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Dev blog: Building your Citadel, one block at a time

First post First post
Author
CCP Ytterbium
C C P
C C P Alliance
#221 - 2015-10-27 17:15:26 UTC
Destiny Dain2 wrote:
Can a Citadel change their fit on the fly with weapons and ammo?


I picture a sub-capital fleet come in on the final round and the persons Citadel is fitted for them and then when the timer starts, in come the Capitals with no way to defend.


You can swap modules as long as the structure hasn't been reinforced after is shields are gone. You can swap ammo any time however.
CCP Ytterbium
C C P
C C P Alliance
#222 - 2015-10-27 17:17:53 UTC
Cat Harkness wrote:
Destiny Dain2 wrote:
Can a Citadel change their fit on the fly with weapons and ammo?


I picture a sub-capital fleet come in on the final round and the persons Citadel is fitted for them and then when the timer starts, in come the Capitals with no way to defend.


No. Slots can not be changed while the Citadel is under attack (any time the shields, armor, hull is not 100%).

So not even during the repair cycle.




Hmmm I tend to remember we stated after shields were gone. You make me doubt because I can see some crazy module swapping game in combat. Let me double-check and come back at you on that one.
Sir SmashAlot
The League of Extraordinary Opportunists
Intergalactic Conservation Movement
#223 - 2015-10-27 17:23:08 UTC  |  Edited by: Sir SmashAlot
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?

**Edit**

My above post was ambiguous. I was unsure if the citadel would need to be manned during the vulnerable period and otherwise would autoblap during non-vulnerable periods.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#224 - 2015-10-27 17:24:45 UTC  |  Edited by: Fredric Wolf
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?


Even during war decs your citadel will only have small windows of vulnerability during the week, so you might want to man it during that time and not there will be no automated defense in these.
Obil Que
Star Explorers
Reckoning Star Alliance
#225 - 2015-10-27 17:25:58 UTC
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?


Yes. This has been the case since the first devblog
You don't have to man them 23/7, only during your vulnerable windows (3 hours / wk for a M)
Corraidhin Farsaidh
Singularity Expedition Services
Singularity Syndicate
#226 - 2015-10-27 17:29:29 UTC
Obil Que wrote:
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?


Yes. This has been the case since the first devblog
You don't have to man them 23/7, only during your vulnerable windows (3 hours / wk for a M)


I'm assuming ships can still scan citadels outside the vuln window though, so if you want to stop intel gathering in WH's for instance then an alt would be required to blap nosy parkers...
Firvain
Wildly Inappropriate
Goonswarm Federation
#227 - 2015-10-27 17:30:46 UTC
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?


Pretty much, same as a pos now, because a pos at the moment even when outfitted wiht a **** ton of guns isnt much of a threath to anyone
Khorrdum
The Bairshir Conglomerate
Business Alliance of Manufacturers and Miners
#228 - 2015-10-27 17:36:00 UTC
1. Where can we build a Large Citadel Hull?

The Blog says a Large Hull will need 127 Structure Components at 10'000 m3 per unit, that's a total of 1,27mio m3 without any ME modifier.
A Equipment Assambly Array has only 1mio m3 cargo capacity. That means it would not be possible to produce them at a POS.

Is this intended?

If No:
Adjusting the cargo of the Equipment Assambly Array (and ofc the Rapid one, in case someone would prefer to use it) could be a relatively simple solution.


2. 80'000 m3 and the need for a freighter

Quote:
Structure hull volumes are set so that:
A Medium structure hull may be deployed from an Industrial, Large and X-Large require a freighter. Yes, we do are aware this make things more complicated to deploy a Large or X-Large structure in low class wormhole space. This is intended.


The Volume of the Large hull is listed with 80'000 m3.
That would also fit into a accordingly fitted Orca or Rorqual. (And after the Capital-rebalance perhaps also into resized fleethangars of carriers&dreads?)
I guess especially the Orca would violate your intention as it is able to travel into everything except class 1 WH's.

Some further explanations would be desired:
What is exactly meaned with 'low class wormhole space'?
Is the freighter-mandatory only intended for X-Large or for Large and X-Large?
What are the design-goals behind it?

More informations about that could possibly allow us to give more solution-oriented feedback.
Sir SmashAlot
The League of Extraordinary Opportunists
Intergalactic Conservation Movement
#229 - 2015-10-27 17:39:41 UTC
Corraidhin Farsaidh wrote:
Obil Que wrote:
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?


Yes. This has been the case since the first devblog
You don't have to man them 23/7, only during your vulnerable windows (3 hours / wk for a M)


I'm assuming ships can still scan citadels outside the vuln window though, so if you want to stop intel gathering in WH's for instance then an alt would be required to blap nosy parkers...


I figured as such, thank you! I am sure there will be no shortage of players wanting to "pilot" a citadel understanding the potential firepower they could hold.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#230 - 2015-10-27 17:43:25 UTC
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?



NOTHING is automated defense

if citadel is not manned it will do NOTHING
naed21
The Dark Space Initiative
Scary Wormhole People
#231 - 2015-10-27 17:43:25 UTC
Can directors kick people out of controlling a citadel? What happens when a spy takes control and shots your own fleet? Can that spy stay in control forever? (Well, until downtime that is, but I know they want to get rid of downtime).

I could imagine 3 spys taking turns getting burned for each reinforcement cycle and basically giving away an XL kill.
Obil Que
Star Explorers
Reckoning Star Alliance
#232 - 2015-10-27 17:59:28 UTC
Khorrdum wrote:

Some further explanations would be desired:
What is exactly meaned with 'low class wormhole space'?
Is the freighter-mandatory only intended for X-Large or for Large and X-Large?
What are the design-goals behind it?

More informations about that could possibly allow us to give more solution-oriented feedback.


I can answer the first.

Low-class wormhole space is C1-C4 noted for not allowing capital ships (and freighter) to enter them.
Lady Rift
What Shall We Call It
#233 - 2015-10-27 18:30:03 UTC
Firvain wrote:
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?


Pretty much, same as a pos now, because a pos at the moment even when outfitted wiht a **** ton of guns isnt much of a threath to anyone


POS's can get lucky.
Siobhan MacLeary
Merch Industrial
Goonswarm Federation
#234 - 2015-10-27 18:38:47 UTC
CCP Ytterbium wrote:
Saede Riordan wrote:
Chavez Domingo wrote:
wasnt a large citadel at 80.000m³ that can fit into a orca... no need for a freighter than...


Is this actually going to be the case CCP, or is it an oversight? I want to know whether I need to start building an in-system freighter or not. Dev blog says freighters needed to deploy a large, but by the volume an orca will be able to do it with currently listed value. I don't want to have to build a freighter in my wormhole but I will if I need to.

Just yes or no on that. Do I need a freighter to deploy a large, or can I do it with an orca?


Probably an oversight Twisted


A simple yes or no will suffice. Is that 80k m3 figure correct or not?

Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.” - CCP Soundwave

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#235 - 2015-10-27 18:46:26 UTC
naed21 wrote:
Can directors kick people out of controlling a citadel? What happens when a spy takes control and shots your own fleet? Can that spy stay in control forever? (Well, until downtime that is, but I know they want to get rid of downtime).

I could imagine 3 spys taking turns getting burned for each reinforcement cycle and basically giving away an XL kill.



Yes
Dusty Meg
Echelon Research
Goonswarm Federation
#236 - 2015-10-27 19:07:50 UTC
I would really like to see that Outpost Construction 5 being a requirement for building the XL structures.
Some of us put a lot of days training into getting 5.
This isnt me being a bitter vet, but the requirement of 5 will give a nice bonus to the people who have trained it to 5 so that they can be used by the alliances and potentially gain some extra isk over people who havnt trained it.

Creater of the EVE animated influence map http://www.youtube.com/user/DustMityEVE

Esrevid Nekkeg
Justified and Ancient
#237 - 2015-10-27 19:09:14 UTC
Firvain wrote:
Sir SmashAlot wrote:
Does the citadel need to be manned by a player for the weapons / defenses to work?

Will groups in High Sec (During War), Low, WH, and, Null be forced to have station alts sitting in these things 23/7 in order to blap anyone on grid?


Pretty much, same as a pos now, because a pos at the moment even when outfitted wiht a **** ton of guns isnt much of a threath to anyone
Eh....no. Our WH tower has killed quite a few nosy characters over the years.
It's actually the biggest killer in our entire corporation. Well, actually it's the only in-corp thing that might deserve that title at all...Twisted

On the topic of the thread, thanks CCP Ytterbium for shedding some light on questions I had but others asked before me.

Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format. Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......

Max Kolonko
Caldari Provisions
Caldari State
#238 - 2015-10-27 19:09:50 UTC
CCP Ytterbium wrote:
Saede Riordan wrote:
Chavez Domingo wrote:
wasnt a large citadel at 80.000m³ that can fit into a orca... no need for a freighter than...


Is this actually going to be the case CCP, or is it an oversight? I want to know whether I need to start building an in-system freighter or not. Dev blog says freighters needed to deploy a large, but by the volume an orca will be able to do it with currently listed value. I don't want to have to build a freighter in my wormhole but I will if I need to.

Just yes or no on that. Do I need a freighter to deploy a large, or can I do it with an orca?


Probably an oversight Twisted


So which one is oversight? Do we need orca or freighter for large citadel?

Also have any thought been put on replacement mechanics for current moon coverage in WH as defense mechanics? I remember during Structure Town Hall there was discussions about it and some proposal from CCP side but nothing mentioned about it in blog or during presentation.

During presentation there was (very brief) slide that showed that RF in WH will be shorter, but it was very quick so I could not look at it and it was not mentioned by presenter at all (something something only 24h for second rf???) Could You elaborate on how current plans for RF are loking, especially in WH?

Also have any thought been put on probplem of trust, access to player hangars by directors? With poses (unless You use those stupid personal hangars) thief can only take what he can cary by himself, everything else is in corporate structures accessible by directors. With new citadels he have unlimited personal hangar to take everything from Your corp You gave access too. We in WH use shared ships in many situations (no reason for EVERY member to get for example a WH-collapsing BS when you only need few for entire corp, better to have corp accessible ones). A thief or a spy would need to take those ships one at a time, now he just scoops them all to his hangar.
Vivi Masivi
The Flying Dead.
Goonswarm Federation
#239 - 2015-10-27 20:00:34 UTC  |  Edited by: Vivi Masivi
CCP Ytterbium wrote:

Outposts will not be replaced with Citadels. They'll be reimbursed, along with their upgrades.



Am I right in thinking that you will remove Outposts from game?

As previously I saw picture that in the end of transition process we will be banned of building new Outposts and upgrades will be reimbursed in some way.

Now you're thinking to remove Outposts as well?
Max Kolonko
Caldari Provisions
Caldari State
#240 - 2015-10-27 20:08:55 UTC
Vivi Masivi wrote:
CCP Ytterbium wrote:

Outposts will not be replaced with Citadels. They'll be reimbursed, along with their upgrades.



Am I right in thinking that you will remove Outposts from game?

As previously I saw picture that in the end of transition process we will be banned of building new Outposts and upgrades will be reimbursed in some way.

Now you're thinking to remove Outposts as well?


they stated from the beginning that this will be the end goal, all pos and player stations removed as more and more functionality is being migrated into new structures