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Dev blog: I feel safe in Citadel city

First post
Author
Delt0r Garsk
Shits N Giggles
#341 - 2015-11-21 22:30:42 UTC
Meta2 wrote:
So what exactly happens with wormhole space here? Your saying medium citadels can't dock capital ships when generally even a C3 will have a carrier or two these days and maybe a dread for defense. So does that mean they get left in space and possibly outside a shield? Well I am sure that will help all those folks that like to steal ships because as we all know billion dollar starships have actually no security on who can fly them. Shocked

For a C3 corp a large citadel would be prohibitively expensive ... and supposedly those are the only ones that have certain services that a large pos can already provide in a C3. Your taking away an important aspect of gameplay for C3 folks and those who don't want to have to team up with larger game entities to play.

...and seriously come on.... these things can be destroyed and they drop all their stuff and then some towing service can be purchased to drop it off at the nearest station? Like that would ever happen in real life (yes I know its a game but this isn't World of Warcraft where you pop a magic save my stuff spell and are magically transported to safety),


Are all these changes really necessary? What exactly is prompting them? I understand the game needs to evolve at some point... I think it would be better to finish improvements that already exist and go into new areas like making planets capable of being owned by corporations and able to build populations and defense industries (micromanagement et cetera). Also the walking in stations could be finished.

Soo your saying they can afford to construct billions worth of capitol ships, but not a large citadel worth, well probably less that just the capitol ships alone? that does not make sense. Building a large citadel is about the same as building a few caps.

AKA the scientist.

Death and Glory!

Well fun is also good.

EnForceR Zealot
Ascendance Rising
Ascendance..
#342 - 2015-12-18 19:09:10 UTC
make regular stations destroyable make new structures competitive
Alavaria Fera
GoonWaffe
#343 - 2015-12-19 04:34:01 UTC
Delt0r Garsk wrote:
Meta2 wrote:
So what exactly happens with wormhole space here? Your saying medium citadels can't dock capital ships when generally even a C3 will have a carrier or two these days and maybe a dread for defense. So does that mean they get left in space and possibly outside a shield? Well I am sure that will help all those folks that like to steal ships because as we all know billion dollar starships have actually no security on who can fly them. Shocked

For a C3 corp a large citadel would be prohibitively expensive ... and supposedly those are the only ones that have certain services that a large pos can already provide in a C3. Your taking away an important aspect of gameplay for C3 folks and those who don't want to have to team up with larger game entities to play.

...and seriously come on.... these things can be destroyed and they drop all their stuff and then some towing service can be purchased to drop it off at the nearest station? Like that would ever happen in real life (yes I know its a game but this isn't World of Warcraft where you pop a magic save my stuff spell and are magically transported to safety),


Are all these changes really necessary? What exactly is prompting them? I understand the game needs to evolve at some point... I think it would be better to finish improvements that already exist and go into new areas like making planets capable of being owned by corporations and able to build populations and defense industries (micromanagement et cetera). Also the walking in stations could be finished.

Soo your saying they can afford to construct billions worth of capitol ships, but not a large citadel worth, well probably less that just the capitol ships alone? that does not make sense. Building a large citadel is about the same as building a few caps.

Concerned troll.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Arden Bastilla
Center for Advanced Studies
Gallente Federation
#344 - 2015-12-19 20:08:17 UTC
Ok not sure if someone has brought this up yet.

For the new fuel blocks that are required to use service modules here is an idea to reduce management of the fuel blocks.

So as stated right now if you online a service module it starts consuming fuel blocks I believe. Why not move the fuel blocks as a requirement to start the job. Meaning when you go to start your job the mfg window well tell you how many fuel blocks it well take to run the job (applies to all service modules requiring fuel? ). Then you have to have the blocks in the inventory to start the job.

This method might not work for things that aren't for mfg though I admit and might cause another system to be in place.

I'm just thinking of corporations that don't mfg heavily so leaving it on all the time well cost a lot more than only having on when needed, but we'll cause more management overhead turning it on and off. This way might actually consume more fuel blocks than the always on method. You might be able to make this a selectable feature for prior that make their citadel open to others to use.


If this method overly complicates things another method that could help the individual entrepreneur is to allow them to set an hourly charge for use for mfg either in lieu of a tax. A direct hourly charge more closely relates to fuel block costs than a tax does.

Thoughts? ?
Vlada Silni
Kumovi
The G0dfathers
#345 - 2015-12-24 14:22:42 UTC
Even thou I usually do not comment on eve forums, this time I like idea CCP has, so i will try to give some ideas:

* Once Citadel is destroyed certain % of asset is destroyed and rest is scattered in space and locked in container for some time.
Owner has an option to pay a fee to some new fancy NPC corp (sansha transport group or whatever) for assets to be transported.
-20% fee means assets will be transported to closest random 00 NPC station.
-30% fee means it wll go into low-sec
-40% fee means you will get asset delivered into random high-sec NPC station

Attackers that destroyed Citadel have 50% of tax payed to their account in case owner has decided to pay the "transportation fee". NPC Convoy cannot be attacked but attacker will know what is total ISK value of and assets that have been left in debris so in theory what kind of reward can they expect (some sort of kill mail) in case owners decide to pay this fee.
If owner is not ready to pay the fee after certain period (30 days) assets will be lost.

Regarding pods / jump clones same fee will apply (based on their SP and implants).

I do think this will make kind of ISK sink and could provide some rewarding pvp, but i'm afraid everyone will move asset to NPC stations...

* Regarding reimburse on already existing objects - CCP could hand over new citadel/module BPO's in the value of objects reimbursed - 10%.

Hope it helped :)
Bob Fegaipeor
Bob-Alliance Inc.
#346 - 2016-01-06 21:03:46 UTC  |  Edited by: Bob Fegaipeor
With regards to the recovery options when the asset safety system kicks in after the Citadel has been destroyed.. Has there been any thought put into having a third option of after waiting the x amount of recovery days we can just come to the wreck (or where ever our assets are ejected) with a ship and load up our stuff to move it else where?

Does not make much since that we are force to pay npcs to haul our stuff when we already have ships that can haul it. Any reason this is not a third option for asset recovery?

I did not think about it, but maybe our stuff is not in a physical can in space.
Tau Cabalander
Retirement Retreat
Working Stiffs
#347 - 2016-01-23 23:15:59 UTC
The blog covers citadel destruction.

What about assets stuck in a citadel one doesn't have access to any longer?

Example: You keep your assets in a public citadel, and one day the owner decides to no-longer be public.
Luna Bowman
Center for Advanced Studies
Gallente Federation
#348 - 2016-01-24 21:33:52 UTC
Tau Cabalander wrote:
The blog covers citadel destruction.

What about assets stuck in a citadel one doesn't have access to any longer?

Example: You keep your assets in a public citadel, and one day the owner decides to no-longer be public.


probably same as with player held outposts that you have stuff in, if its stuck, its stuck :)
Udonor
Doomheim
#349 - 2016-02-20 04:14:01 UTC
Naw - citadel and other station-like structures should be more destructive to contents. This will help keep EVE databases lean and fast. Counteract player hoarding of rarely if ever used equipment. Encourage 53% max recycling over hoarding.

Somewhat more should also drop to encourage frequent structure assaults. But probably not intact fitted ships.

Thus

(1) All assembled ships inside a structure should drop their own lootable wrecks when the structure is destroyed. Whether active or not.

Its more logical that only moored or unassembled ships might survive an explosion. Distance + emergency tanking or compact streamlined package ejection.

(2) Moored ships should take damaged based on distance etc. (CCP can do some magic to simulate explosion center or weak points if they want.). They might still be destroyed.

(3) Player-Corp content saving should not be perfect. Some of it needs to drop as loot. Some simply destroyed. And some maybe just gets lost in random space due to damaged systems. But recovery cost on what is saved should be minimal as recovery system was built in advance of destruction as part of structure. But yeah 10% net chance of loss is good.




PS Ref: Podding pilots.

(a) Obviously also covers offline pilots docked at that station.

(b) If a moored ship is NOT destroyed and pilot was online -- then there probably should be a 50% chance that the pilot was not podded. They might have been physically on ship rather than station. Opportunity for an easy kill mail due to pilot stupidity.
Udonor
Doomheim
#350 - 2016-02-20 04:23:30 UTC  |  Edited by: Udonor
Udonor wrote:
Naw - citadel and other station-like structures should be more destructive to contents. This will help keep EVE databases lean and fast. Counteract player hoarding of rarely if ever used equipment. Encourage 53% max recycling over hoarding.

Somewhat more should also drop to encourage frequent structure assaults. But probably not intact fitted ships.

Thus

(1) All assembled ships inside a structure should drop their own lootable wrecks when the structure is destroyed. Whether active or not.

Its more logical that only moored or unassembled ships might survive an explosion. Distance + emergency tanking or compact streamlined package ejection.

(2) Moored ships should take damaged based on distance etc. (CCP can do some magic to simulate explosion center or weak points if they want.). They might still be destroyed.

(3) Player-Corp content saving should not be perfect. Some of it needs to drop as loot. Some simply destroyed. And some maybe just gets lost in random space due to damaged systems. But recovery cost on what is saved should be minimal as recovery system was built in advance of destruction as part of structure. But yeah 10% net chance of loss is good.




PS Ref: Podding pilots.

(a) Obviously also covers offline pilots docked at that station.

(b) If a moored ship is NOT destroyed and pilot was online -- then there probably should be a 50% chance that the pilot was not podded. They might have been physically on ship rather than station. Opportunity for an easy kill mail due to pilot stupidity.








P.P.S. If CCP fears too much loot dropped by structures

then I suggest considering the more visually attractive multiple explosion model in which loot wrecks can drop and be damage or destroyed by separate explosions. This might lure attackers into risky loot grabs during the final destruction sequence. Stories of humorous greed awaiting the telling.

Specifically pre-divide the station into sections and then at destruction assign 1+ section to each explosion after which loot is dropped. Spread the explosions out over time with most explosions more likely to cluster near start. A really late explosion can always add comedy or the drama of saving loot to the tale of eager raiders.


Players don't need to know the system by which loot is assigned to station section. It could simply be a loop assigning items in master list to a section number until all items are apportioned. Another subroutine could randomly divide section loot into loot jetcans (no more than full and no less than 1 item).
Indahmawar Fazmarai
#351 - 2016-02-20 08:14:15 UTC  |  Edited by: Indahmawar Fazmarai
Udonor wrote:
I wan ttohe rpaleyrs to fillt hier staiton with tears so I cna ahrvest their tears, becuase I am evne mroecluless than CCP.


See, berserkerboy, so far the chances that anything between 50 and 90% of the players in the game risk anything worth more than 5 tritanium by storing it in a citadel rather than a NPC station are slim. Your proposal would just render them absolutely empty shells.

When CCP made the poll on structures, they forgot/dismissed to ask the single most important question.

"Why you don't use structures?"

The answer to that question, albeit easy to guess, probably would had put under a inconvenient light the whole Rubicon Plan to add new structures and new space worth to PvP for.
Major Trant
Brutor Tribe
Minmatar Republic
#352 - 2016-02-26 17:48:57 UTC
1. Will we be able to store clones in Citadels?
2. If we can store clones what happens to them if the Citadel is destroyed - particularly their implants.
3. If a player has a Nyx stored in his hanger when the Citadel is destroyed and there is no alternative XL Citadel in the same system, can the player opt to have the rest of his things delivered to a low sec station. If so, is the Nyx then destroyed or does it remain available for recovery if and when a new Citadel becomes available in that system or does he have to make a choice and leave all his impounded assets in stasis in the forelorn hope that one day a XL Citadel recovery option becomes available.