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[March] Mobile Warp Disruptor changes

First post First post First post
Sub Starasque
Test Alliance Please Ignore
#61 - 2017-02-21 19:06:39 UTC
I'm glad to see this change even if the currently proposed decay timers aren't brief enough yet. I don't think that any of the bubbles should last a full week, let alone two. A few days at absolute maximum would seem fit for purpose. Anything longer than that and you will still have the issue of dead end systems in renter pockets having such a wall of bubbles on gate that it literally turns your screen white.
#62 - 2017-02-21 19:08:47 UTC
Needs faster decay.

T1 = 24h
T2 = 72h
Syndicate = 1 week
Native Freshfood
Minmatar Republic
#63 - 2017-02-21 19:17:07 UTC
but seriously, can we please get an official answer? WILL BUBBLES GENERATE KILLMAILS! lol I think thats the real heart of this issue
Sophos Mileghere
Ars Goetia Corporation
#64 - 2017-02-21 19:19:00 UTC
There is no gameplay rationale behind the timings. Infinite is clearly wrong and eve 48hours is too long in my eyes.

Bubbles mechanics need to represent the same principles in most EVE activities, planning, grind and activity. There is no good reason for a bubble to last over 24 hours and if you wanted to be harsh, a 3 hour window would work well against op planning.

Bubbles are not a commodity and should not be treated as such, they are part of tactical play and should therefore take the required effort needed to plan, manage and recover
Rainus Max
Fusion Enterprises Ltd
Test Alliance Please Ignore
#65 - 2017-02-21 19:22:33 UTC
Dirk MacGirk wrote:
Rainus Max wrote:
Can't say I like this change... however some suggestions:

Give a bonus to the survival time if anchored in your sov - use the ADM system we've got now, say double the length in ADM 6

Yes that means carebears have better defense, but I dont think its an unreasonable defense.

I don't like the unachour/scoop/reanchour mechanic to reset the timer - could we perhaps reset the timer via entosis?

Don't forget, this is an intermediate step until these items become structures. Easy, focused tweaks to existing items. Not a full re-coding that can add a bunch of new features, that would perhaps be possible later. Decay may be one thing, but tying into ADM or entosis is something more suitable for the latter, if we want to see changes anytime soon.

True but why bodge it, why not hold off until the new structure system can be used.

I completely understand they are a pain in the backside for PVPers (being one myself) but at the same time they add protection for groups of people who aren't PVP orientated. This change makes life harder for carebears and the people support them in nullsec. There needs to be a reasonable balance somewhere so that indy people can live and operate in nullsec otherwise you will simply see them move back to empire or amass into the larger PVP entities and drown out the smaller blocks because they struggle to rapidly deal with some of the larger roaming entities that can drop 15+ supers.
l0rd carlos
This Game Is Terrible
Warlords of the Deep
#66 - 2017-02-21 19:24:20 UTC
Hi guys

Love it so far. quick question:

Will there be any change to the visual effect?

This is kind of extrem:

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Kyoko Ishikawa
#67 - 2017-02-21 19:26:35 UTC
Thanks for decay and trash cleanup.

Separately Has making bubbles affect warp speed ever been discussed? Do we have the technology?

It would be an interesting avenue to create a little soft power where we slow down (or speed up) ships instead of just stopping them entirely. It could give another lever to balance nullification around. Maybe bubbles won't -stop- nulli ships but take a dump on their warp speed instead.

It might be best for new, different bubbles, but it's an idea.
Beyond Divinity Inc
Shadow Cartel
#68 - 2017-02-21 19:28:51 UTC
l0rd carlos wrote:
Hi guys

Love it so far. quick question:

Will there be any change to the visual effect?

This is kind of extrem:

just drone region things
Dominous Nolen
Anomalous Existence
The Initiative.
#69 - 2017-02-21 19:53:05 UTC  |  Edited by: Dominous Nolen
CCP Fozzie wrote:

Yup. It'll show up in the show-info windows in the same way as it does currently for mobile deployables with decay timers.

This is great!

Sorry if I'm asking a question already answered on a previous post, but what about anchoring/unanchoring timers like the other deployables?


"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Robot Robot
#70 - 2017-02-21 20:00:23 UTC
Adding decay timers to bubbles is great. I agree with everyone that the decay could stand to be even faster, but I also really approve of being very conservative in the first pass on changes like this.

One thought though: What about increasing the disruption radius on T1 bubbles to match that of T2 bubbles, letting the increased lifetime and HP be the distinguishing factors?

Speaking as someone who uses bubbles almost exclusively in gatecamp situations where I only need them for a couple of hours, and as someone who also frequently leaves bubbles behind rather than unanchoring and scooping them when I'm done, I almost always use T2 bubbles specifically for the increased radius. If T1 bubbles had the same radius, then people like me would use them for the lower cost, leaving T2 bubbles for the people who wanted a more long-term presence.

Or, alternately, what about introducing Meta bubbles that had T1 lifetimes but T2 radii?

Circumstantial Evidence
#71 - 2017-02-21 20:03:41 UTC
Adding support for:

  • Timers scaling with bubble size, like (first post with the suggestion):
  • Squizz Caphinator wrote:
    What about different sizes having different timers, such as T1 small having 12 hours, T1 medium 24 hours, and T1 large 48 hours? Same logic would apply to T2 and Syndicates.
  • Metaballs - ccp please keep working on the performance issues and fix the "eye cancer" of large #'s of overlapping bubbles.
  • No ship killmarks - only piloted ships should grant killmarks. Killmails on the other hand, sound good :)
Somal Thunder
#72 - 2017-02-21 20:18:39 UTC
I think the decay times are too short. Either those syndicates gotta last "forever", or I'd really want to see a "structure preservation array" so that I could build theme parks with perishable structures.

Imagine a row of citadels, each with hoops of bubbles and stuff, who's going to maintain that stuff if the bubbles only last 2 weeks?
Nobody is going to build & maintain a "structure theme park" if all the structures keep disappearing without even getting shot at!
Scotsman Howard
S0utherN Comfort
Test Alliance Please Ignore
#73 - 2017-02-21 20:37:57 UTC
Or'es'ka wrote:
but seriously, can we please get an official answer? WILL BUBBLES GENERATE KILLMAILS! lol I think thats the real heart of this issue

Go reread the post. Literally is the first highlighted item.
Test Alliance Please Ignore
#74 - 2017-02-21 20:38:08 UTC  |  Edited by: Insidious
dont like it

all it does is discourage structure bubbles

personally i would like a bubble meta, t3 expensive as hell bubble 1000km range (it is possible to balance that) hell yeah the carebears would love it

only thing wrong with bubbles is the graphical white out
Soleil Fournier
The Scope
Gallente Federation
#75 - 2017-02-21 20:47:56 UTC  |  Edited by: Soleil Fournier
I'd go with 3-4 days on T2 bubbles. A week seems excessive.

The other proposed changes look good but what about a limit on how close bubbles can be anchored to one another (as to prevent 50 bubbles on a gate lagging out your CPU and disorienting players)?
Pandemic Horde Inc.
Pandemic Horde
#76 - 2017-02-21 20:57:23 UTC
The duration's are far too long, I was looking forward to decaying bubbles and moving back to 0.0 after its in place, but this isn't going to change anything with the duration's proposed imo. Id like to see 24-48 hours at most.
Dwarfed ORE
#77 - 2017-02-21 21:06:47 UTC
CCP Fozzie wrote:

Please, give to mobile warp disruptors possibility of anchoring inside gas clouds of gas sites, wh and null. Couse i can anchor mobile depot, mobile tractor unit and dictors can launch probes.

В любой непонятной ситуации - качай Prospect.

Winter Archipelago
Autumn Industrial Enterprises
#78 - 2017-02-21 21:30:03 UTC
I would have liked to have seen shorter timers (24 hours for T1, 72 for T2, and 168 for Syndicate), but I can understand the desire to start small and work from there.

However, what boggles my mind is the increase in EHP for T2 bubbles. Killing them is enough of a pain as it is. Reduce T1 bubble EHP by 25%, leave T2 EHP where it's at, and give Syndicate the 50% increase, instead.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#79 - 2017-02-21 21:40:54 UTC


Then start over with the "New" bubbles

Flame suit on motherfuckers
EvE Elite Shitposters Club
#80 - 2017-02-21 22:19:41 UTC
While bending the space and time, did you found new gates for New Eden?