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Dev blog: Back Into the Structure

First post First post
Author
Nicola Romanoff
Phoenix Connection
#21 - 2015-03-21 15:51:25 UTC
wow, this looks awesome. gimme gimme gimme
ShesAForumAlt
Federal Defense Union
Gallente Federation
#22 - 2015-03-21 15:53:36 UTC
Querns wrote:
* Currently outpost upgrades are responsible for affording the manufacturing/research/reprocessing advantages that nullsec currently enjoys. These upgrades are very expensive and are part of outposts, which seem to be being phased out in the new system. Will these upgrades be refunded? They are purchased directly from NPC sell orders, so there is no risk of manufacturing materials being flooded into the game.


We really do need to know what is going to happen with these as soon as CCP has concrete plans, simply due to the cost and scale of these investments for smaller entities. If a group is spending months to complete them, only to have them turn off a few weeks after they finish because the new structures come out and all that money is wasted, that's a problem.

If you could someway resolve the uncertainty quickly regarding these upgrades CCP, that would be very appreciated. I'm not saying you have to explain exactly what you are going to do, but at least make a statement that current Outpost owners will be compensated for their upgrades would be nice. That way people can keep going along as we have as we wait for these new structures to start appearing.

Either way - these plans look amazing, and I'm quite excited to see how these pan out. This is exactly the direction EVE needs to head.

This is totally my main. 

calaretu
Honestly We didnt know
#23 - 2015-03-21 15:54:29 UTC
looking forward to test on sisi I guess
Saede Riordan
Alexylva Paradox
#24 - 2015-03-21 15:56:47 UTC
Echoing the thoughts of other wormholers, I definitely hope that we get access to these new structures and they aren't limited only to sov null. If I invest in the biggest structures, I'd like to be able to build them in my wormhole.
Nyctef
Royal Amarr Institute
Amarr Empire
#25 - 2015-03-21 15:57:36 UTC
I love almost everything about these ideas -- good work! I can't wait to play around with some of these structures.

That said, I have a few reservations based on what's been presented so far:

With some of the examples for assembly arrays or research laboratories, there aren't entries listed for the smaller sizes. Is this a deliberate decision at the moment? I think it would be a good idea to have small, affordable entry-level structures for people who are just starting out

At least with the examples presented so far, it feels like most of the fitting options are to do with combat capabilities -- I think it would be cool to have more industrial upgrades for some of the other structures (things like more research slots or mining yield bonuses come to mind)

The biggest problem for me is service slots. It feels really weird to change the role of a structure by adding something to it - like changing a frigate into a hauler by adding a module. It sounds like the intent is to have one-size-fits all structures, and to discourage stacking several structures in the same area. I'd love to go in the opposite direction - separating out structure roles into individual structures that players could arrange in their own way and fly around would add a lot in terms of customisability and immersion. Undocking from a mooring structure and heading over to the insurance structure would feel a lot more like being a space pilot rather than just pressing buttons in a station services menu. I also think making structures smaller and more focussed would make them more flexible and easier to iterate on individually in the future.

tl;dr being able to put together a small town of individual structures would make me feel more like I'm building a home rather than just renting someone else's
Igor Nappi
Doomheim
#26 - 2015-03-21 15:58:35 UTC
Is CCP actually seriously considering adding NPC security forces in 0.0?

Furthermore, I think that links must be removed from the game.

Greygal
Redemption Road
Affirmative.
#27 - 2015-03-21 16:03:04 UTC
Loving the potential of this, just can't wait to see more details!!

What you do for yourself dies with you, what you do for others is immortal.

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Aren Tivianne
The Graduates
The Initiative.
#28 - 2015-03-21 16:07:08 UTC  |  Edited by: Aren Tivianne
Will our existing structures be replaced by the new structures when they are implemented or will we be compensated for the old structures when they are removed from the game?

Will there be faction structures equal to faction POS?


It feels like a shield module shoud be a high slot or a mid slot. If you want shields, you would have to sacrifice either guns or ewar to have them. A higher shield hp could be gained by using more of your available slots, like fitting shield extenders to a ship.
Sbrodor
Deep Core Mining Inc.
Caldari State
#29 - 2015-03-21 16:07:14 UTC
a upgraded outpost in null sec will become a upgraded outpost even after new system deployed?
Mysor McGuinness
Capital Fusion.
WE FORM V0LTA
#30 - 2015-03-21 16:09:40 UTC
Very much looking forward to this, stuctures and all that comes with it has been one of eve its biggest issues, atleast for me..

The way the game is going get a big thumb up, however, with eve being known for players taking breaks how would you think returning players would feel if after a while (some players take LOOOONG breaks) their assets they had in an outpost are all gone!? There should be a solution to this for long time away players.

Also with no more forcefields and mooring basicly showing your enemies what is on the sturcture, wouldnt that make supers and titans less of an extra wildcard and a very predictable thing in which case hostiles can always see where you have them and how many? A place where Titans and supers can log off and not be seen (and not talking about logging unsafe and cloacked) would be more then fair I guess, seeing these players put a lot of time and effort into getting their ships

Except for those to points I see a million things I like!
Pseudo Ucksth
Camellia Void Cartographics
#31 - 2015-03-21 16:14:32 UTC  |  Edited by: Pseudo Ucksth
I was involved in helping the develop the vision for the "flogging a dead horse" modular pos initiative back in 2006, and have been lobbying heavily for a pos revamp since early 2005 when we realized that after a few months, they were getting tedious to set up. Heh. If I had known then how many more pos I'd have to deal with over the next decade I might have quit right then, but CCP had a bad habit of teasing us who were involved in sov/pos logistics that a change was coming, so we just dealt with it.

I've spent nearly ten years lobbying for these changes, and now that they are coming I'm not sure how to feel about it. It's a lot to digest. It's different from the vision I had in my mind, especially since I had long past been the point of accepting pretty much any tiny revision to pos mechanics. I just hope that CCP doesn't get too ambitious too quickly, and doesn't forget how hard it could potentially be to recycle the galaxy's backbone now that how logistics is done has drastically changed for everyone outside of empire. I'm not asking for a magical automatic upgrade button or anything like that, but consider the relaxation of anchoring limitations one of the first things you roll out with any new structures.

Anyways. It's nice to see something that should have happened years ago finally happening. All that's left now is corp and alliance management.
darkneko
Come And Get Your Love
#32 - 2015-03-21 16:15:16 UTC
will these structures be limited to just the moons? It sounds like they won't all be.
Samsara Toldya
Academy of Contradictory Behaviour
#33 - 2015-03-21 16:18:09 UTC
Would be a shame if someone is having a very long research queue running... say a carrier BPO ME 9 to 10. Transition won't be several month I guess.

WIP can hardly be discussed.
http://cdn1.eveonline.com/www/newssystem/media/67008/1/Structure_ISIS5-01.png as an example say: 0 Service Slots available for the M assembly array. So you won't be able to produce anything in it.

Plus: A new skill for every size needed. Yay... lots of them... yay²

Anchoring "spots" will be removed - multiple Market and Office Hubs (with POCO service) at a single planet?

Please don't forget an option to exclude player market hubs when creating a ranged buy order. Don't want to collect things sold to me from 12588 different player market hubs in Perimeter.

No racial towers - no racial fuel?

Vulnerable to entosis links... would entosis trigger CONCORD when used without a wardec in highsec? Will there be a 4h prime-time, too?

Really like the concept - but much more details needed for a discussion.

Yeah, what will happen to the existing tower/array/defense BPOs will be interesting.
Natasha Aylet
Garoun Investment Bank
Gallente Federation
#34 - 2015-03-21 16:27:48 UTC
While there is a lot not to like about the current way POS's work, I actually quite like that anchoring things is only limited by CPU and Power. It means that there is almost infinite variety with regards to POS configurations.

Moving to High, Low, Mid and Utility slots will pull out some of the variety to structure configurations. Every structure will logically have all types of modules fitted, which means that things like dickstars, dullstars and other min/max configurations will go by the wayside.

Being able to fit modules onto the structure rather than anchoring them is a wonderful idea, but making the limiting factor CPU and Power still will allow for much more in the way of flexibility with regards to configurations.
Fifth Blade
Jump Drive Appreciation Society
#35 - 2015-03-21 16:31:03 UTC
This is the single most significant set of changes to ever hit eve. This will change how people play more than anything else you have ever done.

Absolutely hit it out of the park. Well done.
Captain StringfellowHawk
Forsaken Reavers
#36 - 2015-03-21 16:31:44 UTC
"#6 Fate of stored items on structure destruction
This is again a hot topic that needs to be addressed. We are currently discussing the following options:

Wreck: when a structure is destroyed, it could leave behind a non-destructible wreck. This wreck houses all the items the structure possessed at its destruction, and only the respectful owners could salvage them back. Players docked inside the structure would still remain docked inside the wreck (and still be invulnerable to attack), but will be unable to do so again should they choose to undock. Moored ships would however become vulnerable and up for grabs by anyone.


Containers: when a structure is destroyed, all assets are moved into special containers. A container exists for each individual that stored items in the structure, as well as corporation entities and are spread around planets. When this happens, an entry would appear on the owner journal giving a warp-in point to go to. Please note such containers would not be destructible at all, and could not be scanned until the rightful owner comes to retrieve his or her loot. The duration at which those entries would stay remains entirely dependent to the structure type and player condition when it was destroyed (logged off, account lapsed etc…). Player docked inside the structure would be spread around the solar system, while moored ships would become vulnerable and up for grabs. "


As someone who lives and stores his items in Null I find this mechanic stupid... I'm sorry and I live in the playground everyone loves to shoot in... But if a group took the time, got the members together, brought the big toys out, played with all these new mechanics... I should NOT have a safe passage to get my ****. It should be open to all like if any Starbase structure died. IF you are going to make something destroyable.. add RISK to the game.. ADD IT.

You want to see Balls to the walls fights then make them occur. People are going to group up for these fights if they CAN'T get those items back in safety. If all these new structures are going to be larger versions of the starbases, treat them the same. If I form 500-1000 people or an some Super cap Monster group of 100-200 people. Those people should be rewarded for showing up to the fights and winning it. Not giving safe passage and specific player access only cans. Loot show goto the Victor or the brave can raider. Who snuck in as it exploded.

Either Bring Risk as you describe... or don't.
Ijesz ToKolok
Brutor Tribe
Minmatar Republic
#37 - 2015-03-21 16:36:04 UTC
Every bit of change seems quite interesting!

Two things that pop into mind that I'd like CCP to consider:


  1. Will it be possible to deploy such structures without corporate roles? Will structures be configurable as to who can take care of them or are those "privileges" still going to be based on corp roles?
  2. Second thing is of a shoutout: PUBLIC access and tradehub like features give me a nerdboner. Cannot stop thinking what enterprises I'll start.


My take:
I'd prefer if it was a setting of the structure itself and not a role in the corporation, who can take care of the structure. (Configure, feed etc.)
Peonza Chan
Gloryhole Initiative
#38 - 2015-03-21 16:40:28 UTC
Quote:

E. Observatory arrays
... act as solar system wide D-scan blockers ...

I hope you are not considering to bring this into WHs
Lienzo
Amanuensis
#39 - 2015-03-21 16:48:08 UTC  |  Edited by: Lienzo
Two major concerns: Dependency and Environment

Dependency is the other side of the coin when considering power projection.

The main role of structures would seem to be to create occasion and incentive for engagement with other players. Some of them are stepping stones to strategic assets, like capital shipyards. If groups of players already have these end products, they generally are no longer tied to the structures that produced them. Consequently they aren't generally able to be coerced into combat environments not of their choosing. They can attack other groups at will, but can only be attacked if they elect so. Hence, the problem of super blobs isn't so much in themselves, but the lack of.. well presence and importune exigency. To rephrase, they don't need to defend a home port. This makes it difficult or impossible for the other party to retaliate, or to focus on hostile logistical support chains.

Structures need to be important to sourcing or installing vital war materiel, and not just on the replacement ships. Capital ship conflicts are less predicated on the replacement aspect typical of subcap conflicts, so instead should focus on accomplishing the same function between fights. Essentially, capital ship components need more maintenance and capital ship modules should need more charges. Only support structures should have the ability to do this maintenance, or to acquire, construct and install these charges.



Our second concern should be environments. Environments govern ecologies even as they are altered by the governed. We need to think about how players get to these structures, where they are and the environments in which the engagements they stimulate happen. Assuming there aren't going to be limitations on where they can be placed, it would make sense if structures actually influenced the grids on which they are placed. If, for example, they took individual features or aspects of perhaps deadspaces, and then imposed that state on the grid around them, then they could shape how conflicts are prosecuted in their vicinity. These effects could be far ranging, from changing warping rules, to limiting modules, or providing other terrain effects which either party can exploit to their own advantage.

Space and movement is already used in missions to control the amount of time to completion of an objective that is not dependent upon the amount of firepower brought to bear. This same mechanism can be used to achieve the same effect with player structures. It allows for fleet commanders of either side to choose the occasion and timing of commitment to conflicts even while on the battlefield. It also allows them to choose how to array forces. Shared limitations don't really limit any individual player if they expand the range of possibilities of how and where to attack or defend.
Jason Bouchard
Federal Navy Academy
Gallente Federation
#40 - 2015-03-21 16:48:24 UTC  |  Edited by: Jason Bouchard
Omega Tron wrote:
I watched the TWITCH channel presentations about these new structures and their designs and functions. The one thought I had was that it seems that there is a trend to over analyze how these will be used. My suggestion is to push out on SISI and let it be tested for an extended period of time.


I very much agree with this, not only for adjusting balance (which will be an issue now similar to ships because of fitting modules) but because I imagine POSes and outposts get A LOT of industry usage across New Eden as a whole, so any bad bugs or poor design of the capabilities of assembly arrays, research labs, and drilling platforms when they go live could have a strong effect on the economy, at least in the short term.

Having seen the UI Modernization Panel, I know SiSi is intended for next-release features only, so if you could get Duality available to us as soon as prototypes are available would be super-awesome!

My own comments and suggestions:

I support the idea of Admin Hubs replacing TCUs, especially if you could absorb iHubs into them, too. I know with Sov 5.0 you guys want Sov and iHub benefits able to be separately controlled, but I think that the more consolidated the administrative systems of a null-sec system is, the better (this isn't coming from someone involved in managing a sov-holding alliance, but I'd imagine those people would agree). Plus it seems strange that you could have separate owners of the TCU and the iHub, meaning the supposed "owners" of the system could have no way of upgrading their own space, but yet the iHub indices control the rate of capture for the TCU.

I am however a little concerned with the idea of Office/Market Hubs replacing POCOs. If they have docking/mooring capabilities, assuming the POCO functionality would be usable while docked, this will reduce the danger of warping to a fixed, universally-accesable point in the system to import/export PI materials. Whether or not the POCO functionality would be accessible from the inside of the Office/Market Hub, if the Hub had any sort of production service installed (possibly regardless of structure bonuses, depending on how large of a bonus the Assembly Arrays will get), you'd have a similar effect: players would stay inside to use the Hub as a one-stop shop for picking up PI materials and using them in traditional station-based industry. At best you could undock, pick up PI materials, dock back up, produce a higher-tier good (likely buying other components through the market service), and then sell the new product on the market. At worst you could stay docked/moored while doing this, perfectly safe the entire time. While no serious industrialist will advocate for being vulnerable to ganking, and I have no idea how common ganking at POCOs actually is, making industrialists too safe will take away some degree of gameplay opportunities and in any case, risk, which is a fundamental aspect of EVE gameplay as a whole. If Market Hubs are merged with POCOs it should be done in such a way to retain some risk for those people who will use them primarily as POCOs.

EDIT: Also want to voice my support for service-based fuel consumption over time, I think this will definitely help out smaller, less well-financed characters/groups who want to use these structures.

Samsara Toldya wrote:

Vulnerable to entosis links... would entosis trigger CONCORD when used without a wardec in highsec? Will there be a 4h prime-time, too?


^Same question, and I am in favor of a prime-time window of some length (or whatever new system CCP may decide on after looking at the timezone survey responses) for any structure that interacts with Entosis Links, seeing as we already get reinforcement timers for current POS, POCOs, even Mobile Depots.

Third, docking/mooring, jump clone services, and possibly even ship repair services at structures deployed in wormhole space should be taken into account.