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Ships & Modules

 
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Query on ejecting from ships

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Author
Ferni Ka'Nviiou
Doomheim
#1 - 2014-12-14 01:11:19 UTC  |  Edited by: Ferni Ka'Nviiou
What happens to the attributes of a ship when you eject from it?

Say the ship has 3 EM Shield Amps fitted and it's EM resist is now 60.5% (the base being 0, obviously). With Level V EM Shield Compensation the resist is now 70.5%.
The ship also has a base signature of 60m, and I am in a C6 Wolf-Rayet WH. The signature radius is now 30, EM resist at 55.7%, and the Armor HP of my ship has been doubled.

In this hypothetical situation I have max skills, so say now I eject from this ship.
What happens to all those attributes? Are my Skill modifiers removed from the attributes? Do the passive modules still affect the resists? Do system effects still modify the attributes?

Edit: thanks Ezwal.
J'Poll
School of Applied Knowledge
Caldari State
#2 - 2014-12-14 01:17:29 UTC
None of the above.

When not piloted, a ship will just follow the base stats.
*Not entirely sure about wormhole effects being effective though, but I wouldn't count on it either*

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Ferni Ka'Nviiou
Doomheim
#3 - 2014-12-14 01:19:59 UTC
Thanks for your help.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#4 - 2014-12-14 02:27:47 UTC
This thread has been moved to Ships & Modules.

ISD Ezwal Community Communication Liaisons (CCLs)

CCP Darwin
C C P
C C P Alliance
#5 - 2014-12-14 11:40:46 UTC
Ferni Ka'Nviiou wrote:
What happens to the attributes of a ship when you eject from it?


Note that it is possible, in some instances, that your skills are increasing the structure, armor, or shield hit points in such a way that the ship will be destroyed should you eject.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Ferni Ka'Nviiou
Doomheim
#6 - 2014-12-14 12:06:10 UTC  |  Edited by: Ferni Ka'Nviiou
CCP Darwin wrote:
Ferni Ka'Nviiou wrote:
What happens to the attributes of a ship when you eject from it?


Note that it is possible, in some instances, that your skills are increasing the structure, armor, or shield hit points in such a way that the ship will be destroyed should you eject.

Now, I am aware that skills can be holding a ship together, but what say there were modules (such as Reinforced Bulkheads) which are keeping the ship from being destroyed, same thing? Modules offline when you eject?
Destoya
Habitual Euthanasia
Pandemic Legion
#7 - 2014-12-14 18:46:19 UTC
Yes, modules essentially offline and do not affect the ships stats when you eject. For example if you have passive armor/shield hardeners fitted they will no longer grant a resist bonus.
Tatsuj Khan
Republic University
Minmatar Republic
#8 - 2014-12-14 23:31:20 UTC
Note that it is possible, in some instances, that your skills are increasing the structure, armor, or shield hit points in such a way that the ship will be destroyed should you eject.[/quote]

Could you give an example of how that could happen? If modules auto-offoffline as some commenters suggested, ship destruction should not happen, no?
Ferni Ka'Nviiou
Doomheim
#9 - 2014-12-14 23:35:39 UTC
Tatsuj Khan wrote:
CCP Darwin wrote:
Note that it is possible, in some instances, that your skills are increasing the structure, armor, or shield hit points in such a way the ship will be destroyed should you eject.


Could you give an example of how that could happen? If modules auto-offline as some commenters suggested, ship destruction should not happen, no?


If the ship has taken more damage than there is base hitpoints, and HP modifiers are then removed, the ship will destroy itself.
Tatsuj Khan
Republic University
Minmatar Republic
#10 - 2014-12-15 00:10:46 UTC  |  Edited by: Tatsuj Khan
Ferni Ka'Nviiou wrote:

If the ship has taken more damage than there is base hitpoints, and HP modifiers are then removed, the ship will destroy itself.


Ah, I see. TY. I can see a possible exploit to avoid a T3 skill loss and not give your ship to your attackers. Eject your pod when you're clearly in a losing situation and your ship then pops since it's all subsystems holding it together.

I'm sure other thought of this too, is there something else to stop ejects?
Interfectorem Tacet
Doomheim
#11 - 2014-12-15 00:49:51 UTC
Tatsuj Khan wrote:
Ferni Ka'Nviiou wrote:

If the ship has taken more damage than there is base hitpoints, and HP modifiers are then removed, the ship will destroy itself.


Ah, I see. TY. I can see a possible exploit to avoid a T3 skill loss and not give your ship to your attackers. Eject your pod when you're clearly in a losing situation and your ship then pops since it's all subsystems holding it together.

I'm sure other thought of this too, is there something else to stop ejects?


Ejecting still give kill mails does it not? I thought this was brought in a while ago.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#12 - 2014-12-15 11:19:08 UTC
I thought ejecting from a scrammed T3 was impossible so that the skill loss was unavoidable
Elena Thiesant
The Scope
Gallente Federation
#13 - 2014-12-15 11:20:21 UTC
Spugg Galdon wrote:
I thought ejecting from a scrammed T3 was impossible so that the skill loss was unavoidable


Not about the scram, about one of the combat timers, but yes, it's now impossible.
Luscius Uta
#14 - 2014-12-16 10:54:19 UTC
Someone somewhere also mentioned that skill-bonuses are removed from your ship also if you disconnect (modules keep running, but they lose bonuses gained from skills like capacitor management and repair systems). If this is indeed true, I think it's kinda lame, since I made my Vargur cap-stable just to prevent terrible things from happening if I happen to DC when in Bastion.

Workarounds are not bugfixes.

Yandi Kurvora
Doomheim
#15 - 2014-12-16 14:23:37 UTC
Spugg Galdon wrote:
I thought ejecting from a scrammed T3 was impossible so that the skill loss was unavoidable


It's the weapons timer (weapons flag) that prevents you ejecting. Much like jumping or docking, if you shut down your offensive mods and waited it out you could eject.