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Player Features and Ideas Discussion

 
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[New structures] Item safety mechanics on structure destruction

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Author
Fzhal
#181 - 2015-03-31 04:45:54 UTC
If I were an alliance that built a station, and had the technology level in Eve, I'd want to build in some insurance for my stuff. I'd probably want it engineered so that the item/ship storage was centralized into a large covert jump drive container. Since other station owners would want that too, there might be a Hangar Emergency Jump Drive network administered by SOE. There, I just created a lore-friendly explanation that really can't be stopped because you can't bubble a titan sized jump drive and you couldn't lock it and it separates/jumps as soon as the station is destroyed.

As for moored Cap ships... As part of the mooring service, the station will piggyback the Caps into the titan sized cyno created by the Hangar Emergency Jump Drive and route it through the network to a safer station.

Or you could just call it an insurance/replacement service... Victims can "repurchase" lost items for 35% of their value. 35% of all things in station are ejected intact at high velocity (hidden among debris). Over the course of the week, the intact hangars drift far enough away from the scraps to be probed by players scavenging throughout the system. (Imagine the swarms of greedy ninja scavengers and battles that would be waged over "Scavenging Rights") That way, 65% is an ISK sink. But oh man, imagine the "content" and backstabbing possible!

All that destruction aside, I'm concerned about CCP's limited mooring idea. What happens when a lot of players moore their ships and leave them or unsubscribe... It could get to the point of people not un-mooring for fear of losing their spaces.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#182 - 2015-03-31 16:39:10 UTC
I percieve Nullsec as an investment, and a long term one at that. Wars have waged for years, (litterally,) over these territories. It needs something tangible and permentant. I do revel in the level of destructability that is potentially at hand, but at the same time, if you destabilise everything to this extent, then why would people invest in their Sov?

If you can flip control of systems with a handful of ships over the space of a couple of days, AND blow up people stations that are full of their belongings, why would anyone risk their assets when the benefits of staging from NPC stations in lowsec would be so much more favourable?

I can take 'most' stations becoming destructable, but I still think that a certain number of 'super stations' should be made available depending on the size and layout of the space around them. This could be offset against the strategic positioning of destructable stations by players.
Phig Neutron
Starbreaker and Sons
#183 - 2015-04-01 15:58:27 UTC
Baljos Arnjak wrote:
But, to be honest, that's a risk you take when you live in Null. You can lose access to your stuff at any time and it's just a cost of living there. If you don't want to lose your stuff while unsubbed, move it to empire space.


You never actually "lose access to your stuff", you just lose docking rights. You can always sell the stuff by contract (and I think some skills allow you to set up market sell orders? maybe?) so it's fairly simple to exchange your old stuff for the same type of stuff elsewhere. I don't think this has prevented people from coming back to the game, much.
Baljos Arnjak
Dark Praetorian Order
#184 - 2015-04-02 14:00:05 UTC
Phig Neutron wrote:
Baljos Arnjak wrote:
But, to be honest, that's a risk you take when you live in Null. You can lose access to your stuff at any time and it's just a cost of living there. If you don't want to lose your stuff while unsubbed, move it to empire space.


You never actually "lose access to your stuff", you just lose docking rights. You can always sell the stuff by contract (and I think some skills allow you to set up market sell orders? maybe?) so it's fairly simple to exchange your old stuff for the same type of stuff elsewhere. I don't think this has prevented people from coming back to the game, much.


I was thinking in more of a general sense there but yeah, you can still get some value from it even if you can't dock there. Thinking about it a bit more, I'm on the fence. On one hand, EVE is harsh and shouldn't reward people who don't take precautions, but on the other, it's not a good idea to penalize a player that left and is now coming back.

You could always add a check to see if the owning account has been inactive for a certain amount of time, say 3 months or whatever, Then that character's stuff doesn't get moved via the NPC's but put into a "Storage Crate" that you redeem like a gift item when you reactivate the account. This might also have a nice benefit of cleaning up the item database as inactive accounts' items could be moved to a different database instead of cluttering up the whole thing. Once redeemed, the indestructible container suggestion could be used and they can get their stuff out that way.
Beta Maoye
#185 - 2015-04-02 16:06:48 UTC
I don't get it. Why looting tower is allowed but looting station is forbiddened? If properties in station require protection, shouldn't properties in tower be protected too? Why they are treated differently?
Zappity
New Eden Tank Testing Services
#186 - 2015-04-02 19:03:15 UTC  |  Edited by: Zappity
Beta Maoye wrote:
I don't get it. Why looting tower is allowed but looting station is forbiddened? If properties in station require protection, shouldn't properties in tower be protected too? Why they are treated differently?

The risk/reward of the current status is balanced partly around POS being lootable, thus encouraging people to spend the time bothering to attack. If this was removed then I would argue that current POS features are overpowered because they would be much less risky. Conversely, stations are not currently lootable.

Zappity's Adventures for a taste of lowsec and nullsec.

Wizzard117
Wizzard117 Corporation
#187 - 2015-04-02 21:17:32 UTC
How about

- some sort of special container named like "Escape container". They have module like MJD and some sort of cloaking device
- these containers fly away upon station destruction aligning in a random direction just like the containers in old scanning sites
- everybody can catch these containers just like the old way
- within a limited amount of time
- when the time has passed these containers turn on their "MJD" and jumps away off-grid in any direction then cloaks and remains in space. Bookmark to its location is available to container's owner
- however container may be found by roaming nearby space and decloaking this container (chances are low but still). Decloaked container can be hacked to gain access to its content
Desert Ice78
Gryphons of the Western Wind
#188 - 2015-04-02 21:33:12 UTC
Couldn't we just pay some NPC asset retrieval guy to go collect everything for us? Too much hassle otherwise. As for everyone remaining docked inside the "wreck;" this is just a terrible idea from the realism point of view, if nothing else.

I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg

CCP Zulu: Came expecting a discussion about computer monitors, left confused.

Slykar
Viziam
Amarr Empire
#189 - 2015-04-03 07:38:33 UTC
Hello CCP,
first i say sorry, my english isnt that good. i think that this topic is most important for the future. so i will give some thinks about it.
some of us play games cus they want to feel strong or want a long e-penis and if they lose all there stuff because in eve is no one alone strong they quite. ppl lose there station, there stuff, because of the weakness of its group. so the pilot gets punishable. not by his own fault but by his alliance / corp fault or just by eve´s nature. im not real sure if this will be a good way. ok he can be inactive or leave the battlefield but that doesnt count for everyone :)

Here are some problems more and possible solutions.
did u think about a station which builds capitals? heres a szenario:

My Corp want to build 2 wyvern but before we start they attack our station and we cant escape with the materials.
So in our corp-drop (container / site / spawn) are about 40.000.000 loot. only for 2 ships we wanted to build.

if we want this stuff we need an ops to get this. we need 40 freighters. 40 freighters in an unsecure space... cus if we wouldnt have lost the fights there we wouldnt need to haul. now we have to go there again with 40 men less (they fly a freighter) that makes an convo of 100-200 ppl to get the stuff of 2! ships.
either i think that is in balance with risk vs reward. 2 wyvern = 40kkk 40 freighter = 54kkk (pvp ships not counted)

maybe an titan-freighter with 10 or 20kk storage should be released. Big smileBig smile


I think you should let us chose another station where our stuff lands in.

Heres my idea:
the station is destroyed and before i log in i have to chose another station where my asstes go to. And this takes time. much time. for every m³ or kk isk a few secends. so if i have about 20kkk it should take about a month. 5 sec for each kk isk.
if i dont want to wait so long or i need a specific item i can go there and take it (risk vs reward). the timer goes down by the worth of items i take. Even if i take some items i can leave all other there and let it spawn by timer to my selected station.

an item drop of 5% should be enough to make the attackers happy and take out some stuff from the game (50% of the 5% could get destroyed) . if an 200 men corporation lose its station there are billions of isk. take a look how much 5% could be and let me know it P

this can we expanded by skills or isk sink. a skill for a shorter timer and an insure even for a shorter timer.

empty

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#190 - 2015-04-04 00:17:50 UTC
Removed some off topic posts.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Fzhal
#191 - 2015-04-04 01:09:56 UTC
You could have at least left my on topic stuff. I was just trying to shame the other poster to be constructive, and not waste our time with in insubstantial opinions. I'm lucky that I still had it in my clipboard.

As for me saying something on topic... I think that an insurance mechanic is probably the best solution. It should be easy to implement and tweak as needed. Pay a portion of the cost for the items you want replaced to get them back in an NPC station. Drop some of their actual items in space to create the scavenger orgy.

A month before patch, or first ACCOUNT login, let players know the change is coming. This gives them a month to move stuff. If their station is destroyed within a month (paid time) of notification, insurance is free. Make it known that abuse of this gift from CCP should be dealt with harshly.

I think that is pretty simple and fair to everyone. Insurance percentages and loot drops would be up to game designers.
LuckyQuarter
Eden Dominion Coalition
Scary Wormhole People
#192 - 2015-04-04 03:38:50 UTC
NPC stations should be destructible, with the possibility of players losing all their possessions and being thrown into space. Make npc stations XXXL class structures in highsec, XXL in lowsec, and XL in nullsec. Empire High-Sec NPC stations will still be the safest place to store stuff but not perfectly so. This will definitely encourage players to risk moving their gear to player made structures.

NPC stations with their agents should automatically rebuild themselves when destroyed over a period of 30 days so that things aren't too chaotic.

Go ahead and offer some kind of insurance program against station destruction, but the insurance should cost least for npc stations in highsec, and most for player structures in null sec.
Rionan Nafee
#193 - 2015-04-04 05:44:36 UTC
CCP Ytterbium wrote:

  • 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.

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

  • How about the rightful owner can give someone others an "access key" (or something like that) so that they can grab his or her items from the wreck structure or container?

    In that way you could hire a "recovery corp" to bring your assets to you. I think this could be a new and interesting profession.
    Max Deveron
    Deveron Shipyards and Technology
    Citizen's Star Republic
    #194 - 2015-04-04 05:48:07 UTC
    LuckyQuarter wrote:
    NPC stations should be destructible, with the possibility of players losing all their possessions and being thrown into space. Make npc stations XXXL class structures in highsec, XXL in lowsec, and XL in nullsec. Empire High-Sec NPC stations will still be the safest place to store stuff but not perfectly so. This will definitely encourage players to risk moving their gear to player made structures.

    NPC stations with their agents should automatically rebuild themselves when destroyed over a period of 30 days so that things aren't too chaotic.

    Go ahead and offer some kind of insurance program against station destruction, but the insurance should cost least for npc stations in highsec, and most for player structures in null sec.



    Uhm yeah, cool......NOT!!

    There goes Jita 4-4, or any other trade hub as a trade hub.....and for those that haent moved their stuff or stopped doing market orders when Burn Jita happens.....BOOM!!!!

    yep ther goe the neighborhood.....everyones stuff in a ball of fire.
    LuckyQuarter
    Eden Dominion Coalition
    Scary Wormhole People
    #195 - 2015-04-04 06:16:09 UTC
    Max Deveron wrote:


    Uhm yeah, cool......NOT!!

    There goes Jita 4-4, or any other trade hub as a trade hub.....and for those that haent moved their stuff or stopped doing market orders when Burn Jita happens.....BOOM!!!!

    yep ther goe the neighborhood.....everyones stuff in a ball of fire.



    If we truly want to have the new market structures take the place of the old major hubs, there isn't any other way to do it. Nor, do I think it is healthy for eve that so much trade is dependent on so few major trade systems as it is. Plus, being the largest by far structures should make the npc stations quite hard to kill....yes, only a burn jita type event could possibly do it. But, no place in eve should be perfectly safe...not even jita 4-4.
    Eryn Velasquez
    #196 - 2015-04-04 06:27:46 UTC  |  Edited by: Eryn Velasquez
    Alexis Nightwish wrote:
    Option Four: 50% of the contents are destroyed, and the other 50% are lootable by the victors, just like normal drop mechanics. You want people to defend their space? Put their assets at risk and I guarantee this will happen.....


    No, the only thing what's gonna happen then is - no more industrialists in nullsec. Except in the largest alliances/coalitions, which can defend their space.

    _“A man's freedom consists in his being able to do whatever he wills, but that he should not, by any human power, be forced to do what is against his will.” ― Jean-Jacques Rousseau _

    Eryn Velasquez
    #197 - 2015-04-04 06:52:45 UTC
    Anthar Thebess wrote:
    Probably every region have 1-2 NPC made stations.
    I assume that they will be still the only ones not destroyable at any point ( good for history and eve law, leaves many possibles open for the future).

    When applicable structure is destroyed in region , assets are being transferred :
    To nearest Alliance Owned NPC XL structure or to nearest NPC made station.

    If it is not owned by your alliance - well you will need to take it over.


    Perhaps CCP should add one NPC owned system to each region, name it region capital, connected with every constellation through one or two gates and more than one NPC station in it? (a bit like Thera).


    _“A man's freedom consists in his being able to do whatever he wills, but that he should not, by any human power, be forced to do what is against his will.” ― Jean-Jacques Rousseau _

    Cichlid Brood
    That Hole Over There
    #198 - 2015-04-04 18:17:45 UTC  |  Edited by: Cichlid Brood
    I dont quite KnoW where to post this so I'm going to post this here and pray this gets noticed.

    I play eve with multiple accounts and multiple characters on each account. I know I am not alone on this and I am willing to bet ccp is aware of just how much this is the case.

    I live out of a POS currently as a wh entity. As such with the current breakdown of roles I have a shared inventory of ships and modules with all of my characters. This is a big deal to me as I love playing spaceships, not playing " EVE, the station trade screen game. Now with cross client login/out trading as the endgame."

    But in all seriousness, I'd like to request that the new structures have a similar ability to assign a shared inventory space like our current POS infrastructure. Having assignable group access that goes beyond the corp/alliance level (AKA any pilot who has access to this structure could be granted access to another's personal or "group" space) makes living in space with multiple toons on multiple accounts much more bearable. If these structures also gain the ability to be free-ports, this could open up more possibilities.

    Cichlid
    Iroquoiss Pliskin
    9B30FF Labs
    #199 - 2015-04-04 18:26:43 UTC  |  Edited by: Iroquoiss Pliskin
    Beta Maoye wrote:
    I don't get it. Why looting tower is allowed but looting station is forbiddened? If properties in station require protection, shouldn't properties in tower be protected too? Why they are treated differently?


    The volume of stuff one can put in a given POS is limited, station hangar space on the other hand, is not. Blink

    Multiply that by the number of pilots services by each concept and you have your answer.
    Nevyn Auscent
    Broke Sauce
    #200 - 2015-04-04 21:44:53 UTC
    LuckyQuarter wrote:

    If we truly want to have the new market structures take the place of the old major hubs, there isn't any other way to do it. Nor, do I think it is healthy for eve that so much trade is dependent on so few major trade systems as it is. Plus, being the largest by far structures should make the npc stations quite hard to kill....yes, only a burn jita type event could possibly do it. But, no place in eve should be perfectly safe...not even jita 4-4.

    1. EVE isn't dependant on the hubs. We as players have decided we like that Meta.
    2. The new structures aren't 'intended to take the place' of the old hubs anyway. It's up to the players to decide where the markets are.
    3. Since NPC's don't respond properly, NPC stations should be unkillable. As they simply don't have realistic responses to attacks nor is it possible to program realistic responses by the Empires.