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[New structures] Item safety mechanics on structure destruction

First post First post
Author
Terranid Meester
Tactical Assault and Recon Unit
#21 - 2015-03-23 15:08:40 UTC  |  Edited by: Terranid Meester
No destroy all the items! Let the victors take the spoils! Let us hear the lamentation of their exotic dancers!

GeeShizzle MacCloud wrote:

this change does not Support or enhance gameplay, it removes gameplay options and endangers assets owned by players when they may not even be logged in. which is entirely unfair.


CCP changed my ship roles while I was away, its unfair. The new meta is ishtars when I trained for xyz, its unfair. New crimewatch meant I got killed in high sec, its unfair. EVE is unfair, deal with it B)

I like the planetary launch idea, though an alternative is to simply transfer the items to the next alliance station, if there is NO next alliance station then it is all destroyed, if the last station is destroyed. People should be podded when inside a station when destroyed too even if offline, we no longer have clone costs anymore so it seems feasible :D
Literally Space Moses
GoonWaffe
Goonswarm Federation
#22 - 2015-03-23 15:31:25 UTC
The planetary launch thing is probably the best mechanic. Just say give the players a month or two to gather their stuff, then let it be scanned out by anyone. Split up the pods into different categories, and have multiple lauches. So like one launch has my machariel, one has my titan BPO, one has a carrier, one has 1m m^3 of trit. I can say, warp to the BPO in an inty and retrieve it without putting everything at risk. Then later i can grab the carrier, use it to grab the mach, and jump out. After a month, the trit goes FFA and some dude scans it out.

#T2013

Simsung Padecain
The Scope
Gallente Federation
#23 - 2015-03-23 15:35:00 UTC
Would it work the same way in wormholes?

I do see the reasoning behind these proposals, but i absolutely disagree they fit within wormhole mechanics/expectations.

Before I go into a forum warrior mode, would some CCP folk be kind enough and clarify that these mechanics are going to be applied the same way in wormhole space?
Madeleine Lemmont
Ars Vivendi
#24 - 2015-03-23 15:37:11 UTC
CCP Ytterbium wrote:
This particular thread is going to focus what happens to items stored inside structures when they blow up (or end up captured) in a blaze of glorious space explosions.
I'm really excited to see the structures work in space.

But maybe I should ask my favorite carebear questions at this place.

Which thoughts have made about structures and their safety in HiSec? I know, nothing is safe finally. Should they be able to blow up at once or running a reinforced mode?

Under which circumstances I'm allowed to build structures in Hisec or "NPC sovereignity" areas?
Does it works with security status and/or faction standing? What would me prevent from "item destruction wardecs"? It makes no sense to own expensive structures only to provide destructable items for wardeccers.

Are highsec structures in general limited to PvP alliances or corps who are protected by them who are online 24x7, like POCOs yet?
Or should they are possible for everybody easily to flood the highsec with?

Would NPC stations become destructable? Should I move my stuff around every week? This could be a reason to quit for me. Promised.

Love and fear run hand in hand...
thatonepersone
Black Jack 0-1
#25 - 2015-03-23 15:39:53 UTC
All three options are bad. If i go into a worm hole and siege somebodys pos, i should get all of the loot not just a couple of rigs.. If im at war with somebody in highsec and i blap the tower, i should get the loot. There 50-100 bill of loot shouldn't be safe inside there 1-2bill tower. Now if the only place the safe loot feature was on XL towers in null, i would be fine with it. Otherwise, there is not enough risk.
John McCreedy
Eve Defence Force
#26 - 2015-03-23 15:43:03 UTC  |  Edited by: John McCreedy
My Alliance has eight doctrines. That's probably about average for coalition-based alliances. Of those doctrines, four have alternate fits. Two are Caps. I also own a Dreadnought (like many null sec people).

- I go on holiday for two weeks, lying on a beach somewhere. I'm still subscribing to the game therefore I'm still technically an active account but I'm away from the game for legitimate real life reasons. I get back, I log on and everything has gone boom, and the timer has expired. All my stuff has gone. Billions of ISK of assets are gone because I wanted to go on holiday with the wife and kids.

Why would I live in Sov-null?

- I am on deployment with my Alliance somewhere, taking the fight to enemy territory. Our stuff is attacked and we loose the timer. It goes boom. I've now got to bring in a freighter to haul my Caps, my Battleships, my Cruisers, my Frigates plus whatever roaming and ratting/mining assets I have in the area back to the nearest station/structure. Rather than being on deployment, having fun with my space-friends, I'm sat hauling my stuff day after day because I need an escort and/or scouts to reclaim my stuff. What happens if I don't own a Freighter? Can't move my Caps.

Why would I live in Sov-null?


Just a couple of scenarios. I can think of others. Let me be clear. I do not want total safety of our investment but having anything you dock in and store assets in being able to be destroyed is a unimaginably bad idea. The system works perfectly fine right now. I can blow up POS, POCOS, iHubs and TCUs but I cannot blow up Stations/Outposts. Why do you have to change this dynamic of the game? It works perfectly fine. In the new system we could blow up moon miners, scanning arrays, billboards, monuments, administration hubs and it will be no different to how the game is played now.

If you persist in this ridiculous idea of making people's assets vulnerable to ejection then forcing them in to a gameplay element they find about as fun as a poke in the eye then people will simply cease to store their assets in destructible structures and use NPC stations (where available) or simply move out of null sec altogether (where NPC stations are unavailable). These plans are ill advised and will drive people out of sovereign null. Leave the dynamic as it is, please.

Finally, what if you're sat in the Captain's Quarters when the thing blows up? Honestly, CCP, for all the world this sounds like someone tossed an idea out there and you've posted it as a proposal without thinking things through.

13 years and counting. Eve Defence Force is recruiting.

Yroc Jannseen
Deep Core Mining Inc.
Caldari State
#27 - 2015-03-23 15:49:30 UTC
Have you considered some sort of insurance option?

Although I suppose capsuleers blowing up your station is an act of (demi)gods.
Harvey James
The Sengoku Legacy
#28 - 2015-03-23 16:05:51 UTC
First option is to have the structure turn into a wreck - fitted structure modules could drop as loot, while items inside the structure would only be accessible to their rightful owner(s), possibly through salvaging. Users docked at the time of the structure destruction would still be docked inside the wreck, but unable to dock back should they exit.

this is the only reasonable option
- there must be a reason and reward for attacking a structure or whats the point?
- if a station gets destroyed (turned into wreck) whats too suggest a launch would still be working?
- for ships and items they should be hackable too retrieve for aggressors ( again reward for the effort)

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Lunivarus Pedel
Murderous Mindset
Weaponised Anarchy
#29 - 2015-03-23 16:19:51 UTC
Protecting all of the assets inside a base doesn't sound eve.. It would also make me never want to attack a starbase or any type of structure. Why should a corporation/alliance put up at risk billions of isk worth of ships that they could lose when the people they are attacking will have all of their assets protected?

If you want your stuff 100% protected you should keep it in high sec and never fly a ship.

However I can also understand the desire to protect people from losing 100% of their items as that would make people want to quit or to never put their valuable stuff in dangerous space.

So here are some ideas to hopefully make the attackers happy and make the loss not as unbearable.

The player gets a roll first for all of his or her loot. (enter some number) if they make the roll the stuff was successfully put onto a blockade runner and the stuff will appear in a station the player has assigned within 7 days. This plays into the blockade runner avoiding any and all gate camps, dscanning, finding the safest route etc. However you want to play up the lore.

Any items that did not make the cut then gets rolled by the attackers for (enter some number) chance to drop as the actual item.

If that roll fails then the item is destroyed and salvageable material is left over that can be collected and refined or sold as isk which would be a percentage of the actual item's value.

Players can buy "insurance" for any of their items now, not just ships.

If a ship is insure you buy yourself a little extra chance of the loot being rolled in your favor. So lts say the default value is 80%, you buy insurance this would bring it up to 90% chance you get the item back. However this insurance would come at the added cost of having to pay extra in the event your items are re-located. You 'prepay' insurance which is 'hiring' a dedicated crew that in the event of an attack they promise to get your crap to a safe haven. Once they do this, you are then billed for their time (distance the loot had to travel) and depending on the M3 (jump fuel costs). Your items would be contraced to you for this rate.

This way if you have 100 billion worth of loot on average you would receive 80 billion of it back (90 billion if you insure everything). And the attackers could potentially make off with 10 billion in assets as well.
Antonia Iskarius
Republic Military School
Minmatar Republic
#30 - 2015-03-23 16:27:19 UTC
This sounds like a hilariously bad idea if it is going to apply to outposts. If I want to unsub for a while, or go on vacation, or even just take a break, there is a chance I could lose my ships and stuff through no fault of my own? If that were the case every time I wanted to step away from the game I would need to evacuate everything I own in null to either an NPC station (assuming they will still in invulnerable), sell it, or stash it all into freighter/bowhead/carrier alts and log off in safe spots in lowsec? Sounds like an incredible hassle. Not my idea of fun gameplay.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#31 - 2015-03-23 16:29:50 UTC
Quote:
First option is to have the structure turn into a wreck - fitted structure modules could drop as loot, while items inside the structure would only be accessible to their rightful owner(s), possibly through salvaging. Users docked at the time of the structure destruction would still be docked inside the wreck, but unable to dock back should they exit.


How long such "wreck" remain in space, is there an expiry time after which it's lootable to anyone ?
What happens when the space where this "wreck" is located is controled by enemy and the owner is unable to salvage it back ?
What prevents enemy from "death campin" those more important "wrecks" for example from a staging system ?

CEO of Lanate Industries

Citizen of Solitude

Mucks Boosh
A Bar Named Cheers
#32 - 2015-03-23 16:33:53 UTC
I appear to be able to see only one option. It goes a little like: Give us the bloody loot, this is EVE, not Hello Kitty Online, if your **** gets blown up and stolen, deal with it. "Safety" Mechanics are completely illogical. Why not do the same for destroyed ships. I'm sure it'll be the same demographic as this. If I have something stored in a POS and it gets blown up, boo-hoo. My fault for leaving my assets in a vulnerable location. And the aggressors get to enjoy a nice load of loot.

TL,DR; "Safety" Mechanics are bad. Risk vs Reward. CCPlis, gieff loot.
Harkin Issier
Center for Advanced Studies
Gallente Federation
#33 - 2015-03-23 16:50:29 UTC
Interbus Shipping Station Insurance:

When your station is destroyed, you have X days from your next login to move your stuff using Interbus' invulnerable Jump Freighter network.

The cost to move your items and ships scales up exponentially with the volume you wish to move (with a big reduction for ships given their size), but you get to choose what exactly you want moved (Your PLEX will be dirt-cheap to shift over). When you have completed your transaction with Interbus, or the X days have expired, everything else drops in a can near the nearest celestial with a bookmark in your journal (just like the proposed system). The difference is that this can is able to be scanned down by any passersby (with some pretty high sensor strength, of course). That day is going to be an absolute field-day for the winning team, and it will be the site of frantic fights as the groups spar over getting their stuff back.

You can move your small-expensive stuff quite easily. Your PLEX, a few deadspace/faction mods, your Exotic Dancers, your collection of T1 frigates, etc.

If you want to move your capital(s) it's gonna cost you, and if you want to move an entire corporate hangar's worth of ammo you're gonna lose money big time.

This feature:
  • Prevents Alliances from abusing the mechanics to move stuff
  • Doesn't punish the small fry too-harshly for being out-of-game when their station went down.
  • Gives serious rewards to the attacking party for winning
  • Generates content on the Xth day when all those cans start spawning. Imagine the insanity as Covops frigates frantically scan down cans looking for loot, and the can owners show up with any number of industrials and escorts to try and nab their stuff back.
Faimmoni
Perkone
Caldari State
#34 - 2015-03-23 16:51:55 UTC  |  Edited by: Faimmoni
Not a fan of 100% destruction of assets, but a solution may be in the insurance that can be bought for ships.

What if all assets were insurable at levels of 25%, 50%, 75%, and 100% using the averaged values that show in the inventory window at the time of the insurance purchase. This would become an ISK sink to remove excess ISK from the game, and provide payouts for insured items when/if a station is destroyed. The valuation would need to look at the full replacement cost of a ship (hull, rigs, and modules).

Maybe the insurance is a set value of assets in that station rather than per item, say 50% insurance on up to 100 bil of assets at station X. If station X gets destroyed I get 50% the value of the loss as long as I bought the insurance and had over 100 bil in assets in the station. This would be easier than per item insurance, and better than having to try to go back to hostile space to retrieve a ton of ships. Would also allow hostiles to get loot from the station as there is no thoughts of returning to gather assets by the previous holders so drops could happen from the entire asset pool held in the station.

This would require so work on the insurance system clearly, but would help server load by requiring payout calculation on when stations are destroyed and maybe put it off until the following downtime for payouts to be calculated.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#35 - 2015-03-23 16:54:34 UTC  |  Edited by: Axloth Okiah
Launching stuff into some safe caches logged in journal seem weird. I would prefer the first option (ie. wreck with stuff inside) with gradual and slow decay. The speed would be dependent perhaps on the size of the structure or even some "retention" rigs.

So when the base gets exploded, some very small part of loot drops immediatly to satiate the hunger of attackers and the wreck will still hold majority of the stuff for its rightfull owners (and whoever was docked). After that, the wreck will gradually (logaritmic) decay with time, releasing the loot and making it available to anyone as salvage... and there should be some appropriate number salvageable "points" all over the wreck, not just one as it is now... or maybe some minigame even?

This would enourage victims to recover their stuff sooner rather than later because the longer they wait, the less there will be. But the rate of loss would be slowing down and the less stuff there is locked inside the wreck, the more slowly it would turn into salvageable loot.

Another benefit I can imagine is that such wrecks would become long term monuments of sorts, attracting scavengers looking for fortunes even weeks and months after great battles, as the slowly decaying wreck releases the goodies. And encouraging group to take control of the grid for some time in order to extract more stuff.

And the totally AFG players who are gone for months can maybe get some insurance? Or NPC slavage service moving parts of the loot to other base?
War Kitten
Panda McLegion
#36 - 2015-03-23 17:05:09 UTC
XL Structure Loot Kersplosion Brainstorming:


People inside die and wake up at their clone station, or clone station moves per normal rules if that base was your clone base.

Moored ships break free - maybe should take some amount of damage. Small ships die?

Generate 10 wreckage/can things with unlimited capacity, (extraction only of course). Everything goes randomly into these cans.

You use salvagers to recover loot. You hack your way in to recover blueprints, datacores. Only structure modules can be directly looted from the wreck.

Rorquals could get a new role as super salvagers, capable of extracting ships from this wreckage. Maybe the Bowhead gets a ship tractor beam.

1 wreckage can is accessible to everyone - at the main wreckage site. The other 9 could scatter to their own grids and only allow loot you own to drop when salvaged.

The area could turn into a non-warpable deadspace pocket (too much debris to warp) and the other 9 just float around in that pocket.

After X+64 days, these other cans could start to become hackable/salvageable by anyone, where X is a slightly random number and 64 is replaced by whatever is deemed reasonable for vacationers/bittervets to login and figure out how to get their stuffs.

Each salvage / hack attempt should only generate maybe 5k m^3 of stuff, or one container of any size - this should be a drawn-out process.

Talk about content generation for the next few weeks!



Let's face it - these are alliance+ level structures. It took that many people to build it, live in it an defend it. It should take a lot of people to go salvage it and protect that operation. It took hundreds of trips to fill with goodies - it should take a good while to extract it all too. Teleportation anywhere is lame and exploitable.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Phig Neutron
Starbreaker and Sons
#37 - 2015-03-23 17:09:40 UTC  |  Edited by: Phig Neutron
My proposal, which I mentioned in another thread, is to have "cold storage" by landing your ships and modules on the surface of a planet (terrestrial, barren, ice) or moon. The structure could be a Space Elevator with some capacity at the top (maybe 4 moored ships and 10,000m3 of modules/materials per person), unlimited capacity on the surface, and there could be a 10 minute delay to move things between the accessible orbital structure and the planet surface. When the Space Elevator is destroyed or conquered, you no longer have access to the stuff on the surface... but it's still there and can one day be recovered.

This solution avoids the problem of players having unlimited, invulnerable inventory that can be accessed immediately -- so there's no "station games" here. You can't just dock, switch ships, undock, etc, because of the 10 minute delay to retrieve stuff from the surface. But it does allow dedicated industrialists to bring in massive quantities of materials to invest in nullsec, and it does solve the problem of what to do when real life takes you away from EVE for a few weeks or months or years. When the new structures are implemented, existing nullsec assets for inactive players could simply be transferred to planetary surfaces. While there, they could not be bought/sold/traded, so you'll have to put assets at real risk (by moving them to a trade hub structure) if you want to sell them.

Edit: this scheme also allows for some valuable "drops" for the guy who destroys or conquers the structure: all the moored ships and cargo at the orbital end of the elevator. This probably includes many of the blinged-up PVE ships used in wormholes and nullsec, because those are the ones used most often (at least by some of the players).

This would also create a strategic element because if limited to planets, it would make those three planet types (barren, temperate, ice) very important locations for structures. This would in turn determine how many stations make sense in a given system, where the enemy is likely to have his most valuable assets, and which ones are worth fighting for.
Dreiden Kisada
State War Academy
Caldari State
#38 - 2015-03-23 17:13:38 UTC
I had an idea of using a mechanic that slowly degrades the items inside the wreck slowly over time. And that the original owners should get first option of looting it, but it should be open to anyone after a period of time.

An example of what I mean is this:

1) John T Miner owns 2 ventures and a stack of veldspar that is 100,000 units in size in a destructible station.

2) On a Friday night, Bad Guy Alliance comes and reinforces the station using the entosis links during the vulnerability window.

3) Sunday evening is when the station comes out of reinforced mode, John T Miner's alliance fails to keep the station, allowing it to go into freeport mode.

4) On Tuesday evening, Bad Guy alliance destroys the station instead of capturing it, through whatever mechanic exists for that system.

5) For the next 3 days, until Friday night, only the owners of the items inside the wreck may loot their items. Every time the server comes up from down time, all items receive some percentage of damage. Say 0 % to 5%. The damage should apply to all modules and ships, either stored or fitted. Any stacks of non-module materials would have 0% to 5% go away every downtime. I suggest 3 days because at this point, the defenders have had every day of the week to apply some effort in saving their items. Either in defense, or evacuation. This way, people who have limited play days are still engaged.

6) After the 3rd downtime after the station is exploded, now anyone can loot the wreck. The wreck would contain a different sub-container for each person's unique hanger, and corporate hangers. I suggest that the identity of the hanger owner be displayed on the container because this allows things such as spies trying to get things returned, or allows ransoming of someone's hanger, or other emergent gameplay. In order to access it, you need to activate a salvage module on it, even if it's your hanger container. This is tied to the previous reason, but also makes it so even the owners need to have some kind of grid control after their grace period.

7) The damage mechanic continues to apply every downtime, only the chances increase to 5% to 10%. Once a module or ship goes to 0%, in it's place should be some salvage items based on meta level and size.

8) After 2 more weeks the wreck becomes destructible.



I believe a system as I describe above, or something similar, allows for various types of gameplay between groups of players. If someone is coming by and reffing your station just to be jerks, then it still sucks, but you don't lose everything. If someone wants to loot your stuff though, they have to control the space, which is a big part of what the new sov system seems to be trying to do.
Lady Omanor
The Mining and Manufacturing Corporation
The Imperial Union
#39 - 2015-03-23 17:28:56 UTC
I have a surgestion

Why not make 2 types of storage in all structures.

Type number one storage is secure
- You have to pay a monthly percentage in rental fee of the value of the items
you store, if the value is below a certain amount, you will have to pay this amount
in rental.
- If you don't pay your monthly rental fee, your stuff will move to type number two
storage the unsecure one.
- There should be the possiblity for automatic payment, as long as there is money
in your account, and you have an active account.
- If the structure is blown up, the secure storage unit will still be intact, and the owners
can pick up their belongings there within a month, after that it will self destruct.


Type number two storage is unsecure
- It is free.
- If the structure is blown up, the unsecure storage will still be intact but it can be access
by anyone to pick the items, and when empty it will self destruct.


Plus the structure might drop some of its fittings because they are intact, for the killer
to pick up or not.


This way
- People would have to option to keep their items safe.
- The Killer might get some loot or not, there should also be a risk for the
killer for not getting a pay day.
- If your account is not active you have the risk of losing your items.
Oktavius Aera Servantes
#40 - 2015-03-23 17:43:36 UTC  |  Edited by: Oktavius Aera Servantes
At least blowing up a large and xtra-large structure should not be desirable at all.
My goal would be capturing structures in order to get access to features, that the recent owner not has self-destructed.

Ninja production or stealing blueprints from running slots. Temporary or finally take over of sovereignity. Grab the taxes from market orders and so on.

Well you might no get your hands at all foreign assets in hangars but you can thief a lot of running stuff.

In 0.0 sovereignity will bring bonusses to defenders. So far it should be possible to carry away some stuff in providence of loosing a structure. Maybe we should not divide one topic from another one.

And please... please do not start an aggressor vs defender flame within this thread. Both sides have a right to be heard.
And as always: the truth is anywhere in between. (...not only out there.)