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Dev Blog: Better Living Through Mobile Structures

First post First post
Author
Milton Middleson
Rifterlings
#161 - 2013-11-14 16:19:17 UTC
Mara Tessidar wrote:
Milton Middleson wrote:
Your objection has nothing to do with the difficulty of killing them.


Go back and read my posts.

Perhaps I should have been more specific. Your objection is, apparently, that they're going to exist and actually be usable for their intended purpose.
Vincent Athena
Photosynth
#162 - 2013-11-14 16:24:50 UTC
Mara Tessidar wrote:
Assuming you just killed the invader he has a pretty ridiculous two entire days to come back and simply scoop and redeploy his depot. It's simply not feasible to prevent a person--especially in a post-Rubicon interceptor--from returning to a particular spot once for about a minute and a half in two days.

I love how in the devblog it says it will allow an "active" depot owner to save their shit. Yeah. "Active." Uh huh.

Hence why I said "Make it clear he is not wanted. Once he decides to move on you can find his depot and kill it without worrying about it getting re-deployed during the 2 day reinforcement."
You got to ruin his fun in your system. Convince him to go play elsewhere, in some other system, because its no fun to return to yours.

Know a Frozen fan? Check this out

Frozen fanfiction

Mara Tessidar
Perkone
Caldari State
#163 - 2013-11-14 16:33:14 UTC
Milton Middleson wrote:

Perhaps I should have been more specific. Your objection is, apparently, that they're going to exist and actually be usable for their intended purpose.


Mara Tessidar wrote:
Uh, no. Now I have a bunch of unkillable problems, because I don't like my enemies having invincible refitting and storage services spread throughout my space.

Unless you're arguing that's a good thing.


Mara Tessidar wrote:
Explain to me why there should be invincible anything in this game.


Mara Tessidar wrote:
Assuming you just killed the invader he has a pretty ridiculous two entire days to come back and simply scoop and redeploy his depot. It's simply not feasible to prevent a person--especially in a post-Rubicon interceptor--from returning to a particular spot once for about a minute and a half in two days.

I love how in the devblog it says it will allow an "active" depot owner to save their shit. Yeah. "Active." Uh huh.


Mara Tessidar wrote:
The effort needed to kill just one is hilariously unreasonable.


Yeah my objection has nothing to do with them being effectively unkillable. Nothing at all.
Milton Middleson
Rifterlings
#164 - 2013-11-14 16:48:45 UTC
They're only hard to kill if someone is trying to keep one alive, and if you don't want to put out the effort to get rid of one, that sounds like a personal problem to me.

Of course, since the difficulty of destroying them via reinforcement is borderline irrelevant due to there being minimal reason to leave them in space, I presume your objection is more generally that it's almost impossible to stop someone from using their depot to refit in hostile space. That would at least be a reasonable objection. It's just that such an objection is against the depot as a concept rather than their proposed durability.
Mara Tessidar
Perkone
Caldari State
#165 - 2013-11-14 17:15:29 UTC
Milton Middleson wrote:
They're only hard to kill if someone is trying to keep one alive


Yeah they have to spend a whole minute scooping it up and redeploying it. So much effort needed to keep it alive. So much.
CCP Lebowski
C C P
C C P Alliance
#166 - 2013-11-14 17:24:10 UTC
Hey Folks,

After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.

Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.

We hope this alleviates some of your concerns and thanks again for your continued feedback!

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Vaerah Vahrokha
Vahrokh Consulting
#167 - 2013-11-14 17:34:17 UTC  |  Edited by: Vaerah Vahrokha
I am usually quite sceptical (at best) about additions to the game, but I have to say that I appreciated the change of mindset that made CCP Fozzie write:

These Mobile Structures are all personally owned

Unlike Starbases, these Mobile Structures belong to individual pilots, not to corporations
...


This means that even CCP might finally begin to understand that 2003 is over, that modern players don't come with many hours a day to play the nice but demanding "community game".

It's hard to belong to a relevant corporation when one can play 30 minutes a day at random hours.

Now, FW, seen as a "casual way to PvP" begun to fix this issue but we still had the non PvP structure requirements that demanded the players to either be in a good enough corp or forget leaving hi sec. I have lived the low sec lone wolf style and even WH lone wolf but I felt it to be not really fun. Imagine having a pirate corp attacking my low sec POS, who's going to come help me at say Aussie time zone? Being at least able to setup nimble, flexible stuff at my own times and at my own responsibility without having to resort to others might show as a step back from the "forced community, be in a blobby null sec corp" EvE mantra but I and others will definitely enjoy it.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#168 - 2013-11-14 17:35:55 UTC  |  Edited by: Berluth Luthian
I'm unfamiliar with the mechanics of combat refitting as, up until now, it is mostly a capital fleet activity, of which I'm not very experienced.

If I'm locked/scrammed (+2), can I access the supply depot, put on some extra warp stabs, and then warp away? If I CAN combat refit, what happens to the modules effecting my current state while refitting? If so, I'm thinkin that this will have a drastically positive effect for making lowsec/nullsec mining a little safer.

Example: I'm in half armor while shield tanking. If I refit to a max armor tank, what happens to my HP? I think there are a lot of scenarios in which swapping out modules should have changes in effects on the using ship or the targetted ship... Could someone clarify how this works?
Weaselior
GoonWaffe
Goonswarm Federation
#169 - 2013-11-14 17:53:48 UTC
Vaerah Vahrokha wrote:

It's hard to belong to a relevant corporation when one can play 30 minutes a day at random hours.

"please bar all advantages to interacting with other players in this massively multiplayer online game thanks in advance"

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Sven Viko VIkolander
In space we are briefly free
#170 - 2013-11-14 18:27:07 UTC
CCP Lebowski wrote:
Hey Folks,

After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.

Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.

We hope this alleviates some of your concerns and thanks again for your continued feedback!



Nice, thanks!!
Soldarius
Dreddit
Test Alliance Please Ignore
#171 - 2013-11-14 19:09:52 UTC
Unfortunately, I have to agree with Mara about the practical invulnerability of the mobile depot. The ability to scoop and then redeploy the unit while reinforced is pretty OP. Coupled with the tiny window of opportunity to actually kill it, it would have been almost impossible to remove one even if you killed the owner. He could just come back in a new bubble proof interceptor and scoop redeploy again. Near zero risk.

However, with the now extended shield recharge timer, it isn't as difficult because the thing will have to now recharge from 0 shields to above 25% before it will benefit from another reinforcement timer. Therefore you will now have a reasonable window of opportunity to warp to the depot and kill it.

If you are lazy and the depot owner is not, it will stay in place. If the owner is lazy and you are not, it will not stay in place.

Systems with a significant and regular population, such as ratting systems, will have people warping to these regularly to check and/or reinforce them.

This rewards an active play-style on both sides. Thanks to CCP Fozzie for the adjustment.

oh, right. inb4 bomber pilots use these to swap between bomb launchers, probe launchers, and covert cyno fits. vOv

http://youtu.be/YVkUvmDQ3HY

Tippia
Sunshine and Lollipops
#172 - 2013-11-14 19:22:31 UTC
CCP Lebowski wrote:
Hey Folks,

After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.

Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.

We hope this alleviates some of your concerns and thanks again for your continued feedback!

Much more reasonable.

It already has double layers of security (reinforcement + scoop while reinforced) so the third layer of having a ridiculously small time period of actual vulnerability was a bit too much.
Marlona Sky
State War Academy
Caldari State
#173 - 2013-11-14 19:58:21 UTC
Haha! I had no idea there was so many null bears outraged about the idea of someone using the space they don't. So many null bear tears and Rubicon is not even out yet.
Roime
Mea Culpa.
Shadow Cartel
#174 - 2013-11-14 20:14:46 UTC
CCP Lebowski wrote:
Hey Folks,

After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.

Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.

We hope this alleviates some of your concerns and thanks again for your continued feedback!


Very nice!

.

Tavarus Excavar
Obsidian Firelance Technologies
#175 - 2013-11-14 20:27:33 UTC
How hard would it be for at least the mobile depot and the auto looter to auto generate bookmarks?
Mara Tessidar
Perkone
Caldari State
#176 - 2013-11-14 21:34:49 UTC
CCP Lebowski wrote:
Hey Folks,

After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.

Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.

We hope this alleviates some of your concerns and thanks again for your continued feedback!


Not bad. Not bad at all.
mynnna
State War Academy
Caldari State
#177 - 2013-11-14 21:40:57 UTC  |  Edited by: mynnna
Marlona Sky wrote:
Haha! I had no idea there was so many null bears outraged about the idea of someone using the space they don't. So many null bear tears and Rubicon is not even out yet.


Expanding the window of vulnerability means that a mobile home that was reinforced living or dying depends far more on the actions of players rather than a passive game system recharging the shields for you. I'd think you'd approve, what with how much you whine about POS and "passive income" - clearly you think passive things are bad! Lol

Member of the Goonswarm Economic Warfare Cabal

Vaerah Vahrokha
Vahrokh Consulting
#178 - 2013-11-14 22:26:01 UTC  |  Edited by: Vaerah Vahrokha
Weaselior wrote:
Vaerah Vahrokha wrote:

It's hard to belong to a relevant corporation when one can play 30 minutes a day at random hours.

"please bar all advantages to interacting with other players in this massively multiplayer online game thanks in advance"


Poor, insignificant victims you are.

All EvE see how pitiful is the poverty status of your organization, I mean you are forced to go beg two cents outside the church!
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#179 - 2013-11-14 23:17:45 UTC  |  Edited by: Abdiel Kavash
Can someone explain to me why a hostile spaceyurt in your space is such a bad thing?

The spaceyurt consists of two components: an internal storage and a fitting service.

The fitting service is disabled immediately by putting the yurt in reinforced mode.

The internal storage is inferior to that of a secure container, which is unscannable and therefore practically invulnerable.

What is so bad about spaceyurts that doesn't already apply to anchored containers?
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#180 - 2013-11-15 01:11:20 UTC
Abdiel Kavash wrote:
Can someone explain to me why a hostile spaceyurt in your space is such a bad thing?

The spaceyurt consists of two components: an internal storage and a fitting service.

The fitting service is disabled immediately by putting the yurt in reinforced mode.

The internal storage is inferior to that of a secure container, which is unscannable and therefore practically invulnerable.

What is so bad about spaceyurts that doesn't already apply to anchored containers?

They don't even require Anchoring 1 to deploy?