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Dev blog: Back Into the Structure

First post First post
Author
Banko Mato
Republic University
Minmatar Republic
#521 - 2015-03-25 12:10:36 UTC
Marox Calendale wrote:

What about a Data Center Module for Service Slots at Large and X-Large Structures? You could store and use all of your BPO´s and BPC´s from one single Point or maybe spread them over several of Data Centers. Today already most Blue Prints are used in a digital form and not as a real Paper Sheet or have at least a digital backup.
Depending how complex industry and industry structure should be, this could be scaled to Backup Data Centers for those who fear to lose their high scaled BPO´s or to Data Links which are needed to transfer the Data between the Data Centers and the Manufacturing- or Research Structures.


To extend on that I'd really like to get rid of the "physical form" of BPCs/PBOs alltogether when not in transit inside a ship's cargo hold or temporarily stored in a hangar. Have above "Data Center" service act as a database that holds an arbitrary amount of BPCs/BPOs, unifying them by their respective type/ME/TE (so instead of e.g. 300 copies of ME0/TE0 30 run kestrel BPCs in my hangar floor I would have 1 entry in the Data Center that reads "9000 kestrel BPCs ME0 TE0". An invention or other job would then deduct the required amount of runs from that database. Make it so that entries can be organized (into groups) and allow access right definitions, so that secured sharing is possible. Import to and export from Data Centers should be easy, like dropping physical blueprints into its "hangar" or selecting an entry, clicking some "export" option and then defining number of BPCs and runs per BPC to be transformed into physical form (note that to get BPCs you would still have to perform the normal copy job on a BPO).

The above Data Link idea could then be used to further share access (read and/or write) to a Data Center, again with very fine grained right management. For example take an XL structure hosting expensive blueprints in its Data Center. By using a Data Link the structure could expose those blueprints to another structure (in the same system ofc) in "read only" mode, so that a lower sized and thereby much more vulnerable assembly array could build from those multi-billion blueprints with at least some degree of safety (note that there is still no absolute safety in this system, which is good).
Echo Mande
#522 - 2015-03-25 13:13:48 UTC
Overall this should make/keep things interesting, even though the crossover will probably be painful to many.

I've got a some questions, remarks and suggestions, mostly about POS class stuff:

1) How does this relate to highsec? I'm a high-sec industry player and really would like to keep my factory/lab there. Which structures will be useable in highsec?

2) Where would the new structures be anchorable? At moons like with a POS or at random locations in deep space? The latter would open up new possibilities for emergent play (shenanigans) and ease current location frustrations.

3) This is probably something best addressed in a corp overhaul, but I would really like it if I could grant structure access or even partial structure access (fuel bay forex) on a group/character basis. That way a structure owner could grant access only to members of ship building group 4 (if set up via corp roles) or directly to the pilots Lamplighter, Blue Bomber, Deicide, Purple Itch and Prionator, regardless of which corp/alliance they're a member of. Selective access would be one extra way to keep BPOs and materials somewhat more secure.

4) Will these structures be anchorable close to one another to provide fire support?

5) The new structures will apparently be constructable. Will the current POS structures be made recyclable to let people recoup their investments?

6) It might be interesting to have a structure that would hide (make almost impossible to scan down) everything, including itself, in a certain radius for a certain period but disallow certain items/module/structure activation (cyno, gate, maybe market, L&XL structures). The idea would be to allow the creation of a true outlaw 'hidden base' to annoy people with. Possibilities?

Quintessen
The Scope
Gallente Federation
#523 - 2015-03-25 13:55:32 UTC
Emmy Mnemonic wrote:
Quintessen wrote:
A question to the game designers:

What's your plan for small corps that can't be online every night for their designated four-hour block? With structures no longer being able to defend themselves, what steps can we take other than commit to playing nights we already know we can't, in order to secure our structures from capture?

Let's take an example of a M or L assembly array. If someone knows that we just aren't playing much on Tuesdays and Wednesdays as a corp, what prevents a lone pilot from wardeccing, attacking our structure on a Tuesday with an entosis link and claiming it before we get much chance to defend it? Then finishing up the job on a Wednesday when we probably won't be able to get enough people together to mount a defense.

Currently when we are wardecced, we simply make sure all the guns are online and a sole attacker or two isn't going to be able to really take out our POS even when we're not around?

Is your intention, CCP, to make it so that small corps that can't field a proper defense at least every other night simply stay out of structure gameplay? I really, really like the idea of all these structures and I'm not looking for invulnerability, but right now the proposed mix of time spent on setup and time spent on stealing doesn't seem in balance. It looks like it's going to be far too easy to steal structures from corps that aren't on regularly even if they want or are willing to invest heavily in offline defense.


I guess this will be self-regulated. PLayers that can not be online every night at their "prime time" will not own sturctures (if the same mechanics are applied as to sov). OR they have to form bigger corps so that a minimal force is always online at their primetime, i.e. structures is nothing for small corps. The new sov- and structure-mechanics will shake up all of EVE quite a bit, old relations will end, new will be forged. This will be fun, because EVE needs a large injection of shake up!


I've tried for years to find corporations of people I like and trust; and who like and trust me as well. It's actually a lot harder for some that others. I have found that people don't trust that easily in EVE. I'm not saying it's impossible. I'm saying it's eluded me for years. Part of the problem is that it seems that the people I like to hang out with don't enjoy EVE for very long.

So I take what I can with the small group of the people I can find. Currently we can defend our possessions effectively enough because the mechanics allow it. I can tell you that people will not join up if they don't like each other regardless if the mechanics make it the only viable route to experience the full game.

I can tell you that almost everyone whose company I've enjoy is now gone from the game. Each, who have played for years, has left because some part of the community or some lack of enjoyment has made them feel the game isn't worth it anymore. Frankly I leave and come back, but I always wonder why I come back after awhile. EVE is a huge game and each time I find something new to do that I hadn't done before. But I'm an adult with lots of responsibilities and an active life. I just can't dedicate enough time to this game to make it the primary source of my friends and enjoyment. But it also feels like the game will soon be greatly diminished for me as a player who plays with other people like me.

I'm not threatening to rage quit and CCP doesn't owe me anything, but if they really want structure gameplay to be available to everyone they need to figure out a way to make it so that I can still play a night a week and have a reasonable expectation that my stuff might survive from week to week if I'm willing to put in the initial effort -- like I can today.

I would ask that CCP please consider leaving AI defenses in place or find another mechanic that addresses the same need.
Tessaline
Sharknado Generation
#524 - 2015-03-25 16:48:10 UTC
I really like the main proposal. The only thing that I would like to add is to have structures like Gates and Observatories influence Local. If I were to go through the monumental effort of constructing a Stargate, I'd want it to only relay who is in the system to the people holding Sov...

Then, Observatories (and Cov. Ops. possibly) could be used to hack into the Local feed to provide local to pilots in the same fleet or alliance. Actually, offensive observatories sounds like a logistical nightmare... So I think a better option would be to have system Stargates and Observatories hackable with the new Entosis Link. As long as POSs can't be anchored too closely to those two "sensitive" structures, I feel it could be a good mechanic.
TurAmarth ElRandir
Hiigaran Bounty Hunters Inc.
#525 - 2015-03-25 18:26:48 UTC
John McCreedy wrote:
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.


(1) 'troll ceptors' are not a thing nor are they anything CCP has proposed... they are a figment of nullwhinebears imaginations... the Entosis link does not even exist on TQ yet... sheesh.

(2) "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?" OMFG!! Seriously???

(a) you are not supposed to be SAFE anywhere, it's EVE... and nullsec is SUPOSED to be this dark deadly dangerous place... not the land of unicorns and hugz...
(b) and if you can get 'just as much PvP' in low sec and make 'far more ISK in highsec', whyinhell are you in null to begin with??

I live in Anoikis, WSpace... and ALL the stuff I have there is at risk 23/7/365... as for "safe" I have my ISK in the wallet (as we all do) and about as many ships 'safely' docked up in Hisec as I do in the hole...

TurAmarth ElRandir Anoikis Merc, Salvager, Logibro and Unrepentant Blogger Fly Wreckless and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/

Nevyn Auscent
Broke Sauce
#526 - 2015-03-25 21:00:02 UTC
CCP Nullarbor wrote:

We are definitely aware of the fact that smaller groups have different defence requirements to large sov holding alliances.

AI Guns are one of these things that are very important to smaller groups. It's silly to expect players to man the guns 24/7 in case a hostile is on grid.

The AI doesn't have to be super effective, players might have to set up some basic tactics. A list of 10 responses to ships on grid that the AI will do or something. And if players don't bother setting up any tactics then the AI doesn't know how to respond.

Players should be more effective, player skill could add to the damage of the guns, and obviously is likely to be better targeting than a few simple AI tactics. That will provide enough incentive to actively control the weapons if the opportunity is there, without utterly wrecking small groups.


CCP Nullarbor wrote:

We are proposing that rigs can receive bonuses that work better in nullsec / sov systems.

Be very careful with this. Null should NOT become 'End Game' space. It should be possible to be equivalent in high sec.

Since once structures are in space one can actually be at extreme risk in high sec because you don't have access to all the shiny null ores which you are handing to null on a plate now, or the officer loot, or the larger deadspace loot, etc etc. But are actually putting large structures at just as much risk with wardecs.

The War dec system is actually exceptionally powerful as soon as there are assets in space worth or requiring defending for a high sec corp. And it is very possible for a smaller high sec corp to be repeatedly grief decced by larger groups once assets are at risk.

So do not fall into the trap Null alliances like to put out about their 'high risk' when a small high sec corp can actually be faced with more real day to day risk than some Null alliances do, due to the player use of the sandbox. Yes Null has more mechanical risk, but player use dictates how much of that shines through.

I.E. High Sec should have the same refine rates as Null. Null has better ore to start with, even currently, and you are now planning to hand them near perfect ratio's of infinite ore simply because they couldn't handle mining asteroid belts like the rest of EVE does. This means Null already has a significant advantage on mineral production, and they don't need a further advantage in refining, which has allowed them to literally outprice highsec on buying ore. The only reason the critical nature of this hasn't really shown through is the massive stockpiles of minerals in highsec already.

So be brave, allow equality if High sec corps are prepared to make the same investment into structures, the difference in resource availability in Null sectors should be the draw, not bonuses that mean they automatically win at everything.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#527 - 2015-03-25 21:29:01 UTC
Nevyn Auscent wrote:

Be very careful with this. Null should NOT become 'End Game' space. It should be possible to be equivalent in high sec.

yes, by coming out into nullsec and doing the work and taking the risk to get your own space

stop trying to get for free what other people work for
Nevyn Auscent
Broke Sauce
#528 - 2015-03-25 21:34:18 UTC
EvilweaselFinance wrote:

yes, by coming out into nullsec and doing the work and taking the risk to get your own space

stop trying to get for free what other people work for

Ah, so you want a Themepark MMO where one 'zone' is end game, and everyone has to funnel out to that one particular area of space? Even if they are prepared to invest the SAME amount anywhere else.

I am not asking for NPC stations to match services. I am asking for a PLAYER BUILT structure in any area of space to be the same in the critical cost areas. When players have to spend the same amount of isk, they should be getting the same cost reward from it.
This was always the Null argument as to why outposts should be better "We invested Isk into it". Well guess what, now High Sec & Low Sec & WH should get the same option to invest Isk & defend it. And get the same results for their investment.

Since it's player built what's the problem, or is it just that people don't want to come out and be either your cattle or your prey so you keep wanting to force them to.
Shanghilo
Genetic Research
Silent Infinity
#529 - 2015-03-25 22:20:25 UTC
Helicopter view is interesting on this topic from a Developer program simplification and Graphic artist enhancement angle.

We had a pretty good platform for mining with the Orca and the Rorqual - The functional POS is basically a shield for multiple types of "deployable" function platforms. If the intent is to remove off line towers and anchored items, put a off line timer on all these things like anchored containers. You would not want everyone to have their NEW mining platforms anchored in the asteroid belts. The rollout of the Compression array and the Jump range reductions already hurt the Rorqual value. The Reprocessing array reduced the value of the outposts for operational revenue recovery. So there is already lots of smack down recovery there.

From first glance it appears that these deployables are Orca / Rorqual / Titan styled tier 1 presentation entities with new graphics. Not sure that scalability really matters when you look at the Luxury Yacht (it may be small but it looks HUGE) It will be very difficult to match the flexible functionality of a tower or properly compensate the player base on its decline. So it's possible to add more "destroyable'" deployables without removing online towers and outposts from EvE. Scalability I don't want to warp 2 times to get around a graphic (like a gallente outpost) Imagine the size of Jita when you think scalability, Then knowing where all your targets pile of bigger ships is so you can hot drop in with your New extended range black ops fleet and finally use your clone bays to pick up the freebees.

More over the functional aspects of an outpost has overtime been its security. Should then that the person who is trying to take over with the new sov space mechanics need also Sovereignty level 5 skill to play "capture the flag" and kill the ihub bonus to validate the ability to hold interest in this space in the first place? This exposure of ships in a system is also a Red Flag on the direction as you would not see this at any NPC station. To continue to make things easier for the newer player base is Fantastic. For industry players this game is a lot of redundant work <> fun. Easily removing IHub Sov functions that is in part an earned player based effort bonus and then to create new targets by creating exposure does pull the stopper out of the sink.. I don't see any new flow from the faucet. More Risk, Less Reward, More Time Spent, Less Value earned for effort seems to be trending.

Big John Kelly
Conclav3 of Shadow5
#530 - 2015-03-25 23:20:41 UTC
I have some comments on the "Back Into The Structure" article.
For structure combat, you say that you want it to be more exciting and not a static grind. I too would prefer that the fighting be exciting. However, historically, capturing fortifications/structures was a grind. That was the point of a fortress, to wear out your enemy, have his army die of disease and starvation. In addition, considering that pilots are online at different times and that many of us have lives outside of the game and can't instantly jump online and play for hours, it seems that structures should be safe from sudden onslaughts. Also, many pilots belong to small corporations that invest a great deal of time and effort creating star bases that are use for manufacturing and other processes beneficial to the game and players. To allow a large corporation to jump into high sec and knock out stations seems to be counter productive. The large alliances already have lots of advantages.

Creating a easy new way to build star bases seems like a good idea and I really like using the setup base on ship fitting. I do wonder how all the time players spent learning skills that are now unnecessary is going to be compensated. Making it easier for new players is a sound business move and good for the game I think. However, on the other hand, why should a new player get to do with minimal effort, what others spent significant time and isk learning how to do?

Getting rid of complex operations that don't add to game play is great. I hated positioning missile arrays and other stuff like that. I prefer keeping things simple. When it comes to your idea of making people fuel each array as it is used, I think you are moving in the opposite direction. Filling up the tower fuel depot once a month is simple and straight forward. How do you keep track of multiple pilots using the same arrays to build items with different requirements and time periods. Whose fuel gets used up first? What do I gain as a player for keeping track of fuel usage per my ship assembly and also research assembly and my ammunition assembly and my module assembly etc?

I understand the concept of following the ship fitting process, but why would rigs be destroyed if you want to change them? It's a building. You move things around, all more space, expand upward, downward, or sideways. No need to destroy parts of your structure. We are in space, not a narrow plot in downtown Manhattan. Again, what advantage or fun for me to have to destroy something I built so that I can grow my skills and capabilities?

You want to put Outposts in hi-sec, but reduce their capability. Why? Just give the star bases more things they can do.

You talk about specialization for service and manufacturing modules and rigs. I don't see the point. We already have over 10 different manufacturing arrays not counting research and development. The only point I can see is to force pilots to buy more stuff. It certainly makes it more complicated with no benefit to players. Then add in separately fueling every array when you use it. Again, going in the wrong direction. Certainly, I can see differentiating between tech I and tech II ships, that makes sense. But for most stuff, just have a basic manufacturing array. If you want, let pilots add different capabilities to the array. Then you can make anything that you installed the proper manufacturing cell for. You want imposing structures in space, wow a mile long manufacturing center. what a vista.

I don't understand your plans for changing research and development. Why would I have a facility that does research in my star base, only to have the research pop up in a can somewhere in the middle of nowhere? How does that make sense? What is realistic about that? Do the guys at the skunk works develop new planes only to have it show up in a can in the Artic? Don't think so. If I want to sell my datacores, I can take them to market. Or if you let us develop markets at our bases, I will sell it where I make it. Now that makes sense.

Taxes from NPCs on my star base seems unfair. I already pay a hourly license to build and use the star base. Why do we pay taxes to manufacture stuff in our own star base? I certainly can't see carrying that over to the new system.

I am not in favor of any kind of pollution gas clouds etc. It's a game, we don't need climate change or Al Gore. Certainly, you can't name a reason why any player would have fun dealing with that kind of stuff. I learned skills and paid isk for be able to build stuff in space, I don't need or want to worry about pollution. If I do, I can join a real political party and do that instead of gaming.

I like the idea about intelligence gathering and having some kind of observation systems to protect your bases. However, a couple of cautions. If you are looking for small fleets or individuals to be able to attack, raid, and hamper large corporations/alliances, this could stop them cold. Single ships and small groups can sneak around, too small a signal or aberration to detect. Large fleets get spotted right away and groups in the middle some percentage. I also like the idea if you are active in a system with bases and mining ops etc. that your system is stronger and more secure.

How are you going to compensate all of us that already have invested large amounts into our bases? Our current bases should be replaced with the current new functions equal to what we have, or we should be compensated. It sounds like you will have all new blueprints. Maybe we can research our current prints to get them up to the state of art for the new stuff. In any case, we should not just lose our investments and the new people who could not or would not build the old stuff get the new for the same or less effort and cost. I love the idea of individuals owning their own station.


Locke Deathroe
Clan 86
Antesignani Alliance
#531 - 2015-03-25 23:43:31 UTC
While I admit that POS structures are falling a bit behind the rest of the advances in Eve, I feel is has more to do with the UI/Management of the POS and not how the POS's are put together and used. I feel that the current changes on the table (i.e. high, mid and low slot configs) are a completely stupid thing to do with POS's as a whole. I am not sure how anyone would think these changes would be a positive way to effect change to POS mechanics. With the last several patches CCP has made POS's in null, low and even highsec USEFUL. Now with the proposed changes you are going to take all of that away in my opinion.

If you want to fix the POS structures you need to sit down and spend time on the management UI which has always been a tragically designed cluster of crap. The industry surrounding moon mining at a POS has always been a complete mess, add to that the new dynamics of CCP taxing any and all research or industry and it's just a total disaster.

I also understand the plan is to remove the restriction of anchoring on a moon. Hummm let's consider this for a minute. Let's drop towers around gates in null, lowsec or yes even highsec.... think about that and let it sink in. Then take the indy guys, dropping towers in belts, or even dropping them in missions or incursions....

CCP, please stop and think about what you are about to do to a mechanic that is NOT broken before you go and totally screw something up yet again!
Thegasp Cupcakes
CareBears Gone Dark
#532 - 2015-03-26 00:17:26 UTC
Aryth wrote:
CCP Ytterbium wrote:
Samsara Toldya wrote:

No racial towers - no racial fuel?



  • Racial fuel will most likely be spread among the various structures, or merged into one, not sure yet. Up to discussion, like everything else.


Merge it into one. This is already something that should be done with compressed ore too. Eliminate needless complexity.


I know this is back there a bit, but reading it.. I agree it should be One, not only due to simplicity... But aren't we cutting our dependence on the factions more with this system... storyline wise? So why keep us dependent on their fuel designs?
Trinkets friend
Sudden Buggery
Sending Thots And Players
#533 - 2015-03-26 00:45:40 UTC
i am posting merely to register my opposition to Entosis links working on large structures (aka POS-replacements).
I also oppose no AI for guns.
I oppose the Prime Time mechanic in all it's forms and uses, even on structures.

here's some reasoning.

You are introducing a game play function which inherently produces a time period (which may not maatch the attacker's time zone) which MUST be defended, lest the structure go into reinforced and, at a time in the future, be conquered or destroyed. if the defender is not on during that time, for whatever reason (even including one of your patched borked his install and he has to download 7 gigs at slow speed, for argument's sakes) everything is lost.

This is at odds with your move away from complicated make-work gameplay functions, and it is ironic because it is clear tha you have set off on a path of removing the DPS vs EHP mechanic from the game. I agree that putting EHP in front of an objective, as a wall to be breached by the attacker, is not exciting game play. Structure grind is boring, dull, lifeless game play.

However, there is strategic decision game play behind every attack in the current DPS/EHP game. The objective must be worth the effort the attacker puts in to the assault, either financially, psychologically, or otherwise. if it is not, EHP works as an effective deterrence to casual attack. Walls of EHP can be successfully deployed to protect assets from groups which would otherwise just gleefully destroy your assets.

There is no strategic gameplay at the heart of the Entosis style game play. in nullsec it is merely a capture the flag mechanic. In the sphere of structures, as proposed, and given no AI guns will automatically defend your structures (in which case, why even have them?), the only deterrence to attack falls back on the Prime Time mechanic.

Viz. the point about guns being useless, this is quite apposite; if your structure defences in nullsec, lowsec or w-space do not defend your assets automatically in your absence, they are totally useless. You would be best in fact fitting capital remote repairers to your structures and working in toward a RR themed ultimate Structure Cat doctrine, and defend yourself wwith tanked blap dreads or similar. This is because theres little point having to put a toon into structure defence and having guns when your fleet gets destroyed instantly on undock - better to have an indestructible logi wing.

So, we have totally indefensible structures which can be flipped inside of 10 minutes if the owner is absent 48 hours or less. This then implies that the owner, be it a sole person or a corporation, must have at least two toons within the vicinity of the structure and at keyboard for the entire period of structure vulnerability. You will need one to man the guns and another to run an entosis ship to block an attacking entosis ship, or to reverse the reinforcement or other damage done with an entosis link.

This is patently ridiculous.

This is worse game play than building EHP walls to deter casual attackers. It lowers the barrier to attack to absolutely nothing. It lowers it from being a corporate-level activity organised by content creators and motivated by corporate goals or CEO megalomaia, to "I have ten minutes spare and those guys are AFK"

It reduces a corporate activity of many players, to something you can do solo, with minimal risk. So what if an Entosis link is worth 40M ISK and someone comes back ,mans a gun, and blows up your ship? People sacrifice cyno bombers all the time for content. Given the reward of stealing a POS (200M++ ISK plus cntents and candy moored to the outside) the loss is worth it, especially if the effort to ping the POS is 10 minutes for one toon.

The effect of this is to destroy corporate game play and corporate level conflict to griefing by alts. it not only throws all structures open to theft, grief and destruction, it forces bad gameplay on the owner, who must now babysit his structures during his prime time instead of going about his business and actually gaming. You think I joke? If you go for a trip to jita to shop someone can have your POS reinforced before you get back.

What kind of game are you creating here? You need to have a good hard think about the games theory behind these changes and what you honestly think the douches which play EVE will do with the metagaming possibilities which you open up.

Yes, the current system is not ideal. EHP walls incentivise aggregation of larger fleets of larger ships to reduce hours long grinds into minutes-long blitzes. The EHP vs DPS game has created the Blue Donut, has created supercap proliferation, turned nullsec into a wasteland of boring gameplay. But the solution is not neccessarily to consider that EVE and the structure ownership and capture mechanism needs to be reduced to a solo activity completed in ten minutes.

I am baffled and confused. I thought you guys were smarter than this. I thought you had a tenth of a clue, but clearly you do not. In my opinion, no AI guns and entosis gameplay will be the death of structures, and will destroy corporate gameplay by forcing content creators to get god at docking games or quit.
Sahasranama Artrald
Sebiestor Tribe
Minmatar Republic
#534 - 2015-03-26 13:46:11 UTC
Quote:
i am posting merely to register my opposition to Entosis links working on large structures (aka POS-replacements).
I also oppose no AI for guns.
I oppose the Prime Time mechanic in all it's forms and uses, even on structures.


I do have to agree to an extent with this. When reading the proposed changes to sovereign mechanics, there were a lot of aspects I liked and there were some that were bizarre, and I don't mean just because it is a different system.

I think I understand where the desire is coming from to have less or remove structure grinds, but as much as structure grinds are boring and mind numbing and the vast majority of people would probably be happy to find an alternative, I am not sure the alternative is to flip the coin entirely. The grind acts as a deterrent and as the previous poster said, this dictates somewht the risk of investment. Do you build a station? Well there are some significant deterrents to take it off you and a random gang of inties are not going to reinforce an outpost while you are not online. Basically, It takes an organised fleet to take space.

When I read the entosis mechanics, it seems as though that has flipped entirely on its head. I have grave reservations about small gangs of inties being able to come and reinforce outposts and in this new world, XL Structures, in less time than it takes to eat my dinner. TS conversations are talking about small gangs running around great swathes of space reinforcing every structure they can find - why? Well not necessarily to take the space, but just to be a **** to everyone living in the area.

When you add in the prime time vulnerability, this causes even more issues. What the hell is prime time for my alliance? I play with people from at least 13 different time zones that I have so far counted, and the time zones all vastly different. We have managed to break it down to roughly two stretches of time that would be "EU prime" and "US prime", but choosing one over the other means effectively removing every single player in the alliance in the wrong TZ to be discluded from that activity, making them feel like crap for not assisting, or being kicked because they can't, and then on top of that, causing those that do play in that time zone to be on defence of their space, against small roaming gangs who can reinforce structures by throwing a feather at it, every single day they come to play.

I mean am I missing the concept entirely? Is the posts about the changes worded so badly I have completely confused how this is supposed to work? The description of the mechanic above I just wrote - had I heard that as I suggestion I would have laughed at the person. I just don't understand how this kind of structure mechanic is supposed to make living in null more interesting . Although scratch that, if you are in the roaming gang it might be more interesting, but to the people living in null, well they can go %$#@ themselves yes?

I am one of those people who loves the industry side of things. I will admit I am not a huge PvP person. I know living in null is a good place to PvP but you simply can't live there without good logistic and industry support, and the changes in the last 12 months seem to keep making my job much more difficult with seemingly no increased benefits. The jump changes made moving needed materials from high much harder, which would be fine if the materials were obtainable in null - but the moon goo simply isnt available everywhere, and even when you control several systems you are always missing 70% of the types of goo. Mineral shortages such as Mexallon living in drone space, not to mention trit means more importing is necessary, but you have not given the tools to help alleviate those issues - rather just taken them away and once again said go ^%$# to building in null.

Now don't get me wrong, I like the idea of some of these structures immensely, but what I see as an indy support, is more isk being placed in structures, more building needed to make and provide them, more fuel, more mineral requirements and still shafted on being able to provide it all. I am also seeing a greatly increased risk for assets with once again no benefit.

Right now I am managing 7 POS towers for reactions and moon goo and shortly this is going to increase to about 25. I see no assistance in this regard, just more costs and more risks. It seems the structures are going to be even more vulnerable which means I should pull back into more tightly protected areas - except doing that means even further restricting resources making building even more difficult.

Basically and TLDR, I see a lot of proposed changes and ideas and so far, all it says to me is more headaches, more difficulty, less protection, less resources, more cost and in the end, little to no benefits to me whatsoever. I have to say, I like the ideas, I like people discussing the issues, but god damn fix the industry side of null before trying make great sweeping changes to how everything works or you won't have the good fights you want in null because no one with half a brain cell is going to want to actually go to the effort of building the ships you want to blow up.
Soldarius
Dreddit
Test Alliance Please Ignore
#535 - 2015-03-26 13:52:18 UTC
Big John Kelly wrote:
...words...


I skimmed this post, saw the words "How are you going to compensate..." and stopped reading.

To the player that said nulsec is not end-game, yes it is. IT is literally the only place in the game where you can literally claim your own space and build an entire space empire. Tell me how that is not end-game content for empire-builders and those with aspirations of leadership?

There is no reason nulsec cannot give better bonuses to structures based on strategic index for example. Oh, wait. They already do. The ability to anchor certain structures like jump bridges and SCSAA for example.

Typical highsec risk averse jealousy. Take the risk. Reap the rewards. That is all.

http://youtu.be/YVkUvmDQ3HY

Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#536 - 2015-03-26 14:39:28 UTC  |  Edited by: Xindi Kraid
Soldarius wrote:
Big John Kelly wrote:
...words...


I skimmed this post, saw the words "How are you going to compensate..." and stopped reading.

To the player that said nulsec is not end-game, yes it is. IT is literally the only place in the game where you can literally claim your own space and build an entire space empire. Tell me how that is not end-game content for empire-builders and those with aspirations of leadership?

There is no reason nulsec cannot give better bonuses to structures based on strategic index for example. Oh, wait. They already do. The ability to anchor certain structures like jump bridges and SCSAA for example.

Typical highsec risk averse jealousy. Take the risk. Reap the rewards. That is all.

Except not everyone has aspirations to build an empire. In fact, if you talk to the WH crowd, many of them do that content specifically BECAUSE they are tired of the politics and posturing that comes with holding null-sov. Stop trying to funnel everyone into YOUR preferred gameplay style.

end-game should take place wherever players want to spend an investment making content. Yes, for some that's owning sov, for other's its basing out of low-sec or manufacturing everything they can at the edge of high-sec. All should be allowed, and all should be rewarded and encouraged.

I have little problem with SOV having other benefits to running structures based on the investment into the space(reduced running costs for Sov fuel bonuses, for example), but if equal investment is given to the STRUCTURE itself, it should have equal output within reason.

I also think you are mistaken about where risk is. lowsec is actually the most risky space since there's more people around. null has huge swaths empty of players where there are less roving bands of people who are going to come over and kick over your tower just for ***** and giggles because of the distance involved.
Spacepilot101
TIME WARP Corp
#537 - 2015-03-26 15:39:17 UTC
I've got a question about that.

So what can we expect?
Which distance between two structures, are you thinking of?

I think the Control Towers are good, but they need a redesign.

I thought of using them as anchorplace, to make a field with a radius (like 30km) where strukctures can be ancored, like now, but without a forcefield. As soon as the Tower goes into RF, the old Bubble appears and protect everything inside. Just the owners do have access. So Remote Repair-Tools fitted in structures are useful, to repair. As long as the CT is in RF the strucutres cannot be fitted.

Also the Fuel is individually. As more Structrues are onlined, as more fuel is needed.

Maybe you can work with those ideas :) Would help a lot of POS owners, who don't want to unancor the towers.

-Space
Trinkets friend
Sudden Buggery
Sending Thots And Players
#538 - 2015-03-27 00:25:40 UTC
Dear CCP Fozzie, CCP Rise, CCP Phantom, CCP Manifest CCP whoever the crap is pushing this load of horse dung up hill with a rake,

here is another thought game for you to play with while considering how to "balance" entosis gameplay with the new L sized structures, and your lofty goal of removing structure grind entirely;

Lets say you live in a system. The system is for argument's sakes 80 AU across and no two planets are within d-scan of one another, and there are at least 4 planets.

Let's also assume, to make this easy, that you are in Sov Null, and you have sov space, and it's your ONLY alliance system have an Outpost, a TCU and an I-hub and your space is not upgraded. Entosis links therefore take 10 minutes to work.

You own ten POS-simulants, from labs to intel arrays, whatever it doesn't matter.

You are online in the prime time, so your structures are vulnerable.

All ten of your structures come under attack simultaneously, and someone also attacks the i-hub, TCU and Outpost with Entosis links.

You have 13 structures to defend, by yourself, being as you are the only person from your alliance in the constellation.

Do you,
a) choose to defend the Outpost
b) choose to defend the TCU
c) choose to defend the i-hub
d) defend POS #1
e) defend POS #2
f to m) defend POS #3 to POS #10

Can you see the problem with this? Merely by putting this naff and pathetic mechanism for vulnerability onto POSs, you have exponentially increased the vulnerability of all of your alliance's assets. Because none of your assets defend themselves, and you are the sole defender, you are going to lose at least 8-11 of those assets, depending on how fast you can dock at a station, man the guns, blap the link alt (regardless of the ship flying the Entosis link), undock (if you can), warp to the other objective, dock, repeat, etc,.

Essentially the collection of POSs are undefendable by one person because, without POS guns defending the POS with 4,000 DPS and without at least one hour's boring structure grind in front of them (at least) and with a ten minute vulnerability timer to overcome, there is literally no way to defend all your structures.

Even if you had two people defending 13 structures, you would still fail the majority of the defences.

if you fail the i-hub, TCU and Outpost, you now have ten more timers to defend throughout your constellation. If you had any other POSs in any other systems, they'd also be on the menu but you have to run gate camps possibly to attend those timers.

So you've got let's say, 8 POSs reinforced. You have 48 hours, and now you've got 2 non-RFed POSs and 3 sov structures. This is looking like a really fun 48 hours, isn't it?

This is the game you are creating for sov defenders. it is utterly stupid.

You know why FW is the way it is? Well, for the first year of this system, people fought in gangs and fleets. We had a hell of a lot of fun, killed a hell of a lot of ships. Then the alts started flipping systems, and the meatbods burned out on defending space at a tenth the LP efficiency of worthless warp stabbed cloaky heron alts grinding buttons. So people left, or gave up the FW game entirely, and it turned into a giant farm.

But it wasn't dead, because you ran an alt on the other militia and farmed at tier 5 while pew pewing with your main, who lived in highsec nextdoor.

In sov, there is no farming the winning side with an alt while living in highsec. in wormholes, there is no plexing one POS while your other ten burn down.

This is a patently stupid system, forcing people to play a game or lose everything. Forcing people to be present to defend space against meaningless, worthless attacks and if you screw up once - like BRAVE did in GE- last week - the vultures smell blood and blob you and you lose it.

have a good long think about this, CCP. I implore you. You're cheapening warfare in EVE to attention contests. Attention contests are won by people with alts, orbiting buttons and not caring about the losses. That's not good gameplay either.
Marox Calendale
Xynodyne
The Initiative.
#539 - 2015-03-27 00:46:45 UTC
Hoe shall the different sizes of structures be deployed? Will it be for all the same like drag and drop and then its there?
I think this shouldn´t become true for Large or even X-Large Structures. I sounds weird that you just have to drag and drop an X-Large Structure and then something which is about 100km in its size is plopping off in front you.

In the Dev Blog you say:
Quote:
Visually aspirational: This is self-explanatory, we want structures to feel imposing, visually rewarding as a whole. That includes showing different visuals for their various states, actions or reactions to their activities, but also making the largest structure feel like a great achievement for whichever social group managed to build them (or blow them up).

If it should be an achievement, then it´s probably the best when the larger Structures have to be an upgrade of the 1 size smaller structure. For example, do create a medium size structure you have deploy a small one first and then upgrade it. and after it, upgrade the medium one to large and the large one to x-large.

Optional: Its only possible to upgrade a structure if the upgrade is needed. Take the market hub as an example. You have to deploy the small one, but you´re only allowed to upgrade it, if it is really used so if there are a special amount of market orders from different players at it.
Smaller Corps don´t need to deploy an X-Large Market if they are using it just for their self. But if they would allow everybody to use the market, then it would may be grow.

On the other hand, how shall it work, if I have to install a single assembly array for each ship size, component, drones or what else and am not able to anchor them next to each other? For example, to have the best bonuses, upgrades, facility slots or whatever I suggest to use only X-Large Structures. But then I have to install 1 X-Large for each ship size? And for Market, Drilling and so on another one too? 10 or 12 or maybe more X-Larges in one System? Or one Constellation? How would it work it Wormhole? Do I have to fly to every structure to get the manufactured ships?

I think what would be better is something I would call "The concept of growing cities":
You would combine different kinds of structures to one bigger structure. For example, take the different medium ship manufacturing arrays and combine them the medium research facilities and get one Large Research and Manufacturing Structure.

At the moment I am able to have all the different kinds of arrays and whatever at 1 Pos and am able to use each of it, just by switching off and on what I actually need. Why can´t these new structure be also like this?
Mike Azariah
The Scope
Gallente Federation
#540 - 2015-03-27 01:34:33 UTC
Trinkets friend wrote:

You are online in the prime time, so your structures are vulnerable.

All ten of your structures come under attack simultaneously, and someone also attacks the i-hub, TCU and Outpost with Entosis links.

You have 13 structures to defend, by yourself, being as you are the only person from your alliance in the constellation.

.



I think we found the problem, captain.

Sov is for the places where your alliance lives.

m

Mike Azariah  ┬──┬ ¯|(ツ)