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Player Features and Ideas Discussion

 
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[Hyperion] Jump Drive Economizer Modules

First post First post
Author
Pheusia
Vanishing Point.
The Initiative.
#41 - 2014-07-31 21:19:08 UTC
Ripard Teg wrote:
Why is there no limit on the number of these that you can fit?

I am concerned about certain alliances who shall remain nameless buying four of these for each of their carriers and supers. By doing so, they avoid the bulk of the nerf you stuck the rest of us with...


Power Projection wasn't a problem when only rich people could do it, amirite?
Marlona Sky
State War Academy
Caldari State
#42 - 2014-07-31 21:40:30 UTC
So travel fits will now include a step to fit these right before you jump then change back to cap recharge fit. I guess that adds a few seconds.
Gaijin Lanis
Gallente Federation
#43 - 2014-07-31 21:47:11 UTC
Any chance of having these restricted to JFs and carriers only? Jump costs being the same across all capital classes (and more for the lightest capitals) is pretty backwards to start.

Of course, this is all pretty much moot. Its not like any sort of modification to jump costs is going to do anything what so ever to the blue doughnut.

The above was written and posted with nothing but love in my heart for all.

Harvey James
The Sengoku Legacy
#44 - 2014-07-31 21:49:35 UTC
Marlona Sky wrote:
So travel fits will now include a step to fit these right before you jump then change back to cap recharge fit. I guess that adds a few seconds.


so why are capitals even allowed too change fit willy nilly .. seems odd

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Circumstantial Evidence
#45 - 2014-07-31 21:50:11 UTC
A toy for rich players, who could afford isotopes if they were 4x the current cost.
-Limited by # of besieged sites in lowsec.
-Limited by # of player pirates lurking near systems with a besieged site.
-Insatiable demand will drive up the price.
Paikis
Vapour Holdings
#46 - 2014-07-31 21:58:08 UTC
Circumstantial Evidence wrote:
A toy for rich players, who could afford isotopes if they were 4x the current cost.
-Limited by # of besieged sites in lowsec.
-Limited by # of player pirates lurking near systems with a besieged site.
-Insatiable demand will drive up the price.


There is absolutely nothing stopping you from running these sites. As a low-sec resident, I can tell you I've ran them many times (often in OMS or Heydieles) and it's rare that anyone bothers you. If they do bother you though, you're fighting wether you like it or not, Mordu's Legion will have you warp disrupted the second you land in the site.

This is not a bad thing. Risk vs Reward.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#47 - 2014-07-31 22:05:29 UTC  |  Edited by: TheMercenaryKing
CCP Fozzie wrote:
Milla Goodpussy wrote:
CCP Fozzie wrote:
These modules will only affect their ship's jump drive fuel cost, not bridging cost.




any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships?

thanks.


We don't have a date to announce for Rorqual changes quite yet, partially because some of the changes we want to make for it depend on some back-end code changes first that are in progress.

And these modules can indeed be used and will provide their benefit on Rorquals.


What should we look forward to?
Industrial (some form of mining/manufacturing/hauling)
combative (defenses and logistics, probably no offensive bonus)
Support (boosting, moving other ships)
New role (something completely unique to the ship, like the manufacturing lines were)

Edit: OH! A capital module that "Heals" an asteroid!
Gaijin Lanis
Gallente Federation
#48 - 2014-07-31 22:09:34 UTC
Circumstantial Evidence wrote:
-Insatiable demand will drive up the price.

You realize 25% of nothing is nothing, right?

The above was written and posted with nothing but love in my heart for all.

Locke DieDrake
State War Academy
Caldari State
#49 - 2014-07-31 22:15:23 UTC
Catherine Laartii wrote:
I suppose this is supposed to counterbalance the increased fuel requirements; fair enough.

To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. Twisted


In typical CCP style, they will do so. Two months after they nerf the range of all jump drives by 10% more than the modules will make up for.

Circumstantial Evidence
#50 - 2014-07-31 22:34:31 UTC
Gaijin Lanis wrote:
Circumstantial Evidence wrote:
-Insatiable demand will drive up the price.
You realize 25% of nothing is nothing, right?
hmmm. I was a bit contradictory... rich players don't need them / insatiable demand. Lowsec can always use the help; imagine the outrage / conspiracy theorizing, if this dropped only in nullsec.
Dinsdale Pirannha
Pirannha Corp
#51 - 2014-07-31 22:48:02 UTC
CCP Fozzie wrote:
Hello everyone. As we mentioned a while back, I've been working on a set of low-slot modules that decrease the fuel requirements of jump drives.

The primary goal here is to provide an interesting set of choices to capital pilots (especially Jump Freighter pilots) in how to fill up their low slots for any given activity.

These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other.

Like the Hyperspatial Accelerators, we are starting with three versions of this module. Also like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.
The rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1.

The fuel reduction per module is:
Limited Jump Drive Economizer - 4%
Experimental Jump Drive Economizer - 7%
Prototype Jump Drive Economizer - 10%

I'll let you guys know when these babies hit SISI for your testing pleasure.
Feel free to post your feedback in the thread below.
Thanks!


So let's do the math, shall we?

Assume a ship used 100 Isotopes before the 50% increase.
So now it is 150.

1st module drops it down to 135.
2nd Module, at 8.7% (after stacking penalty), drops it to 135 *.913 = 123.26
3rd Module, a 5.7% (after stacking penalty) drops it to 123.26 * .943 = 116.23 units.

Or, is it like this:

1st module, drops it 10% of 150 = 15 units.
2nd module then reduces it 8.7% of 150 = 13.05 units
3rd module then reduces it 5.7% of 150 = 8.55 units.

150 - (15+13.05+8.55) = 113.4

Either way, this is a joke.
When the 50% bump in costs was being announced, you clearly had these modules in your back pocket, so the null sec cartels are really only facing a 13 or 16% increase in isotopes, not a 50% increase in fuel costs for JF's.
PotatoOverdose
School of Applied Knowledge
Caldari State
#52 - 2014-07-31 23:01:30 UTC
Good stuff, but I kinda think the combat caps (carriers, dreads, supers, and titans) should have some restrictions on using these modules. Like not being able to, at all.

Oh. Just make it so that only ships that can use a stargate can fit these modules for [insert lore reason here].
Unsuccessful At Everything
The Troll Bridge
#53 - 2014-07-31 23:45:21 UTC
Circumstantial Evidence wrote:
imagine the outrage / conspiracy theorizing, if this dropped only in nullsec.



Blood would shoot out of Dinsdale's nose, Tinfoil prices would skyrocket, Eve would ...still be dying.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Mariner6
The Scope
Gallente Federation
#54 - 2014-08-01 00:58:23 UTC
Lowsec again? No issue with that I guess but it would be nice if something like this could be seeded in NPC Null only. Might spice things up a bit down here. Some extra small gang incentive would be nice like your doing in lowsec with your clone tags, mordus legion etc etc. But you know....amp it up a bit down here for some more risk/reward aspects. Its been getting quiet around here in Syndicate of late and not much better in other NPC null.
Hayley Enaka
Bookmark Both Sides
#55 - 2014-08-01 00:58:54 UTC
Is there anything to stop me from fitting one of these in every low slot I have when moving capitals?
Rowells
Blackwater USA Inc.
Pandemic Horde
#56 - 2014-08-01 01:01:06 UTC
is there any plans on adding or discussing other jump-affecting modules in the future?
Rowells
Blackwater USA Inc.
Pandemic Horde
#57 - 2014-08-01 01:02:22 UTC
Hayley Enaka wrote:
Is there anything to stop me from fitting one of these in every low slot I have when moving capitals?

Fro what I can tell no. However since they have stacking penalties anything beyond 3-4 might just be a waste of a slot.
XvXTeacherVxV
Be Nice Inc.
Prismatic Legion
#58 - 2014-08-01 01:16:59 UTC
Frostys Virpio wrote:
CCP Fozzie wrote:

The primary goal here is to provide an interesting set of choices to capital pilots (especially Jump Freighter pilots) in how to fill up their low slots for any given activity.



Choice provided

If refiting service available then
fit fuel reduction module
Else
Do not fit fuel reduction module
End if


You're right that there doesn't seem to be much of a choice here for most capital ships, but this does present a very real choice for JF pilots: increase cargo or decrease cost? BLOPS pilots might opt for these over a full rack of cargo expanders for more fuel space. But letting caps & supercaps fit these in the current environment would be a mistake.

+1 to excluding carriers, dreads & supercaps from using these.
Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE
jiujitsutou
The Scope
Gallente Federation
#59 - 2014-08-01 01:37:38 UTC
While this module is in theory a fun idea . Its kinda stupid .. you basicly exclude all ships that just got their travel cost upped from the said changes ... you would only have to pay the full isotope amount for the final jump onto the battlefield.
This Module should be available for JFs yes and Blackops (the fuel bay is very small) and imho .
On a side note upping the fuel cost for jumping was pretty much useless anyways unless you targeted smaller groups who dare to jump caps around .
Twizted3
Boomer Humor
Snuffed Out
#60 - 2014-08-01 02:13:39 UTC  |  Edited by: Twizted3
This is some of the dumbest s*** I have ever heard, yeah lets fit our combat caps with these jump fuel mods, the only people this affects positively are jump freighter pilots.

The only people effected by the fuel cost changes are the smaller alliances who like to use caps to escalate fights now and again, the huge bloc alliances don't care about the rising cost of fuel and the increased cost of jumping.

The only way I can see these being helpful is if you have multiple jumps to make or you are moving caps to a new staging system, you would still have to pay full jump cost for the final jump into combat, as well as if you only have 1 jump to go.

GG Fozzie you fixed the game!