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Dev blog: Citadels, sieges and you v2

First post
Author
Saede Riordan
Alexylva Paradox
#141 - 2015-09-18 00:32:59 UTC
Circumstantial Evidence wrote:
Saede Riordan wrote:
...However, it needs to be fair. Either everyone's assets should be safe, or no one's should. All this will do is depopulate wormhole space since it will be the only place your assets aren't safe. Who's going to want to live there?
WH assets aren't safe today, and folks live out of POS's there. I see expensive ship hanger KM's on a regular basis.

Null-sec'ers make day raids all the time, but most return to their home outpost after making what mess they can, rather than camp in system for the required time to finish a POS.

I thought the magic of asset relocation would be reserved to XL citadels, but after re-reading the original asset blog, it seems to cover all sizes. Have I missed an update / reading it wrong?

If there is a problem which needs fixing, I think K-Space getting a new protection it didn't have before, in the citadel sizes which will replace existing POS's - is it. Rather than helping WH, consider reducing the amount of asset protection in K-Space ;)

What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?"



This I like a lot as an idea. Instead of having the area of space arbitrarily effect asset safety, have it tied to structure size (and thus initial investment cost). Could be like, 100% rellocation with XL, 50% with L, 25% with M. This means you need to put down more ISK in the structure upfront if you want your stuff to be safer. Your 20 Billion ISK X-L citadel has 100% asset safety regardless of where you put it in space (not that it helps if you give your ships away to spais), but you dropped 20 billion ISK into it and the killmail for the structure alone is going to sting at that point.

The other thought I had was that asset recovery could be increased by percentages via sov indexes. Obviously that doesn't effect wormholes, but then you have to invest in sov to protect your stuff, which seems like a fair trade off to me.

Its not that I don't like WH space structures dropping stuff, I absolutely do. Its that I don't like the current asset safety system in general, and it currently feels intentionally stacked against wormhole space. I much prefer the above poster's idea of asset safety being tied to structure size and not region of space.
Rowells
Blackwater USA Inc.
Pandemic Horde
#142 - 2015-09-18 00:38:02 UTC
Saede Riordan wrote:
Petrified wrote:
Saede Riordan wrote:
Quote:
We revaluated our position on Wormhole space asset safety from our “I feel safe in Citadel city” blog. Structures destroyed in wormhole space will see all of their assets lost when destroyed and subject to the magical loot fairy rules that would normally apply for ship cargohold.



As a wormholer, this is absolutely not okay and I if no one else will raise hell over it. Why is wormhole space special in that we alone get to deal with the risk of total asset loss while everyone else gets their stuff magically spirited away to safety? All that is going to do is incentivize people in nullsec (whose assets are safe and unattackable) to attack wormholes for the loot. Not only that, but there's absolutely no counterplay, we can't go attack nullseccers and blow up their ****, its safe. We're getting this huge risk that no one else will have to shoulder, and what do we get out of it? Nothing. We can't hit them back, their assets are untouchable. We don't get sov and it's benefits. This feels like the real **** end of the **** stick.


A very good question.

I suspect the reason is this: what motivation is there to attack the structure if the contents do not drop? Then again, why would someone do that to a Citadel from High Sec to Null Sec as their stuff is safe as well? This spins it back to: WHY is wormhole space the exception to this?


The way I see it, it's to try and make wormhole space different. But that's stupid, you can't just make something different for the hell of it, there has to be a real reason.

I for one, want the asset safety system torched and everyone's **** to be at some level of risk. This is EVE not candyland online. However, I know the nullbears and the like will spray salty tear hoses all over everything if their precious stuff is at risk at all, so that might not be feasible from a monetary perspective.

However, it needs to be fair. Either everyone's assets should be safe, or no one's should. All this will do is depopulate wormhole space since it will be the only place your assets aren't safe. Who's going to want to live there? You could just live in null and do day-trips from your nullsec citadel with its magical bowel evacuation system.

Best solution, dev's tell the nullbears to harden the **** up and make all citadels drop loot.
Second best solution, make everyone's assets safe and deal with having little incentive to attack anyone's towers since you can't crack it open for its tasty innards.

But this? This isn't a solution at all. This is a huge steaming turd dropped on the wormhole community. This incentivizes people to attack us wormholers for our stuff, and NO ONE ELSE, since their stuff will be safe. Wormhole space will die a slow and agonizing death if this goes through. No one is going to want to live in the one place in EVE where their stuff isn't safe in a station.
the difference already exists and changing it could have drastic consequences. K-space has NPC stations everywhere that are the safest locations to store your goods. Another difference between outposts and POSes is how much you can practically store in them. As far as I'm aware, even larger wormhole alliances don't all have a single POS or system where they stage everything out of. There are limitations that physically won't let you do that, mainly hangar space. So the amount of assets stored in a W-space POS and the amount in an outpost can be vastly different, to to the simple difference in gameplay types. Sov wars can result in hundreds of players fighting on an almost regular basis with as much as they can muster, with little choice in deflecting the assault. W-space may have some similar battles, but they are much less common and the tactics you can use to mitigate an attack (rolling holes) can make it much easier to set the circumstances in your favor. It's highly unlikely a wh-corp will suddenly have hundreds of players in the strongest ships they can find, suddenly knocking on your door within a period of hours.

I'm not against some risk to assets in XL structures, but it definitely needs to scale properly with the existing mechanics on the other side of the spectrum as well.
Nevyn Auscent
Broke Sauce
#143 - 2015-09-18 01:02:34 UTC
Circumstantial Evidence wrote:


I thought the magic of asset relocation would be reserved to XL citadels, but after re-reading the original asset blog, it seems to cover all sizes. Have I missed an update / reading it wrong?

If there is a problem which needs fixing, I think K-Space getting a new protection it didn't have before, in the citadel sizes which will replace existing POS's - is it. Rather than helping WH, consider reducing the amount of asset protection in K-Space ;)

What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?"

Then it becomes 'XL or GTFO' and the smaller size Citadels simply won't see use the way the Devs want them to. People currently might use POS in K space but they don't keep anything in them that can be kept in an NPC station.
So in order for the smaller citadels to actually be a worthwhile investment especially given that they can't come down before a wardec goes through they need the asset safety.

Xindi Kraid wrote:
Still haven't seen anything related to other structures.

Have you guys scrapped the plans to have various different structures of which citadels are only one type designed to be highly dependable? Are citadels going to be the only type of structure (essentially replacing POSes), defensible but highly customizable with no other stuff like market hubs or manufacturing structures or are citadels just the pet project getting all the love while other structure types are coming out and we might, eventually get so see previews of those in a devblog?

Citadels are meant to be the first structure coming out. The others will follow one by one. Citadels are meant to be the core focus of the new 'homes in space' as the 'fortress' part.
Milla Goodpussy
Garoun Investment Bank
#144 - 2015-09-18 01:12:13 UTC
some of the citadel components should be invention ONLY!... yeah I said it, it'll make you devs wake up and go back and fix industry since you removed greyscale's teams vision.. yeah you forgot all about that didn't you. you're sitting up here trying to appease the fanbase cause your numbers have sank to dreadful levels and the higher ups put some boots to some behinds.

that's why you're back tracking and changing cause you know you're headed straight to eve is dead by next year if these plans continued on...

now before you dangle more carrots sir and lady.. go back and fix industry cause just looking at the sheer challenge of building an XL right now is all smoke and mirrors.

the 1st time one blows up in null. you're going to be at even a much dire situation cause well when folks loose their things.. they simply leave.. you're still not providing reason why someone should go thru the challenge of null sov.. why should players put forth such effort to even own sov, while you have these large coalitions running around with supers and titans just waiting to hot drop on these new structures the second a spy tells them to...

so go ahead and continue your tunnel vision so many of us are sitting back laughing at watching how the subs will shrink lower and lower cause of fozziesov, structure-carrot, and what ever else gimmick you decide to come up with.

oh yeah.. I do like the backpeddling of the cap jump fatigue.. thank you very much, and I look forward to your next sets of backpeddling to bring eve online numbers back up..you know this backwards and forth and backwards mess is getting really tired just make up your minds already..

when do we get jove space? when will we see a jove mothership?? when will you create what was created in the eve online : prophecy trailer.. you taking too long and my attention span is reaching coma level..wake me up when you're done - bored player
Dreiden Kisada
State War Academy
Caldari State
#145 - 2015-09-18 01:42:30 UTC
I mentioned it before when Citadels first came up, but I'll re-iterate it here.

When a citadel pops, let the previous owners be he only ones to loot their stuff for 3 days. Each hanger could be considered a seperate container, and each person can only loot their container.

Then, after say 3 days, it becomes available for anyone to loot any container. But you must use a salvager to access the containers.

Then, every down time, some amount of damage is done to the stuff in the boxes. Damage to modules and ships, stacks of non-damagable stuff has some reduction in items.

Then after a week, anything left in it becomes salvage items (again, accessed with a salvager). Now the wreck is destroyable as well.

Circumstantial Evidence
#146 - 2015-09-18 01:43:13 UTC  |  Edited by: Circumstantial Evidence
Nevyn Auscent wrote:
Circumstantial Evidence wrote:
...What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?"
Then it becomes 'XL or GTFO' and the smaller size Citadels simply won't see use the way the Devs want them to. People currently might use POS in K space but they don't keep anything in them that can be kept in an NPC station.
So in order for the smaller citadels to actually be a worthwhile investment especially given that they can't come down before a wardec goes through they need the asset safety.
I disagree that it's "XL or don't bother." Lower upfront costs for "M" and "L" will help guide the decision. I'll be disappointed if the base "M" citadel costs (much) more than the base "M" control tower today.

While it's smart to keep valuables in an NPC station where possible, EVE lets players make bad choices. I might stash some loot in a small POS even in highsec, forget about it in the following month, if other stuff is going on; think a wardec was issued for some other purpose - and then be rudely reminded that corp hangers are locked during POS reinforcement. I think "M" citadels will get plenty of use as POS's are today, esp. in highsec systems without a station. Good temp storage for mining fleets.
Vincent Athena
Photosynth
#147 - 2015-09-18 01:57:28 UTC
CCP Nullarbor wrote:
Aebe Amraen wrote:
Captain StringfellowHawk wrote:
Andre Vauban wrote:
How are you going to prevent a single kiting sniper from applying damage constantly to prolong the repair timer until you have to go to sleep? Ie warp a sniper corm in at range, shoot once, warp off. Repeat this with a single pilot until you have to log off. It's nearly impossible to stop and you have effective control of the grid, but you can never repair your structure since they are taking pot shots at it.


I think once its fully Repped your out of luck from how I read it. If it takes no damage in 30 seconds repairs kick in. It takes 15 total minutes to fully repair. So if your kiting ship is not beating its repair rate, as you warp in and out it will have of just repaired itself up. Hence why having Grid control and getting your enemies off is important as quick as possible.

Shoot it once during repair and it stops for 30 seconds.
30 seconds go by and no damage is received in that time repair cycle kicks back in.
Kitey ship shoots it again, warps off.. 30 second pause.. DPS doesnt do much of anything to it tho
30 seconds go by and that damage is repped as well as more until the ship lands to shoot it again and then warp off.
30 seconds go by, damage was still negligible so it finished its repair cycle after 15 minutes of self-repair.
The repair completed after the vulnerability cycle due to 30 second pauses, and it went back to an Invulnerable state.

Compared to if a fleet was on field shooting it which would keep the repair cycle from restarting and eventually it would get reinforced or chased away.

If reinforced , wash, rinse, repeat x2 more times for armor and Structure.

If chased away and it had time to repair.. wait until next window.


Andre has a legitimate concern here. A cormorant with a lot of bookmarks can easily apply damage once every 30 seconds, from >100km out, while being nearly impossible to catch. It doesn't matter that he has **** damage, as long as he can keep the repair timer prolonged (until the rest of his fleet arrives, for example, or just until he gets tired of trolling).


We will probably do a shorter timer (say 10 seconds) to resume counting down the repair timer as well as a small % damage threshold to trigger the pause. Balancing these will be required to prevent the hit and run tactics which we stated we want to prevent being effective.

So they use three cormorants. Any fleet ship that can lock, shoot, and scoot faster than the structure can lock and shot back can keep the repair timer frozen, and also be invulnerable to retaliation from the structure guns.

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Sarayu Wyvern
The Bosena Accords
Round Table Assembly
#148 - 2015-09-18 02:54:28 UTC
Would it be possible to have hangars of different appearance based on Capital or Sub-Capital with these new structures?

I realize that would be a LOT of Art Team work and they're probably working on far more important projects, but could we one day have those? It would be a really cool addition to these already cool new Citadels.

Alt of MidnightWyvern. (Mobius Wyvern in Dust 514)

Lucius Saturninus
Pator Tech School
Minmatar Republic
#149 - 2015-09-18 03:10:15 UTC
You cannot be biased if you’re going to take away Asset Protection in WH Space. It needs to apply to everyone.

If you can warp to a Citadel like a combat anomaly in a WH you had better be able to do it everywhere else.

If it’s a 48 hours to siege a Citadel in a WH then it needs to be 48 hours in Null, Low and High Sec. Otherwise your just thumbing your nose, again, at people that live in WH space.

Disclosure, I am a fan of automated defenses. But I’m kind of looking forward to checking out the Drone/Fighter bay module for the Citadels and to see how many you can stuff in them. And see if you field Bombers from it?
Unezka Turigahl
Det Som Engang Var
#150 - 2015-09-18 03:32:27 UTC  |  Edited by: Unezka Turigahl
Dang, those WIP shots look really cool. The gameplay plans seem decent as well, from the view of someone who has never done the sov thing, only WH living.

Any plans to take the standard NPC stations in the direction of the citadels... in terms of size, multiple undocks, etc?

When docked at a citadel, since we see the citadel instead of a ship hangar, do we also see the surrounding space and the ships nearby? Effectively giving people the "window" that has often been asked for, allowing them to see activity outside? And if so, will NPC stations be converted over to this view as well?

Might be fun to have the invuln time use stront or something. So instead of having 6 hours every week vulnerable no matter what, you have AS FEW AS 6 hours every week vulnerable. So people can be cheap skates and take on more risk if they want, having only their work day hours invulnerable, or no invulnerability at all.
Sizeof Void
Ninja Suicide Squadron
#151 - 2015-09-18 03:54:44 UTC
I do not believe this system, as currently designed, will produce any significant improvement in game play in high sec.

No one in high sec is likely to use M sized citadels. They are too easy to kill by a relatively small number of attackers. (Note: small POS were popular for BP research, prior to Crius, but I doubt that many people use them these days.)

Killing an XL sized citadel is too difficult. It is extremely problematic to regularly bring 75-225 battleships to attack anyone in high sec.

An L sized citadel is better than an M sized citadel, but why use one, when you can use an XL sized citadel?

High sec players are risk adverse. For most of them, there is no incentive to use a smaller citadel in high sec - only the XL sized citadel. Cost isn't much of a barrier - remember that high sec is where players fly expensive bling-fit ships to run missions.

Due to the size of the fleet required to take down a high sec XL sized citadel (since you can't use caps), there isn't much incentive for someone to attack one, even with an active wardec.

And, if the XL sized citadel is scaled down to become more vulnerable, it also becomes too risky. Then high sec players won't use citadels - they will just move back to NPC stations.

So, in high sec, you have a case where "defenders" have no reason to use anything less than something that "attackers" would be unlikely to ever want to attack.
FearlessLittleToaster
Federal Navy Academy
Gallente Federation
#152 - 2015-09-18 03:54:59 UTC
To add my bit to the debate, the most important thing I have ever seen from CCP about game development is that throw-away line about how an attacker will need to hit a minimal damage threshold to stop the repair timer.

I say this because it means that the devs are finally starting to understand how players will be dicks to each other if given a chance, and design around it. Bravo, and keep it up. Make optimal gameplay choices result in interaction instead of trolltastic time-wasting behavior.
Galphii
Caldari Provisions
Caldari State
#153 - 2015-09-18 04:55:11 UTC
I like these iterations a lot more than the last. The damage cap is an excellent method to prevent server-crashing single-system grinding too, and alleviates some of the the n+1 issues with structure bashing.

This means entosis and system capture is for smaller gangs, and dealing with structures is handled by capitals and perhaps even battleships (depending on the upcoming revision of this class). A good way to include many different styles and sizes of fleet compositions. Nine thumbs up!

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Petrified
Old and Petrified Syndication
#154 - 2015-09-18 05:00:11 UTC
Vincent Athena wrote:
CCP Nullarbor wrote:
Aebe Amraen wrote:
Captain StringfellowHawk wrote:
Andre Vauban wrote:
How are you going to prevent a single kiting sniper from applying damage constantly to prolong the repair timer until you have to go to sleep? Ie warp a sniper corm in at range, shoot once, warp off. Repeat this with a single pilot until you have to log off. It's nearly impossible to stop and you have effective control of the grid, but you can never repair your structure since they are taking pot shots at it.


I think once its fully Repped your out of luck from how I read it. If it takes no damage in 30 seconds repairs kick in. It takes 15 total minutes to fully repair. So if your kiting ship is not beating its repair rate, as you warp in and out it will have of just repaired itself up. Hence why having Grid control and getting your enemies off is important as quick as possible.

Shoot it once during repair and it stops for 30 seconds.
30 seconds go by and no damage is received in that time repair cycle kicks back in.
Kitey ship shoots it again, warps off.. 30 second pause.. DPS doesnt do much of anything to it tho
30 seconds go by and that damage is repped as well as more until the ship lands to shoot it again and then warp off.
30 seconds go by, damage was still negligible so it finished its repair cycle after 15 minutes of self-repair.
The repair completed after the vulnerability cycle due to 30 second pauses, and it went back to an Invulnerable state.

Compared to if a fleet was on field shooting it which would keep the repair cycle from restarting and eventually it would get reinforced or chased away.

If reinforced , wash, rinse, repeat x2 more times for armor and Structure.

If chased away and it had time to repair.. wait until next window.


Andre has a legitimate concern here. A cormorant with a lot of bookmarks can easily apply damage once every 30 seconds, from >100km out, while being nearly impossible to catch. It doesn't matter that he has **** damage, as long as he can keep the repair timer prolonged (until the rest of his fleet arrives, for example, or just until he gets tired of trolling).


We will probably do a shorter timer (say 10 seconds) to resume counting down the repair timer as well as a small % damage threshold to trigger the pause. Balancing these will be required to prevent the hit and run tactics which we stated we want to prevent being effective.

So they use three cormorants. Any fleet ship that can lock, shoot, and scoot faster than the structure can lock and shot back can keep the repair timer frozen, and also be invulnerable to retaliation from the structure guns.

There is a precedent set by CCP developers already and in current use that can, and should be applied in this case: Damage Thresholds. In DUST shields have a damage threshold. If damage does not exceed that threshold, shields will regen regarless. This prevents peppering by weak weapons from a long distance keeping shields from regenerating.

CCP can easily apply this same logic to Citadels as well.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

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Bad Bobby
Bring Me Sunshine
In Tea We Trust
#155 - 2015-09-18 05:11:22 UTC
Looking good.
Justin Cody
War Firm
#156 - 2015-09-18 05:13:02 UTC
CCP Phantom wrote:
After great and very useful feedback from you, the player community, we are excited to bring you an update about the new Citadel structures!

Entosis links are not going to work on new structures, to attack those new structures you need to go through their hitpoints. To prevent boring structure grinding, and to prevent the requirement for massive blobs, a new game mechanic that mitigates damage after a certain threshold has been introduced. The attack process has been streamlined as well.

Read more about those new aspects in the latest dev blog from Team Game of Drones (written by CCP Ytterbium): Citadels, Sieges and You v2


We welcome your feedback! Please note that all numbers and proposals are open for discussions and not finalized.



Good blog. I look forward to the post on the exact mechanics in w-space as well as how existing asset loss (outposts and towers) will be compensated for...or if this will be almost a reset with sov entities not getting drop in replacements.

Also one question - the damage mitigation: is it possible battleships (when you do a balance pass on them) could get something like that? Some sort of massive damage mitigation for a short period? Or perhaps introduce a battlehsip only module that acts like a "lite' bastion module but had a cooldown similar to a large micro jumpdrive?

Thron Legacy
White Zulu
Scorpion Federation
#157 - 2015-09-18 05:21:32 UTC
Changes sound good, BUT
Entosis makes you unable to catch RR, shooting stufff... Well u know
Nevyn Auscent
Broke Sauce
#158 - 2015-09-18 05:22:58 UTC
Lucius Saturninus wrote:
You cannot be biased if you’re going to take away Asset Protection in WH Space. It needs to apply to everyone.

If you can warp to a Citadel like a combat anomaly in a WH you had better be able to do it everywhere else.

If it’s a 48 hours to siege a Citadel in a WH then it needs to be 48 hours in Null, Low and High Sec. Otherwise your just thumbing your nose, again, at people that live in WH space.

Disclosure, I am a fan of automated defenses. But I’m kind of looking forward to checking out the Drone/Fighter bay module for the Citadels and to see how many you can stuff in them. And see if you field Bombers from it?

Can you warp to a POS now without probes. If this is true in the area of space you are in, then it will remain true with citadels.
Can you store your stuff in a station without risk of loss of stuff (loss of access does not count). If this is true in the area of space you are in then it will remain true with citadels.

The only point you raise is that the time to destroy should remain fairly constant between area's of space.
Maenth
The Thirteen Provinces
#159 - 2015-09-18 05:47:58 UTC
The vast majority of what I see in this dev blog is pretty cool and I'm happy, and want to know more!

However, I must agree with one or more people on one point:
Quote:
We revaluated our position on Wormhole space asset safety from our “I feel safe in Citadel city” blog. Structures destroyed in wormhole space will see all of their assets lost when destroyed and subject to the magical loot fairy rules that would normally apply for ship cargohold.

That is not okay.

Everybody gets absolutely nonsensically magical asset safety but then destroyed citadels in wormholes can't even shunt their loots to a friendly citadel within the same system?

That is not okay.

Either everybody who sets up a Citadel should get a degree of asset safety out of it, or nobody should. Pickiong wormhole people to not get even the fraction of 'asset safety' that everybody else benefits from.... Even within the heartless world of destruction that is EVE, that's pretty unfair and cruel.

Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.

Rowells
Blackwater USA Inc.
Pandemic Horde
#160 - 2015-09-18 06:25:49 UTC
Also have another question: I seem to never hear about the other different structures proposed on the original devblog, nor any updates on the multiple sticky threads in F&I. Are citadels now the only structures replacing POSes and outposts? Has the idea of mining platforms, observation posts, and industrial themed structures been forgotten or discarded?

its not fair of me to assume much with the few details I have, but it seems as though citadels don't actually do that much. Especially compared to existing structures.