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The Micro Jump Drive - any news?

First post
Author
Chemical KIM
Boats Boats Boats
#21 - 2012-06-18 22:40:08 UTC
cant wait for this mod to be done, keep working on it
Spc One
The Chodak
Void Alliance
#22 - 2012-06-19 00:17:39 UTC  |  Edited by: Spc One
Makalu Zarya wrote:
please put this module somewhere in a very very far corner and don't release it at all...and put those people to work fixing things that actually don't work...like your new inventory

Very true.
Fix UI first so we can go back and play again.
General Xenophon
Deep Core Mining Inc.
Caldari State
#23 - 2012-06-29 06:30:16 UTC  |  Edited by: General Xenophon
CCP Paradox wrote:
This module requires some technical art team time to be able to get the module fully working. I'm sure you know they have had their hands full with the missiles, Amarr and Minmatar V3 projects. We're hoping that we can hop onto this and some more modules very soon. As for the big question, when, I cannot say. But we're working on it.


How much artwork effort does it take to make a micro cyno? What's it going to look like? A supernova?

Can't you add it and do the artwork later? It's what you've done with the rest of the game's effects, why stop the train now?
PinkKnife
The Cuddlefish
Ethereal Dawn
#24 - 2012-06-29 16:06:17 UTC
General Xenophon wrote:
CCP Paradox wrote:
This module requires some technical art team time to be able to get the module fully working. I'm sure you know they have had their hands full with the missiles, Amarr and Minmatar V3 projects. We're hoping that we can hop onto this and some more modules very soon. As for the big question, when, I cannot say. But we're working on it.


How much artwork effort does it take to make a micro cyno? What's it going to look like? A supernova?

Can't you add it and do the artwork later? It's what you've done with the rest of the game's effects, why stop the train now?


Because delivery of half assed things gets CCP in trouble.
James Amril-Kesh
Viziam
Amarr Empire
#25 - 2012-07-03 19:05:39 UTC
I still don't get how the module can actually be used in a combat situation. It seems too gimped from the very beginning to actually give the pilot any real advantage.

Enjoying the rain today? ;)

Kaycerra
Center for Advanced Studies
Gallente Federation
#26 - 2012-07-20 06:49:14 UTC
Scrap this idea, and focus on the Reverb (hislot) target painters, and leave the art team to work on redoing the ship models, please? Still don't think this idea should be making it through.
Samantha Avalon
Spark Enterprises
#27 - 2012-08-04 09:24:11 UTC
I say make the new mods. I'm always looking for new ways to get myself killed. Big smile Gotta like all the people that are scared of new mods in the game because it might take the advantage away from themBig smile
Dieter Rams
Deep Core Mining Inc.
Caldari State
#28 - 2012-08-15 09:23:29 UTC
Any update on this? It clearly didn't make it for Inferno 1.2 CCP Zorba :)
Dieter Rams
Deep Core Mining Inc.
Caldari State
#29 - 2012-08-17 17:22:52 UTC
Bueller?
Jerick Ludhowe
Internet Tuff Guys
#30 - 2012-08-19 15:40:52 UTC
ccp, stop adding new game breaking modules please...
Roll Sizzle Beef
Space Mutiny
#31 - 2012-08-19 22:56:23 UTC
Jerick Ludhowe wrote:
ccp, stop adding new game breaking modules please...


Because anything new is game breaking.
Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#32 - 2012-08-20 02:35:08 UTC
Just make this an offensive module that teleports you right onto the targeted ship that's within 50km or so. That'd surely even things out between shield and armor tankers.

Nano, shield-tanking ships certainly wouldn't want to use it , and armor brawling ships could pounce into someone trying to kite them and apply heavy tackle. If CCP creates a unique spool-up effect for this module like we're being led to believe, the kiting ship could identify the spool-up and start burning away from tackle range before the heavy-hitter jumps. This, of course, requires that the ship would jump to the location of the target at the initiation of the spool-up, allowing the target to react and move. If the MJD popped you into them at the end of the spool-up, you'd always start on them at 0 and get heavy tackle every time.

You could even kill two birds with one stone by giving the combat branch of black ops BS (assuming you split them into 2 separate ships like CCP Baguette hinted at) bonuses to MJD range, spool-up, and warp strength (make it able to jump to a target with maybe 3 or 4 points on it, so it can stay semi-mobile even when caught). Maybe even remove the spool-up visual effect from the module when used by a black ops. Turn the combat black ops into a ship that centers around the MJD, and using it to artfully hop around the battlefield using its secondary bonuses to take things out. It's certainly a ship I'd fly.
Shameless Avenger
Can Preachers of Kador
#33 - 2012-08-20 21:23:24 UTC
Is it gonna work like the "StarBurst" on FarScape?

"This is the Ninja. He will scan you down; he will salvage your wrecks and there shall be no aggro"

Soy Salomon
E.X.O.
#34 - 2012-08-20 22:21:49 UTC
CCP Zorba wrote:
We're aiming to get this out with the next Inferno patch (early August). I can't imagine it'll slip past that but there are still unanswered questions. So no guarantees. We aren't keeping it back because of visuals, but rather like Daneel guesses, there are some difficult technical and design issues.


Well, this didn't make it into the August release =)

What's the new ETA, you think? Winter expansion or before?

Thanks!

Terranid Meester
Tactical Assault and Recon Unit
#35 - 2012-08-21 23:53:30 UTC
Id also like to know.
Sentinel zx
#36 - 2012-08-23 18:47:55 UTC
Ohh Yeah wrote:
Just make this an offensive module that teleports you right onto the targeted ship that's within 50km or so. That'd surely even things out between shield and armor tankers.


I don´t know but it´s remind me of "The Picard Maneuver" from Star trek Lol

http://en.memory-alpha.org/wiki/Picard_Maneuver

http://www.youtube.com/watch?v=zxg2dGfCCTQ
cBOLTSON
School of Applied Knowledge
Caldari State
#37 - 2012-08-24 17:55:02 UTC
I for one think this type of module could be a great addition to the game. However you need to release it on the test server so people can play with it and you guys can adjust it based on their feedback.

The good old days of Unreal Tournament, fragging and sniping on Facing Worlds, listening to Foregone Destruction.......

Ranger 1
Ranger Corp
Vae. Victis.
#38 - 2012-08-24 18:16:54 UTC
Instead of a module, I think I'd prefer a new line of ships based around the ability.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Roll Sizzle Beef
Space Mutiny
#39 - 2012-08-25 00:22:41 UTC
Ranger 1 wrote:
Instead of a module, I think I'd prefer a new line of ships based around the ability.

Ship specific gimmicks are meh, gets dull and everyone says "oh, its that ship. They are likely going to try and do "this". Letting new special modules on specific classes of ships adds more danger and a spooky sense of "I think I can take this guy, I hope he doesn't have "that" though."
Ergzay Stargazer
The Scope
Gallente Federation
#40 - 2012-08-28 09:39:58 UTC
Micro Jump Drives (lore) could always be glanced at.
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