These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

[Hyperion] Jump Drive Economizer Modules

First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2014-07-31 17:59:46 UTC  |  Edited by: CCP Fozzie
Hello everyone. As we mentioned a while back, I've been working on a set of low-slot modules that decrease the fuel requirements of jump drives.

The primary goal here is to provide an interesting set of choices to Jump Freighter and Rorqual pilots in how to fill up their low slots for any given activity.

These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other.

:Update: They can only be fit to Jump Freighters and Rorquals. :Update:

Like the Hyperspatial Accelerators, we are starting with three versions of this module. Also like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.
The rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1. These modules all have a volume of 3500m3.

The fuel reduction per module is:
Limited Jump Drive Economizer - 4%
Experimental Jump Drive Economizer - 7%
Prototype Jump Drive Economizer - 10%

I'll let you guys know when these babies hit SISI for your testing pleasure.
Feel free to post your feedback in the thread below.
Thanks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Aquila Sagitta
Blue-Fire
#2 - 2014-07-31 18:03:47 UTC  |  Edited by: Aquila Sagitta
Holy **** first! Big smile

Whats the expected price for these? I'm assuming the only benefit to using the 4% vs the 10% is the cost of the module. And since these are designed to give jump freighters more choice that's only dictated by how expensive the module is I feel like there will no incentive to use the lower tier mods especially since a jf costs ~6 bil. Unless the prototype is expected to be in the 100s of millions per mod why would anyone use the lower tiers?
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#3 - 2014-07-31 18:05:07 UTC
Catherine Laartii
Doomheim
#4 - 2014-07-31 18:07:03 UTC
I suppose this is supposed to counterbalance the increased fuel requirements; fair enough.

To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. Twisted
Francisco Vazquez Garcia
Medical Leeches First Come First Served
#5 - 2014-07-31 18:14:02 UTC
Very nice thing. I didn't know how much fuel really costs until I got my own Jump Drive ship.

The spread between versions: 4-7-10 seems very big. Will the price / skill requirement reflect that, or will it be "Get the 10% one or none".
Harvey James
The Sengoku Legacy
#6 - 2014-07-31 18:16:41 UTC  |  Edited by: Harvey James
yes.. make capitals cheaper too use .. hmm.. so what was the point of the isotope change then???
power projection needs nerfing .. not buffing

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#7 - 2014-07-31 18:16:45 UTC
Catherine Laartii wrote:

To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. Twisted


UghWhat?Shocked

CEO of Lanate Industries

Citizen of Solitude

Sugar Kyle
Middle Ground
#8 - 2014-07-31 18:18:36 UTC
It is a module that comes from a BPC that drops in a spawning site in low sec. I guess we should encourage more people to do besieged sites to keep the prices down, mmm?

Member of CSM9 and CSM10.

Thanatos Marathon
Moira.
#9 - 2014-07-31 18:20:07 UTC
Please make them capital sized modules.
Marcel Devereux
Aideron Robotics
Aideron Robotics.
#10 - 2014-07-31 18:20:19 UTC
Can you make these modules be 4000m3 like the other capital modules?
Vicar2008
MCMLXXVI
#11 - 2014-07-31 18:20:27 UTC
CCP Fozzie wrote:
Hello everyone. As we mentioned a while back, I've been working on a set of low-slot modules that decrease the fuel requirements of capital jump drives.

The primary goal here is to provide an interesting set of choices to capital pilots (especially Jump Freighter pilots) in how to fill up their low slots for any given activity.

These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other.

Like the Hyperspatial Accelerators, we are starting with three versions of this module. Also like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.
The rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1.

The fuel reduction per module is:
Limited Jump Drive Economizer - 4%
Experimental Jump Drive Economizer - 7%
Prototype Jump Drive Economizer - 10%

I'll let you guys know when these babies hit SISI for your testing pleasure.
Feel free to post your feedback in the thread below.
Thanks!


Is there any thoughts about modules that would do this for BLOPS as well?
Tho'mas
Nerds United
#12 - 2014-07-31 18:29:52 UTC
Catherine Laartii wrote:
I suppose this is supposed to counterbalance the increased fuel requirements; fair enough.

To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. Twisted


I believe force projection is already bad enough in the current state of the game. I would not like to see jump range increased.
Soldarius
Dreddit
Test Alliance Please Ignore
#13 - 2014-07-31 18:31:40 UTC
Vicar2008 wrote:
Is there any thoughts about modules that would do this for BLOPS as well?


Why would they not? Blops have a jump drive. Or did you mean for bridging?

http://youtu.be/YVkUvmDQ3HY

TheMercenaryKing
Collapsed Out
Pandemic Legion
#14 - 2014-07-31 18:33:34 UTC
I think that there should be large and X-large rigs of these and make these lows available only to jump freighters.

Why?

Refitting capitals. Almost every capital fleet has to refit or holds multiple fittings. I think putting these as rigs would make people look more into what they are doing with the capital fleets.
Justin Cody
War Firm
#15 - 2014-07-31 18:38:46 UTC
Catherine Laartii wrote:
I suppose this is supposed to counterbalance the increased fuel requirements; fair enough.

To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. Twisted



You're psychotic. jump range is already ridiculous. force projection is one of the many flaws that need to be corrected at the moment and the fuel increase doesn't actually do anything but nerf small organizations. It in no way affects whether or not a PL fishing fleet goes out...or whether or not supers are committed to a fight. It makes it more expensive...but with an actual blue donut in place and agreements not to attack eachtoher's sov or renter sov its kinda pointless.

Aside from B-R the entire war was a joke. A series of feints if you will. Any time someone committed serious resources they had massive counter and counter counter drops waiting. Aside from station camps...the reason that the B-R engagement went off is the same reason for Uemon and other battles like it...oh and similar to how tri lost two titans...it was all by mistake. No one imagined actually getting caught.

capitals don't need more range...if anything the entire new eden star cluster needs to be rescaled so that there is more distance between systems...more between constellations and a lot more between regions. We need more jump points but choke points need to be obvious in order to have fights.

Before cynos and bridges sub capitals HAD to use gates. Now gates are for peasants. Gates were natural chokes and made fights happen. Now? Pfft.

force projection needs a complete nerf...no wait not nerf. It needs to be rethought.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#16 - 2014-07-31 18:42:04 UTC

Will these suffer from stacking penalties?

If not, imagine the fuel economy you can get moving ships about via Carriers (aka Archon's with 7x modules).
Jason Dunham
Andvaranaut Conglomerate
#17 - 2014-07-31 18:45:59 UTC
I have two large questions:

1. Does it affect bridging fuel requirements?

2. Do you intend on making these applicable to Blops as well?

Otherwise the modules look good.

I'm concerned about power projection, but I believe we'll see more for your ideas on that in other capital / sov re-balancing.
Thanatos Marathon
Moira.
#18 - 2014-07-31 18:46:10 UTC
Gizznitt Malikite wrote:

Will these suffer from stacking penalties?

If not, imagine the fuel economy you can get moving ships about via Carriers (aka Archon's with 7x modules).


"These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other."
M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#19 - 2014-07-31 18:49:51 UTC
Ground floor.

Glad these are coming out, fuel prices are ridiculous in light of the fuel consumption changes. So much for "gradual changes".

How much herp could a herp derp derp if a herp derp could herp derp.

Altirius Saldiaro
Doomheim
#20 - 2014-07-31 18:50:38 UTC  |  Edited by: Altirius Saldiaro
I like it.

More options is good.
123Next pageLast page