  Edited by: Vyger
No doubt they're going to be invaluable to small gangs. I was merely using the previous poster's example.

I look forward to carrying these things around with me en masse when they hit TQ. Space yurts, covert drone boats that do the same DPS as a bomber and interceptors that can catch everything. Rubicon is the best christmas present CCP could ever give to someone like me.

I'm certainly tempted to give up on sov warfare and go back to playing this game like a nomad.
Hi O
l'.
#193 - 2013-11-16 03:21:29 UTC  |  Edited by: Hi O
Thank you, CCP Fozzie. And thanks for filling the most difficult relic sites with all those Capital Emission Scope Sharpener II blueprints. Totally gonna make exploration in my Leviathan a breeze.
Scuzzy Logic
Space Spuds
#194 - 2013-11-16 05:01:24 UTC
Abdiel Kavash wrote:
So starburst, then drop yurts. Or even have everyone make their own safe. Either way it's 250 deployables in space where one would suffice.

Make a fleet depot that's 20 times more expensive if you must.

.)



All-in-all I see potential in smaller corps using a version of these as a makeshift POS replacement with lower upkeep yet only basic functionality and I like that premise.
Having the yurts openable to other characters on the same account might be cool, too.

Now then, if we could get mobile ore storage I might start WH mining in empty holes again...
Scuzzy Logic
Space Spuds
#195 - 2013-11-16 05:13:18 UTC
Vaerah Vahrokha wrote:
I am usually quite sceptical (at best) about additions to the game, but I have to say that I appreciated the change of mindset that made CCP Fozzie write:

These Mobile Structures are all personally owned

Unlike Starbases, these Mobile Structures belong to individual pilots, not to corporations
...


This means that even CCP might finally begin to understand that 2003 is over, that modern players don't come with many hours a day to play the nice but demanding "community game".

It's hard to belong to a relevant corporation when one can play 30 minutes a day at random hours.

Now, FW, seen as a "casual way to PvP" begun to fix this issue but we still had the non PvP structure requirements that demanded the players to either be in a good enough corp or forget leaving hi sec. I have lived the low sec lone wolf style and even WH lone wolf but I felt it to be not really fun. Imagine having a pirate corp attacking my low sec POS, who's going to come help me at say Aussie time zone? Being at least able to setup nimble, flexible stuff at my own times and at my own responsibility without having to resort to others might show as a step back from the "forced community, be in a blobby null sec corp" EvE mantra but I and others will definitely enjoy it.


I agree, I'm loving the "1-man mini POS" feel. Hopefully this will mark the beginning of more "even single players can do big nullsec corp-like stuff, just less efficiently. Types of ideas."

In a completely unrelated matter, can we get a captain's quarters for these please?
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#196 - 2013-11-16 14:09:43 UTC
Scuzzy Logic wrote:
I agree, I'm loving the "1-man mini POS" feel. Hopefully this will mark the beginning of more "even single players can do big nullsec corp-like stuff, just less efficiently. Types of ideas."

On the other hand, I would love this development even more if it also came with more options for alliances to improve their space for the good of everyone living there.
Udonor
Doomheim
#197 - 2013-11-17 07:13:13 UTC
I'd like to ask if the rumor is true. That the mobile tractor is a signal CCP is ready to return to the dominance of BS jetcan mining. That CCP is ready to return to its original concept of a 100% PVP game with economic factors forcing most player activity into nullsec or wh. And that the era of special non-combat ships like mining barges as practical ships is over except in deepest sovereign terrorities under heavy guard.

That soon the only legimate player corp activities in hi sec will be enforcing Empire sovereignty as part of faction militia -- mission vs NPC rats or faction bountied players and player corps. That Empire NPC corps finally exert their faction sovereignty and have CONCORD flag any miner that is not part of correct NPC corp with criminal bounty for mining faction owned roids and ice -- cumulative bounties of 10% of what is mined. Similar for missioning and exploriing Empire resource sites. Rookie NPC corp taxing at 35% and player holding corps taxing at 50-60% for mining faction roids and ice. That CONCORD will be dissovled.


Please Please Please tell me its time to cry Havoc and loose the dogs of unending PVP war. No one should play who does not have a wardec state wherever they go ....except sovereignty conquered player territory.
CCP Fozzie
C C P
C C P Alliance
#198 - 2013-11-18 14:26:21 UTC
Udonor wrote:
I'd like to ask if the rumor is true. That the mobile tractor is a signal CCP is ready to return to the dominance of BS jetcan mining. That CCP is ready to return to its original concept of a 100% PVP game with economic factors forcing most player activity into nullsec or wh. And that the era of special non-combat ships like mining barges as practical ships is over except in deepest sovereign terrorities under heavy guard.

That soon the only legimate player corp activities in hi sec will be enforcing Empire sovereignty as part of faction militia -- mission vs NPC rats or faction bountied players and player corps. That Empire NPC corps finally exert their faction sovereignty and have CONCORD flag any miner that is not part of correct NPC corp with criminal bounty for mining faction owned roids and ice -- cumulative bounties of 10% of what is mined. Similar for missioning and exploriing Empire resource sites. Rookie NPC corp taxing at 35% and player holding corps taxing at 50-60% for mining faction roids and ice. That CONCORD will be dissovled.


Please Please Please tell me its time to cry Havoc and loose the dogs of unending PVP war. No one should play who does not have a wardec state wherever they go ....except sovereignty conquered player territory.


What is this I don't even......

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Circumstantial Evidence
#199 - 2013-11-18 21:57:57 UTC  |  Edited by: Circumstantial Evidence
For want of a nail the horse was lost.
For want of a horse, the war was lost.

If new kinds of nails or a mobile tractor unit is invented... this... might... lead the four empires to declare war on each other, and drag all players in corresponding NPC corps into a massive conflagration.

The end is nigh!
Repent! Repent!
Edward Olmops
Gunboat Commando
#200 - 2013-11-19 10:59:11 UTC
CCP Fozzie wrote:
Udonor wrote:
I'd like to ask if the rumor is true. That the mobile tractor is a signal CCP is ready to return to the dominance of BS jetcan mining. That CCP is ready to return to its original concept of a 100% PVP game with economic factors forcing most player activity into nullsec or wh. And that the era of special non-combat ships like mining barges as practical ships is over except in deepest sovereign terrorities under heavy guard.

That soon the only legimate player corp activities in hi sec will be enforcing Empire sovereignty as part of faction militia -- mission vs NPC rats or faction bountied players and player corps. That Empire NPC corps finally exert their faction sovereignty and have CONCORD flag any miner that is not part of correct NPC corp with criminal bounty for mining faction owned roids and ice -- cumulative bounties of 10% of what is mined. Similar for missioning and exploriing Empire resource sites. Rookie NPC corp taxing at 35% and player holding corps taxing at 50-60% for mining faction roids and ice. That CONCORD will be dissovled.


Please Please Please tell me its time to cry Havoc and loose the dogs of unending PVP war. No one should play who does not have a wardec state wherever they go ....except sovereignty conquered player territory.


What is this I don't even......


Nevermind. I am pretty sure that weed is illegal in Highsec.