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Player Features and Ideas Discussion

 
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Blowing up Citadels, and other new structures!!!

Author
Jherik
The Scope
Gallente Federation
#1 - 2015-07-03 04:52:53 UTC  |  Edited by: Jherik
So one of the major focuses of the new sov re balance is to de-emphasize the ability to roll your fleet into a giant ball of caps and be untouchable. The removal of a super blob being an instant I win button is no doubt good for the game and I will not argue against it here. However I feel that with the new system as currently proposed there is a shortage of feasible roles for caps. This is where I’m going to go radical and suggest something that will probably make some minds in Reykjavik explode.
I suggest we bring back the structure grind…..sorta.

Ok ok, take a deep breath, put down your pitchforks and let me explain. Under the sov system currently being implemented you do not need to deploy capitals in order to take sov or presumably capture enemy structures. This is good, and i am not looking to change that. What I am suggesting is making capitals the optimal tool for destroying structures.

Side A is in a fozziesov war with Side B. Side A decides it wants to capture the citadel in ABC-12. It uses its entosis mods reinforces it and proceeds to win the currently proposed 3 reinforcement timers. Citadel flipped OP success GG GG. Side B being a resilient alliance of space friends retaliates by recapturing the citadel that was just taken. This in turn causes side A to double down and decide to blow the ****** up.

What im suggesting is in order to destroy a citadel the attacking side must grind a modest amount of HP lets say 20mil ehp (Half a Large Pos) IN ADDITION to winning the entosis battles. As well in order to flag the citadel for destruction they must grind the HP BEFORE the entosis battle is over. If the attacking side successfully grinds the 20mil ehp (shield, armor, structure) and wins the entosis war for each timer the citadel explodes and glorious killmails are had. (Don’t ***** at me about the HP cause every single one of you will happily grind 100mil EHP to kill a leviathan.)

If someone wants to remove a citadel but cannot or simply chooses not to grind the HP. There could be a mechanic where they offline and tear down the citadel after they have taken control of it. This would trigger a 24 hour vulnerability window that would have to be defended.

As far as loot mechanics go, any of the various suggestions would work here. Im personally partial to the suggestion 10% being sacrificed to the loot fairy, 40% being lootable by either side, with defenders getting first dibs, and 50% being moved to the nearest structure owned by the owner’s alliance or the nearest NPC station whichever is closest by LY.

If the structures owners are taking it down after successfully waiting out the 24 hour vulnerability window, then in that case Interbus would move the all of assets contained to the owners nearest structure or nearest NPC station whichever is closest by LY.

Approaching the new structures in this way will allow smaller entities that may not have a large capital fleet to successfully fight a cap heavy entity in a sov war, so long as they can handle their business with subcaps.
Entities that have Caps will now have a tempting target worth deploying them for with the caveat that in order to be successful with them they will have to win not only the citadel grid, but also all the entosis grids as well potentially thinning out capital support fleets making caps more vulnerable which in turn makes more killmails.


TL:DR
Scenarios:
Side A attacks Side B
Side A does not grind HP but wins entosis battle: Structure pushed to next timer Non Destructible
Side A grinds the HP and wins the entosis battle: Structure pushed to next timer and is flagged destructible.
If Side A grinds the HP the first timer but fails to do so for the second timer and wins the entosis battle, the structure is sent to final timer but is no longer destructible.
Side A grinds the HP but loses the entosis battle: Structure is saved, but HP must be repaired.
Side A wins all three timers and grinds the HP all 3 times. Structure explodes. Killmail generated Side A gets some loot. At least Half of side B’s assets saved.
Side A Captures structure and elects to tear it down. Structure goes Vulnerable for 24 hours. After 24 hours if not reinforced Interbus moves all assets to their owners nearest structure or nearest NPC station whichever is closest by LY.
Catherine Laartii
Doomheim
#2 - 2015-07-03 05:13:00 UTC
A well-thought out idea with benefits for all should the required effort be put in. +1
Tabyll Altol
Viziam
Amarr Empire
#3 - 2015-07-03 06:25:17 UTC
Twisted Yeah but let us destroy the NPC-Stations too and shoot the wreck. Twisted

I would love to destroy the traidhubs.

+1
FT Diomedes
The Graduates
#4 - 2015-07-03 06:37:40 UTC
I suggested something similar when they first announced Fozziesov. Supported.

The only part I do support is having an NPC automatically move everything to safety.

I would prefer to see each region gain easier access to NPC space. It would be nice to see Sisters of Eve, Equilibrium of Mankind, or one of the other minor factions move into the Drones regions and take over some stations.

Then players can use the new NPC space as a staging area or can evacuate their own stuff to that area.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Jherik
The Scope
Gallente Federation
#5 - 2015-07-03 14:23:46 UTC
i can also see interesting scenarios where, depending on the importance of a particular structure to the defenders, a capital light enitity can punt a few timers and dog pile everything they got on the capital grid. Depending on what caps you kill and how many, the defenders may even lose the structure but win the isk war.
SFM Hobb3s
Perkone
Caldari State
#6 - 2015-07-03 15:07:07 UTC
The logic that makes anyone think that blowing up a tradehub, or ANY outpost for that matter boggles my mind.
Have you ever experienced something called TIDI?

So lets just say you bring in your supercap blob to blow up a random outpost, let alone a trade hub. It's pretty likely your fleet alone is already generating some of its own tidi, that is bound to happen.

So someone lands the final blow on the outpost. What happens next? Absolutely nothing. Except for an emergency server reboot maybe, if by some chance the server doesn't outright catch fire. The sheer amount of data that the hamsters are going to have to calculate regarding all the assets stored in that station is going to be staggering. If Goons ever wanted to ruin eve, this would be one technical and literal way of doing it.

Lugh Crow-Slave
#7 - 2015-07-03 15:27:04 UTC  |  Edited by: Lugh Crow-Slave
I prefer it staying as is with once the attacking side finishes the last link timer the structure pops(except outposts atm) rather than is captured like you propose
Jherik
The Scope
Gallente Federation
#8 - 2015-07-03 22:13:48 UTC  |  Edited by: Jherik
Lugh Crow-Slave wrote:
I prefer it staying as is with once the attacking side finishes the last link timer the structure pops(except outposts atm) rather than is captured like you propose

Everyone's entitled to an opinion. May I ask why?

Personally I feel the new sov system heavily favors the attackers, which is by design if your looking to jump start nullsec. However with Eve players being notoriously risk adverse I don't see people using these new structures to their potential if they go boom that easily. At least if they get captured we have the opportunity to retake it. People are concerned that sov won't be worth the headache. And I think making structure capture the default rather than structure destruction, while still keeping it a viable and interesting mechanic is an easy bone to throw the defending side while still keeping your core changes intact.
Tappits
Sniggerdly
Pandemic Legion
#9 - 2015-07-04 08:45:55 UTC
This seems to be a super complicated system... easy way is to set a 30-60-90 day self destruct timer. bam done.
People have time to get there stuff out and or win the station back before it goes boom.
Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2015-07-05 22:48:31 UTC
I thought this was the case already, but I support it if it isn't.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Jherik
The Scope
Gallente Federation
#11 - 2015-07-13 02:20:24 UTC
Tappits wrote:
This seems to be a super complicated system... easy way is to set a 30-60-90 day self destruct timer. bam done.
People have time to get there stuff out and or win the station back before it goes boom.



so you advocating the only way to blow up a structure is capture it and wait 30 days??