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To ccp / community, New Citadel structures / Pirate structure

Author
Not that Forumguy
Hedion University
Amarr Empire
#1 - 2015-05-22 19:03:03 UTC
All the new concepts for the new Citadels are great, but i would also like to see a Pirate theme base it could have concepts such as smuggling because boosters are also going to get a look at :-), give you info on the movement of haulers in low and null sec, it could have a cloak but only able to offer ship repair for services. i hope the concept gets thrown in on the design phase etc.
Rowells
Pator Tech School
Minmatar Republic
#2 - 2015-05-22 19:17:24 UTC
um, a blockade runner?

I'm not understanding what the actual desire is here.
joecuster
Anime Masters
#3 - 2015-05-22 19:41:33 UTC
go back to start
Not that Forumguy
Hedion University
Amarr Empire
#4 - 2015-05-22 20:50:19 UTC
Rowells wrote:
um, a blockade runner?

I'm not understanding what the actual desire is here.


The structure can possibly have npc smugglers that can bring things to your citadel etc.
Delegate
Federal Navy Academy
Gallente Federation
#5 - 2015-05-22 22:11:20 UTC
I personally would love to see a small structure for nomading. Something where one (perhaps few) players could park/fit/repair few ships and store some supplies. I expect it would be used in a hostile environment, so a small cloaky structure would serve best such purpose. Of course there are certain balance issues to solve:
1) How many ships you can park there. Limited number, say up several cruisers.
2) How does it gets aggressed? Perhaps a long (20-30 seconds) cloak reactivation delay during which time it can be combat scanned. Of course the structure would need to be uncloaked to enter/exit.
3) What happens when it gets destroyed? I think it should have no item safety mechanics.
4) What happens when if its abandoned? It should decloak if left unmaintained for extended period of time.
5) Should it have weapons? No, except owners and their ships.
6) What about clone facility? Could be very interesting....
7) What it takes to move it? When empty should package to a size you can put in a ship fit for running gate camps.
8) What about sov status? Recognize no sov.
Nevyn Auscent
Broke Sauce
#6 - 2015-05-23 00:10:20 UTC
Delegate wrote:
I personally would love to see a small structure for nomading.

These already exist. Mobile Depots. Though you want one that is harder to deep scan, which I kinda agree with, it would be interesting if CCP introduced the ability for certain things to only be detectable on deepscan at under 'x' range. Like, 50%, 25% etc. So they aren't perfectly cloaked and you can find them, but a lot harder than just dropping a couple of deep scans across the entire system to actually know they are there, and probes would take a lot of work to hunt them down.
Delegate
Federal Navy Academy
Gallente Federation
#7 - 2015-05-23 00:22:06 UTC
Nevyn Auscent wrote:
Delegate wrote:
I personally would love to see a small structure for nomading.

These already exist. Mobile Depots. Though you want one that is harder to deep scan, which I kinda agree with, it would be interesting if CCP introduced the ability for certain things to only be detectable on deepscan at under 'x' range. Like, 50%, 25% etc. So they aren't perfectly cloaked and you can find them, but a lot harder than just dropping a couple of deep scans across the entire system to actually know they are there, and probes would take a lot of work to hunt them down.


If you cared to read/cite my entire post, you would see it has nothing to do with a mobile depot. I nomaded a lot from a depot and know the limitations, particularly when it comes to having several ships around. The proposal is about small nomad/pirate dock that can survive in a hostile space but is vulnerable when you enter/leave it.
Btw if you can scan a structure in its default state (even if it takes a"a lot of work”) it's not going to survive in a hostile space.
Lugh Crow-Slave
#8 - 2015-05-23 03:18:29 UTC
to be honest i would want no racial or pirate themes to any of the structures


these are the basis of pod pilots gaining more power in new Eden and are only going to be used by pod pilots the structures should reflect that
Haatakan Reppola
Science and Trade Institute
Caldari State
#9 - 2015-05-23 03:28:07 UTC  |  Edited by: Haatakan Reppola
Lugh Crow-Slave wrote:
to be honest i would want no racial or pirate themes to any of the structures


these are the basis of pod pilots gaining more power in new Eden and are only going to be used by pod pilots the structures should reflect that


Pod pilots have ALOT of wealth, pirates like isk. Why would not the pirates get their own structures (bpc) they can sell to wealty pilots in order to pay for their operations?

It make more sence for the new player owned structures to be pirate structures, this goes hand in hand with empire loosing its control, and pirates alreay have access to alot of the empire tech (assume spies at fairly high level)
Having pirates release structures is more natural than empire suddenly deciding that it want to give pod pilots more power, empire try to hold its place as the most powerfull entities in sapce.
Lugh Crow-Slave
#10 - 2015-05-23 10:44:32 UTC
no i'm saying they should be neither pirate nor empire
Not that Forumguy
Hedion University
Amarr Empire
#11 - 2015-05-23 16:12:12 UTC
Lugh Crow-Slave wrote:
to be honest i would want no racial or pirate themes to any of the structures


these are the basis of pod pilots gaining more power in new Eden and are only going to be used by pod pilots the structures should reflect that


My main concern is that there should be a citadel for Drug manufacturing
Not that Forumguy
Hedion University
Amarr Empire
#12 - 2015-05-24 09:42:59 UTC
Lugh Crow-Slave wrote:
no i'm saying they should be neither pirate nor empire


Yet there are pirate ships ?