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Citadels - Solution To The Paradox

Author
Lich Reaper
Baba Yagas
The Initiative.
#1 - 2017-02-01 19:17:07 UTC  |  Edited by: Lich Reaper
Hi,

Let me introduce myself. I am CEO of the PVP corporation Adversity., a medium-sized band of pilots that can/has flown every ship in the game and died in them many times as well as killed them many times. I'm not relevant in the grand scheme of things, but I have had the opportunity to delve deeply into the mechanics of Citadels - how to kill them effectively despite the significant advantages for defending forces, and how an attacking force can use them to destroy alliances or simply acquire many buckets of tears.

I've come to realise that I both love and hate citadels, for reasons I will mention later. However, I've also realised that the current gameplay surrounding them is not sustainable to a game that mostly relies on people shooting other people's stuff to keep it going.

Citadels - On Offense

A few months ago Adversity. deployed to Venal to hang out with our bros in PL and shoot at CO2/TEST as they are easy targets that provide content for solo-to-large scale pvp. We haphazardly shifted our focus to an alliance called Cede Nullis in Branch which was easily farmable and provided some of the most laughable moments in recent memory of how fail an alliance can be. On top of that, they were our timezone (USTZ). If you have ever looked at a map of Venal, you will realise that it is quite challenging to attack someone in Branch because you cannot stage nearby due to lack of stations. Since we are too lazy to put poses down, we would have quickly stopped our campaign against CN. However, god bless cheap citadels! Since we are all decently loaded with ISK we plopped down an Astrahus 1j from their staging and as it anchored successfully without opposition we proceeded to load it up with our favourite spaceships and bring along our spare supers to see what we could do.

Within 60 days our 150man corp had killed a 1000 man alliance and forced them to evacuate from Branch, upon which they failcascaded. The offensive capability from our single Astrahus 1j from their staging made it incredibly difficult for them to counter us. They tried to kill it, but it turns out that a decently fit Astrahus can easily kill a fleet of cruisers by itself, or at least tip the odds in your favor if you also form a fleet to defend it. The 3h vulnerability made it insanely easy to fortify our position and prevent CN from trying to push us out of their home. It felt even better than staging out of an NPC station. The cost of our citadel came out to be 1.5bil and had a monthly upkeep of 100mil-ish a month for a cloning bay. We had no fear in our hearts about our Astrahus dying, we could easily plop another down and safely move our assets to the new one, for free.

It became clear that using Citadels for offensive operations is one of the best methods to either force a fight, or continuously harass another entity. This is particularly more pronounced in sov space, where sovholders typically don't want you to have a foothold in their house.

Conclusions:
- Using citadels to invade an area is overpowered;
- The 3h vulnerability window of an Astrahus means that you are guaranteed at most 13-14 days of staging (uptime + rf'd)
- If you research your foe well enough, you can make your citadel invulnerable %100 of the time thanks to timezone differences
- They are cheaper than poses in the long run, and offer many more advantages that poses, of which cloning is the most advantageous feature (don't need to burn 20+j from nearest npc station)
- The offensive capabilities means that it is a PITA to get rid of it

Citadels - On defense

It was a real pain in the ass to shoot Cede Nullis. They were huddled on their Fortizars and there was absolutely nothing we could do to their Citadels during USTZ. Shortly after we arrived, they switched all of their structures to AUTZ. This meant that unless my entire corp had taken 1 week off of work there was literally no way we could kill these structures. Luckily there was a corp that forgot/was too dumb to switch their timers and we killed a fortizar. However, after spending 30-45mins shooting it 3 times over a 1-week period it was not worth the effort other than for the killmail, because they don't drop anything and pilots asset safety their things anyway.

So we did what we do best to kill CN. We terrorized them, sabre camped, cloaky camped, blops'd, etc. The only real damage we did to their infrastructure was their poses, since those are never vulnerable. We also had so many spies we managed to steal their fit from their staging fortizar. That was the extent of our damage to their stuff. We couldn't kill their citadels, and we were not interested in their sov. They could have bitten the bullet and waited us out until we got bored since we couldn't do anything to their infrastructure but instead they rolled over and died.

In the end, their alliance leader unanchored their last 2 fortizars out of the 3 they had but we stole them after they came out. I was lucky to notice them pushing the unanchor button during my morning coffee at 6am, right after downtime.

Conclusions:
- Citadel timers can be used to deny all forms of pvp
- Citadels are one of the safest and cheapest ways to stage
- Citadels are not worth killing, shooting them involves a huge risk for almost no reward
- Worst comes to worst, you can spam citadels infinitely in a system to extend survival as a defender, or to asset safety to lowsec or eachother
- Upkeep is cheap/non-existant, and there are no drawbacks to having too many citadels

These structures are not the pvp-enablers that CCP thought they would be. In fact, there is no reason to ever shoot one, other than a final blow to seal the deal, if you can be bothered. Read below for suggested alternative mechanics.
Lich Reaper
Baba Yagas
The Initiative.
#2 - 2017-02-01 19:17:43 UTC  |  Edited by: Lich Reaper
What if Citadels weren’t the plague that they are now? There have been many individuals who have suggested different mechanics to enable more pvp and risk/reward solutions to the clearly boring nature of citadels, but none have addressed the core issues that underlie their broken nature. Most propose “limit citadels to 5 per system” or other dumb suggestions.
For a measly sum of 1bil ISK, you can place an Astrahus, with a blockade runner, and have the following services, free of charge: Invulnerable for %98.2 of the week, can change timers, can hold assets, tethering, offices, repair, unlimited cargo, 2 reinforcement cycles, and a damage cap, asset safety.

A POS, on the other hand, is between 100mil-1bil, and offers the following free of charge: a stick that takes a slot off of a moon.
I cannot fathom to think what would happen if the new moon mining arrays had %98.2 vulnerability a week… ANYWAY! What if you had to pay to have these services that are currently free of charge? Most people complain about damage caps and vuln times… what if you had to pay for those? My corp alone has 20+ citadels all over New Eden, and I don’t even have to visit them to provide maintenance. They just exist, invulnerable, providing safe havens for my dudes.

In order to counter the problem of citadel spamming occurring everywhere, even in a dead region like Venal, and providing a solution to the near invincibility-slash-not-worth-shooting factor of citadels, here is what I propose.
To enable any of the above services, you must pay a fuel block price to online/maintain them (in addition to cloning and market).

1. Basic Citadel Functionality (M/L/XL)

[ Docking: free
- Personal Asset Hangar: free
- Tethering: 10/15/20 blocks/h
- Office rental: 5/5/5 blocks/h
- Defenses (the fit): 10/15/20 blocks/h

2. Vulnerability & Reinforcement & Damage Cap (THIS IS THE MOST IMPORTANT)

- Base invulnerability of 50% of the week (aka 84/168 hours): 5/15/75 blocks/h (M/L/XL)
o For every +3h of vulnerability, pay an additional 1 block/h, up to the 3/6/21h minimum invulnerability timers of Citadels
 Astrahus max invulnerable: 5 + 27 = 32 blocks/h
 Fortizar max invulnerable: 15 + 26 = 41 blocks/h
 Keepstar max invulnerable: 75 + 21 = 96 blocks/h

- Reinforcement Field Generator: 5/10/20 blocks/h for every timer (aka 10/20/40 blocks/h for max 2 timers, shield/armor).
This means that if you only have 1 timer, it will be for shield, to which after a period of 24h the attackers will have to shoot both the armor and structure hitpoints.

- Damage Reduction Field*:

Astrahus CURRENT: (7,200,000 HP / 5000 (6000) DPS)
Basic Damage Reduction: FREE = 24,000 (28,800) DPS (5 mins)
Medium Damage Reduction: 5 blocks/h = 12,000 (14,400) DPS (10 mins)
High Damage Reduction: 10 blocks/h = 6,000 (7,200) DPS (20 mins)
Maximum Damage Reduction: 12 blocks/h = 5,000 (6,000) DPS (24 mins)

Fortizar CURRENT: (21,600,000 HP / 15,000 (18,000) DPS)
Basic Damage Reduction: FREE = 72,000 (86,400) DPS (5 mins)
Medium Damage Reduction: 10 blocks/h = 36,000 (43,200) DPS (10 mins)
High Damage Reduction: 20 blocks/h = 18,000 (21,600) DPS (20 mins)
Maximum Damage Reduction: 24 blocks/h = 15,000 (18,000) DPS (24 mins)

Keepstar CURRENT: (108,000,000 HP / 75,000 (90,000) DPS)
Basic Damage Reduction: FREE = 360,000 (432,000) DPS (5 mins)
Medium Damage Reduction: 15 blocks/h = 180,000 (216,000) DPS (10 mins)
High Damage Reduction: 30 blocks/h = 90,000 (108,000) DPS (20 mins)
Maximum Damage Reduction: 36 blocks/h = 75,000 (90,000) DPS (24 mins)

*Note: values in “( )” are including the 20% resists native to structures
There you have it folks. A fully armed and operational citadel should cost you the following:
Astrahus: 10 + 5 + 10 + 32 + 10 + 12 = 79 blocks/h (exluding service modules)
Fortizar: 15 + 5 + 15 + 41 + 20 + 24 = 120 blocks/h (excluding service modules)
Keepstar: 20 + 5 + 20 + 96 + 40 + 36 = 217 blocks/h (excluding service modules)

These may seem like unrealistic numbers to you, however keep in mind that you can effectively stage an entire alliance inside a fortizar without any additional structures if you decide so. Which means that upgrading your staging citadel becomes increasingly important. To compare, 120blocks/h is the equivalent of maintaining 3 large poses. I believe this is a fair price to pay considering the sheer advantages of citadels. 80blocks/h for an Astrahus seems unreasonable, until you realize that you can scale down your upgrades based on your decision making.

Of note, sov reduction bonus can be applied, reducing the cost of your citadel maintenance by 25%.

Please provide feedback. It is not that these numbers are “final”, but the idea is to have the ability to make your structure very powerful, while enabling derelict ones to be killed, preventing the citadel spamming problem we are seeing everywhere. I hate to see these powerful structures owned by dead groups yet they are not worth killing due to their current mechanics.

I’ve thought a lot about asset safety, and the only thing I could come up with, other than making everything drop like in WH space, is that from the moment your citadel is being SHOT, you cannot asset safety until it is destroyed, upon which the asset safety tax goes to the corporation that has received the final blow on your structure.
Lugh Crow-Slave
#3 - 2017-02-01 20:04:48 UTC
pro tip

walls of text are largly ignored cut out all the crap about who you and your group are. drop the story time bits and cut it down to what you want changed and why
Les Routiers
Proudly Snoring
#4 - 2017-02-01 21:32:38 UTC
TLDR part 1: citadels are cheap, and you get an excellent staging that isn't worth attacking for no fuel cost. Citadels are defensive assets and not really pvp enablers.

TLDR part 2: why not make citadel owners pay for what they currently get for free? If you don't pay, you get a larger vulnerability window, higher damage cap, no tethering, free repair, etc.

I liked.

http://fr.capstable.net/ - podcast en français sur Eve online.

Lugh Crow-Slave
#5 - 2017-02-01 22:15:36 UTC
but there is a reason to attack... to ensure the enemy doesn't have such a strong staging option.

and yes they are defensive assets, defensive assets that have allowed and caused many fights.

having actually read what you posted the issue seemed to be the incompetence of those you were up against not the citadels themselves
Dark Lord Trump
Infinite Point
Pandemic Horde
#6 - 2017-02-01 22:36:50 UTC
I quite like the fuel costs for RF timers and damage reduction. That makes abandoned citadels a lot easier to kill off.

That said, what about a fully armed and operational battle station? The proposed suggestion seems to miss some of the points of your conclusion:
- Citadel timers can be used to deny all forms of pvp: You just make the timers cost money, so the issue still exists.
- Citadels are one of the safest and cheapest ways to stage: They're still the safest here, although not as cheap anymore. That said, the astrahus costs as much as the high-end hypothetical POS you mentioned, and only twice as many fuel blocks. An astrahus is easily twice as useful as a large pos IMHO.
- Citadels are not worth killing, shooting them involves a huge risk for almost no reward: The risk hasn't changed, neither has the reward (unless you count the greater number of fuel blocks in the fuel bay dropping)
- Worst comes to worst, you can spam citadels infinitely in a system to extend survival as a defender, or to asset safety to lowsec or eachother: It seems like you can still do this, it's just more expensive.
- Upkeep is cheap/non-existant, and there are no drawbacks to having too many citadels: You have fixed this one.

An hour's worth of fuel is only 395m3 and 1.67 million ISK. I'm not seeing any world-shaking changes here, just a minor increase in fuel block prices and an extra annoyance for your alliance's logistics dude. I like

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Lich Reaper
Baba Yagas
The Initiative.
#7 - 2017-02-01 23:02:07 UTC
Dark Lord Trump wrote:
I quite like the fuel costs for RF timers and damage reduction. That makes abandoned citadels a lot easier to kill off.

That said, what about a fully armed and operational battle station? The proposed suggestion seems to miss some of the points of your conclusion:
- Citadel timers can be used to deny all forms of pvp: You just make the timers cost money, so the issue still exists.
- Citadels are one of the safest and cheapest ways to stage: They're still the safest here, although not as cheap anymore. That said, the astrahus costs as much as the high-end hypothetical POS you mentioned, and only twice as many fuel blocks. An astrahus is easily twice as useful as a large pos IMHO.
- Citadels are not worth killing, shooting them involves a huge risk for almost no reward: The risk hasn't changed, neither has the reward (unless you count the greater number of fuel blocks in the fuel bay dropping)
- Worst comes to worst, you can spam citadels infinitely in a system to extend survival as a defender, or to asset safety to lowsec or eachother: It seems like you can still do this, it's just more expensive.
- Upkeep is cheap/non-existant, and there are no drawbacks to having too many citadels: You have fixed this one.

An hour's worth of fuel is only 395m3 and 1.67 million ISK. I'm not seeing any world-shaking changes here, just a minor increase in fuel block prices and an extra annoyance for your alliance's logistics dude. I like


Groups that are willing to spend 80blocks/h to fuel an astrahus deserves to have it standing, however, are they ready to fuel the other 10 citadels that they may have laying around their area? I'd rather be able to kill 9/10 of their citadels, because they half-ass the others, instead of not killing any at all, which is the current situation in general.

Indeed, they are the safest they can be, but at a significant cost, which brings back the whole risk/reward metric that was lacking with the simple "plop one down and dw about it anymore".

The risk hasnt changed, but at least you know that killing a citadel that someone stages in causes significant headache to logistics, and may drive your enemies out of just plopping another one down and want to pay for again.

You can't really spam them with this new proposal, because they will be like sticks, and be vulnerable most of the time
Lugh Crow-Slave
#8 - 2017-02-01 23:32:34 UTC
Lich Reaper wrote:


Groups that are willing to spend 80blocks/h to fuel an astrahus deserves to have it standing, however, are they ready to fuel the other 10 citadels that they may have laying around their area? I'd rather be able to kill 9/10 of their citadels, because they half-ass the others, instead of not killing any at all, which is the current situation in general.



problem with this system and why ccp didn't decide to go with it is 80/hr is nothing to some groups and a hell of a lot to others
Lich Reaper
Baba Yagas
The Initiative.
#9 - 2017-02-02 00:51:54 UTC
Lugh Crow-Slave wrote:
Lich Reaper wrote:


Groups that are willing to spend 80blocks/h to fuel an astrahus deserves to have it standing, however, are they ready to fuel the other 10 citadels that they may have laying around their area? I'd rather be able to kill 9/10 of their citadels, because they half-ass the others, instead of not killing any at all, which is the current situation in general.



problem with this system and why ccp didn't decide to go with it is 80/hr is nothing to some groups and a hell of a lot to others


Sounds exactly how poses function currently, doesn't it? You dont need to pay 80, its a choice.
w1ndstrike
White Talon Holdings
#10 - 2017-02-02 01:23:13 UTC
Lich Reaper wrote:

I’ve thought a lot about asset safety, and the only thing I could come up with, other than making everything drop like in WH space, is that from the moment your citadel is being SHOT, you cannot asset safety until it is destroyed, upon which the asset safety tax goes to the corporation that has received the final blow on your structure.


Fuel price for things isn't a bad idea, though some consideration would need to be given to the fact that fuel blocks are already increasing in price, have been for some time, and continued increases could very well drive smaller entities out of being able to afford to run anything. So while that is a separate issue it does have an impact. (the problem with FBs is mostly the PI component and the competition for them with citadel builders)


as for the section I quoted, asset safety costs are currently an isk sink for the game economy, and we don't have enough of those as it is, redirecting the isk to a player entity undermines this which is currently making up for some of the lost market taxes that occurred with the move of player markets to citadels.
Lich Reaper
Baba Yagas
The Initiative.
#11 - 2017-02-02 01:31:33 UTC
w1ndstrike wrote:
Lich Reaper wrote:

I’ve thought a lot about asset safety, and the only thing I could come up with, other than making everything drop like in WH space, is that from the moment your citadel is being SHOT, you cannot asset safety until it is destroyed, upon which the asset safety tax goes to the corporation that has received the final blow on your structure.


Fuel price for things isn't a bad idea, though some consideration would need to be given to the fact that fuel blocks are already increasing in price, have been for some time, and continued increases could very well drive smaller entities out of being able to afford to run anything. So while that is a separate issue it does have an impact. (the problem with FBs is mostly the PI component and the competition for them with citadel builders)


as for the section I quoted, asset safety costs are currently an isk sink for the game economy, and we don't have enough of those as it is, redirecting the isk to a player entity undermines this which is currently making up for some of the lost market taxes that occurred with the move of player markets to citadels.


Expensive is a point of view. The average group willing to put that a citadel, especially a fortizar, can probably afford the equivalent of 3 large poses to fuel it every month... There is always the option of NPC stations :)
w1ndstrike
White Talon Holdings
#12 - 2017-02-02 01:47:44 UTC
Lich Reaper wrote:
w1ndstrike wrote:
Lich Reaper wrote:

I’ve thought a lot about asset safety, and the only thing I could come up with, other than making everything drop like in WH space, is that from the moment your citadel is being SHOT, you cannot asset safety until it is destroyed, upon which the asset safety tax goes to the corporation that has received the final blow on your structure.


Fuel price for things isn't a bad idea, though some consideration would need to be given to the fact that fuel blocks are already increasing in price, have been for some time, and continued increases could very well drive smaller entities out of being able to afford to run anything. So while that is a separate issue it does have an impact. (the problem with FBs is mostly the PI component and the competition for them with citadel builders)


as for the section I quoted, asset safety costs are currently an isk sink for the game economy, and we don't have enough of those as it is, redirecting the isk to a player entity undermines this which is currently making up for some of the lost market taxes that occurred with the move of player markets to citadels.


Expensive is a point of view. The average group willing to put that a citadel, especially a fortizar, can probably afford the equivalent of 3 large poses to fuel it every month... There is always the option of NPC stations :)


I've helped handle logistics for a sizable alliance, and seen the budgets for the same. Even large entities would have considerable difficulty with things like this if block prices follow current trends without CCP intervention (as seems likely because they've ignored all information pointing to the actual problem so far)

what you are doing is being myopically shortsighted in that yes, if you only had one or two structures that cost might be acceptable, but when you have largescale projects and require MULTIPLE structures to to what you could previously do with a single large tower, everything falls apart, and would have ripple effects across the eve economy.

consider everyone currently using citadels/ECs retains 2/3 of that number as necessary infrastructure, and bites the proposed fuel cost. Most people producing fuel are already selling it as fast as they can make it, which is why the steady increase pin prices over the last year+. Now you have introduced significant demand on a relatively static supply. Prices for PI components of fuel blocks go through the roof (and isotopes to a lesser extent) and along with them go many, many other items that you might not realize require PI components, some of which aren't even citadel or fuel related.

Extend that train of thought to what happens when the new moon structures come out: suddenly you are doubling or tripling fuel costs for T2 material production, which goes right to the bottom line of T2 base material pricing. Now your T2 materials and components have increased in price by half to double, and each stage of production does in turn. Now your average T2 cruiser costs 500m isk or more for just the hull, and T2 module prices increase by half.

Everyone loses.

Ideas are good. Talking about solutions are good. Not thinking through the consequence chains of each proposal for all moving parts is really, really bad.
Lugh Crow-Slave
#13 - 2017-02-02 04:26:09 UTC
Lich Reaper wrote:
Lugh Crow-Slave wrote:
Lich Reaper wrote:


Groups that are willing to spend 80blocks/h to fuel an astrahus deserves to have it standing, however, are they ready to fuel the other 10 citadels that they may have laying around their area? I'd rather be able to kill 9/10 of their citadels, because they half-ass the others, instead of not killing any at all, which is the current situation in general.



problem with this system and why ccp didn't decide to go with it is 80/hr is nothing to some groups and a hell of a lot to others


Sounds exactly how poses function currently, doesn't it? You dont need to pay 80, its a choice.



yeah thats exactly how it works... and ccp decided not to go with this


your idea makes small groups weaker and strong groups stronger
Dracvlad
Taishi Combine
Astral Alliance
#14 - 2017-02-02 09:47:51 UTC  |  Edited by: Dracvlad
When reading your overview of your efforts against Cede Nullis or whoever they were, it seems that you hounded them out of their space by the time honoured means of denying them peace and quiet, the Citadel's role in this in both the offensive and defensive side of things proved that they are in fact working as intended.

In affect you likely destroyed a 1,000 man alliance which had the same or less in trms of commited combat pilots and most of them a lot less skilled then you, in my experience only between 5% to 10% of such alliance ware worth anything in terms of PvP so you most likely out-numbered them a lot.

The good thing is that their collapse and the safe transfer of their assets will result in the players involved not having to build up from scratch again, but to learn and from this, if they lost everything do you seriously think they would do it again?

Conclusions

Citadel timers are something that an attacker has to take into account for their campaigns, you want to kill something make an effort.
Citadels are a very good way to deploy if people are stupid enough or incapable enough not to shoot one in its first 15 minutes of life.
Fully fitted Citadels are worth killing for drops and of course strategic reasons, you detailed them in your first post
Spamming Citadels in defence is a valid strategy, and means they are fighting for their space and asset safety means that the defeated players get back into 0.0 sooner keeping content levels up
Upkeep is not cheap, 100m for a cloning bay is not that cheap if your income is low due to being camped all the time.

You proved that they are PvP enablers in your post.

Placing fuel requirements on them is wrong, many of us think that the fuel requirements are too high, you think they are too low.

I noticed one of my contacts who is a CEO of an alliance in null sec had a lot of fun defending their staging citadel against a major alliance and they kept it alive for a long time.

The asset safety tax should never go to the person shooting it because who pays the NPC's shipping the stuff out? You get drops, just because they are not some fountain of loot that totally wipes someone out you don't like it.

I have been paying a lot of attention to hisec and I noticed that the loot drops on full fitted ones make them worth shooting, Raitaru's are so easy that two Rattlesnakes can kill them no effort. I would make EC's more meaty and I would improve two things on the medium, the first would be to improve the cap by a huge amount, and the second I would add is RR support. Actually there is a third, improve the DPS weapons system available to hisec, the current ones suck big time...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Kenrailae
Center for Advanced Studies
Gallente Federation
#15 - 2017-02-02 10:10:36 UTC
tl;dr:

Our big group(read us and our friends) couldn't kill a smaller group fast enough, and we couldn't be assed to sov wand. CCP, nerf small groups pls, too stronk.



Nah. -1


This game is already WAY too 'balanced' to favor N+1 due to the last 3-4 years of development in particular. We need alot less N+1, and more: A)reasons to be in smaller groups with fewer blues and smaller chunks of space, or B) more penalties/reasons to NOT form the ridiculously massive coalitions and corporations that exist in the current environment.

The Law is a point of View

The NPE IS a big deal

Rivr Luzade
Coreli Corporation
Pandemic Legion
#16 - 2017-02-02 11:02:59 UTC  |  Edited by: Rivr Luzade
Kenrailae wrote:
This game is already WAY too 'balanced' to favor N+1 due to the last 3-4 years of development in particular. We need alot less N+1, and more: A)reasons to be in smaller groups with fewer blues and smaller chunks of space, or B) more penalties/reasons to NOT form the ridiculously massive coalitions and corporations that exist in the current environment.

Citadels achieve the exact opposite of what you want. Just saying. If you are a small group it is absolutely impossible to either hold and use sov nor have citadels for any reasonable amount of time if there are other groups not blue around you. Furthermore, as space is laid out right now, you cannot get anywhere in the east, south and north (with all the cardinal subdivisions) without having blues so that you can do your vital logistics to live where you want to be.

And the suggested changes would make the horrors that citadel structures are for small groups even worse. Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Kenrailae
Center for Advanced Studies
Gallente Federation
#17 - 2017-02-02 11:09:50 UTC
Rivr Luzade wrote:

Citadels achieve the exact opposite of what you want. Just saying. If you are a small group it is absolutely impossible to either hold and use sov nor have citadels for any reasonable amount of time if there are other groups not blue around you. Furthermore, as space is laid out right now, you cannot get anywhere in the east, south and north (with all the cardinal subdivisions) without having blues so that you can do your vital logistics to live where you want to be.



As usual, you look at a situation... and come to the 100% wrong conclusion Rivr. Citadels are immensely useful for invading, withdrawing, moving, etc, for those who don't have massive fleets or blue lists longer than my arm to just YOLO through space. Sure, they can be destroyed. Absolutely fine. But they can be set to favor your strongest TZ's if you want a fight, or your adversaries weakest. They can be replaced without too much pain. They can be put where you need them, not leaving you restricted to having to capture the station systems first.

And... duh.... you can't do anything in this game if someone bigger than you with bigger friends decides they don't want you to. Citadels are not the cause of this. Citadels help people move away from it though, by giving them more options. Obviously Malcanis' law applies.




Making them less capable of doing this does NOT help smaller groups move away from the blob, rather it shuts them down before they even start.

The Law is a point of View

The NPE IS a big deal

Rivr Luzade
Coreli Corporation
Pandemic Legion
#18 - 2017-02-02 13:00:14 UTC
Yep, easy to replace. Try that when someone noticed you once and has removed your citadel once and actually plays in their space. As long as no one cares, your argument has a point, but as soon as someone cares, your argument falls apart like a house of cards.
If you are a small group wanting to have a small patch of sov, people do care, however, and citadels do not help a small group in any way, shape or form to stay there.
If you are a small group, you do not have a "strongest TZ", you have a TZ and that's it.
Citadels also do not help to move away from blobs simply because of the existence of big groups and how sov works.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Cade Windstalker
#19 - 2017-02-02 15:47:28 UTC
Lich Reaper wrote:
It became clear that using Citadels for offensive operations is one of the best methods to either force a fight, or continuously harass another entity. This is particularly more pronounced in sov space, where sovholders typically don't want you to have a foothold in their house.

Conclusions:
- Using citadels to invade an area is overpowered;
- The 3h vulnerability window of an Astrahus means that you are guaranteed at most 13-14 days of staging (uptime + rf'd)
- If you research your foe well enough, you can make your citadel invulnerable %100 of the time thanks to timezone differences
- They are cheaper than poses in the long run, and offer many more advantages that poses, of which cloning is the most advantageous feature (don't need to burn 20+j from nearest npc station)
- The offensive capabilities means that it is a PITA to get rid of it


Left the first bit in because it seems to contradict your second point about offense. If they're good for forcing a fight then by definition they're enabling PvP by creating something to fight over.

They're only cheaper than POSes in the long run if you don't lose them. A POS is *much* cheaper to lose than a Citadel, especially if you have enough of a heads up that you can strip modules off it and evac them.

Also the time zone thing applies to staging POSes as well and always has. It's a double edged sword though, if you put your Reinforce in a time where you don't have many defenders then your enemy can and will kick over your sandcastles easily. An undefended Astrahus or Fortizar Citadel can be killed by a few capitals with the correct fitting. Your 'guaranteed staging' number also assumes that you deploy just after the normal vulnerability window passes.

You seem to have missed that if the Alliance you were attacking has an IHUB in that system with any strategic index at all anchoring would have taken longer.

Overall a lot of your complaints here seem to stem from an overestimation of the defensive value of a Citadel without support, the complete failure of your enemies in opposing your own Citadel, and your own Alliance apparently being almost completely mono-TZ, which completely prevented you from simply moving a few dreads with support in to knock over your enemy's Citadels.

Lich Reaper wrote:
Conclusions:
- Citadel timers can be used to deny all forms of pvp
- Citadels are one of the safest and cheapest ways to stage
- Citadels are not worth killing, shooting them involves a huge risk for almost no reward
- Worst comes to worst, you can spam citadels infinitely in a system to extend survival as a defender, or to asset safety to lowsec or eachother
- Upkeep is cheap/non-existant, and there are no drawbacks to having too many citadels

These structures are not the pvp-enablers that CCP thought they would be. In fact, there is no reason to ever shoot one, other than a final blow to seal the deal, if you can be bothered. Read below for suggested alternative mechanics.


Again, the denial here relies heavily on your enemy being basically mono-TZ. I could literally bat-phone *one person* and have them bring enough cap alts to kill your Astrahus easily if you didn't defend it. Citadels are a force multiplier yes, but anything times zero is still zero.

Citadel safety is something you enforce and your enemy attempts to disrupt. Citadels are much easier to disrupt than a staging POS during setup but safer once they're setup. This encourages being active in your space and actively defending your space when you notice threats to it. The people you kicked out clearly didn't do those things, to an absurd degree.

IMO POSes are worse. They're better able to defend themselves against small groups of ships without any support and required a fair number of caps to easily kick over. With Citadels once you hit the damage cap everything else is support.

If you spam Citadels in a losing fight you're just going to lose money, at the cost of a 1-2 Billion per Astrahus, not prolong your staging presence.

There also is at least one drawback to "too many Citadels" that you seem to be discounting or ignoring, which is the cost of the Citadels themselves. If you start losing, or even if the enemy simply runs around and reinforces them all to the point where you can't defend them all, then you're going to start losing a lot of assets pretty quickly. We've already seen this happen in High Sec and elsewhere. The only advantage from tons of Citadels in a small area is basically forcing your enemy to grind through them, but that's pretty marginal.
Cade Windstalker
#20 - 2017-02-02 16:02:42 UTC
w1ndstrike wrote:
I've helped handle logistics for a sizable alliance, and seen the budgets for the same. Even large entities would have considerable difficulty with things like this if block prices follow current trends without CCP intervention (as seems likely because they've ignored all information pointing to the actual problem so far)

what you are doing is being myopically shortsighted in that yes, if you only had one or two structures that cost might be acceptable, but when you have largescale projects and require MULTIPLE structures to to what you could previously do with a single large tower, everything falls apart, and would have ripple effects across the eve economy.

consider everyone currently using citadels/ECs retains 2/3 of that number as necessary infrastructure, and bites the proposed fuel cost. Most people producing fuel are already selling it as fast as they can make it, which is why the steady increase pin prices over the last year+. Now you have introduced significant demand on a relatively static supply. Prices for PI components of fuel blocks go through the roof (and isotopes to a lesser extent) and along with them go many, many other items that you might not realize require PI components, some of which aren't even citadel or fuel related.

Extend that train of thought to what happens when the new moon structures come out: suddenly you are doubling or tripling fuel costs for T2 material production, which goes right to the bottom line of T2 base material pricing. Now your T2 materials and components have increased in price by half to double, and each stage of production does in turn. Now your average T2 cruiser costs 500m isk or more for just the hull, and T2 module prices increase by half.

Everyone loses.

Ideas are good. Talking about solutions are good. Not thinking through the consequence chains of each proposal for all moving parts is really, really bad.


So much this, massively increasing the fuel costs on Citadels for basic features would have a massive ripple effect on the game, especially since fuel is already starting to get supply crunched and the Citadel structure rollout is barely half done. Looking at the supply and demand graphs for Oxygen blocks there's been a massive increase in buy orders for blocks and sell volume sitting on the market has been diminishing since about six months ago and is dramatically lower than it was last year.

Looking historically January should be seeing an increase in supply, probably from people playing less over the winter causing less demand for fuel as summer players mothball their POSes but miners continue sucking up ice. If we don't see that uptick in supply then we'll probably see a pretty dramatic spike in ice prices with the next round of structures being released in a few months.

Placing further demand on the fuel market would probably start to price some smaller entities out of it entirely, especially those who probably most need a longer invuln window, small and medium corps with a single TZ population.

Remember OP the entire point of defense timers, on all structures, is to have the ability to control when you're going to fight so that someone can't just come around when no one's on and kill your stuff. Something your proposal would almost certainly force smaller entities to put up with if they want to deploy any kind of structures. If you want to set that for a time you're inactive but your enemy is also then you can, but that comes at the cost of potentially not having anyone around to defend when someone goes to kick over your sandcastle.