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So I been thinking about Mobile Depots

Author
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#1 - 2014-10-05 09:01:23 UTC
I know I made a thread about them long ago, in my naivety I asked for them to be equippable - with guns or cloaking devices or somesuch to allow them to be more versatile.

In recent times however, on this long and lonesome journey of being a vet player that has played in every part of space (aside from the "large corp" WH arena) I have returned my sights back to the mobile depot. Some key points about them need to be made public here first of all: I do make extensive use of them. Through various techniques I've always tried to maximise how much use one depot can provide me in a given day.

But there are problems, some pretty significant ones.

Well first of all a depot, once you're on grid with it will tell people who put it there, not just the corp you're in but the specific pilot as well. This information does not need to be publicly displayed. If you use mobile depots at all (wrt you can't get an alt to drop one for you) then you're creating an information leak. Simply cargo scan the depot, if it looks good > watchlist the pilot and keep someone nearby with a bookmark to the depot. It's a foolproof system.

Secondly is the ease of scanning for these depots. Taken from here the scanning formula suggests you are nearly impossible to find once your sigR/sensor strength ratio reaches < 1.08. This information is out of date but it is the publicly available material on the EVE wiki. So let's look at some numbers:

Firstly all depots have a sig radius of 500.
Next, the meta 1 depot has a SS of 50, meta 2 = 250, meta 3 = 400.

So their ratios are 10, 2 and 1.25 respectively. It stands to reason that only very highly skilled characters will be able to get a 100% hit on a 'yurt'. Since these factors cannot be modified we aren't going to address them directly, instead we will look at the simplest solution I received when asking the community (ingame): put the mobile depot of choice inside a Giant Secure Container. The GSC cannot be scanned down, can easily store a depot and your desired modules inside and of course can be anchored in space whereever you travel.

The resolution here is that the best solution to a mobile depots vulnerabilities is to neutralise them as much as possible, in this instance by totally circumventing a couple of their major issues by using a similar deployable that is simply unscannable. My response to this loophole is "wut".

And so these two things got me thinking about depots a lot more seriously.

This isn't an issue of their availability, or their capacity to be scanned down. It's an issue of what they could be achieving instead of what they are. These are prototype modules *probably* based off new modular starbase code. That's what they are. What they could be is literally the tent/camp you set up for yourself and in this a few humble changes can be introduced to make them a bit more versatile.

And my proposal is pretty simple.
1. Remove identifying tickers from depots. This protects the real owner but also allows cunning players to attack someone elses depot, destroy it and replace it with their own, introducing a little confusion and frustration to their day while you mount an attack on them. Since you won't actually know who it is that owns *that* particular depot, it can introduce some danger for the attacker as well. In all things, a prepared defence/offence is the preferred method of gameplay.

2. Modify how easily they can be d-scanned. By range. Meta 1 is scanned from 14.3 au as normal. Meta 2, from say 10 au and meta 3 from 5au. This will enhance the ability to 'pitch a tent' in the proverbial back yard of hostile space, a new defensive strategy would also need to be employed by the host/occupants where they must perform a full scan probe sweep between and around celestials in order to be totally clear of introduced hostiles. Not simply warping to sun and hitting d-scan at max range. An incoming force that is seeding capitals in to your homelands and using depots (where appropriate) for refitting or just fuel/stront storage will be a more realistic endeavour if detecting them is harder. This is not to say it will facilitate lightning raids in someones back yard, no, it can however open the door for more options that guerilla forces might like to employ.

These are not just defensive suggestions but ones that can be used offensively by a knowledgable and prepared invasion force that might not want to risk carriers or otherwise bog down other vessels with jump fuel/bombs/whatever to allow for refitting and refueling in hostile space with a reduced risk of so easily being detected.

Quote:
Again as a disclaimer I know my referred scanprobe article is out of date, some gameplay changes have occured but I didn't find the specifics of where and how. Certainly as it's EVE's own wiki on the official website I wonder why devs can't take (or delegate to CSM) some time to modify these specific parts of their own wiki with up to date information that new players might seek to benefit from. Clarifying and simplifying information on gameplay mechanics like they've done with wormholes are important steps to making the game more consumer friendly rather than taking things that (within the games internal logic ie the internal consistency from a design and manufacture standpoint) are helpful or important to know and expecting the players to work it out empirically on their own instead of just telling them how stuff works. If we can buy and research the BPOs for modules why can't they tell us what they do including the maths behind them? Why is this information left to 3rd parties and volunteer editors?
Ralph King-Griffin
New Eden Tech Support
#2 - 2014-10-05 09:14:52 UTC
All it needs is a launch for fleet and we are sorted.
Remiel Pollard
Aliastra
Gallente Federation
#3 - 2014-10-05 09:46:37 UTC  |  Edited by: Remiel Pollard
First of all, wrong forum.

As for identifying markers - no. These apply to everything, even wrecks, that belong to a specific player. Why should mobile depots be exempt? The rationale for this is weak. A little confusion? How is that even a thing worth talking about? No. If you're worried about 'information leaks' then stop shooting and/or deploying stuff.

As for dscanning, there is absolutely nothing except cloak that makes you invisible from dscan, no matter how low your signature is. It is ridiculous to suggest something be invisible to detection from dscan at ANY range without a cloak. No on that as well.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Abrazzar
Vardaugas Family
#4 - 2014-10-05 10:01:12 UTC
Make them one use only and add re-usable, more elaborate depots with 10 times the cost and volume.
Derrick Miles
Death Rabbit Ky Oneida
#5 - 2014-10-05 10:20:42 UTC
1) I don't understand why anonymity is something that Mobile Depots need. Every other similar item in space has the owners tag on it so why would the mobile depots be any different?

2) The km limit of dscan is the highest tenth of an AU that fits into the int data type (4 byte variable). This is done for optimization purposes so as to make scanning as quick as possible when it checks in the sphere of the chosen range. To add a check specifically for mobile depots, and then a distance check for them a well, could slow down the dscan process significantly. I don't think doing that for just this one item is at all worth it.


It seems that you want to buff Mobile Depots but I don't see any justification for doing so. If you want to make the item more powerful there should be a solid reason why it needs to be that way.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#6 - 2014-10-05 10:42:18 UTC
Derrick Miles wrote:
1) I don't understand why anonymity is something that Mobile Depots need. Every other similar item in space has the owners tag on it so why would the mobile depots be any different?

2) The km limit of dscan is the highest tenth of an AU that fits into the int data type (4 byte variable). This is done for optimization purposes so as to make scanning as quick as possible when it checks in the sphere of the chosen range. To add a check specifically for mobile depots, and then a distance check for them a well, could slow down the dscan process significantly. I don't think doing that for just this one item is at all worth it.


It seems that you want to buff Mobile Depots but I don't see any justification for doing so. If you want to make the item more powerful there should be a solid reason why it needs to be that way.


1. For the reasons I mentioned. EVE might be a game of alts but for those genuinely solo players like many lowsec and nullsec explorers, newer players and the guy seeding supply drops for oncoming forces, this is a pretty important change. And just because specifically other types of containers also give away that information doesn't mean they should. NPC kill API data was removed from wormholes to make hunting a more proactive activity and so by that logic can wreck identifiers, non-secure cans and mobile depots also could have identifying data stripped from them. They become either white, yellow or blue to you, indicating the flag or criminal bias that object represents.

2. Are you suggesting that scan inhibitors shouldn't exist... because the occasional d-scan on them might make the server do an arbitrary few extra checks? If it becomes a performance problem in very high traffic areas where very high numbers of d-scans are occuring... and please provide an example of one... then other solutions can be engineered to deal with it. The real number of scenarios where this issue you have raised will even matter is so slim in my mind it can be discounted from the outset. Who exactly is going to have their entire fleet d-scanning? What systems exactly are going to be performing enough d-scans to introduce this issue you suggest? What differentiates the effects of a scan inhibitor from a localised effect only applying to the exact location of a module in space, rather than any random number of ships under the scan inhibitors sphere of influence?

I *have* presented justifications for my proposal. I use them every day. I have dealt with the problems they introduce since the beginning. Initially I didn't use them at all because of the issues they have. It's only with time that other people have come to ignore the overwhelming majority of them because they're treated, as said:
Quote:
Make them one use only and add re-usable, more elaborate depots with 10 times the cost and volume.

as disposable refitting tools rather than as a temporary encampment like they could have been.

Quote:
Caleb Seremshur > by making the higher class depots harder to d-scan it takes a full sweep with combat probes to detect that someone is camping in your backyard
[ 2014.10.05 08:00:22 ] xxxxxxxxxx > Honestly i don't think anyone gives that much of a **** about mobile depots
[ 2014.10.05 08:03:04 ] yyyyy > ye
[ 2014.10.05 08:03:07 ] yyyyyy > its so easy to make safes
[ 2014.10.05 08:03:13 ] yyyyyy > etter of scanning the ship
[ 2014.10.05 08:03:25 ] yyyyyy > yurt is only really useful in a hostile WH
[ 2014.10.05 08:04:09 ] yyyyyy > or hostile null i guess
[ 2014.10.05 08:04:18 ] yyyyy > >caring about babbysec
[ 2014.10.05 08:05:05 ] Caleb Seremshur > well i just think depots have presented a very interesting idea
[ 2014.10.05 08:07:06 ] yyyyyyy> They're definitly useful, but in general people won't usually bother trying to scan them down, or even notice them, unless you anchor them in their home wormhole or something
[ 2014.10.05 08:07:28 ] yyyyyy> Certainly in normal space, i pass hundreds of them in NPC null, i just consider them clutter and move on
Derrick Miles
Death Rabbit Ky Oneida
#7 - 2014-10-05 11:36:09 UTC
Caleb Seremshur wrote:
Derrick Miles wrote:
1) I don't understand why anonymity is something that Mobile Depots need. Every other similar item in space has the owners tag on it so why would the mobile depots be any different?

2) The km limit of dscan is the highest tenth of an AU that fits into the int data type (4 byte variable). This is done for optimization purposes so as to make scanning as quick as possible when it checks in the sphere of the chosen range. To add a check specifically for mobile depots, and then a distance check for them a well, could slow down the dscan process significantly. I don't think doing that for just this one item is at all worth it.


It seems that you want to buff Mobile Depots but I don't see any justification for doing so. If you want to make the item more powerful there should be a solid reason why it needs to be that way.


1. For the reasons I mentioned. EVE might be a game of alts but for those genuinely solo players like many lowsec and nullsec explorers, newer players and the guy seeding supply drops for oncoming forces, this is a pretty important change. And just because specifically other types of containers also give away that information doesn't mean they should. NPC kill API data was removed from wormholes to make hunting a more proactive activity and so by that logic can wreck identifiers, non-secure cans and mobile depots also could have identifying data stripped from them. They become either white, yellow or blue to you, indicating the flag or criminal bias that object represents.

2. Are you suggesting that scan inhibitors shouldn't exist... because the occasional d-scan on them might make the server do an arbitrary few extra checks? If it becomes a performance problem in very high traffic areas where very high numbers of d-scans are occuring... and please provide an example of one... then other solutions can be engineered to deal with it. The real number of scenarios where this issue you have raised will even matter is so slim in my mind it can be discounted from the outset. Who exactly is going to have their entire fleet d-scanning? What systems exactly are going to be performing enough d-scans to introduce this issue you suggest? What differentiates the effects of a scan inhibitor from a localised effect only applying to the exact location of a module in space, rather than any random number of ships under the scan inhibitors sphere of influence?


1. From the sounds of it you want to change all containers to be anonymous. That's a pretty big change to make, and it seems it only really benefits solo players. I'm not against that in general but I don't think it's sufficient for the change on its own. There's also the matter that not being able to identify your own containers could be confusing if there are many of them around.

2. Yes, I am suggesting that it shouldn't be implemented for performance reasons. Have you ever done a max dscan in a crowded system? There is a noticeable delay before the results show up in the scanning screen. Adding a check to each and every item would make that delay longer. Now imagine people spamming dscan, which as you probably know happens quite often as a matter of course. That's all those extra checks every 30 seconds. You may think that a small check like that wouldn't matter but in an online game environment every little bit of client to server interaction has to be carefully allotted and every performance optimization capitalized on.
Sindjin Hawke
Distant Light Syndicate
#8 - 2014-10-05 12:03:44 UTC
I sort of agree with you ... What I would like to see is more of a "POS light" . Where a solo player can anchor a POS that's cheap to operate and can be used as a home base away from stations , etc. not to be used for industry, just docking fitting and storage. But with the current cost of fueling a POS, it isn't cost effective for a someone like me, who is very busy in real life and cannot be on everyday grinding out out something to justify the cost of even a small POS which can cost 120+ million a month to keep online.

Solecist Project
#9 - 2014-10-05 12:10:41 UTC
I still need to find possible exploits.

Already figured something out,
but that's only useable under pretty much irrelevant circumstances.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#10 - 2014-10-05 15:12:43 UTC
Solecist Project wrote:
I still need to find possible exploits.

Already figured something out,
but that's only useable under pretty much irrelevant circumstances.


I appreciate that you are trying to dissect my idea. I'm here for self benefit that is wholly true, but I'm not the only guy benefitting from this. Everyone who plays solo will benefit. People who are operating in deep enemy territory and need a place 'to bunker down' will benefit. There's plenty of emergent gameplay opportunities afforded here by just removing the ability to quickly identify the owner of a depot.

Infact, taking from my earlier log quotation:

Quote:
[ 2014.10.05 08:07:06 ] yyyyyyy> They're definitly useful, but in general people won't usually bother trying to scan them down, or even notice them, unless you anchor them in their home wormhole or something
[ 2014.10.05 08:07:28 ] yyyyyy> Certainly in normal space, i pass hundreds of them in NPC null, i just consider them clutter and move on


Making depots raise some eyebrows about who is using them, and why, and how is something that should be important not an afterthought. We are talking about someone planting an unmarked van with an antenna on the curb of your business. After a couple days wouldn't you like to start finding out whose it is?
Solecist Project
#11 - 2014-10-05 15:23:09 UTC
Caleb Seremshur wrote:
I appreciate that you are trying to dissect my idea.
I have no idea what that means.
Not even sure what you are talking about here. Your idea? What idea?

Wtf is wrong with you?

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#12 - 2014-10-05 15:53:37 UTC
*facepalm*
the thing you are evidently finding inconsequential exploits with?
Solecist Project
#13 - 2014-10-05 16:19:43 UTC  |  Edited by: Solecist Project
Yes. Did you come up with the idea of the mobile depot?
Hell, I haven't even read through that text you call post....

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#14 - 2014-10-05 17:55:48 UTC
Solecist Project wrote:
Yes. Did you come up with the idea of the mobile depot?
Hell, I haven't even read through that text you call post....


Thanks. I enjoyed participating in this vapid expendature of time. Not everything needs to be a vessel for your egocentrism.
Solecist Project
#15 - 2014-10-05 18:08:01 UTC
Caleb Seremshur wrote:
Solecist Project wrote:
Yes. Did you come up with the idea of the mobile depot?
Hell, I haven't even read through that text you call post....


Thanks. I enjoyed participating in this vapid expendature of time. Not everything needs to be a vessel for your egocentrism.

Projection.

It wasn't me who wrote this hugeass badly readable post,
believing it matters enough that people will care.

If it wasn't for me, this thread would be burried already.

And it was YOU who somehow miscknstrued my above post
in some weird connection to your thread.

Projection. Look it up.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Iain Cariaba
#16 - 2014-10-05 18:31:59 UTC
1. Don't want people scanning down your depot and knowing who you are? Scoop the damn thing up before you log. Otherwise it gets the same identifying tags that literally every other semi-permanent deployable object gets.

2. Don't want people scanning down your depot in general? Scoop the damn thing up when not in use. Otherwise, it gets treated on dscan as literally every other non-cloaked object in the game.

tl;dr No, you get no special uber sneaky hideout.
Solecist Project
#17 - 2014-10-05 18:41:21 UTC
Iain Cariaba wrote:
1. Don't want people scanning down your depot and knowing who you are? Scoop the damn thing up before you log. Otherwise it gets the same identifying tags that literally every other semi-permanent deployable object gets.

2. Don't want people scanning down your depot in general? Scoop the damn thing up when not in use. Otherwise, it gets treated on dscan as literally every other non-cloaked object in the game.

tl;dr No, you get no special uber sneaky hideout.

How to hide a mobile depot in deep space.

Plant a scan inhibitor there.

Plant two dozen more around in space.

Costly? Yes.
But it will take a while until it's found.


That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#18 - 2014-10-06 03:15:23 UTC
Anchoring a gsc and putting the depot inside of that is the only really secure way of hiding your stuff. Triangulating an off centre warpable point compounds the difficulty. The point is why a depot isn't tye preferred tool for doing what it's meant to do. Why is a gsc a better tool?