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[Kronos] Hyperspatial Accelerator Modules

First post First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2014-05-21 15:25:34 UTC  |  Edited by: CCP Rise
Hello everyone. In Kronos we will be adding a new set of low slot modules that increase warp speed by a flat amount. The blueprints to manufacture these modules will be found exclusively through low-sec exploration. As part of the the same experimental technological lineage as the Ascendancy Implants, they will be the second set of items to use the enigmatic Shattered Villard Wheels in their construction.

There will be three versions, with blueprints of increasing rarity.

  • The Limited Hyperspatial Accelerator increases warp speed by 0.2au/s
  • The Experimental Hyperspatial Accelerator increases warp speed by 0.25au/s
  • The Prototype Hyperspatial Accelerator increases warp speed by 0.3au/s


These modules are restricted to a maximum of 3 per ship, and require 1 PWG and 0 CPU. They require the skill Warp Drive Operation trained to at least level one.
They are not stacking penalized with each other or with any other warp speed modifiers.

Let us know what you think!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Luna Arindale
Caldari Independent Navy Reserve
Curatores Veritatis Alliance
#2 - 2014-05-21 15:27:17 UTC  |  Edited by: Luna Arindale
Super speedy interceptors! Now with, ludicrous speed!


Nah, would be fun though. I like the look of these modules. Would be good for the specialized industrials.
lanyaie
Nocturnal Romance
Cynosural Field Theory.
#3 - 2014-05-21 15:28:29 UTC  |  Edited by: lanyaie
Yay an item I will not be using is being added.

Spaceprincess

People who put passwords on char bazaar Eveboards are the worst.

Sweet Times
Riptide Riot
#4 - 2014-05-21 15:29:04 UTC
1+1
Eli Hakomairos
Deep Core Mining Inc.
Caldari State
#5 - 2014-05-21 15:29:17 UTC
it seems like these would only be viable on a few ships as a single module in and of itself won't apply that great of an increase to be worth it. i can see these being exceptionally popular with transports though.
Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#6 - 2014-05-21 15:29:24 UTC
Why limited to 3 per ship, when they dont give realy much warp speed increase?

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

CCP Fozzie
C C P
C C P Alliance
#7 - 2014-05-21 15:30:11 UTC
Gustav Mannfred wrote:
Why limited to 3 per ship, when they dont give realy much warp speed increase?


Because of Avatar.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Kaarous Aldurald
Black Hydra Consortium.
#8 - 2014-05-21 15:30:17 UTC
lanyaie wrote:
Yay an item I will not be using is being added.


Why bother posting then?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

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Rowells
Blackwater USA Inc.
Pandemic Horde
#9 - 2014-05-21 15:32:34 UTC
Ib4 'why?'
Arthur Aihaken
CODE.d
#10 - 2014-05-21 15:33:02 UTC
CCP Fozzie wrote:
These modules are restricted to a maximum of 3 per ship, and require 1 PWG and 0 CPU. They require the skill Warp Drive Operation trained to at least level one. They are not stacking penalized with each other or with any other warp speed modifiers. Let us know what you think!

Awesome! Battleship owners rejoice!!
1. What's happening with hyperspacial rigs? Is the stacking penalty still going forward in Kronos?
2. Just a suggestion: require Warp Drive Operation II for the "Experimental" and Warp Drive Operation III for the "Prototype".

I am currently away, traveling through time and will be returning last week.

Dav Varan
State Protectorate
Caldari State
#11 - 2014-05-21 15:33:21 UTC
CCP Fozzie wrote:
Hello everyone. In Kronos we will be adding a new set of low slot modules that increase warp speed by a flat amount. The blueprints to manufacture these modules will be found exclusively through low-sec exploration. As part of the the same experimental technological lineage as the Ascendancy Implants, they will be the second set of items to use the enigmatic Shattered Villard Wheels in their construction.

There will be three versions, with blueprints of increasing rarity.

  • The Limited Hyperspatial Accelerator increases warp speed by 0.2au/s
  • The Experimental Hyperspatial Accelerator increases warp speed by 0.25au/s
  • The Prototype Hyperspatial Accelerator increases warp speed by 0.3au/s


These modules are restricted to a maximum of 3 per ship, and require 1 PWG and 0 CPU. They require the skill Warp Drive Operation trained to at least level one.
They are not stacking penalized with each other or with any other warp speed modifiers.

Let us know what you think!




Are these additons to warp speed made before rig/implant mulitpliers or after ?


Swiftstrike1
Swiftstrike Incorporated
#12 - 2014-05-21 15:34:40 UTC
CCP Fozzie wrote:
Hello everyone. In Kronos we will be adding a new set of low slot modules that increase warp speed

'bout damn time! +1

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Alex Tutuola
Deep Core Mining Inc.
Caldari State
#13 - 2014-05-21 15:34:57 UTC
My initial thought is that they don't do enough to be worth using. It would, for example, be worth doing it at 1 AU per unit on say a cruiser; then you're sacking three low slots for double warp speed... but three warp slots for a < 33% increase doesn't sound worth it to me.

Alternatively, perhaps they could be balanced with the inability to more than double a ship's speed in warp. That is, there is no cap to the number, but you reap no benefit from putting more than three on a cruiser anyway.
Arthur Aihaken
CODE.d
#14 - 2014-05-21 15:35:49 UTC
Dav Varan wrote:
Are these additons to warp speed made before rig/implant mulitpliers or after ?

Good question (hopefully before).

I am currently away, traveling through time and will be returning last week.

Gumpy Bitterhawk
Federal Navy Academy
Gallente Federation
#15 - 2014-05-21 15:36:47 UTC
CCP Fozzie wrote:
Gustav Mannfred wrote:
Why limited to 3 per ship, when they dont give realy much warp speed increase?


Because of Avatar.


I want my covops cloaky mushroom back Sad
CCP Fozzie
C C P
C C P Alliance
#16 - 2014-05-21 15:39:11 UTC
Dav Varan wrote:

Are these additons to warp speed made before rig/implant mulitpliers or after ?

Before.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Ammzi
Dreddit
Test Alliance Please Ignore
#17 - 2014-05-21 15:40:36 UTC
Why not a percentage so they are useful for other ships than freighters?
E.g. interceptors, dictors, battleships. Basically all subcaps.
SurrenderMonkey
State Protectorate
Caldari State
#18 - 2014-05-21 15:41:19 UTC
Alex Tutuola wrote:
My initial thought is that they don't do enough to be worth using.


Yeah, you're probably not going to put them on your interceptor, but consider that freighters are now getting low slots instead of rigs, and that the base level warp speed of a freighter is 1.37 AU/S.

"Help, I'm bored with missions!"

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Altrue
Exploration Frontier inc
Tactical-Retreat
#19 - 2014-05-21 15:45:13 UTC
Won't be enough in terms of impact.

But still a good idea :)

You should've really made them a percetage though, its the magic way to fix all balances issues you could have. Flat amounts is dangerous because its either not enough or too much.

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[Ex-F] CEO - Eve-guides.fr

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Myst Valkyria
Red Frog Freight
Red-Frog
#20 - 2014-05-21 15:46:12 UTC
Looks great!
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