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Dev Blog: Better Living Through Mobile Structures

First post First post
Author
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#201 - 2013-11-19 13:07:05 UTC
Quote:
It's worth noting that this activation time is affected by time dilation, so the structures do not become more powerful in larger fleet fights than they are in other situations.


Is the reinforcement timer on mobile depots affected by tidi?
CCP Fozzie
C C P
C C P Alliance
#202 - 2013-11-20 15:34:22 UTC
xttz wrote:
Quote:
It's worth noting that this activation time is affected by time dilation, so the structures do not become more powerful in larger fleet fights than they are in other situations.


Is the reinforcement timer on mobile depots affected by tidi?


No it is not.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Zorth Athall
Memphis Technical Industries
#203 - 2013-11-20 19:58:30 UTC
Umm, it would appear that rats DO shoot MTU's, I thought this wasn't supposed to happen?
Captain Ravenblade
TRADECORE
#204 - 2013-11-20 21:25:20 UTC
Zorth Athall wrote:
Umm, it would appear that rats DO shoot MTU's, I thought this wasn't supposed to happen?


I don't know about rats, but I was running a mission against the NPC Caldari Navy, and now I'm weeping over my pale shadow of a MTU. I can only imagine the gazillions of isks in tags that I just lost.
Udonor
Doomheim
#205 - 2013-11-21 11:20:47 UTC  |  Edited by: Udonor
Mobile Depot platform is EXCELLENT for attacks on Corps as INSIDE MAN.

Corps cannot kick you unless you dock.
Now you never have to dock.

The only way a corp can kick you is to pod you.

Which means they are desparate and easy to lead into ambushes where you have tons of third party reps and maybe even a sacrificial EW ship to break tackles So your inside guy can stay alive to hassle them again. If working with third party rep and ambushes you can make podding you near impossible if you are any good. Ding ! Dong! Smaller corps are dead and especially mining corps. Long live the dominance of 1v1 PVP relations, blobs, and ad hoc fleets.

Mobile depot makes storing and using third party supply made even more convenient.
With mobile depot you don't have to dock because you are out of ammo or need to reconfigure to attack a different type of ship. As long as you stay alive battle damage can be repaired by fitting self-repair without docking! Yay!

Basically you can force most small corps to disband. Medium corps if you fake being a good member for a couple of weeks and then vouch for a couple of helpers to become members.

Why? Well not only bunches and bunches of easy kills in high sec without CONCORD. But if you like ISK you can usually squeeze a lot of ransome out of a corp that doesn't want to disband -- often a PLEX worth per active member over a year old. But only about 1/4 that if their members are less active or more noob.

But even corps willing to disband and form up a new corp will usually pay a few billion to avoid tedious and dangerous process of redeploying POS and moving corp offices. My rule of thumb is 1B for each large POS and 1/2 B for each medium POS or well established corp office. If they have lots of junk in Corp Ofice that you were unable to steal some quiet night before the PVP kill campaign started...I'd raise that to 1-2B per office since you can shoot down their efforts to move stuff to new offices.

With Mobile Depots its actually worth logging out alt for a week or two until they get lulled into complaisently starting up normal os again -- if you are more into kills than ransome.
Cismet
Silent Knights.
LinkNet
#206 - 2013-11-21 17:44:21 UTC
Tippia wrote:
Milton Middleson wrote:
What horrible abuse is going to result from the depot?
It's next to impossible to remove. That's bad in and of itself. The kind of tactics that will develop that centres on this characteristic is largely unknown, I'll grant you, but they'll certainly share that one bad characteristic themselves, which is bad too.

It's not so much the litter — that'll solve itself with its decay period — but rather the fact that it allows for character littering as well to a vastly higher extent than before. The depots will get rid of themselves; getting rid of the people suddenly becomes a whole lot harder.


So your entire argument revolves around them being abusable but you also state that the abuse is unknown? Congratulations on a circular argument. Your next sentence is no better, they all share that one bad characteristic of being abusable when the abuse is unknown? If there isn't a known way to abuse then by definition they aren't abusable. Hence CCP's wait and see approach. If you provide a solid mechanism for abuse then perhaps your idea would be taken seriously by developers.

Removing the people? If you want to remove the people then kill them. You argument makes no sense. There's nothing to stop you killing them in null (which seems the crux of your argument). They either won't come back as there's nothing worth coming back for in their can as you'll likely kill them again or if there is something worth coming back for you just keep killing them. I'm not sure I see your problem?

That said I do think 2 days reinforced is a bit much and should be halved. Noone with any sense is going to leave anything of real value sitting out in space surely??? ..... hehe
Rekkr Nordgard
Steelforge Heavy Industries
#207 - 2013-11-21 18:00:10 UTC
Love all the new junk floating around trade hubs ticking down their reinforcement timers.
GeeShizzle MacCloud
#208 - 2013-11-22 15:10:55 UTC
CCP Fozzie wrote:
xttz wrote:
Quote:
It's worth noting that this activation time is affected by time dilation, so the structures do not become more powerful in larger fleet fights than they are in other situations.


Is the reinforcement timer on mobile depots affected by tidi?


No it is not.


ahh what omnipotent beings give with one hand, they take away with another! :P
Ned Black
Driders
#209 - 2013-11-23 12:46:42 UTC
Please make the mobile tractor unit grab wreaks in reverse order. Furthest ones first
Synate
Sleeping Hope
#210 - 2013-11-24 00:38:35 UTC
Ned Black wrote:
Please make the mobile tractor unit grab wreaks in reverse order. Furthest ones first


This +1000
Maximus Aerelius
PROPHET OF ENIGMA
#211 - 2013-11-25 14:17:21 UTC  |  Edited by: Maximus Aerelius
So...last night...I dropped my MD refitted, finished the mission and completed. Looked in my cargo hold for my MD and to my Shocked I'd forgotten to pick it back up! LMAO for about 3 minutes (it's OK to laugh too). Gathered my senses, thought to myself "You idiot!", jumped to get my Cheetah and scanned two systems to find that little bugger.

What would be nice for these situations would be to show these Mobile Structures such as Mobile Depots and Mobile Tractor Units on the F10 Star Map under the Filter of My Assets in Space. Secure Anchored Cargo Containers used to (I say used to as it's been a while) show up with this filter.

#1: This wouldn't stop the idiotic from leaving them behind without a bookmark
#2: This would still require you to scan them out if you didn't have a bookmark
#3: This would only help to narrow your search down to a system and some systems can be >220AU's wide so still some effort required.
#4: This would help you to see where you have Mobile Structures deployed on a map rather than setting destination to each bookmark of an MD\MTU then viewing the map.

I for one would appreciate this falling in with Secure Anchored Cargo Containers just for the next time I decide to leave home and realise I've been dumb and want to go back or left my MTU in the wilderness of space.

/No MD's\MTU's were lost or abused during the making of this post Blink
Harkus
Mea Culpa.
Shadow Cartel
#212 - 2013-11-26 07:47:22 UTC  |  Edited by: Harkus
Changing the Mobile Tractor unit so that they start from the furthest wreck might solve an issue that I just encountered....

Since I was killing rats a lot faster than one MTU could tractor, I decided to deploy 2 units 5km from each other. They both worked great on the wrecks of the first group of rats I killed but when I killed the second group of rats, I noticed that they weren't tractoring the new wrecks but instead juggling the wrecks from the first group between each other. ShockedRoll
Maximus Aerelius
PROPHET OF ENIGMA
#213 - 2013-11-26 08:05:53 UTC
Harkus wrote:
Changing the Mobile Tractor unit so that they start from the furthest wreck might solve an issue that I just encountered....

Since I was killing rats a lot faster than one MTU could tractor, I decided to deploy 2 units 5km from each other. They both worked great on the wrecks of the first group of rats I killed but when I killed the second group of rats, I noticed that they weren't tractoring the new wrecks but instead juggling the wrecks from the first group between each other. ShockedRoll


I've posted the same suggestion in this thread: Mobile Tractor
CCP Masterplan
C C P
C C P Alliance
#214 - 2013-11-26 14:36:07 UTC  |  Edited by: CCP Masterplan
Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Bubanni
Primal Instinct Inc.
The Initiative.
#215 - 2013-11-26 16:00:52 UTC
Harkus wrote:
Changing the Mobile Tractor unit so that they start from the furthest wreck might solve an issue that I just encountered....

Since I was killing rats a lot faster than one MTU could tractor, I decided to deploy 2 units 5km from each other. They both worked great on the wrecks of the first group of rats I killed but when I killed the second group of rats, I noticed that they weren't tractoring the new wrecks but instead juggling the wrecks from the first group between each other. ShockedRoll


That is hilarious! new sport in eve... wreck juggling!

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Vincent Athena
Photosynth
#216 - 2013-11-26 16:36:19 UTC
CCP Masterplan wrote:
Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at.

You could also make it so a mobile tractor will not tractor any wreck that is close to a mobile tractor.

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Maximus Aerelius
PROPHET OF ENIGMA
#217 - 2013-11-26 16:49:56 UTC
CCP Masterplan wrote:
Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at.


I, for one, appreciate that it is in fact being looked at at the very least and for the post. Just makes me feel I'm not typing for the hell of it and gives me a little warm fuzzy feeling. A +1 for you CCP Masterplan.
Daemetos StarGazer
Dark Skies Dojo
#218 - 2013-11-29 06:23:51 UTC
Maximus Aerelius wrote:
CCP Masterplan wrote:
Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at.


I, for one, appreciate that it is in fact being looked at at the very least and for the post. Just makes me feel I'm not typing for the hell of it and gives me a little warm fuzzy feeling. A +1 for you CCP Masterplan.


Amen! ran into the juggling issue tonight too...

quite frustrating when your Noctis has maxed skills/range of 96k and there are wrecks over that and the MTU grabs wrecks that you can easily grab already.
Anize Oramara
WarpTooZero
#219 - 2013-11-29 13:49:20 UTC
alternative to this would be to have a switch to switch from close to far targeting like drpnes have for passove and aggressive.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Dirk Massive
D.O.O.M.
#220 - 2013-12-11 11:52:57 UTC
For what it's worth I just love these new Mobile Tractor units!

I warp into a mission room, make sure I'm within 100km from the furthest rat. Drop the thing in space, and let the carnage begin. By the time I'm done, and went back to the base to get my salvaging ship, and returned the wrecks are in a nice tidy pile in space, and the unit is full of the rat droppings. Couldn't be easier...



well...... unless next you come out with a mobile salvaging unit. Roll

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