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[New structures] Item safety mechanics on structure destruction

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Author
Arctic Estidal
Viziam
Amarr Empire
#201 - 2015-04-05 03:34:11 UTC  |  Edited by: Arctic Estidal
CCP Ytterbium wrote:
Hello people,Such gameplay is necessary if we wish players to use those new structures and not stash all of their items in NPC stations. Also, please note, it is possible for such mechanics to only be available in the largest structures (most likely XL) since existing Starbases do not have any kind of item safety mechanic (and would likely end up as L size equivalent in the new model).


This thread should really have received some more thought before its creation.

If POS's are going to be the L size in the new structure systems, then as stated above, we are really only talking about asset destruction for XL structures as the current, no-safety mechanic for POS's and other structures should continue.

Trade Hub's & Staging

Regions in null generally have one maybe two significant trade hubs. These trade hubs are the staging system for the major alliance in the region and contains all the ships, assets, manufacturing and market sell and buy orders.

Here is a link to the list of market hubs by value across New Eden.
http://eve-marketdata.com/station.php?step=Rank

If a station is destructible with all its assets, the risk/reward ratio is completely out of balance. The above link only shows the market orders. The assets in the base which includes ships, modules, minerals, manufacturing materials and blueprint originals are not seen.

This value per player is easily in the tens of billions which when multiplied by the 1,000 to 4,000 man alliances this quickly adds up to trillions of isk worth of assets which are all vulnerable to destruction and looting.

Example

The recent attack by PL against Brave would have resulted in GE- and HED being destroyed and all the assets with them.

This would have been just from market orders a total value of $293 billion for GE- and $144 billion for HED. (This is current data and therefore the numbers are post the loss of GE-).

The individual members of this new bro alliance will each have in excess of $1 billion in ships and items therefore this represents trillions of isk at risk.

It would completely destroy an alliance's individual members who own all those assets. Remember it is not owned by an alliance, so when members items are locked in a station they aren't reimbursed by an alliance.

Current Tactics

The current strategy generally involves stripping an enemy of their income which comes from their moons, taxes on ratting, refining etc. You whittle an alliances income sources down, and defeat them on the field costing them billions in ships which eventually enables you to defeat them as they are unable to continue replacing ships.

If you take their main station, there is no isk reward for the attacking alliance. The losing alliance generally have jump clones setup and can still get into the station to sell the items over time etc. If their alliance takes the station back (which could be months later) they get all their items back. This provides an incentive for the losing alliance to return to take the station.

New Tactic

If a station and the assets inside are destructible, you could head shot an alliance and destroy all their assets in one blow, which for most would be unrecoverable.

If items drop, you have increased the reward for groups to attack only the staging station for an alliance and nothing else, removing this one structure destroys the alliance and you can then easily conquer the rest of the space.

You would create groups who would head shot alliance staging systems to loot and then move on, they don’t want the space they are just raiding trillions of isk and then moving to the next staging system. They are staged in highsec or NPC stations and have their assets completely protected.

Away from the game

As many people have stated, if you are AFK for any period of time, your risk increases exponentially but your reward does not exist.

If someone returns and all their assets are gone, they will generally not continue. For people who reference wormholers and POS assets. Lets be serious, your main assets are in NPC or HS stations, so you are never risking your primary assets and isk generation is so good in WH you can quickly replace any loss in a POS. POS’s are L size structures and should continue to have items inside have a chance to drop.

Option 1 Review

Having the structure turn into a wreck and the modules fitted to the structure drop as loot, is a nice idea and provides a reward to the attacking group.

Having the items in the structure owned by individuals and corps dropping and requiring them to go back and salvage their items doesn’t work.

Firstly, they lost the station which means they don’t control the grid, system or the constellation. The items inside the structure are billions of m3 and are unable to retrieved. The attacking group would perma camp the wreck and gates and continue to kill all who come to retrieve their items.
Arctic Estidal
Viziam
Amarr Empire
#202 - 2015-04-05 03:34:58 UTC  |  Edited by: Arctic Estidal
Option 2 Review

This won’t work either. I alone have billions of isk in a staging system, 600+ sale orders which contains millions of individual items, representing millions of m3 of items. How many containers am I going to have to go around too.

The issue still remains that in this situation, my alliance would have lost the station, system and constellation. The gates are perma camped, because now we have 1,000+ people all trying to get back into the system to get to our containers to transport trillions of isk out of system.

Option 3 Review

This is the only logical and practical option. When the station is destroyed all items, market orders, ships and items in the hangar, are packaged in an emergency container (unlimited m3) which has warp capability and is delivered to a designated station of the players choosing within a designated period of time. There could be an isk recovery fee being a percentage of the item value and you could choose which items you want to keep and items you want to leave.

Lets not forget before a station is destroyed, the defending alliance has already thrown billions of isk worth of ships at the attacking enemy. The Alliance loses billions of isk worth of structures, upgrades and POS’s in the systems. They have lost a lot. Taking all their personal assets as well, is a step too far and the rewards in null sec are not large enough to offset this risk.

Small Groups

CCP wants small groups to move into unused areas of null sec, which currently there is heaps of unused and under-utilised space.

If a small group move out to null sec and haven’t blued everyone in the area, they will quickly be head shot and all their items raided. There has to be protection for groups to take the time and effort to take sov and not just be renters and create large blue donuts.

If they lose their systems, there will be a significant cost in the lost structures, income and assets. Individuals also losing all their personal assets, will cause people to not move into null sec.
Iiridayn
Cloning Bay 02477829
#203 - 2015-04-05 03:55:08 UTC
I might suggest a variation on the third option - to move by preference user's assets to their home station. Creating a contract at some small percentage of the value based on distance moved would be feasible to prevent exploitation.

I find option 1 potentially quite limiting with respect to ship hulls, and that option 2 suffers from similar issues. However, as I've never evacuated an outpost I cannot comment on how feasible these would be in practice.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#204 - 2015-04-05 09:32:44 UTC
Iiridayn wrote:
I might suggest a variation on the third option - to move by preference user's assets to their home station. Creating a contract at some small percentage of the value based on distance moved would be feasible to prevent exploitation.

I find option 1 potentially quite limiting with respect to ship hulls, and that option 2 suffers from similar issues. However, as I've never evacuated an outpost I cannot comment on how feasible these would be in practice.


This sounds like the best option.

Part of the assets get destroyed
Part of the assets are dropped as loot
Part are returned to the player at their "Home Station" by contract for a fee based on their market value.

It leaves the option for players who may have heavily invested in an area, (by putting 95% of all their assets in a given region,) who could not evac out for whatever reason. It would also mean that if a player was unsubbed at the time if the stations destruction the attacker would not have to wait for a potentially excessive amount of time before they had a chance to get their loot. Also, when the player resubbed and logged back in, he may find that the territory where these assets were stored are now extremely deep in hostile territory, where they have no realistic capacity to retrieve them.

This does seem the most balanced option over all.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#205 - 2015-04-05 16:17:46 UTC  |  Edited by: Awkward Pi Duolus
This will be a terribly disruptive force, but I love it.

Indestructible outposts never made real sense from a gameplay point of view.

In line with some of the suggestions made earlier, I would suggest having a special 'chest' in our hanger where we can move 100k or 1m m3 of stuff (not ships, unless packaged..) that gets teleported to a highsec NPC station of choice. Perhaps the one with the corporate office.

The rest is destroyed, and up for loot. Though given the amount of stuff that people store in a station.. you may want to find a better way than just putting it in wrecks in space.

The idea of loot spew in space is just bad.

Edit: As for moored ships, for folks worried about losing them while on extended afk, just board them, warp to SS and safe logoff =P
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#206 - 2015-04-06 08:54:49 UTC
I probably missed it, (I can't be bothered to read through the whole thread and my "Search-Fu" is weak,) but are there any plans to allow the destruction of Empire assets?

If our stuff can blow up, wouldn't it be obvious that theirs can too?
SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#207 - 2015-04-06 19:33:23 UTC
Ok to summarize:

Different people want loot, danger and safety for their assets,

This is pretty much mutually exclusive as someone said earlier.

As I understand it right now, anyone could just come to said structure, win two structure cap fights and then destroy the structre? That's way too easy for the amount of assets we're talking about.

I see two ways to deal with destructible stations:



Make them completely destructible, kill anything inside.

People are notified 3 months in advance of this change, people who are not subscribed or logged in during that time get their stuff moved to a highsec station. Basically enough time and the choice whether to participate in the new system or not risk it.

After that time, all hands are off, no safety is given.

The big big disadvantage of that would be that you could not build anything reliable in nullsec anymore. It would kill markets, industry and in the long run residency of dangerous areas.

This doesn't have to be bad mind you, I would be perfectly fine with a nullsec zone where only small investments are feasible, where only corps using ventures and stuff up to cruisers can run proftiable operations.

It would probably be very bad for large alliance and coalition warfare though.

It's a choice, if you at CCP want to reduce the size of ships and assets in nullsec, this would be way to do it, discouraging large investments.

This would be fair because you knew what you were getting into and you lost. Tough luck, such is eve. You would have had the choice and you chose wrong.



Make them free to loot after destruction but give owners to option to spend time and pilot effort to increase the defenses.

Things like secondary structures that have to be captured first, shield generators, docking control systems, invulnerabillity if you own 50% or more of all structures in your constellation, that kind of stuff. Basically making defense of XL structures in lived in space really really easy.

It's ok that people can take all that stuff if it takes literally weeks or months and lots of effort to do so.

This would be fair because if you could not defend your assets long enough to move them out, you're basically incompetent and deserve to lose it. Unsubscribed people's assets would be locked down until they resub and log in, then option #1 applies.

Option #2 seems weird and fiddely to me

Option #3 is really easily exploited to move assets as someone pointed out.
Masada Koraka
Doomheim
#208 - 2015-04-06 20:33:23 UTC
To me, making this a simple A or B scenario will greatly under utilize the possible game-play mechanics we could see here.

I see this as a function of infrastructure and mechanics.

To me, if you have a structure capable of holding loot, everything left within when it is destroyed should either be destroyed or strewn about the solar system. Smaller items remaining on grid, larger items thrown further away and items within specialized containers thrown into scannable data/relic sites that are instantly bookmarked for the owners via a beacon on the container(s). Containers can be made of varying specifications to affect different volumes, scan signature or even a pre-defined cloak period (delay in appearing on map but warp-able to by the owner via the beacon). This goes hand in hand with the grand nature of the destruction of such a structure without stretching into invulnerable vaults or everything being immediately destroyed or lootable to only those who are on grid with the structure.

Now, a key point in my first suggestion is the "everything left" statement. I believe that with one structure, you should either have to ferry the stuff out yourself or risk losing it, but once you have more than one structure that you should be able to establish links between them that can be used to ferry goods. These links could start out as NPC convoys, susceptible to attack and expend into matter transportation if Gates are added to your network. It is up to the owners to decide what and when to move via these links and links should also have a volume limiter (which would be another infrastructure item to upgrade). If you have a sophisticated enough infrastructure, than perhaps you could also move stuff to and from HS

The key is that with only 1 structure you are very limited in what you can do, but as your investment and infrastructure expands your options become richer and your protection from loss is greater as well. This can be opening up to include Freeports as possible destinations or structures within alliances, etc...

tldr:
1. Provide transportation infrastructure options as structures are upgraded and more structures are build within star-system/constellation. Structure owners/operators can move things if they need to based on the volume supplied by links that are established/upgraded. Movement could take varying forms and provides a way to offload things in the face of destruction or just move things around during normal ops.
2. Provide specialized containers that are not destroyed when a structure is destroyed but instead are strewn about the solar system in relic/data sites, perhaps include advanced containers that are cloaked for x time period before showing up. Owners receive bookmarks via beacon.
3. Everything else in the structure is either lost or strewn about grid / solar system depending on size. Structure itself can be left as hack-able wreck(s)


SFM Hobb3s
Perkone
Caldari State
#209 - 2015-04-06 21:02:54 UTC
I think its way too soon before Fozziesov to change how assets are stored. Changing this mechanic is NOT going to increase 'content'. I'd much rather keep the current system. Having your assets locked in a station you no longer own is more than enough to encourage getting a station back. Ask yourself, did Solar finally get their stuff back from RPO or whatever system that was? Those are now assets that can be used again, to create content.

Also lets not forget that this mechanic will be exploited for the sole purpose of grrreifing.
Rowells
Blackwater USA Inc.
Pandemic Horde
#210 - 2015-04-06 21:22:43 UTC
SFM Hobb3s wrote:
I think its way too soon before Fozziesov to change how assets are stored. Changing this mechanic is NOT going to increase 'content'. I'd much rather keep the current system. Having your assets locked in a station you no longer own is more than enough to encourage getting a station back. Ask yourself, did Solar finally get their stuff back from RPO or whatever system that was? Those are now assets that can be used again, to create content.

Also lets not forget that this mechanic will be exploited for the sole purpose of grrreifing.

its going to be hard to get the structure back when its been blown to smithereens.
Arctic Estidal
Viziam
Amarr Empire
#211 - 2015-04-07 13:08:15 UTC
If a station is destructible and contents inside. remove fatigue from Jump Freighters and increase the hold size by x100 so I can fit everything I own in it.

Everyone keeps talking about how good it is going to be looting structures. But no one will invest in null sec and its costs billions in upgrades etc already if you have little protection from being raided and you cannot perform an evac because of the jump fatigue, limit on jump freighter holds, capital ship jump reduction etc, makes the process impossible.
Lil' Brudder Too
Pistols for Pandas
#212 - 2015-04-07 16:28:50 UTC
CCP Ytterbium wrote:
Also, please note, it is possible for such mechanics to only be available in the largest structures (most likely XL) since existing Starbases do not have any kind of item safety mechanic (and would likely end up as L size equivalent in the new model).

Is it also possible to make sure that Large POS's maintain their ability to ward off attacks (or discourage) like they currently are in HS. As hinted the new "large" structures will be much easier to dispatch than what current "large POS's" are...at which point what is the motivation for even putting one up if it takes very little relative commitment to be destroyed...hyperdunking these new structures might become a thing if you are not careful.
Fzhal
#213 - 2015-04-07 17:36:54 UTC
SFM Hobb3s wrote:
I think its way too soon before Fozziesov to change how assets are stored. Changing this mechanic is NOT going to increase 'content'. I'd much rather keep the current system. Having your assets locked in a station you no longer own is more than enough to encourage getting a station back. Ask yourself, did Solar finally get their stuff back from RPO or whatever system that was? Those are now assets that can be used again, to create content.

Also lets not forget that this mechanic will be exploited for the sole purpose of grrreifing.

Yep, within the next 3-5 releases they are going to be re-sculpting everything that is 0.0. This is going to be one of the biggest events in Eve's history.

Upcoming Changes:
Null belts/ore content (has put the markets in limbo)
Null mineral increase in BPOs
Structures, which primarily affect Null (specifically, ship safety will be re-defined no matter how hard they try to keep it the same)
Sovereignty mechanics

This is too much at once. There will be too much noise between these factors to the point that CCP is will be unable to pinpoint the right things to tweak among all the changes that were made in null's interconnected system.
Frostys Virpio
State War Academy
Caldari State
#214 - 2015-04-07 19:10:16 UTC
Arctic Estidal wrote:
If a station is destructible and contents inside. remove fatigue from Jump Freighters and increase the hold size by x100 so I can fit everything I own in it.

Everyone keeps talking about how good it is going to be looting structures. But no one will invest in null sec and its costs billions in upgrades etc already if you have little protection from being raided and you cannot perform an evac because of the jump fatigue, limit on jump freighter holds, capital ship jump reduction etc, makes the process impossible.


Don't worry, the attacking side will be stuck with the exact same problem if it happen. How the hell will they haul all that loot anyway?

"Hahahahahha I can loot whatever I can!!!!"

*open can window*

*client load content*

*client freeze*

*CTD*

"WTF CCP???!?!?!?!!"
SFM Hobb3s
Perkone
Caldari State
#215 - 2015-04-07 19:56:55 UTC
Let us also consider that Eve is about shooting spaceships and blowing up spaceships. Destructible stations that risk stored assets, station market stores or contracts, are going to have at least two CATASTROPHIC effects to this:

1. People will keep as few ships as possible in stations (resulting in much less pew pew)

2. People will keep far less things on market or contracts (resulting in even less pew pew as less replacements are available)
Fzhal
#216 - 2015-04-07 20:01:08 UTC
SFM Hobb3s wrote:
Let us also consider that Eve is about shooting spaceships and blowing up spaceships. Destructible stations that risk stored assets, station market stores or contracts, are going to have at least two CATASTROPHIC effects to this:

1. People will keep as few ships as possible in stations (resulting in much less pew pew)

2. People will keep far less things on market or contracts (resulting in even less pew pew as less replacements are available)

3. Alliance staging systems will move to Low-Sec
Rowells
Blackwater USA Inc.
Pandemic Horde
#217 - 2015-04-07 21:48:56 UTC
SFM Hobb3s wrote:
Let us also consider that Eve is about shooting spaceships and blowing up spaceships. Destructible stations that risk stored assets, station market stores or contracts, are going to have at least two CATASTROPHIC effects to this:

1. People will keep as few ships as possible in stations (resulting in much less pew pew)

2. People will keep far less things on market or contracts (resulting in even less pew pew as less replacements are available)

Why are you assuming the assets are going to be destroyed?
w1ndstrike
White Talon Holdings
#218 - 2015-04-07 23:16:48 UTC
Rowells wrote:
SFM Hobb3s wrote:
Let us also consider that Eve is about shooting spaceships and blowing up spaceships. Destructible stations that risk stored assets, station market stores or contracts, are going to have at least two CATASTROPHIC effects to this:

1. People will keep as few ships as possible in stations (resulting in much less pew pew)

2. People will keep far less things on market or contracts (resulting in even less pew pew as less replacements are available)

Why are you assuming the assets are going to be destroyed?


he doesn't assume asset destruction, he assumes loss of assets (someone looting them still means the original owner loses them)

this is my primary concern with this as I have outlined in previous postings. I have yet to see a good reason for having asset loss from destruction or looting that would actually be healthy for the game as a whole.

for anyone else who hasn't read the whole thread: try to think about the whole game ecosystem before you form an opinion. looting might sound cool until you realize it's also why you'll have to go 50+ jumps to find anyone to fight in nullsec.
Rowells
Blackwater USA Inc.
Pandemic Horde
#219 - 2015-04-07 23:33:08 UTC
w1ndstrike wrote:
Rowells wrote:
SFM Hobb3s wrote:
Let us also consider that Eve is about shooting spaceships and blowing up spaceships. Destructible stations that risk stored assets, station market stores or contracts, are going to have at least two CATASTROPHIC effects to this:

1. People will keep as few ships as possible in stations (resulting in much less pew pew)

2. People will keep far less things on market or contracts (resulting in even less pew pew as less replacements are available)

Why are you assuming the assets are going to be destroyed?


he doesn't assume asset destruction, he assumes loss of assets (someone looting them still means the original owner loses them)

this is my primary concern with this as I have outlined in previous postings. I have yet to see a good reason for having asset loss from destruction or looting that would actually be healthy for the game as a whole.

for anyone else who hasn't read the whole thread: try to think about the whole game ecosystem before you form an opinion. looting might sound cool until you realize it's also why you'll have to go 50+ jumps to find anyone to fight in nullsec.

I'm not seeing where personal belongings are being looted either, unless you're referring to another players suggestions
Serendipity Lost
Repo Industries
#220 - 2015-04-08 13:30:01 UTC
Phig Neutron wrote:
Serendipity Lost wrote:
I'm seeing a couple of 1000 eve players that really haven't embraced the core concept of loss that is eve.


Another high school kid that doesn't grasp the concept that there is life outside of EVE. If the game demands a 24 hour commitment, it will lose most of its players. Permanent loss of assets is a great mechanic when you are actually playing the game, not when it means you can't log out for a family vacation.



Actually, when folks in my wh corp take a break 1 of several options occur.

1. We help them put their stuff in HS for safe storage (it's a big pita when you consider wh mass a good route and so on)
2. They just donate all thier non evac'd assets to corp (they donate them, we don't confiscate them)
3. If they leave unexpectedly, then we move out what we feel is appropriate and contract it to them when they get back. (Use a corp contract from a random station you don't use and let it go to the corp hangar when it expires)

As a HS graduate that has raised 3 college graduates I do grasp that there is life outside of eve. Heck, I even have a responsible job - I've had one my entire life.

If you don't have enough faith in your corp/alliance that you fear losing all your poop while on vacation, then I'll recommend a better corp/alliance or moving stuff to a safe haven until you get back.

Every WH player / director / CEO really understands that they could lose everything. Heck you could personally be dunking my system as I type this (I'm at work... read up about that job thing I have). Yeah I do laugh at you big bad null bears and your need to not lose assets. In my mind it comes down to this. Mega alliance leadership can't realistically protect all their minion's assets, so they rely on CCP to provide protection for them.

Your only justification for not being able to manage your assets and/or those of your corpmates comes down to lazy (It's too difficult for me to haul all my / his stuff to an npc station) or you're group is just too big to be able to take care of itself logistically. Either way - I think your a bunch of lazy crybabies and there really isn't anything you can say on this forum to change that.

I would think it fair for CCP to give 8months to a year heads up that null stations will actually be destroyed and lootable after sustaining millions of points of damage. (I've never gotten my arms around shooting a station for millions of points of damage 3 times and then occupying a perfectly useable station via... magic??

TL/DR Blow the crap up for real and loot the spoils. If you still want a station there - build a new one.