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[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor

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CCP Fozzie
C C P
C C P Alliance
#1 - 2014-01-06 17:22:30 UTC  |  Edited by: CCP Fozzie
:Edit: The design for these structures has been iterated on with help from your feedback. This original post has been updated and the most recent set of changes from January 9th can be found here. The current list of known bugs on Singularity with these structures can be found here. :Edit:

Hello one and all. Happy New Year and I hope you all had an enjoyable and fulfilling holiday season.

Today we're updating Singularity with its first version of the patch that will one day become Rubicon 1.1. With it comes working versions of the first two of the 1.1 Mobile Structures that we're ready to tell you about and start collecting feedback for.

I'm very excited about both of these structures and the new creative options they will open up. Both were intentionally chosen to provide the most open ended gameplay possible.

The versions described in this thread and on SISI are of course still open to change, and it is very likely that a lot of specific stats will be tweaked between now and release. We will also be announcing more structures for 1.1 (and more for later patches) at later points.


Mobile Micro Jump Unit

This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).

The actual Micro Jump effect works exactly the same as the effect from the module. So during the cycle you go full throttle in one direction with a sig radius penalty, it can't be cancelled, scrams prevent you from jumping, it preserves speed on landing, all that jazz. You only have to be within range of the structure at the start of the micro jump cycle, not at the end. If the structure is destroyed during your spoolup time, you do not get launched. Since the MJU has no cooldown, a player can start the jump cycle from a Micro Jump module or MJU immediately after finishing a previous jump facilitated by a different MJU.

There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.

Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.

Right now we have the base version set to 60s module activation time, 48hr lifetime, 5k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk.
Micro Jump spoolup is 12s like an unskilled MJD.
Current activation range is 5000m.
It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 10km of another MJU.

Please note that the version on SISI at the time of this post has a few known defects.


Mobile Scan Inhibitor

This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.

This structure prevents anything inside its 30km radius from appearing on either DScan or Probe Scans. The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down. So you can prevent people from knowing what is inside it but you can't prevent people from knowing that something is there.

Players inside the radius of the structure will also not be able to use their directional scanners or scan probes to find enemies unless they leave the radius.

Another single use structure, no rescooping.
Current stats are 60s activation time, 1h lifetime, 45k ehp (once again mostly structure), 100m3 volume and a build cost of ~15m isk.
Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties.
Can't be deployed within 75km of gates, wormholes or stations, or within 40km of control towers. Can't be deployed within 100km of another scan inhibitor so you can never use one to mask the central structure of another.


Like I said above, we chose these structures as part of our second wave because we think that they have a lot of possibilities for creative use that will enrich the sandbox. We'll be announcing more as we get closer to 1.1 and the future Rubicon point releases but for now thanks in advance for taking the time to provide us your feedback on these first two structures.

Both of these structures are currently live on SISI with the first public version of Rubicon 1.1. For a general list of changes available on this SISI build please take a look at CCP Habakuk's thread here. To learn how to set up the SISI test server for yourself and get a sneak peak at the future of EVE, take a look at the guide here.

Thanks!
-Fozzie

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Carolina Gold
High Tech Industries
Olde Guarde Historical Preservation Society
#2 - 2014-01-06 17:24:20 UTC
http://imgur.com/FcEf4iG

What about the other items in our overview??
Omnathious Deninard
University of Caille
Gallente Federation
#3 - 2014-01-06 17:25:36 UTC
Seems interesting, the scan inhibitor looks great for traps.

If you don't follow the rules, neither will I.

Two step
Aperture Harmonics
#4 - 2014-01-06 17:31:09 UTC
I'd love to see the scan inhibitor disable d-scan when people are within its area of effect.

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

CCP Fozzie
C C P
C C P Alliance
#5 - 2014-01-06 17:31:54 UTC
Carolina Gold wrote:
http://imgur.com/FcEf4iG

What about the other items in our overview??


Some of those might be planned for 1.1 but we're not ready to announce them, some might be planned for releases beyond 1.1, some might be experimental test categories that have been in the database for a while and may never go anywhere. Afraid I can't tell you which (beyond these two) quite yet.

Usual test server disclaimer applies.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

BadAssMcKill
Aliastra
#6 - 2014-01-06 17:33:08 UTC
Interesting stuff
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#7 - 2014-01-06 17:34:05 UTC
So... Lets get the MMJU train going. jump, spool, jump, spool, jump, spool, jump and I'm 400km away in 48 seconds.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Powers Sa
#8 - 2014-01-06 17:34:49 UTC
CCP Fozzie wrote:

Mobile Scan Inhibitor

This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.

This structure prevents anything inside its 30km radius from appearing on either DScan or Probe Scans. The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down. So you can prevent people from knowing what is inside it but you can't prevent people from knowing that something is there.

Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.

Another single use structure, no rescooping.
Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk.
Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties.
Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.


This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble.

With a 30km radius you can hide capfleets and super fleets.

Do you like winning t2 frigs and dictors for Dirt Cheap?https://eveninggames.net/register/ref/dQddmNgyLhFBqNJk

Remeber: Gambling addiction is no laughing matter unless you've lost a vast space fortune on the internet.

El Space Mariachi
Zero Fun Allowed
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#9 - 2014-01-06 17:36:40 UTC
please make the scan inhibitor structure trivially easy to probe down. good job making them actually show up though when i first saw them announced i figured it'd hide you from scan completely which would suck mega chodes. capital mjd seems cool.

thanks fozzie love you babe

gay gamers for jesus

Drake Doe
88Th Tax Haven
#10 - 2014-01-06 17:37:05 UTC
/me crafts full gank domi fits with the micro jump unit in mind.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Bienator II
madmen of the skies
#11 - 2014-01-06 17:40:27 UTC
MSI inside complexes - you can't directly warp to it and you don't know who is inside. best trap ever

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Rek Seven
University of Caille
Gallente Federation
#12 - 2014-01-06 17:43:12 UTC  |  Edited by: Rek Seven
The Mobile Scan Inhibitor could be cool but it should be a permanent structure that can be re-scooped IMHO.

The mobile micro jump unit sound interesting at first but i struggle to think of any good application for it other than letting ships avoid bombing fleets.
Hatsumi Kobayashi
Perkone
Caldari State
#13 - 2014-01-06 17:47:20 UTC
How big an increase of the activation range of the MMJU would you say you'd be ready to go for?

No sig.

Liam Inkuras
Furnace
IIIIIIIIIIIIIIIIIIIIIIIII
#14 - 2014-01-06 17:50:48 UTC
yay

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Jack bubu
Caldari Provisions
Caldari State
#15 - 2014-01-06 17:51:35 UTC
Powers Sa wrote:
CCP Fozzie wrote:

Mobile Scan Inhibitor

This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.

This structure prevents anything inside its 30km radius from appearing on either DScan or Probe Scans. The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down. So you can prevent people from knowing what is inside it but you can't prevent people from knowing that something is there.

Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.

Another single use structure, no rescooping.
Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk.
Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties.
Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.


This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble.

With a 30km radius you can hide capfleets and super fleets.


so send in a covert ops and get visual intel you babby
Celestarias
Brutor Tribe
Minmatar Republic
#16 - 2014-01-06 17:56:03 UTC
Would the Scan inhibitor affect things like Cosmic Signatures? Or do those classify in the same field as gates?
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#17 - 2014-01-06 17:59:52 UTC
Sounds good, thanks Fozzie! I cant even begin to imagine what people will end up using the MJU for, and I like that the scan inhibitor is a baby step towards more gameplay-driven intel systems :)
Streya Jormagdnir
Alexylva Paradox
#18 - 2014-01-06 18:00:18 UTC
These look awesome! It's just a shame they're one-time use only. As soon as my friends told me about this announcement I was really looking forward to setting up my own baby deadspace complex with a series of MJUs, and depot cities hidden with scan inhibitors for awesome wspace PvP.

Any chance they will become scoopable? Pleeeease? Lol

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#19 - 2014-01-06 18:02:13 UTC  |  Edited by: Capqu
so what you're saying is every ship gets a free module slot and in it is an mjd

that's the dumbest thing i've ever heard

Quote:

It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.


probably the only reason it isn't completely and utterly stupid, but seriously whats the point? why put this in the game? if it's just for the cool another mobile thing i'm really not buying it
Ayallah
Brutor Tribe
Minmatar Republic
#20 - 2014-01-06 18:04:34 UTC
Well looks like every FW plex ever will read "Mobile Scan Inhibitor "

And be full of Crows probably

Goddess of the IGS

As strength goes.

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