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Dev blog: Back Into the Structure

First post First post
Author
Jezra Tanaka
Trash Pandas of Kaunokka
#281 - 2015-03-22 17:57:50 UTC  |  Edited by: Jezra Tanaka
I personally like the current anchoring mechanic.
the way this is described makes me think that the new structures will be overly vulnerable because you are limited to 8 defenses. some places you need a deathstar with 12 Large pulse lasers and an array of supporting equipment just for defense, and only online the production modules you actually need at the moment.

in others you can leave just a little E-War up and be mostly fine as long as you check on it.

Point is that POS need to be more flexible then this model shows.

I do like the idea they fielded of having reppers on a structure.
I can see the use of having a triage pos, but I'd rather that exist under current mechanics similar to the use of guns/E-war.
Parmenionas
New Eden Times News and Media Agency
#282 - 2015-03-22 18:07:44 UTC
What does it have to do with POS and structures?

The Old GUI was surpossed to be obsolete in accordance with modern day standards for SciFi Games. The new one is just a polished version. But what does this line have to do with POS and structures?

Everything.

I saw a new idea pool that seems splendid and to complement it i saw the old good fitting screen.
I must addmit that this screen is very straightforward and nice but long in line for an overhaul. When you implement a new feature or improve about an old one i excpect to see the UI to follow up as well.

I undestrund that in its simplicity the overview is great for combat because it is immediate and straightworward and hard to improve upon. But to deploy structures we need time. It is an immense adittion to the game and the player enviroment and it deserves to be completed with a methodologie that complements this addition and a UI that might change the way we see EVE. Right clicks in space is not the way to go here.

Finaly i shall add that for the new POS system i excpect finaly to some degree a WIS with a plan. Like walking up to a holodeck like room where we can address the works been done. This i see as a gentle push to help old aditions that are collecting dust.

This is a Sci Fi Game. As a matter of fact it might be the best that ever has been. But if we want it to be arround for some more years or even decates it will have to raise the bar to new levels. Otherwise the best game that has been will become a..... has been.

ps

Great work on the Valkyrie on the vid i saw you uploadet recently. Now you see why we EVE players complain for years over the proportions and perspective problems. This is how EVE should look, and if not in space at least the ship previews.
Fly safe and keep delivering.

ps^2
Hugs to all the devs, no hard feelings here! Big smile
Parmenionas
New Eden Times News and Media Agency
#283 - 2015-03-22 18:15:01 UTC
Chribba wrote:
Very interesting, I foresee a major logistics effort to replace all structures though, if I understood it correctly we would have to replace them with the new things?

Also looking forward on more details about the mooring system, the radius things and of course if this might mean we will be seeing supercaps for sale on the market.

Imagining an outpost gets destroyed, and all the content and stuff gets ejected into space for the owner to scoop within the time, could a massive amount of canisters affect lag or similar with many thousands of new objects in space?

/c


It would make sense for the canisters and content to autopropel to a nearby station or outpost, probably predefined by the owners.

On another note though why not hve the preverbial npc haulers we see undock overtimes fly in, scoope the stuff and deliver with a small reward. After all we still need a ISK Sink, and that seems to make sense.
Alyxportur
From Our Cold Dead Hands
ORPHANS OF EVE
#284 - 2015-03-22 18:37:14 UTC
Please add killmails for Mobile Warp Disruptor structures.
Kiela Paine
Paine Corporation
#285 - 2015-03-22 18:38:59 UTC
Escpage
Naquadria
#286 - 2015-03-22 19:01:55 UTC
I think it is a very good start. Structures have been missing the modular mechanics, happy to see that a rework is being considered.
Noriko Mai
#287 - 2015-03-22 19:03:59 UTC  |  Edited by: Noriko Mai
While you remove the placing cross, can you please add something to align the structure as we like while placing them. Would be cool to have the planet behind your station/structure while undocking and such things.

"Meh.." - Albert Einstein

Lateris
#288 - 2015-03-22 19:06:19 UTC
I am so excited for this. From an environment design perspective how close can these structures be placed near moons or planets if its possible?
John McCreedy
Eve Defence Force
#289 - 2015-03-22 19:13:39 UTC  |  Edited by: John McCreedy
If you're going to remove Outpost construction (very bad idea in my opinion) and make them destructible then presumably there can reach a point where there are no more left in the game. So what does this mean for Walking in Stations? Has the entire WiS concept been abandoned by CCP? Two years ago Hilmar suggested we might hear something about it at last year's fanfest but instead we got some vague references to player-built gates.

I've always liked the idea of being able to walk around inside stations and feel it could provide a much needed new gameplay element to Eve which is becoming stale in its constant churning out of new ships and calling that new content. Certainly Eve's competition by way of Elite Dangerous and the forthcoming Star Citizen both have this feature. If WiS has not been abandoned then how do you square the idea of being able to walk around the inside of a structure with the risk of that structure being blown up with you inside it? Have you even considered the ramifications of this if WiS is still something on the table?

Why not keep Outposts as the XL size Administration hub? Have you also considered that if you make the place where people store their stuff destructible, even if they're able to recover it if they control the grid, people will be more inclined to store their stuff in NPC stations thus you risk putting the final nail in the coffin of null sec sovereignty? It gets worse. If I understand the blog then you're suggesting having a markets separated from where you dock. This makes no sense from a gameplay perspective. If I want to buy something I need to undock and go somewhere else in the system to get it? Then fly back to fit it? Furthermore there's the inherent risk to the investor. Let me explain how it works now.

As an investor in the market, be that the direct market or contracts, since Outposts are not destructible, only capturable, my investment remains and from a commercial stand point, it matters little to me whether or not its my alliance buying my items or my enemy. They're still selling and I'm still making a profit. If I'm now running the risk of my market being blown up - literally destroyed, what happens to my investment? If that runs the risk of going up in smoke as well, why would I invest? I could charge more to offset the risk but that opens the way for Jump freighter pilots to run on-demand services for items which puts me out of business. Either way, it makes investment in a sovereign null sec region an unattractive proposition which harms the economy as a whole.

Just consider this point for a moment, please CCP. Not only are you currently proposing allowing so-called 'troll ceptors' to run around griefing the living daylights out sov holders by knocking their sov in to reinforced every day but now you're suggesting it can also be blown up. What if you're docked inside the structure at the time it goes boom? If I can't dock safely, can't store ships safely, can't buy ships safely, can't invest in the market safely, do you seriously think people are going to want to live in sov space, especially given you can get just as much PvP in low sec and make far more money in high sec? At best, 0.0 is reduced to 2003 levels with a smattering of alliances scratching out a living in NPC null.

13 years and counting. Eve Defence Force is recruiting.

Arcos Vandymion
Ministry of War
Amarr Empire
#290 - 2015-03-22 19:16:20 UTC
Ned Thomas wrote:

EDIT: I am most curious how frozen corpses will be tied into advertising.


Soylent Green to go

Now available as well: The classic Soylent Orange as "To Go".

Special Limited time offer - obscure movie refference crossover taste.
Soylent Clockwork - available in orange and green.
GeeShizzle MacCloud
#291 - 2015-03-22 20:13:15 UTC
Jezra Tanaka wrote:
I personally like the current anchoring mechanic.
the way this is described makes me think that the new structures will be overly vulnerable because you are limited to 8 defenses. some places you need a deathstar with 12 Large pulse lasers and an array of supporting equipment just for defense, and only online the production modules you actually need at the moment.

in others you can leave just a little E-War up and be mostly fine as long as you check on it.

Point is that POS need to be more flexible then this model shows.

I do like the idea they fielded of having reppers on a structure.
I can see the use of having a triage pos, but I'd rather that exist under current mechanics similar to the use of guns/E-war.


well the entire assortment of modules on the new structures will be completely new, not a redesign of the guns we have currently.

The guns we have currently have pretty much stayed exactly the same since they came out, and unfortunately ship power creep has occurred to the point that currently you do need 12 large pulses and dozens of mediums and small to aggressively defend an important asset. However i would imagine the new high slot guns for structures will have a significant improvement and increase in power to compensate for how lacklustre the current ones are.

plus i have to wonder that when those guns are destroyed, if they remove themselves from the high slot so it can be replaced by another gun from the structures armoury.

all 'what if's and presumptions so far but worthwhile discussing.
Richecko
University of Caille
Gallente Federation
#292 - 2015-03-22 20:33:40 UTC
As long as we're also talking about making-up-new-stuff for structures...

An analog to the MTU and Mobile Depot that does compression would be a welcome addition to the game. You could stay out longer doing deep space mining particularly in mission or exploration sites, or in wormholes - especially ones that are limited to small or small & medium ships where you will never bring a Rorqual or Orca.

It's transport size should consider cargohold capacity of ships like the Venture, Prospect and Procurer, or if used in Null being pre-positiioned by an interceptor or covps ship like the Astero. It's ore hold size should consider how much Ore, Ice and Gas it could contain relative to the ore hold size of common mining ships. It's relationship to dscan, and whether it can be cloaked (perhaps for a period if fueled?) should also be considered.

Perhaps it's role should be combined with in-space storage for day-trippers. CCP want's us to live-in, explore and exploit deep space? Let's do it!

--

Sleeper's having cloaked structures is interesting. How about adding that element for players somewhere in the game. Seems like a worthy technology to harvest from new wrecked ancient structures.
Dracnys
#293 - 2015-03-22 21:05:01 UTC  |  Edited by: Dracnys
First of all: this sounds very promising and in my opinion this is the most significant change in years.

I have a number of issues with some of the plans (more like warnings)

1. Giving sov holders and large groups too much power. Especially the observatory and the gate modules look like they will allow holders to gain massive bonuses in their systems. Uncloak people, track any intruders with the player tracker, lower their ship's agility, make them decloak faster from gate jump and make them spawn further away to prevent running back. This can be alleviated if the services are easily disrupted. NPC security force sounds like a terrible idea, if you want that there's highsec.

2. As a trader I am very much against increasing tax in NPC stations. High taxes cripple the trading profession and make markets inefficient, which hurts not only resale traders but also every seller and buyer. Please don't make existing markets worse to aggressively push players to trade in the new structures. It's fine if they have less taxes or provide other benefits.

3. Manufacturing arrays granting ME bonuses is very dangerous. It can easily lead to a situation where someone who doesn't have access to large, upgraded structures worth billions can't compete even in entry level markets (T1 modules, ammo...). Simply because their production costs are higher. I had to tell rookie industrialists too often that there is no point in manufacturing anything before they have perfect blueprints and perfect skills (which is thankfully fixed).
Mike Azariah
The Scope
Gallente Federation
#294 - 2015-03-22 22:17:06 UTC
So much to take in, eh?

Yeah even a long wall of text cannot cover all of the fine details that will have to be hammered out.

I do worry about loss of stuff. Mainly for folks who are deployed or away for good reason (not just because they are bored of the game). If there was a chance that they could come back to a complete loss of their null assets then they would have to either move said assets out anytime they were at risk of being away OR account share (which is not allowed). Put yourself in their shoes and ask if this is something you would want to face. The only safety MIGHT be huge coalitions which MIGHT provide enough security and stability that you would have a decent chance of coming back to all your investments intact. something something blue doughnut. . . . obligatory Grrr

yeah, so it is something I keep very much to the forefront when we discuss this sort of thing.

Some people want to watch the world burn. Question is are there so many of them that they are unstoppable? I mean I like a fire as much as the next person but I would not burn my own house down just for shiggles. Some people would burn this game to the ground and then move on to some other complaining that Eve was just ash and Dust (514). Will you help them, stop them, or stand back and grab the makings for s'mores? Should everything be made indestructible;e for fear of their actions or should we put mechanisms in place to help keep the fires fun but not out of control?

A new CSM, CSMX is just in the process of signing in. Stay in contact with the people you think represent you, the ones you voted for. It is why we bloody well exist, afterall.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Light Speedy
Twin Tech
#295 - 2015-03-22 22:46:32 UTC
OK so all sounds good CCP I just have 2 things that worry me.

1. - When the jump fatigue changes were announces their were 152,847 jillion zillion comments saying it was the end of the world and it was a real good thing for the game. This time however everyone is posting positive comments which worries me some.....

2. - This thing/question is more personal, my corp and I are a small group in wh space. We make it work there because we have a uber deathstar POS with absolute **** tons of defenses randomly placed all over the place outside the shields. We can only have so many online but if under attack could online more or online replacements for damaged ones. Basically any serious and organized group could take us down with a little effort we all know. But we survive by being a tough nut to crack and looking like a hot mess of a porcupine if attacked.

The new fitting thing looks easier and fun, but it sure seems to make a lot less intimidating a target to fit 6-8 weapons all in one place on a station, as opposed to 25-50 randomly placed guns batteries, and 20 or so e war batteries like we currently have. Also would we be out in space in some kind of safety at first like we currently are in our shield? Or would we be in our Station knowing we are under attack somehow but not in our ships?


We also do a lot of different industry things at our POS and have different things online and offline depending on whats going on at any given time. Would we able to do similar?

Those are basically my concerns. I suppose a final thought would be that stations and Outposts have always felt like a house/building in space, where living in a POS with all its flaws is kinda like camping/homesteading in space the way for a small group to have its own place. I like camping I hope it still has that feel.
Eric Xallen
Deep Core Mining Inc.
Caldari State
#296 - 2015-03-22 22:46:50 UTC
I'm a little concerned with the direction they're taking on the outposts. Coupled with the new sovereignty mechanics, a push to completely destructible industry items will be a heavy disincentive to null industry. Its been stated numerous times that CCP wants to encourage local manufacturing.

However the risk of losing a huge amount in Rearearch/Manufacturing assets (not just the blueprints, but the stock, etc, for a bonafide alliance level amount of throughput) when added to the ease of loss will highly discourage people from investing in nullsec industry. Many items take longer to research/build than the 48-96 hr Fozziesov flip/destroy window, and the m3 involved means evacuation even if its not opposed is a huge pain in the ass.

I think this direction is running at cross purposes with their stated goals on reducing Nullsec's reliance on Jita.
Vladd Talltos
Caldari Provisions
Caldari State
#297 - 2015-03-22 22:55:08 UTC
Have you considered adding a shield module that can be fitted to the structure? The POS shield has always made it possible to effectively use/deploy the Rorqual for single player/multi-player mining operations. Wtihout the POS shield to support the use of the deployed Rorqual, the previous changes to structures, and the recent changes to capital ship travel, the Rorqual will be completely useless. Even deployed with a large fleet, the Rorqual would become the target of choice and be destroyed quickly.

Are there any plans to make the Rorqual useful again?
Sven Viko VIkolander
In space we are briefly free
#298 - 2015-03-22 22:59:54 UTC  |  Edited by: Sven Viko VIkolander
CCP Nullarbor wrote:


Our current thinking is you cannot be in an NPC corp because you need to be able to declare war against the owner.

However we want people to be able to deploy personal use only towers from within any player corporation.


First of all I cannot freaking wait for these changes, very well done so far devs. I look forward to providing a lot more feedback in the testing phases as they will affect many parts of my current and future play styles A LOT. However, off the bat, I have a few questions:

1) I am a bit confused about the progression from mobile structures to larger structures. On the proposed changes, do mobile deployables like the mobile depot become structures like the M sized "depot platform" or are mobile deployables going to stay as distinct structures one does not upgrade or fit with modules? The naming for the depot is a bit confusing if mobile depots stay as S size personal structures.

2) In terms of the "attack method," can you explain a bit more about the use of the entosis link on L and XL structures? And what does "entosis + site" exactly mean?
---> Say, for example, I want to remove a POCO after the changes, when a POCO becomes a "office center" on a planet. First of all, will POCO/Office centers potentially have guns and other modules fitted?! Do I need to shoot the guns and destroy or incapacitate them first, like in a POS bash? So then I use the entosis link on it. What happens at the end of the timer, does control swap to my corporation or do I then have the opportunity to blow it up and place my own like the current system?

3) Can you say whether there will be any limits to the NUMBER of structures a player can have? Presumably corporations will be able to have as many office centers as they want, considering many corporations have lots of POCOs which will become office centers. However, does that mean a player/corporation/alliance can have as many of any structure of any size as they want??

4) Finally, for now, will players be able to use jump clones in wormholes using the new office centers???????? That would be HUGE.

5) Oh, one more big question for now: Since structures can be placed in more places than just around moons after the changes, what are some of the plans currently in mind to limit where they can be placed? For instance, will it be one L/XL structure per type on a grid? Can I place an office HQ 200km from a station and publicly trade there, for instance? Can 100 people do the same?

6) Alright last question: How will kill mails work for structures? If I take out a office HQ will the kill mail look similar to ship killmails, showing me the fitted modules and rigs? Will guns and other fitted modules drop just like ship modules? Will it also be like an SMA kill mail, showing me the loot inside that was lost or dropped?
Emma Yassavi
Lonestar Distribution Inc.
#299 - 2015-03-23 00:04:11 UTC
Oxide Ammar wrote:

6- You need to kill market hubs if you want to introduce player own markets, players need to feel attached to their system they are living in. We need to stop taking 20 jumps to reach market hub to save 5 mill ISK on module.



This is silly. Market hubs are a natural occurrence in any market (look at New York, Chicago, Hong Kong, London etc). They're simply a way to reduce transaction costs and increase liquidity. Trying to "kill" market hubs would just make thing more expensive for everyone (you'd sell goods for less, buy them for more and volume would be down so not even market makers would be better off).

Possibly, and this is speculation, the existence of player-owned market hubs will create competition to the NCP market hubs simply because of reduced taxes (which act as a transaction cost). The main problem would be to make sure that people were able to transport goods to and from the system reasonably safely, which of course would be a logistically difficult, but potentially having THE market hub in your area of nullsec would be the most profitable thing you could do in the game. I don't know the numbers, but I'd imagine .1% of 10% of Jita's daily volume is still a lot a ISK.
Noriko Mai
#300 - 2015-03-23 01:18:44 UTC
Mike Azariah wrote:
[..]I do worry about loss of stuff. Mainly for folks who are deployed or away for good reason (not just because they are bored of the game).[..]

Being bored is a good and valid reason to leave for a while and it should not be treated differently!

"Meh.." - Albert Einstein