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Player Features and Ideas Discussion

 
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[Hyperion] Jump Drive Economizer Modules

First post First post
Author
SuperSpy00bob
North Eastern Swat
#21 - 2014-07-31 18:54:35 UTC
Do these also change the fuel requirements for bridging via Titan or Blops?
Funless Saisima
School of Applied Knowledge
Caldari State
#22 - 2014-07-31 18:56:12 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


Fill lows with range mods, refit at desto.
Suzuka A1
Caldari Provisions
Caldari State
#23 - 2014-07-31 18:58:40 UTC
CCP Fozzie wrote:
Like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.


What will be the max number of runs of these BPCs? Will they come in 1, 2, and 4 run variants?

Thanatos Marathon wrote:
Please make them capital sized modules.

I would say not full size cap mod size (4000 m^3) but maybe 100-1000 m^3

Never forget the battle of Z9PP-H  What actually happened: http://www.youtube.com/watch?v=UgcUwTmHY74 Battle Report: http://www.kugutsumen.com/showthread.php?42836-They-Might-Be-Giants-The-Southwest&p=497626&viewfull=1#post497626

Gizznitt Malikite
Agony Unleashed
Agony Empire
#24 - 2014-07-31 18:59:04 UTC
Funless Saisima wrote:
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


Fill lows with range mods, refit at desto.


The drawback of the +5% range would have to be +20% fuel costs. There would be a point where your fuel bay then limits your range.
CCP Fozzie
C C P
C C P Alliance
#25 - 2014-07-31 19:07:20 UTC
These modules will only affect their ship's jump drive fuel cost, not bridging cost.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Milla Goodpussy
Garoun Investment Bank
#26 - 2014-07-31 19:21:28 UTC
CCP Fozzie wrote:
These modules will only affect their ship's jump drive fuel cost, not bridging cost.




any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships?

thanks.
CCP Fozzie
C C P
C C P Alliance
#27 - 2014-07-31 19:28:30 UTC
Milla Goodpussy wrote:
CCP Fozzie wrote:
These modules will only affect their ship's jump drive fuel cost, not bridging cost.




any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships?

thanks.


We don't have a date to announce for Rorqual changes quite yet, partially because some of the changes we want to make for it depend on some back-end code changes first that are in progress.

And these modules can indeed be used and will provide their benefit on Rorquals.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Gizznitt Malikite
Agony Unleashed
Agony Empire
#28 - 2014-07-31 19:29:48 UTC

I can fit 4 of these modules for a 10% net fuel reduction (4% version) to 25% fuel reduction (10% version). Stacking penalties remove any benefits of fitting more. This is nice for pilots that use carriers to move assembled ships, but my experience is most logistics utilizes repackaged ships in JF's these days.

A JF can just as easily fit 3x expanded cargo holds allowing it to double its cargo space. If you need the capacity, this is a much, much better benefit (1 Trip vs 2 trips).

Since there are no drawbacks to using these modules, beyond taking the time to bring & fit them, they seem alright for the logistically oriented pilots to optimize their fuel costs.

Thank you for the new module.
XvXTeacherVxV
Be Nice Inc.
Prismatic Legion
#29 - 2014-07-31 19:56:29 UTC
CCP Fozzie wrote:
These modules will only affect their ship's jump drive fuel cost, not bridging cost.


So.. yes on affecting BLOPS then?
Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE
Rowells
Blackwater USA Inc.
Pandemic Horde
#30 - 2014-07-31 19:56:32 UTC
CCP Fozzie wrote:
Milla Goodpussy wrote:
CCP Fozzie wrote:
These modules will only affect their ship's jump drive fuel cost, not bridging cost.




any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships?

thanks.


We don't have a date to announce for Rorqual changes quite yet, partially because some of the changes we want to make for it depend on some back-end code changes first that are in progress.

And these modules can indeed be used and will provide their benefit on Rorquals.

Just from hearing that I'm getting a little excited.

New modules look great. Can't to get a rack for my caps.
Masao Kurata
Perkone
Caldari State
#31 - 2014-07-31 20:18:41 UTC
Is it me or are these modules frankly really dumb? There's no reason not to fit these whenever you're jumping and refit after. Maybe if you gave them a long period (say 20m) period after every jump where they can't be unfitted they would be interesting, but as this stands you might as well just revert the jump cost increases because everyone will fit these, jump, remove them.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#32 - 2014-07-31 20:18:55 UTC
when are capitals and jump drives being fixed?
CCP Fozzie
C C P
C C P Alliance
#33 - 2014-07-31 20:22:09 UTC
XvXTeacherVxV wrote:
CCP Fozzie wrote:
These modules will only affect their ship's jump drive fuel cost, not bridging cost.


So.. yes on affecting BLOPS then?


Yes.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Pheusia
Vanishing Point.
The Initiative.
#34 - 2014-07-31 20:27:31 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 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!


Thanks for responding so quickly the widespread and urgent requests for a boost to power projection. Capitals that can move around further on a single fuelbay of isotopes is exactly what EVE needs. These modules will make it cheaper and easier to move capitals long distances.

If anything I'd suggest making these mods even stronger. Why cap them at 10%? If the thing is worth doing, it's worth doing well.

(You're aware that the "interesting choice" that capital pilots are presented with boils down to doing a quick refit on the nearest carrier, right?)
Napoleon Aldent
Blueprint Haus
Blades of Grass
#35 - 2014-07-31 20:28:15 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 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!


There is nothing interesting in the choices when a capital fleet can move with enough carriers to refit after jumping. This will just make one more item combat pilots have to tote around with them at all times without introducing any negative trade-off or risk. It also goes directly against the stated goal of reducing force projection with the fuel consumption changes just introduced. If you wanted to make them rigs or apply to a JF/Rorqual only, then that makes a bit more sense. But, this will be abused by already powerful capital fleets.

Our angle is that we care about objective game balance, regardless of who it benefits or hurts.  -Goonswarm 2014

Callic Veratar
#36 - 2014-07-31 21:01:05 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


Sounds like an interesting idea:

- Cut jump drive range on all caps by 50%
- Add a jump drive range module that increases the jump drive range by 45-65%
- 2-3 stacking penalized jump drive range modules give previous range plus a bit
Frostys Virpio
State War Academy
Caldari State
#37 - 2014-07-31 21:01:22 UTC
CCP Fozzie wrote:

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.



Choice provided

If refiting service available then
fit fuel reduction module
Else
Do not fit fuel reduction module
End if
Ammzi
Dreddit
Test Alliance Please Ignore
#38 - 2014-07-31 21:09:15 UTC
Would be cool if they work when bridging people as well (titans, blops)
na'Vi Ronuken
Louis Nothing And Nobody
#39 - 2014-07-31 21:14:07 UTC  |  Edited by: na'Vi Ronuken
gonna call it right now - some dumb ass is going to fit an Erebus full of these mods and get caught on a mid with no cap - no tank - just a useless fit hand die in a ball of fire.
Ripard Teg
Jerkasaurus Wrecks Inc.
Sedition.
#40 - 2014-07-31 21:15:55 UTC
Why is there no limit on the number of these that you can fit?

I am concerned about certain alliances who shall remain nameless buying four of these for each of their carriers and supers. By doing so, they avoid the bulk of the nerf you stuck the rest of us with...

aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.