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[March] Mobile Warp Disruptor changes

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C C P Alliance
#1 - 2017-02-21 16:56:01 UTC  |  Edited by: CCP Fozzie


Hey everyone!

After some discussion about anchored bubbles and interdiction nullification with the CSM at our recent summit here in Iceland we asked the CSM folks to help get some community discussion going on these topics so we could hear from all of you.

Big thanks to the CSM and to everyone who participated in the threads on our forums and on the eve subreddit.

From these threads it's clear that the community has a strong desire for some changes to mobile warp disruptors, as many of those topics kept coming up from many diverse voices.

After taking in the feedback from these threads and discussing with the CSM some more we've got a proposed package of anchored bubble changes ready to get your feedback. These changes will be ready for you to try as soon as our upcoming March release hits the SISI test server.

Most of these changes were things we've discussed with the community before and that we've had on our long-term wish list for quite a while. Back when we introduced mobile deployables in the Rubicon release we had rough plans to transfer the mobile disruptors over to the new mobile deployable system which would have given us most of these features for free, but we ended up getting snagged in some technical troubled related to corporation connections (replicating the launch for corp function with the mobile deployable system required more work that we ended up having to cut for time). I'm really glad that we were able to find some time after the CSM discussions to take another look and find opportunities to make these changes with a set of more surgical tweaks.

Here's the changes we have in this proposed package:

Mobile Warp Disruptors will generate killmails when destroyed.

Mobile Warp Disruptors will decay and explode if left in space for extended periods of time.
The numbers we have in mind for this first pass are quite conservative and are intended primarily to clean up long-term unattended bubbles. If the first pass works out we will reevaluate and decide if it is worth moving to shorter timers someday in the future. Scooping and re-deploying a bubble would reset the decay timer.
The numbers we're working with right now are:
  • Two days for all T1 bubbles
  • One week for all T2 bubbles
  • Two weeks for all Syndicate bubbles

Hitpoint and shield regen changes:
  • ~10% less HP for T1 bubbles
  • ~20% more HP for T2 bubbles
  • ~50% more HP for Syndicate bubbles
  • Significantly longer shield regen times for all anchored bubbles, which will reduce passive shield tanking by the bubbles and make destroying them with low DPS much easier

Syndicate bubble specific changes:
  • Syndicate bubbles will gain bubble range equal to T2
  • The LP store offers for Syndicate bubbles will now require a T2 bubble instead of a T1 bubble as input

We're very interested in hearing what you think of these changes. If we go ahead with them they will hit TQ in our 119.3 release in March.
Thanks!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Test Alliance Please Ignore
#2 - 2017-02-21 17:03:58 UTC  |  Edited by: Trespasser
will the bubbles have a visible timer on them so that we can see how long that is left?

Also i would like to see T1 bubbles moved to 3 days instead of 2.. so they live for about half the time as T2

But other then that this very bitter vet is fine with it :)
Mercenary Coalition
#3 - 2017-02-21 17:04:22 UTC  |  Edited by: Rowells
First.

Damnit tresspasser

Very good changes from the looks of it. Assuming no changes to anchor/online time? And will the functionality of leaving a unonlined bubble remain the same as now (out of curiosity)?
C C P Alliance
#4 - 2017-02-21 17:05:13 UTC
Trespasser wrote:
will the bubbles have a visible timer on them so that we can see how long that is left?


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

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Goonswarm Federation
#5 - 2017-02-21 17:10:42 UTC
Couple of questions.

1) If a bubble's lifetime expires, does it generate a killmail?
B) Does the killmail generate for the person who drops it (at the personal level) and for the corporation (at the corporate level?)

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

The Bastion
#6 - 2017-02-21 17:13:45 UTC
This seems like a great compromise.

CSM XI Member

Twitter: Sullen_Decimus

Tweetfleet: @sullen_decimus

Pandemic Legion
#7 - 2017-02-21 17:16:04 UTC
Great!

@BobmonEVE - BOBMON FOR CSM 12

Apocalypse Now.
#8 - 2017-02-21 17:23:24 UTC
I love this! Keep these player base driven ideas coming! It's nice to see you guys responding to the thoughts of the community.
Vote Steve Ronuken for CSM
#9 - 2017-02-21 17:25:58 UTC
Thanks for this Smile

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

WAFFLES.
#10 - 2017-02-21 17:27:43 UTC
This looks like a decent change for sure.
Pandemic Legion
#11 - 2017-02-21 17:28:55 UTC
Good start, though I'd like to see all bubbles die in 24 hours or less.

Now lets remove nullification from anything but an interceptor.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

#12 - 2017-02-21 17:31:07 UTC
Is now the time to bring up the real issue with deployables.

Littering.

People in space, like on earth are swine, filthy disgusting swine.
Jita, the once beautiful home of trading and prosperity, has turned into a disgusting smelly landfill. Junk and garbage is littering the busy spacelanes serving a real risk to innocent space travelers.

Because of this, I suggest to you CCP Fozzie, and to all the distinguished gentlemen representatives of the CSM, a complete ban on launching deployable structures in Jita, let's make Jita safe again and end these dangerous collision hazards.


Oh, and also, fix the goddamn retina burning eye cancer from intersecting bubbles
Cynosural Field Theory.
#13 - 2017-02-21 17:33:40 UTC
Will Mobile warp disruptors have their material requirements changed due to this proposed change to balance for the increased consumption?

Spaceprincess

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

Goonswarm Federation
#14 - 2017-02-21 17:34:03 UTC
Will these bubble timers start when the patch is deployed for bubbles already in space?
#15 - 2017-02-21 17:37:15 UTC  |  Edited by: Olmeca Gold
Grath Telkin wrote:
Now lets remove nullification from anything but an interceptor.


Oh the amount of playstyles you have to be ignorant of to even suggest this makes me lol

PS: Lots of us dont care about how frustrating nullified combat ships might have been for nullblob people. Two things this game definitely absolutely needs to keep having are nullified covert cyno ships and nullified probers.

Covert Cloaky FC. Sustainable Whaler.

Youtube channel.

Goonswarm Federation
#16 - 2017-02-21 17:37:28 UTC
Much shorter expiry times would be an improvement (4-6h). So that people can still use them strategically, but it would prevent renters from bubbling each of their gates once every day (which results in no effective change).

Surgical bubbles could use a rework to be made useful, also. If you really wan't to disrupt nullification....
#17 - 2017-02-21 17:40:09 UTC  |  Edited by: Tyrant Scorn
I use my warp bubbles a lot and I think it's completely useless to have them last for such a long time. I unanchor mine when I move to a new system and never leave them in space. People only leave them in space now because they do not generate a killmail, so no one cares if they leave them behind.

So, I think it's a very good change that they are getting decay.

For nullsec, this now means you have to maintain your bubble traps, you have to actively manage them, which means, people in space, ships in space, people undocking.

I fully support this upcoming change !!!
#18 - 2017-02-21 17:40:33 UTC
Great Job.

A little faster decay would be better, 2 days and 1 week is forever.

However I suspect CCP wants to see the effect of having a kmail generated before they reduce the decay rate. Not an unwise decision, you are going to see a lot more people killing bubbles thats for sure!

Still though 2 days and 1 week is a long ass time.
WiNGSPAN Delivery Network
#19 - 2017-02-21 17:41:07 UTC
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.

Various projects I enjoy putting my free time into:

https://zkillboard.com | https://evewho.com

Test Alliance Please Ignore
#20 - 2017-02-21 17:41:25 UTC
2 day? http://i.imgur.com/wMsI10U.gif

i will play and not only make new bubels and ancering
30-90 day is hard but ok

but htis is ******
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