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Dev Blog: Shake my Citadel

First post First post
Author
Deep Nine
Vigilante Carebears
#461 - 2015-05-14 01:08:29 UTC
Quote:
LOL. Someone said the same thing about Titans once, I bet.

That said, there's no reason to artificially cap them since they can be destroyed.


Guessing someone may have said something once is asinine.

That said, the reason to cap them is because, as is, they are practically impossible to destroy, not to mention when an actual fleet shows up to defend the Mega-POS, it would be impossible to defeat them, nevermind taking the tower.

Limiting its use is still the best option to avoid critical abuse and deifying alliances.
EvilweaselSA
GoonCorp
Goonswarm Federation
#462 - 2015-05-14 01:17:31 UTC
Dentia Caecus wrote:

Not, at all. Sir. CCP Nullarbor asked for a means to facilitate reimbursement; therefore, I undertook to design a methodology that is fair, provides much requested potential content and may bring people back to the game. I spend a fair amount of time designing, rethinking, drafting and redrafting a workable solution to a complex problem and look forward to equally thoughtful feedback both from the community and CCP.

I very much look forward to suggestions on how to better refine and implement this idea, as I believe the eventual elimination of stations as we know them presents a unique opportunity for CCP to reengage older players that may not be as involved in Nullsec as they once were.

the only thing you spent a lot of time on was stuffing as many words as possible in to disguise the rattling of your tin can as you begged for handouts from devs

"you should give me money, loads of money, for things i don't own because...uh..."
EvilweaselSA
GoonCorp
Goonswarm Federation
#463 - 2015-05-14 01:18:32 UTC
Ocean Ormand wrote:

I dont think this is correct - the blog specifically stated that they are giving the towers defensive structures to ward of solo folk trying to reinforce towers.

they then said the defenses must be manually controlled, which means solo folk reinforce them easily
EvilweaselSA
GoonCorp
Goonswarm Federation
#464 - 2015-05-14 01:21:02 UTC
Dentia Caecus wrote:

It is the considered opinion of this author, a multi-year veteran of nullsec life, that Mr. Wolf is correct when he states there are inherent risks in nullsec, including risk of major or catastrophic loss. However, his repetition of this truism is utterly irrelevant, as is his tiresome reliance on the risk/reward analogy. Furthermore, his argument typifies the thinking that resulted in both the big blue doughnut and stagnation in nullsec that CCP has taken great pains to eliminate.


to boil down: "risk and reward is all well and good, as long as when i lose i get the reward instead gimme gimme gimme gimme the way to bring new players into null is to give massive isk handouts to old players who lost the stations years ago, that will really help the new people gimme gimme gimme oh god gimme"
Rain6637
GoonWaffe
Goonswarm Federation
#465 - 2015-05-14 01:43:33 UTC
Flamespar wrote:
Since there will be no racial variations for these structures, perhaps there should be racial skins that also apply small geometry changes to the structure.

For example

Minmatar skin = Rust paint and smoke stacks
Amarr = Gold and statue of religious figure
Caldari = Gunmetal grey and military livery
Gallente = Green and something with boobs.

This is one of those suggestions that once implanted into devs minds can never be retrieved.
Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#466 - 2015-05-14 02:02:30 UTC
Obil Que wrote:
Steve Ronuken wrote:
Lord LazyGhost wrote:

Log on o my pos is vunerable today for 2 hrs i need to go sit in my tower for the only 2 hrs i get to play incase some little troll in a ceptor desides today hes picking on my POS sounds like thrilling game play. even if its ever 3-4 days or so its still one days worth og game time doing nothing.



Or you could let the first timer go passed without defence, and be there for the second. Or third.


I'll repeat. In wormhole space especially, you are linked to many random entities over the course of days or weeks through your wormhole connections and the resulting chain. It is very likely that those entities will take every opportunity to entosis structures that lack a warm body in them. Thus your first, second, or third timer will be set upon by the connection of the day putting you and your structure under constant active threat.

The idea that WH residents will have to babysit their towers every timer period is very much real and not at all an improvement in gameplay.



THIS

adding some personal notes on general details:

the whole "vulnerability window" concept is artificial and superflous bullshit, a misconception born from the dillema of on the one hand wanting to lower the attack threshold and on the other hand trying to give defenders some break ... it feels totally out of tune with the game as i know it and actually diminishes and restricts gameplay artificially.

similiar feelings towards the whole entosis stuff .... originally brought up to aim for problems with sov now its coming to every ******* POS (substituting structures) and troubles me in whs where the concept of sov doesnt even exist - tyvm NOT

worst of all: the "asset safety" some genius came up with when my POS/structure gets blown up ... seriously devs, have you totally lost it ?? This goes against the core fundamentals that make up this game and set it apart from the competition. If someone blows up my fortress HE DESERVES the loot!


I see EVE at a critical juncture at the moment, the devs trying to change to many things at once and in many aspects out of touch with the existing game. "Meant well" and "done well" are entirely different concepts in the end ...
Rain6637
GoonWaffe
Goonswarm Federation
#467 - 2015-05-14 02:44:55 UTC  |  Edited by: Rain6637
That's a valid sentiment but I'm guessing you're not an industrialist.

Industry involves a practically unmanageable volume of materials, and it's nearly impossible to evacuate everything in a matter of two timers. A month, even. Caches of ships and materials that you really have no place else to put them, other than NPC stations. If you don't make considerations for assets, it would be a profound nerf to player owned structures.

Materials accumulate quickly, by way of buy orders and several players filling them. Not just ore or minerals.

There are a lot of situations where it requires tens or hundreds of freighter loads to build just one thing. If you have a freighter pilot, you can get a sense of this on Sisi by joining up with Wedge Rancer. He builds supers for players. I had ten freighter pilots ferrying materials from station to POS for hours, and there's no end to that. I did it just for the perspective, and I think you should too.

Structures can, will, and do accumulate more stuff than can be moved by a corporation or alliance... coalition even, in a short period of time. Good luck organizing a coalition-wide materials evacuation op. That's about the least sexy gameplay I can imagine.

If you ask me, players are already going to be up a creek in the new destructible structure system even with the considerations their assets are being given.

I think a better solution would be an emergency Interbus moving service that is invulnerable to player attack, but costs ISK and time. More than the ISK or time cost, though, displacing assets would be the real consequence for losing a structure, and I think that's enough. Otherwise, Industry and market become a casualty of structure / system / Sov ownership, and I don't think you want that. Personal assets, too. They need to be removed from at-risk-in-space-combat gameplay. The fantasy hardcore EVE you are asking for is one that would destroy itself.

The PVP playstyle would destroy all others, and that's a bit OP.

About the Interbus moving service thing... if assets are moved to the next-closest owned structure or nearest NPC station (for free?)... chasing out a group's war and industry materials in this way isn't a wasted effort.

It's not destruction, but it's still a denial of access. Compared to destruction (which is absolute), you can balance that denial if it has variables of distance, time, and ISK cost (in the Interbus method I suggested).

It adds an interesting gambling scenario, too, where you might order your assets moved then save the structure.
Sgt Ocker
What Corp is it
#468 - 2015-05-14 03:05:53 UTC
Deep Nine wrote:
Limit the Citadel Structures to one per region, or bare minimum, one XL per region to regulate its use. It should, at most, be regulated to one tower per region, period, regardless of size. It should be treated as a capital POS, and not be used as common equipment. Since it is limited to low and null only, its only fair, it should be limited in scope of its deployment as well.

Allowing it to be used unregulated and unchecked would subsequently cause unpredictable blowback and possibly cause large regions of space to stagnate, the mega alliances that now exist already have far too much opportunity and power to solidify their monopolies and strangleholds over their space.

Providing these structures in an unlimited capacity is far from being a good idea, especially when its OP weaponry, and multi-stacking invulnerability for both structures and ships is examined.

This is closer to GM equipment then it is sandbox.

This would be ok, as long as only one alliance resides in each region.
Who gets to have the best if more than one alliance reside side by side?

Multiple alliance living in one region may continually fight for control - Who gets the biggest boom stick?

One per region per alliance, makes sense.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Fzhal
#469 - 2015-05-14 03:57:49 UTC  |  Edited by: Fzhal
Orm Magnustat wrote:

adding some personal notes on general details:

the whole "vulnerability window" concept is artificial and superflous bullshit, a misconception born from the dillema of on the one hand wanting to lower the attack threshold and on the other hand trying to give defenders some break ... it feels totally out of tune with the game as i know it and actually diminishes and restricts gameplay artificially.

similiar feelings towards the whole entosis stuff .... originally brought up to aim for problems with sov now its coming to every ******* POS (substituting structures) and troubles me in whs where the concept of sov doesnt even exist - tyvm NOT

worst of all: the "asset safety" some genius came up with when my POS/structure gets blown up ... seriously devs, have you totally lost it ?? This goes against the core fundamentals that make up this game and set it apart from the competition. If someone blows up my fortress HE DESERVES the loot!

I see EVE at a critical juncture at the moment, the devs trying to change to many things at once and in many aspects out of touch with the existing game. "Meant well" and "done well" are entirely different concepts in the end ...

(Personally, I would prefer a 15% buyback insurance and 10% drop.)

Your post amazes me. Yes, I am amazed at how a person can play a sci-fi game with FTL travel/communication, shields, lasers, wormholes, cynos, and clone swapping... Oh, and spaceships! How this person can be okay with all of those things, yet find it unrealistic for someone in EVE to invent a system to fit into a FIFTY KILOMETER STRUCTURE that would safeguard items in the event of a catastrophic hull breach...

News flash! CCP tracks asset loss and can easily see how many die-hard pvpers, like you, quit after losing a significant portion of their stuff... But no, lets design a game around your bias and feelings. In order of importance, CCP is a profit driven company that makes a game that is a sci-fi, sim, hardcore pvp niche product.
Nikolai Agnon
Khanid Propulsion Systems
Local Is Primary
#470 - 2015-05-14 05:17:13 UTC
Would just like to re-emphasize that FW would appreciate some attention, and given the role Citadels are to play in wars, some consideration for militia use would be fantastic. If indices affect timers in sov, ihub upgrades in FW should also affect structures.

Fuel consumption and reinforcement timers would be great candidates for ihub upgrade bonuses. It'd be well balanced by the LP that would need to be invested in the ihub, and that players would be encouraged for their corp's sake to help keep home systems stable or lowly contested.

Nikolai Agnon for CSM XI!

FacWar | Lowsec | PVE | API

Mina Sebiestar
Minmatar Inner Space Conglomerate
#471 - 2015-05-14 05:17:46 UTC
iLIKE

You choke behind a smile a fake behind the fear

Because >>I is too hard

Rhavas
Noble Sentiments
Second Empire.
#472 - 2015-05-14 05:53:03 UTC
Axloth Okiah wrote:
Some items and ships need to drop from citadels or why would we bother attacking them? Or why would anyone bother defending them if all they stand to lose is the value of only the citadel itself.

Wormholers currently have 100s of bilions worth of ships in their POSes and its one of the things that drive the massive fights we can witness every now and then - attackers want to destroy/loot them, defendes want to keep them. Compared to that, cost of the citadel itself will be peanuts and noone will bother fighting over it.

Please consider some drop mechanic, or maybe salvaging of the loot over time. IE the citadel wrecks slowly decay over time and shed loot (ships, modules, whatever) as salvage for anyone who shows up to get it. This could even spark some activity around old wrecks of mighty and rich citadels, as scavengers would come in search of riches.


This.

These things should drop all the ships and loot, otherwise why bother to knock them over outside of sov space? For w-space they should dump everything, as dictated by the Loot Fairy chances. Make it different between w-space and k-space if need be to reduce complaints from k-space.

EVE is dark and dangerous, and its first design principle is (or was?) that losses should matter. Leaving stuff where you can come back and get it once taken down is counter to that principle.

First Law of EVE: Don't fly what you can't afford to lose.

First Wormhole Codicil of the First Law: Once you fly it into the hole, consider it lost.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Ben Ishikela
#473 - 2015-05-14 05:54:20 UTC
Morn Hylund wrote:
Exciting changes for Eve. Would be nice to see planets become more parts of the game too once this phase is done. I know, I dream.

Question: Has cloaking possibilities ever been discussed for say small "piratey" structures? Say someone or a small corp might want to operate a pirate base in deep space or wormholes. I would imagine, uncloaking and cloaking would take a considerable amount of time and fuel, leaving the structure vulnerable to detection during the cloaking/uncloaking time. But it seems like this might open up some interesting gameplay possibilities.

oh yes! cloaky stations :)
but only and i mean it IF there is some way to uncloak an enemy structure if you know that there is one and where.
After all there are these jove observatories (+sleeper stashes) that were cloaked all that time. Not much used recently, but "cloaked"! That tech migth be harvestable.... Pirate

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Ben Ishikela
#474 - 2015-05-14 06:50:22 UTC
CCP Ytterbium wrote:

  • Not sure about being able to know docked people, may be part of scanning mechanics, but open to discussion.

  • When docked you will see surrounding space.

  • Yes, ideally we want all structure sizes and types everywhere. There may be gampeplay restrictions on them and / or their respective modules if needed however.
  • [/list]



    • Docked: only revealing the number of docked pilots on "cargo"-scanning it. could be an interesting option. (item: capsuleer - notyet corpsefied)
    • See sourroundings: much needed and waited for. thanx
    • X-L@WH: Supers are not allowed in WH. Why should X-L? atm WHs are more like villages with shared-houses. dont make them crowded cities (or is it some goal)........But otah gives ease of living and after all, that XXL-drifter-donut is kind of wormholy.Roll


    Also (optical): that citadel has all these edges (i dont like caldari station design because i dont like (overly used) edges and cants. yes ofc they can construct without caring about weakspots because of those strong shields). Spherical structures have a lot less/smaller weakspots but maybe shoot less good (gallente). Putting rusty salvaged plates together might be a way to construct a weaker station for way lesser money same size (minmatar). but do we need greenglowing cubes Blink?! omg, where was i going Shocked.
    So yeah, skins are nice. But ..... SHAPES!!

    Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

    Aralyn Cormallen
    Deep Core Mining Inc.
    Caldari State
    #475 - 2015-05-14 07:17:58 UTC
    Rain6637 wrote:

    I think a better solution would be an emergency Interbus moving service that is invulnerable to player attack, but costs ISK and time. More than the ISK or time cost, though, displacing assets would be the real consequence for losing a structure, and I think that's enough. Otherwise, Industry and market become a casualty of structure / system / Sov ownership, and I don't think you want that. Personal assets, too. They need to be removed from at-risk-in-space-combat gameplay. The fantasy hardcore EVE you are asking for is one that would destroy itself.

    The PVP playstyle would destroy all others, and that's a bit OP.

    About the Interbus moving service thing... if assets are moved to the next-closest owned structure or nearest NPC station (for free?)... chasing out a group's war and industry materials in this way isn't a wasted effort.


    Oh god no. I'm all for finding a solution that doesn't completely screw pack rats, but this is going too much the other way. You know our leadership, there would be plenty of ways to strategise this to make building destruction actually beneficial to the structure loser, and so that you would never want to evacuate anything ever again.

    Consider our recent departure from Delve. Complete clusterfuck, and thats how it should be if the planning isn't done right. Consider an alternative strategy where instead of NPC null (where there wuld be no benefit from staging from ever again, as if you lose a player owned station you'll default back to the NPC one anyway), we staged in a player-owned station, and when it came time to withdraw to Deklein, we did it via staged station-drop, so all our assets got moved to the next station in the "delivery" chain. We literally could have gamed a way to get our assets auto-moved all the way back to Cloud Ring without undocking a ship. That's bad in all ways.
    Rain6637
    GoonWaffe
    Goonswarm Federation
    #476 - 2015-05-14 08:35:38 UTC
    Yeah, there's that possibility. You could make the time delay something like a month, to combat that maybe.
    Saisin
    Chao3's Rogue Operatives Corp
    #477 - 2015-05-14 08:53:48 UTC
    Is there is a specific reason why POSes as we know them today could not continue to exist alongside citadels?

    The fact that they require Fuel to remain online, where Citadels do only require fuel to keep its modules active will be a significant differentiation, and new features can simply be linked to citadels' presence and not POS presences.
    The POS would likely disappear naturally over a few years time, and that would avoid a complicated refund process (as well as a too drastic impact on the market for POS stuff).

    Vote Borat Guereen for CSM XII

    Check out the Minarchist Space Project

    Corraidhin Farsaidh
    Federal Navy Academy
    Gallente Federation
    #478 - 2015-05-14 09:06:14 UTC
    I still think you should have to shoot these structures to destroy them. By all means have the entosis link reduce resists and such to make this faster but ultimately these are enormous armoured space fortresses. Shining a fancy torch at it shouldn't make the walls fall down. May as well call them all Jericho POS's.
    159Pinky
    Caldari Provisions
    Caldari State
    #479 - 2015-05-14 09:57:33 UTC
    Rain6637 wrote:
    That's a valid sentiment but I'm guessing you're not an industrialist.

    Industry involves a practically unmanageable volume of materials, and it's nearly impossible to evacuate everything in a matter of two timers. A month, even. Caches of ships and materials that you really have no place else to put them, other than NPC stations. If you don't make considerations for assets, it would be a profound nerf to player owned structures.



    You have to move all the stuff in the structure, so why aren't you able to move it out? It's all about planning.
    Then again, you could always defend your structure. Or you could run your operation out of an NPC station.

    The Interbus moving could be interesting, but then those convoys should be vulnerable to player attacks. So the gamble woud be: do I stay and fight and not evacuate or do I move them with Interbus and risk losing the stuff?
    Orm Magnustat
    Red Serpent Industries
    Red Serpent Alliance
    #480 - 2015-05-14 10:15:06 UTC
    Saisin wrote:
    Is there is a specific reason why POSes as we know them today could not continue to exist alongside citadels?

    The fact that they require Fuel to remain online, where Citadels do only require fuel to keep its modules active will be a significant differentiation, and new features can simply be linked to citadels' presence and not POS presences.
    The POS would likely disappear naturally over a few years time, and that would avoid a complicated refund process (as well as a too drastic impact on the market for POS stuff).


    +1

    Actually it would be the best way out, avoiding the aforementined drawbacks and repercusions! An evolutionary process that maintains historical continuity while opening paths to further development.