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[Kronos] Hyperspatial Accelerator Modules

First post First post
Author
baltec1
Bat Country
Pandemic Horde
#81 - 2014-05-21 20:35:06 UTC
TheMercenaryKing wrote:
Why the hard limit and not a % based bonus?


Because a % based bonus will help the faster ships more than the slower ones and would be imbalanced.
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#82 - 2014-05-21 20:46:53 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!


Reactive Hardener Buffs where
Zappity
New Eden Tank Testing Services
#83 - 2014-05-21 21:02:57 UTC
Thank you for the lowsec angle. The cumulative effect of all these new additions should be good.

Zappity's Adventures for a taste of lowsec and nullsec.

Meandering Milieu
The Scope
Gallente Federation
#84 - 2014-05-21 22:30:49 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.


Just saying, with full T2 warp rigs, and an Ascendancy set, and 8 of these mods, if they don't stack, you would get 6.2 AU/second.

Is that really such a terrifying concept? I mean that would be a terribly fit titan, and a fringe case. Not even a cap pilot, just curious as to why that would be a problem.
Maraner
The Executioners
#85 - 2014-05-21 22:42:12 UTC
Nice addition.

I still wish I could get my BS back to around 3 without using a rig slot (with a CPU drawback FFS) or a low slot module but it is a start.

I still think they made a mistake in nerfing BS and BC. I did not mind them boosting the other ship classes up a bit but the warp speed nerf the the such commonly used ships sucked ass a bit.

I would prefer to see a re-balance to warp speeds for BS and BC classes than this sort of stuff, but at least it's a step in the right direction and gives pilots an option for the low slot choices


+1
Spurty
#86 - 2014-05-21 22:49:05 UTC
Make those increases 'Per Level of Yadda Yadda' and boosh .. "got a hit record on your hands".

Otherwise, er how is 0.3 x 3 (0.9 AU/s) worth isk again?

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Maldiro Selkurk
Radiation Sickness
#87 - 2014-05-21 22:49:09 UTC
Altrue wrote:
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.


Your statement is too broad a generalization, I think these are intended to be of interest to Freighter pilots and other particularly slow warping vessels and for these vessels a percentage of a very small number is essentially zero increase in warp speed.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

PotatoOverdose
School of Applied Knowledge
Caldari State
#88 - 2014-05-21 22:51:26 UTC
This is pretty cool for moving freighters and battleships. I like it.
Kalenn Istarion
The Scope
Gallente Federation
#89 - 2014-05-22 00:07:49 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!


Cool idea, however the benefits from these seem to further disadvantage armor ships relative to shield ships with respect to speed. Armour has to fit both tank and damage in the lows while shield ships are only putting damage there.

Try Harder.

M1k3y Koontz
House of Musashi
Stay Feral
#90 - 2014-05-22 00:35:22 UTC
These'll be useful for freighters, probably not much else, but that's not really a bad thing. (Maybe Red Frog will lower freight prices? Blink)

Also, more love for lowsec, first no more loot spew in sites, now new goodies Big smile

How much herp could a herp derp derp if a herp derp could herp derp.

Alexis Nightwish
#91 - 2014-05-22 00:54:32 UTC
Ammzi wrote:
Alexis Nightwish wrote:

Uhhh I'm pretty sure they will stack. I just want to know the maths of it.

Specifically I want an example using a blockade runner since it has a warp speed bonus. Oh! And with warp speed implants.


CCP Fozzie wrote:

They are not stacking penalized with each other or with any other warp speed modifiers.

Let us know what you think!



How sure are you?
We could do some betting and use Chribba as 3rd party.


Well you just quoted Fozzie saying that they stack, so... 100% sure?

What I want to know is with 3x these new +.3 WS mods, max skills, 2x HVOII rigs, and full Ascendancies will the top warp speed be 18.80AU/sec, or will it be 20.05AU/sec, or will it be 20.59AU/sec?

Postulative maths:

18.80 = 6base x 1.25skill x 1.53implants x 1.56HVOs + .9modules
20.05 = (6base x 1.25skill + .9modules) x 1.53implants x 1.56HVOs
20.59 = (6base + .9modules) x 1.25skill x 1.53implants x 1.56HVOs


If I understand the way EVE usually does this, it'll be 20.05AU/sec, but I'd love an official response to be sure. And yes I know at these speeds I'm splitting hairs, but I'd like to compare BRs to Ceptors and the Leopard.

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Markku Laaksonen
School of Applied Knowledge
Caldari State
#92 - 2014-05-22 02:17:31 UTC
How do the proposed stats fit with your plans for module metacide? (We can't very well call it 'tiericide' now, can we?)

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baltec1
Bat Country
Pandemic Horde
#93 - 2014-05-22 04:26:10 UTC
Alexis Nightwish wrote:
Ammzi wrote:
Alexis Nightwish wrote:

Uhhh I'm pretty sure they will stack. I just want to know the maths of it.

Specifically I want an example using a blockade runner since it has a warp speed bonus. Oh! And with warp speed implants.


CCP Fozzie wrote:

They are not stacking penalized with each other or with any other warp speed modifiers.

Let us know what you think!



How sure are you?
We could do some betting and use Chribba as 3rd party.


Well you just quoted Fozzie saying that they stack, so... 100% sure?

What I want to know is with 3x these new +.3 WS mods, max skills, 2x HVOII rigs, and full Ascendancies will the top warp speed be 18.80AU/sec, or will it be 20.05AU/sec, or will it be 20.59AU/sec?

Postulative maths:

18.80 = 6base x 1.25skill x 1.53implants x 1.56HVOs + .9modules
20.05 = (6base x 1.25skill + .9modules) x 1.53implants x 1.56HVOs
20.59 = (6base + .9modules) x 1.25skill x 1.53implants x 1.56HVOs


If I understand the way EVE usually does this, it'll be 20.05AU/sec, but I'd love an official response to be sure. And yes I know at these speeds I'm splitting hairs, but I'd like to compare BRs to Ceptors and the Leopard.


The mods will provide .3 AU each. Nothing will modify them, what see is what you get.
Barton Breau
University of Caille
Gallente Federation
#94 - 2014-05-22 04:40:27 UTC
baltec1 wrote:


The mods will provide .3 AU each. Nothing will modify them, what see is what you get.


CCP Fozzie wrote:
Dav Varan wrote:

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

Before.


Cardano Firesnake
Fire Bullet Inc
#95 - 2014-05-22 04:53:19 UTC  |  Edited by: Cardano Firesnake
It is cool to have new modules...
But again SHIELD!
It is an easy option to replace a Nano or a Damage Modifier on a shield ship.
But who will remove tank module to warp faster?

The fact that armor modules have no medium slot module make this thing again useless for Armor Ships...

Time to find a solution....

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

baltec1
Bat Country
Pandemic Horde
#96 - 2014-05-22 04:54:16 UTC
Cardano Firesnake wrote:
It is cool to have new modules...
But again SHIELD!
It is an easy option to replace a Nano or a damage mod on a shield ship.
But who will remove tank module to warp faster?

The fact that armor modules have no medium slot module make this thing again useless for Armor Ships...

Time to find a solution....


Its a navigation mod, they all go in the lows.
Cardano Firesnake
Fire Bullet Inc
#97 - 2014-05-22 05:26:47 UTC
The problem does not come from this module but the way armor and shield modules are sprayed on ships.

The position of modules should be revamp.

High slots for offensive module and scanners (Turrets, Launchers, Electronic attack, scramblers, warp disruptors, bomb launchers, and special launchers, analysers, cargo scanners, ship scanners, strip miners, vampires, energy destabilizers, remote repairs, shield transfer, energy transfer, cloakers, ECM, ECM Bursts, Target painters, Webbifiers, Dampeners )

Med slots for active defense, and passive modifiers (Armor repairers, Shield boosters, Active armor and shield hardeners, tracking enhancers, nanofiber structures, inertia stab, Batteries, cap rechargers)

Low slot for navigation, fitting modifiers, active weapon modifiers, and passive defense modifiers (Microwarp Drives, Afterburners, Micro jump drives, Passive armor and shield hardeners, Plates, Shield Extenders, Damage control, omnidirectional tracking, tracking computers, ECCM, Cap boosters, target breakers, passive shield rechargers, power diagnostics, reactor control, auxiliary power control.)

I know it is huge. But I don't see another way to give shield and armor ship a balance.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Mara Rinn
Cosmic Goo Convertor
#98 - 2014-05-22 06:06:11 UTC  |  Edited by: Mara Rinn
Ammzi wrote:
Why not a percentage so they are useful for other ships than freighters?
E.g. interceptors, dictors, battleships. Basically all subcaps.


Orcas, T1 transports & battleships will benefit from these, especially those ships that can also carry Mobile Depots and are required to spend time at a target destination before packing up and racing home again. 0.3 AU/s is a 10% boost in warp speed for a battleship, for example.
Rek Seven
University of Caille
Gallente Federation
#99 - 2014-05-22 07:47:10 UTC  |  Edited by: Rek Seven
nahjustwarpin wrote:
Rek Seven wrote:
I was hoping a module like that would be added eventually. Well done!

However, I don't think frigates should easily be able to fit these mods as they already warp fast. Therefore, i think it would be better if you added some PG to the for balancing reasons. For example, the greater the warp speed buff, the more PG required.

If the above was the case you could have these modules increase warp speed by 1, 2 and 3 AU/s


do you really think that giving freighters modules that would bump their warp speed from 1.37 to 4.37 wouldn't bee a bit too much? that's about the speed that destroyers have

also giving frigs a bonus of 0.2 -0.3 to au/s is not really much. I don't think that it will be popular choice for them


No of course not. What's so crazy about a big ship with big engines being able to warp fast?

The slow maximum velocity and align time of large mass ships makes sense for chemical engines, but when we are talking about warp drives, there is no reason that big ships shouldn't be able to warp as fast as small ships.

The way these mods look at the moment, they will only give a tiny bonus to a handful of ships in the game but if frigates had a much harder time fitting them, you could increase the warp speed bonus they give to benefit many ships in the game which are currently too slow (e.g. battleships, battlecruisers, capitals...)
Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#100 - 2014-05-22 07:59:50 UTC
I understand that these are aimed at capital ships. It would be nice if there were percentage-based warp speed mods (as in, not weaker than warp rigs), something subcaps could also benefit from.