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The 'Crystal Boulevard' of Caille is both a high end shopping center and a vast shield of manufactured diamond for bunkers underneath?

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Author Topic: Depot towns  (Read 2914 times)

Silas Vitalia

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Re: Depot towns
« Reply #15 on: 22 Oct 2013, 18:37 »

Much like low and null, I think in facwar these will be used mainly to 'set up' engagements.  Everyone can see the timer and know something is going to go down in 'x' hours at this location.

It's like a flashing billboard ad for pvp.

Again, not really.

They can be picked up at any time even during their reinforcement timer. You don't need to wait the whole 48 hours before scooping your depot. So, let's say someone drives up and blaps your depot. It goes into ref, and has a 48 hour timer. With 47 hours still left on the timer, you drive by in your frigate and scoop it up.

It was mentioned on the original announcement that you "wouldn't need to fight for it if you don't want to, just pick it up and go"

That's awful!

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Katrina Oniseki

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Re: Depot towns
« Reply #16 on: 22 Oct 2013, 19:25 »

I like it. The last freaking thing EVE needs is MOAR TIMERS.

Who the hell wants to set their alarm for two days later to defend a depot cheaper than a fully fit destroyer anyways? Why would you?

Lyn Farel

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Re: Depot towns
« Reply #17 on: 23 Oct 2013, 04:29 »

Heh, it can do that, but thats not going to be the main FW use.  Think of the ramifications for the constant ship changing in a hard fought system capture campaign.

One of the defender advantages right now is that the offense can't dock in system, this means reship times are much higher for them, so the defender can really play that to their advantage.

The ability to park one of these in a system you want to attack will completely change the mechanics of how you attack a system.

Interesting.
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Desiderya

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Re: Depot towns
« Reply #18 on: 23 Oct 2013, 06:45 »

Heh, it can do that, but thats not going to be the main FW use.  Think of the ramifications for the constant ship changing in a hard fought system capture campaign.

One of the defender advantages right now is that the offense can't dock in system, this means reship times are much higher for them, so the defender can really play that to their advantage.

The ability to park one of these in a system you want to attack will completely change the mechanics of how you attack a system.

Interesting.

Scan it down and prepare the smartbomb drop.
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Streya

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Re: Depot towns
« Reply #19 on: 23 Oct 2013, 12:17 »


In some systems there are gates, landmarks and stations within a few ten thousands of kilometers apart. Creating celestial bridges between them has so far relied on corpses which last only for an hour, and on containers, which only last for 30 days. With depots, one could in principle connect the grids for an arbitrary length of time.


Actually, no. It is impossible to connect two existing grids. If a string of depots is made from the grid of one celestial and heads towards another, it will simply change the shape of the destination celestial's grid.

Check this PDF out.

Otherwise, I am interested to see how depots will be used by players. I am concerned about lag in trade hubs and the like, but I'm also very excited about how these will impact wspace pvp and castling.
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Morwen Lagann

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Re: Depot towns
« Reply #20 on: 23 Oct 2013, 13:30 »

Fun fact: That PDF neglects to mention the use of drones for grid-fu.

If you assign drones to someone, and have them burn off in a direction, the grid will extend (afaik) indefinitely as long as the drones are tagging along with that person without any need to drop cans or such along the way.
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3) The lack of suitable male partners can be summed up in most cases thusly: interested, worth the air they breathe, available; pick two.

Silas Vitalia

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Re: Depot towns
« Reply #21 on: 23 Oct 2013, 13:56 »

Depot town..... more like... derp town

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Saede Riordan

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Re: Depot towns
« Reply #22 on: 23 Oct 2013, 15:29 »

I am already imagining the impending clusterfuck on the Jita undock.
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