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[March] Mobile Warp Disruptor changes

First post First post First post
Author
Dirk MacGirk
Specter Syndicate
#21 - 2017-02-21 17:46:07 UTC
Reasonable changes as an intermediary step towards a structure solution. Only thought is that unanchoring delay should be reduced to half or 1/3. Anchoring is fine: drop, anchor, move off. But this now becomes part of ongoing maintenance and unanchoring requires waiting around and then re-anchoring. Not sure it needs to take that much time. Then again, maybe bubbles are just considered disposable items these days.
Jeremiah Saken
The Fall of Leviathan
#22 - 2017-02-21 17:47:21 UTC
CCP Fozzie wrote:
Two days for all T1 bubbles
One week for all T2 bubbles
Two weeks for all Syndicate bubbles

small T2 are worth pennies, nothing will change if they will be anchored for a week.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Querns
Science and Trade Institute
Caldari State
#23 - 2017-02-21 17:47:35 UTC
Grath Telkin wrote:
Good start, though I'd like to see all bubbles die in 24 hours or less.

Now lets remove nullification from anything but an interceptor.


Agreed, except replace "interceptor" with "shuttle."

The Victorieux Luxury Yacht can stay nullified, too.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Dirk MacGirk
Specter Syndicate
#24 - 2017-02-21 17:48:06 UTC
Olmeca Gold wrote:
Grath Telkin wrote:
Now lets remove nullification from anything but an interceptor.


Oh the amount of playstyles you have to be ignorant of to even suggest this makes me lol

PS: Lots of us dont care about how frustrating nullified combat ships might have been for nullblob people. Two things this game definitely absolutely needs to keep having are nullified covert cyno ships and nullified probers.


Yeah Grath. Ya damn ignant

PS - remove it from ceptors too
Querns
Science and Trade Institute
Caldari State
#25 - 2017-02-21 17:50:33 UTC
I'd also support interdiction nullification being effective for anchored bubbles, but not for warp disrupt probes and/or warp disruption field generators.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Huydo
Imperial Academy
Amarr Empire
#26 - 2017-02-21 17:53:05 UTC
Death to all bots :)
Alderson Point
Federal Navy Academy
Gallente Federation
#27 - 2017-02-21 17:53:14 UTC
Querns wrote:
I'd also support interdiction nullification being effective for anchored bubbles, but not for warp disrupt probes and/or warp disruption field generators.



No change needed, interceptors are fine as they are adding a nullified shuttle wouldn't hurt though,
Agilis Andedare
NerdHerd
Black Rose.
#28 - 2017-02-21 17:55:52 UTC
It's as if thousands of renters are going to suddenly cry out in terror....

This is a great change!
Querns
Science and Trade Institute
Caldari State
#29 - 2017-02-21 17:57:06 UTC
Alderson Point wrote:
Querns wrote:
I'd also support interdiction nullification being effective for anchored bubbles, but not for warp disrupt probes and/or warp disruption field generators.



No change needed, interceptors are fine as they are adding a nullified shuttle wouldn't hurt though,


False. Interceptors have combat capability. As such, there should be an expectation to be able to stop them from running, rampant, through your space, if you're willing to dedicate human effort towards it.

This is why I support nullification being only effective towards "passive" bubbles.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

FT Diomedes
The Graduates
#30 - 2017-02-21 18:01:02 UTC
Fabulous!

I have advocated for this idea for a long time. I'm so glad to finally see it come to fruition.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mr Hyde113
#31 - 2017-02-21 18:01:06 UTC
Time to shake the dust off your Oracles and farm some juicy bubble KMs
Obil Que
Star Explorers
Solis Tenebris
#32 - 2017-02-21 18:03:07 UTC
Mr Hyde113 wrote:
Time to shake the dust off your Oracles and farm some juicy bubble KMs


So, will killing a bubble generate a killmark?
cpu939
Center for Advanced Studies
Gallente Federation
#33 - 2017-02-21 18:03:18 UTC
Myself i would like to see

T1
Small - 5 hours
med - 10 hours
Large - 15 hours

T2 50% bonus on there T1 counter part, faction bubbles 100% bonus on there T! counterpart yes large would give over a days worth of time.

nullified shuttle only
Nou Mene
Rattini Tribe
Minmatar Fleet Alliance
#34 - 2017-02-21 18:03:58 UTC
CCP Fozzie wrote:

Hitpoint and shield regen changes:
  • ~10% less HP for T1 bubbles
  • ~20% more HP for T2 bubbles
  • ~50% more HP for Syndicate bubbles
  • Significantly longer shield regen times for all anchored bubbles, which will reduce passive shield tanking by the bubbles and make destroying them with low DPS much easier



why if they are degrading in space HP is not linked to elapsed time?
would not be interesting if they were to lose HP as times goes by to finally die?

will they produce a wreck?
Ezio Dicostanzo
State War Academy
Caldari State
#35 - 2017-02-21 18:04:06 UTC  |  Edited by: Ezio Dicostanzo
bubbles should be ONE DAY MAX or ratting systems with 354537434 bubbles on the gate are still gonna be a thing :(

Fozzie, what happened to metaballs where intersecting bubbles are merged into one continuous geometry, shown during fanfest 2014 ?
Yoski Yoski
Rent -IS- Due
#36 - 2017-02-21 18:04:49 UTC
The numbers I with they were
Two days for all T1 bubbles
4 Days for all T2 bubbles
8 Days for all Syndicate bubbles

Hitpoint and shield regen changes:
~10% less HP for T1 bubbles
~20% more HP for T2 bubbles
~50% more HP for Syndicate bubbles
Significantly longer shield regen times for all anchored bubbles, which will reduce passive shield tanking by the bubbles and make destroying them with low DPS much easier
Dirk MacGirk
Specter Syndicate
#37 - 2017-02-21 18:06:45 UTC
cpu939 wrote:
Myself i would like to see

T1
Small - 5 hours
med - 10 hours
Large - 15 hours

T2 50% bonus on there T1 counter part, faction bubbles 100% bonus on there T! counterpart yes large would give over a days worth of time.

nullified shuttle only


Not sure about the times. Maybe 12/24/48 to align with their current suggestion of 2 days for T1. But yeah, no reason bubble size shouldn't also be considered for decay along with Tech version
Mynxee
Signal Cartel
EvE-Scout Enclave
#38 - 2017-02-21 18:07:19 UTC
I love the killmail generation -- not for the reasons others might, but as a way to gain insight into which of my spacekids might be doing things they shouldn't under our Credo. Big smile So...killmails for ALL the things!

The decay timer is a welcome change just for helping to clear space junk.

As a side note, it is great to see the positive coordination between CSM and CCP these days.

Lost in space, looking for sigs...

Blog: Cloaky Wanderer

Icarus Narcissus
Center for Advanced Studies
Gallente Federation
#39 - 2017-02-21 18:07:44 UTC
So, a few questions:

1) Will bubbles still be re-scoopable after deployment?

2a) If yes, will their timer reset when they are re-deployed?

2b) If no to either of the previous, will their material costs be changed in any way to account for what will be a major increase in consumption.

3) Will bubbles in space at the time of launch start counting down as soon as the patch hits?

4) Out of curiosity, could CCP release the number of bubbles in space the day of this launch and again 2 weeks later? It would be interesting to see the impact this has on space clutter.
Suitonia
Order of the Red Kestrel
#40 - 2017-02-21 18:07:48 UTC
This is a good step forward, although I think your timers are a little too conservative. I'd like to see 48 hours max on T2 bubbles, and 1 week for syndicate which currently see no usage.

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