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Dev Blog: Shake my Citadel

First post First post
Author
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#661 - 2015-05-18 07:14:48 UTC
xttz wrote:
We have entire classes of ships based around delivering and repairing high quantities of damage and this is an aspect of the game that should remain, albeit in a less central role.

I'm in two minds here. Sure, the Dread (and Super) is forced in to a very thin niche if structure grinding goes away (that of Titan and Super ambusher, but what Titans and Supers will be around to ambush if they don't have structures to shoot), but that is only if Capitals go unchanged for the forseeable future.

To my mind, the entire capital game is currently balanced around structures; Dreads and Supers need high damage to blast through stations, so Titans and Supers need massive hp pools and Carriers and Supers massive repping power, in order to contend with the high dps of the structure grinders. With no structures to grind, this no longer becomes a ruling factor in the balance of capital ships, and they become free to be balanced entirely as pvp platforms. I don't know about you, but that is kind of exciting to me. Without stations to shoot, Dread and Super dps can be scaled well down, and be made more applyable to (at least the larger) subcaps, while capital hp can be slashed to make them more killable. To me, those sound like only good things.
March rabbit
Aliastra
Gallente Federation
#662 - 2015-05-18 07:24:59 UTC
Aralyn Cormallen wrote:
...Dreads and Supers need high damage to blast through stations, so Titans and Supers need massive hp pools and Carriers and Supers massive repping power...

I'm always in love with big ships with big guns... Living for long time in high-sec i still have my Moros sitting in some low-sec station. Because it's big and has big guns.

Remove it and capships lose their charm.

The Mittani: "the inappropriate drunked joke"

Sequester Risalo
German Corps of Engineers 17
Federation of Respect Honor Passion Alliance.
#663 - 2015-05-18 08:31:33 UTC
Terminator Cindy wrote:
How will faction towers/structure modules ( and BPCs ) be reimbursed ?


Not at all. Start using them now. They will pay off until being disabled. If they don't pay off untill then, don't use them.
Sequester Risalo
German Corps of Engineers 17
Federation of Respect Honor Passion Alliance.
#664 - 2015-05-18 08:44:12 UTC
Elenahina wrote:
But this isn't a sov mechanic; or at least not specifically. It's the structure capture mechanic. The same mechanic will be used in unclaimable NPC space, as well as sov null. Wormhole space works the same as everywhere else when it comes to capturing structures today - why should it work differently going forward.


That's why it's called Fozziestructurecapturemechanic? I don't want to appear facetious here but when I look at the relevant devblogs they always only refer to nullsec and sovereignty. New POSes weren't even on the (public) table at that time.

I consider the mechanic okay for sov structures which should have plenty defenders available and somewhat inconvenient for smaller structures which are supposedly designed with the single player in mind - anywhere in space. In highsec you can take them down if war is declared. Everywhere else the can go poof any day.
Black Pedro
Mine.
#665 - 2015-05-18 10:28:13 UTC
Sequester Risalo wrote:
I consider the mechanic okay for sov structures which should have plenty defenders available and somewhat inconvenient for smaller structures which are supposedly designed with the single player in mind - anywhere in space. In highsec you can take them down if war is declared. Everywhere else the can go poof any day.

What makes you think you will be able to take them down after a war is declared in highsec? My guess is that this loophole will be closed and you will have to defend these structures from attackers if you want to keep them. That is a much better design to stimulate conflict and facilitate sandbox play rather than continuing to allow corps to evade conflict by just taking down the structure.

But in highsec and elsewhere, they will not "go poof any day". They will be protected by a vulnerability window for most of the day, and require multiple reinforcements giving you plenty of time to show up and defend. And even if you still can't for some reason, it seems that all (or perhaps most) of your stuff will be retrievable, meaning you are only out the cost of the structure.

If you can't manage that, then stick to the still-available NPC structures where you don't have to worry about defending at all.

Marox Calendale
Xynodyne
The Initiative.
#666 - 2015-05-18 10:50:34 UTC  |  Edited by: Marox Calendale
CCP Ytterbium wrote:
When docked you will see surrounding space.

Will it also be possible to use D-Scan while docked?

Will Structures look different depending on what Service modules are fitted like T3 do?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#667 - 2015-05-18 11:02:58 UTC
Black Pedro wrote:
Sequester Risalo wrote:
I consider the mechanic okay for sov structures which should have plenty defenders available and somewhat inconvenient for smaller structures which are supposedly designed with the single player in mind - anywhere in space. In highsec you can take them down if war is declared. Everywhere else the can go poof any day.

What makes you think you will be able to take them down after a war is declared in highsec? My guess is that this loophole will be closed and you will have to defend these structures from attackers if you want to keep them. That is a much better design to stimulate conflict and facilitate sandbox play rather than continuing to allow corps to evade conflict by just taking down the structure.

But in highsec and elsewhere, they will not "go poof any day". They will be protected by a vulnerability window for most of the day, and require multiple reinforcements giving you plenty of time to show up and defend. And even if you still can't for some reason, it seems that all (or perhaps most) of your stuff will be retrievable, meaning you are only out the cost of the structure.

If you can't manage that, then stick to the still-available NPC structures where you don't have to worry about defending at all.



I'm thinking you should be able to take them down but it should take longer than 24 hours. That way if you are away from the game for holiday/work/whatever you can pack up for a short while but you can't just take it down in the 24 hour grace period before war. This would be explained as the graceful shutdown period for all those tower systems etc.
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#668 - 2015-05-18 11:11:54 UTC
Marox Calendale wrote:
Will Structures look different depending on what Service modules are fitted like T3 do?

Yes Please
Amanda Orion
Royal Amarr Institute
Amarr Empire
#669 - 2015-05-18 11:17:37 UTC

With a small POS, you can anchor more than can be online at once, and bring different modules on and off line as you need.

For example:

Online a lab to do some TE/ME, then offline it, online another lab for copying, then offline it - online the equipment and ammo assembly arrays to build something, or put the reprocessing array online while you are mining.

Will we still be able to do something similar with a medium citadel?
Iroquoiss Pliskin
9B30FF Labs
#670 - 2015-05-18 11:29:12 UTC
Max Kolonko wrote:
CCP Nullarbor wrote:
per wrote:
hmm, long time no asnwer from dev around

btw how about letting the citadel defend intself like poses do atm (ability to repel trolls with enthosis) but if they will be manned their dmg will be much better (skills + focused fire)



Still reading, most of the questions have been answered by blue tags in the thread already (a lot of duplicate questions).

Some questions don't have answers from us yet, but we're noting everything down and discussing it all with the team. So thanks everyone for your feedback so far.


Does production of those new structures still involve PI stuff like pos structures? i.e. citadel itself will be build similar to to pos while citadel services/modules similar to pos modules?



It will probably be a mixture of PI, Tech 1, Tech 2, maybe even Sleeper or Drifter technology - https://forums.eveonline.com/default.aspx?g=posts&t=423996&find=unread
Sequester Risalo
German Corps of Engineers 17
Federation of Respect Honor Passion Alliance.
#671 - 2015-05-18 11:30:07 UTC
Amanda Orion wrote:

With a small POS, you can anchor more than can be online at once, and bring different modules on and off line as you need.

For example:

Online a lab to do some TE/ME, then offline it, online another lab for copying, then offline it - online the equipment and ammo assembly arrays to build something, or put the reprocessing array online while you are mining.

Will we still be able to do something similar with a medium citadel?

My understanding is that the modules will be like ship equipment. You may switch modules like any ship equipment. Only rigs will be destroyed by removal.
Amanda Orion
Royal Amarr Institute
Amarr Empire
#672 - 2015-05-18 12:03:20 UTC
Sequester Risalo wrote:
Amanda Orion wrote:

With a small POS, you can anchor more than can be online at once, and bring different modules on and off line as you need.

For example:

Online a lab to do some TE/ME, then offline it, online another lab for copying, then offline it - online the equipment and ammo assembly arrays to build something, or put the reprocessing array online while you are mining.

Will we still be able to do something similar with a medium citadel?

My understanding is that the modules will be like ship equipment. You may switch modules like any ship equipment. Only rigs will be destroyed by removal.


Thanks. Sounds like there is cause for optimism :)
Proddy Scun
Doomheim
#673 - 2015-05-18 16:08:58 UTC  |  Edited by: Proddy Scun
Rather than having structures clog space with a swarm of regular drones consider

(1) limiting to 10 drones even for XL structures.
(2) slap on huge drone augmentation effects like control range = +100km per structure size
and radically increased speed (x3-x5 depending on size), agility, weapon tracking (x5), weapon range (X5),
weapon damage (x3) and durability effects (structure x1.5, armor x2, shields x5)
(3) total "instant" remote repair when passing within 1 radius of structure
(instant being faster for larger structures but no longer than 6 seconds for the smallest)
(4) web immunity within given radius of structure
(5) ?micro jump/warp within control radius once every 30 seconds?

This will make regular drones ideal for killing small relatively fast ships even in high sec. The tracking effects from the increased speed of drones will make them significantly harder to kill for small squads of ships.


Probably should be some limited AI to launch and swap the most effective drones (damage types & net pursuit speed) for the current top priority hostiles from the stores of drones remaining. Though there might also need to be a drone reserve store that can only be launched manually to keep a specialist team of SBs and T3 from killing all your Geckos while the station is unattended. Similarly there might be separate drone stores for invulnerability and reinforcement times when its mainly about harassing spies and siphon deployment rather than serious defense.
Proddy Scun
Doomheim
#674 - 2015-05-18 16:17:08 UTC  |  Edited by: Proddy Scun
Amanda Orion wrote:
Sequester Risalo wrote:
Amanda Orion wrote:

With a small POS, you can anchor more than can be online at once, and bring different modules on and off line as you need.

For example:

Online a lab to do some TE/ME, then offline it, online another lab for copying, then offline it - online the equipment and ammo assembly arrays to build something, or put the reprocessing array online while you are mining.

Will we still be able to do something similar with a medium citadel?

My understanding is that the modules will be like ship equipment. You may switch modules like any ship equipment. Only rigs will be destroyed by removal.


Thanks. Sounds like there is cause for optimism :)



Assuming storage volume for structure modules is not a major issue. I guess if CCP wants to discourage excessive swapping they could make EXTRA high volume modules tetherable like moored ships. That is extra structure modules would be lootable if the structure was destroyed. But I am thinking their new structure deployment model says modules probably fold up to "pocket-sized" when not deployed and installed -- thus solving the ship transport issues.

Though CCP could change that structure deployment model easily to use small structure SEED modules and requiring dumping jetcans/freighter cans of minerals nearby by a fleet of hauler ships for the assembly process. That would lower the current apparent tech issues where deployed modules are much more massive than the packaged structures not just compacted volume.
EnternalSoul
The Scope
Gallente Federation
#675 - 2015-05-18 16:44:51 UTC
I have not yet seen the most important question being asked or answered yet!

Walking in these new structures! Can we and how much of it?

Marcus Tedric
Zebra Corp
Goonswarm Federation
#676 - 2015-05-18 19:02:01 UTC
EnternalSoul wrote:
I have not yet seen the most important question being asked or answered yet!

Walking in these new structures! Can we and how much of it?


If that's 'the' most important question - then we really don't have anything to worry about...

Don't soil your panties, you guys made a good point, we'll look at the numbers again. - CCP Ytterbium

EnternalSoul
The Scope
Gallente Federation
#677 - 2015-05-18 19:15:52 UTC
Marcus Tedric wrote:
EnternalSoul wrote:
I have not yet seen the most important question being asked or answered yet!

Walking in these new structures! Can we and how much of it?


If that's 'the' most important question - then we really don't have anything to worry about...


Irony impaired? Come on Sheldon!
ISpydeRI
Imperial Academy
Amarr Empire
#678 - 2015-05-18 19:51:51 UTC  |  Edited by: ISpydeRI
Invuln link name suggestion; Harbor Link/Harboring/Harbored. Pretty straight forward, does what it says on the box.

harbor
verb
: to give shelter to (someone) : to hide and protect (someone)

: to have (something, such as a thought or feeling) in your mind for a long time

: to hold or contain (something)

(Other suggestion Spyder/Spider LinkĀ(TM) coughcoughdoitcough)

*Will Scotty be the docking manager be making a comeback for the new structures? important question ccpls respond*

Also curious about the removal/reimbursement of existing POSes. For example, for those of us with multiple POSes, it will obviously take some time to go around replacing the POSes with the newer structures. Will the moons just be detowered and up for grabs? Will patch day be the longest day of every POS managers life?
Also, for faction towers, the main idea (other than the paint) is if you can keep them safe long enough they will return on your investment in (many) months based on fuel discount. Should people simply stop buying faction towers at this point since they won't likely see a return on investment, or will there be additional compensation for faction towers?
Proddy Scun
Doomheim
#679 - 2015-05-18 20:39:38 UTC  |  Edited by: Proddy Scun
EnternalSoul wrote:
I have not yet seen the most important question being asked or answered yet!

Walking in these new structures! Can we and how much of it?




LOL - funny. Yeah it occurred to me that now would be a "good time" for CCP to slip new station walking areas into EVE without fanfare.


I mean there is a REAL question of whether every structure which has internal docking will at least get Captain's Quarters. Definitely not a question critical to gameplay but it is there. If they do then maybe then maybe those quarters will be customized a little to the size and race of structure like we have the 4 racial CQ now.

Once you open that can of worms then you can ask about adding very simple rooms to be associated with each public service module. I assume CCP kept good notes on all the FUBAR issues they solved when creating the CQs. If so, simple public rooms would mainly be artwork and associated walk models. So primarily an issue of whether CCP artwork teams have spare time. Coding functions could just be hanging GUI click on NPC or vending machine to go to current popup windows.


But I recommend avoid multiplayer stationwalking interaction off the table in the name of life support. If CCP wants a frivolous feature challenge - try adding video convo screens to private chat when in CQ. One on one private convo video chat screen with emotes in CQ would be place to start. Then maybe work up to split screen and multiple players.


Definitely no call for complex issues of real windows on local space or user defined businesses & nightclubs or huge promenades or other multiple player shared interaction spaces on smaller structures. MULTIPLAYER station-walking being the real killer box of unsolved SNAFUs waiting to happen. If Multiplayer station-walking ever happens I guarantee that there will not only be be issues with basic interactions but several levels of "Jita like" congestion solving.

Smaller structures would however yield a logical reason to cap occupancy of public rooms at very low levels (say 4 players) and use cloned instances of public rooms as a forced way to handle player overflow -- all in the name of station life support. Leave mass melee battle on stations to the far far future or maybe another game.
Proddy Scun
Doomheim
#680 - 2015-05-18 20:50:30 UTC  |  Edited by: Proddy Scun
EnternalSoul wrote:
I have not yet seen the most important question being asked or answered yet!

Walking in these new structures! Can we and how much of it?




If CCP does indulge in revamped CQ to reflect structure size and race or other walkable station rooms for each station function module (maybe public vending machine or later full bodied NPC to click to converse)...


First thing to implement for any new station rooms should be a quick exit to CQ or hangar view & current menu system -- a way to jump away from bugs in new room.


Definitely not good time to introduce multiplayer station-walking rooms. Video conference private chat with "emotes" is about the limit of resource diversion that most players would accept. Even that should start as 1-to-1. A year from then think hologram conference table (2-10 seats) for private chat as first toe in water for multiplayer stationwalking. Heh heh that could even be reusable on capital ships for fleet squad sized chat/briefings prior to battle.