These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: I feel safe in Citadel city

First post
Author
Ludi Burek
The Player Haters Corp
#241 - 2015-08-16 08:44:22 UTC
FT Diomedes wrote:
I've been thinking about this for the past few days. I probably shouldn't bother even providing more feedback, but these are some things to consider and this is more how I would do it:

... good read, thanks ...




Now why can't the dev's think of something like this. Sad This is the new version of eve I'd gladly play, except the salvage mini game because I CBFed with mini games but that's just me.

Their flashlight power version (what is this, Alan Wake?) really makes me wonder why even bother. Entosis destroying structures is so dumb that if a non dev posted it I'd have no doubt they were trolling Sad All the other things I would swallow but entosis is a deal breaker. It's lame, immersion breaking, convoluted.
gascanu
Bearing Srl.
#242 - 2015-08-16 09:10:02 UTC
Ishtanchuk Fazmarai wrote:
gascanu wrote:
Quote:
Where in space can they be deployed?
So far, our plan is to have them in all areas of space, as long as proximity restrictions are respected.


can i anchor my citadel in an asteroid belt, for example?


...proximity restrictions... Blink


the only proximity restrictions i've eve actually read about are to anchorable structures; yes, it's common sense to asume it will apply to some other things, but well...lately in eve we have magic lights and space hello kitty online, hence my question, just to be sure Blink
gascanu
Bearing Srl.
#243 - 2015-08-16 09:20:10 UTC  |  Edited by: gascanu
FT Diomedes wrote:
I've been thinking about this for the past few days. I probably shouldn't bother even providing more feedback, but these are some things to consider and this is more how I would do it:

1. I read the Dev Blogs several times. The word "killmail" appears once in the I feel safe in Citadel City devblog, but only to say that we all love them. .....
... we should at least get a kill mail identifying what was destroyed and what was impounded. And somehow, everyone involved in the fight should get that kill mail - not just the dude with the Entosis. I'll be honest, I'm really quite shocked that CCP has omitted to fundamental part of what drives Eve players.



his is a quite good example of why eve is going down: the inability of some ppl at CCP to understand the most simple things about the players : yes we all like killmails, but most important we like to see our name on that killmail(aka dealing dmg/ecm/whatever on the thing that died)
the fact that they seem to not understand a basic thing like this make me wonder about eve future
Josef Kennet
Deep Space Conquerors
Goonswarm Federation
#244 - 2015-08-16 09:20:49 UTC
If i can lose nyx in citadel while i even not in the game, i will NEVER store it there.
For not so valuable stuff, if i can lose it in citadel, i will not store there more than ~200 mil total.
So asset safety is MUST HAVE.

And yes i'm talking about sov null and XL citadel (That replace outpost, not a POS).
For other areas (WH for example) it should probably be different (POS replacing).

And Q: When we will see these changes on TQ? Any date? This year\next or?
Sgt Ocker
What Corp is it
#245 - 2015-08-16 09:26:47 UTC
FT Diomedes wrote:
I've been thinking about this for the past few days. I probably shouldn't bother even providing more feedback, but these are some things to consider and this is more how I would do it:

1. I read the Dev Blogs several times. The word "killmail" appears once in the I feel safe in Citadel City devblog, but only to say that we all love them. It does not appear at all in the Citadels, sieges, and you [Oxford comma added because I am not a peasant, but am a pedant]. CCP has not stated how kill mails will work. Or who will get them. Or what information they will show. I do not consider myself driven by kill mails, but let's be honest: We all like them. If we are not going to be able to scoop 50% of the possessions up from the wreck, we should at least get a kill mail identifying what was destroyed and what was impounded. And somehow, everyone involved in the fight should get that kill mail - not just the dude with the Entosis. I'll be honest, I'm really quite shocked that CCP has omitted to fundamental part of what drives Eve players.

2. As I have mentioned elsewhere on these forums, destruction should involve actually shooting weapons. My post from back in March is still remarkably on point: https://forums.eveonline.com/default.aspx?g=posts&m=5613421#post5613421

I am okay with Entosis as a means of changing ownership of a structure, but asset destruction should come from people shooting at the structure. Preferably with Dreadnoughts.

3. As mentioned in paragraph 2, I would like to see Dreadnoughts required to actually destroy the structure. Ideally the system would be designed to require more than one siege cycle - no matter how many you bring. The way I see it, each structure should have three layers - shield, armor, and structure. Average DPS for a Dreadnought is about 10,000. Multiply that by 5 minutes. Adjust based on size/value of the structure - you want the attacker to commit some significant percentage of a structure's value to the field in order to destroy it quickly - it should take more commitment to destroy an XL structure than a medium structure. So, hypothetically, the shield layer on an XL Citadel could be destroyed by 25 Dreadnoughts in five minutes. Between each layer, there is a 2.5 minute reinforcement timer. Thus, in something like twenty minutes, 25 Dreadnoughts could destroy an XL structure. If someone wanted to bring more ships or fire Doomsday Devices at it to speed it up further, they could do that as well, but you would still have a minimum time on the field, and you would be making a larger commitment. The defender could also show up and attempt to save the structure.

4. Once you make it so that the attacker has to at least commit some serious firepower on the field in order to destroy the structures, then you can get rid of the stupid safety mechanics. You can also now properly reward the attacker for bringing the pain to the fight. If a structure dies, it becomes an indestructible wreck. That wreck contains 50% of ALL the stuff in the structure - except for the structure's rigs.

5. One way to then add some more depth to it is as follows: Each indestructible wreck has a number of salvageable nodes on it. Each node contains one player's stuff (no name on the node). People can now salvage each node to unlock stuff from it. Thus, someone might salvage my ship hangar node to find that I have a Nyx in it. Another might find that his node contains only a rookie ship. People close enough can now loot all the stuff stored in that hangar.

6. As the salvagers cut through the scrap metal, their bays gradually fill up with metal scraps, salvage, and parts from the structure itself. To make it more interesting for them, and add an element of skill, there is a salvaging minigame, which looks like cutting through different parts of a wrecked space station to find the storage areas, living quarters, ship hangars, fuel depots, etc within each node. Players would learn to optimize their path, trying to avoid cutting through heavily armored areas to find easier pathways into the lucrative spots. There could be parts you want to avoid, like cutting into the chemical storage plant or nuclear reactor on the station, which would at least damage/blow up your salvaging ship and others very close to it. Players learn to recognize what different parts of the node look like - chewing on some parts is more lucrative than others. Some parts of the node will be more likely to contain cargo, other parts, ships, etc. The game would be continuous and affected by the other players (i.e. I am racing my friends to find the best deposits). Someone else who comes along later can see that 50% of the nodes have been salvaged. The wreck remains in space until it all the nodes have been completely salvaged.

Points 1, 2 and 3 - +1
4,5 and 6 - No, never
The structure itself should drop loot, as in wreckage that can be salvaged, maybe even some loot cans containing things like guns or other Citadel modules.
If Citadels become nothing more than 50% Loot Pinatas it will break them.

As I said when you first suggested this type of thing - It would price smaller groups out of nulsec and seeing the larger coalition groups (the only ones who could remotely afford an XL Citadel) will never fight each other, Nulsec would soon become even more stagnant than is it now.
The only reliable targets for Citadel Pinatas would be small groups who can't afford the biggest and best defenses. They get punished by the larger groups enough, why make it easier to kick them out of their homes?

Lose 50% of assets to destruction then have to pay CCP 10% more to get back what is left? This seems balanced - For those in a position where they have nothing at risk.

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.

Sgt Ocker
What Corp is it
#246 - 2015-08-16 10:17:34 UTC
Been thinking about this for a while; A role for Supers/Titans as a type of jump capable mini Citadel.

Introduce the option to remove Fighters and Fighter Bombers from Supers and Carriers, to be replaced with player controlled ships. Super lands on grid, 15 player controlled ships launch from it and the fight is on.
Clone vat bays and ship maintenance bays would need to be modified so the fleet travelling with the super are already aboard their respective ships when it lands and just undock from it like undocking from a station or outpost.
Ship Maintenance bays would need to be increased in size to accommodate, space for reshipping due to ship loss or just a different doctrine.

Titan's could be used in the same way, have the fleet deployed to your titan, pick a target system, jump in, titan deploys, fleet undocks and away you go.

Titan's and Supers could get a new module, "Battle Config"
Highslot module - 200k PG, 250 CPU.
5,000,0000 Shield (like a pos shield so fleet members can use it) 5KM radius
10 min cycle time (25 second activation delay, reduces to 5 seconds with lvl 5 skill) no auto repeat
1,000 Strontium per cycle (500 per cycle with lvl 5 skill)
Fleet bonuses per Command Ships. (fitting links is the way to go)
1 Extra link fitted per level (Titan/Super skill)
200% bonus to remote energy transfer, shield and armor repairer range and 50% reduction to cycle time.
Disallow remote assistance
Disallow warp
Disable jump drive
Disallow activation of offensive modules (can't use it on a titan to be an immune killing machine using Doomsdays)
Ewar disallows activation (if you tackle it before the module activates or between cycles - it is a sitting duck)
Can not be deployed within 100KM of station, outpost, gate or pos.
Can not be deployed within 50KM of a ship fit with similar module.

Carriers could have a similar module but with less shield, (2.5KM radius, 2,500,000 shield).

Shields of the module could be attacked directly by shooting the ship it is activated on but would be immune to Doomsdays. So you can directly attack the ship but it has an extra 5 million shields to kill before you start hurting the ship itself. Better to kill the fleet with it, then concentrate on the capital.

Yes a capital deployed in this fashion, that can't move or shoot back itself would be a nice juicy target for PL (and other groups with many supers). I don't know the answer to that except maybe, those super groups would see the benefit of using their assets differently.

Thoughts?
(aside from sounds dumb, etc)

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.

Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#247 - 2015-08-16 12:30:46 UTC
+1 from me, Sgt.

Ofc, this would need some serious thought about consequences and balance - but at least these are REAL ideas that ADD something to the game (as oposed to the no-show from our devs for a while now).

Taking away their roles from capitals without any clearcut new plan for them was just unbelievable ...... , the game development (tinkering) really seems to have no means of lead, direction and control atm. Cry
Rengor Elongur
ThunderStrike Corp
Pewgilism.
#248 - 2015-08-16 12:49:14 UTC
Wait...

I WILL loose my exotic dancers?

WTFBBQ?!?!?!
Samsara Nolte
Untethered
#249 - 2015-08-16 12:52:43 UTC
So -
I read those dev blogs and must say i´m far less alienated by them than i thougt i would be.
On the other hand im impressed how many are demanding to keep the potential loot pinata POS´es intact despite the fact that those Citadels will be a lot more vulnerable especially against smaller groups.
This in fact reduces the amount of planning, players and assets required to threaten these structures and all the assets stored in it while on the other hand it forces the respective owners of citadels to invest a great deal of time to watch them (i will go with the term citasitting. - and Yes in w-space this actually means watching not in a metaphoric but in a literaly sense since we got no local or intel channel´s warning us from hostiles 20 jumps away.)
I mean seriously 42h per weak for an XL-citadel – those are 6h a day 7days a week.
All w-space corp´s are small in comparison to what you can have in numbers to null or low and the members of w-space corps generally have all the same time of activity (since w-space relies the most on teamwork, depending on the class there isn´t much content to be done alone) meaning there won´t be anyone online to watch the Citadel all day long since they have to sleep at least sometimes, too.
And as i recall the day has only 24h
and 1/4 of it you have to babysit your assets - really ?
That is only and i mean capital ONLY acceptable if there is some kind of safety net for your assets like the one proposed atm by CCP.
I mean it was corectly mentioned, that in w-space the wormholes can be collapsed, die of old age and that we don´t get the luxury to just jump clone back inside a wh.
Which might contribute to even more evasive behaviour, regarding fights of smaller entites since they need to be back in time to protect their assets since the citadel alone is gonna fall to a Iteron Mark V. Meaning one bad engangement wiping out your fleet – a bad connectivity of your wormhole, resulting in returning taking awfull lot of time, at that moment and said Iteron fitted with entosis is the initiator of your downfall.

Let me explain this downfall a little further – of those corps demanding that the Loot Pianata will stay in the game how many are complainig about no content to be had in w-space and therefore needing null connections ? - my estimated guess would be proabably all -
Have you considered what being robbed of the assets you have in w-space means for those corps ? - No ? -
It means in 90% of the time this happens the corp on the receiving end disbands. Those of them hardcore enough will join the big fish in w-space the less hardcore but still loving the game ones are going to null or low and the rest which very well might be 50% of the players of said corp are gonna quit eve alltogether.
Since they can´t see any need to start nearly at zero.

You might think thats some kind of fable, well unfortunately it is not.
Not too long ago one of the big corps seeded some capitals into our system, not knowing what their intentions were (since we wouldn´t have stood any chance at all against them)
we decided to evacuate. Leaving us with our assets but with a strange aftertaste and the loss of some members.
They have realised the harsh reality it means to live in w-space.
Don´t get me wrong they knew of the dangers, but it is something whole different to know of them or to experience them first hand.
So now with their eyes opened they recognized that this is too much of a threat permanently lingering above their heads, resulting in them leaving the corp and w-space alltogehter.
Most of them seem to enjoy the safety null sec stations offer.

Well my point being – out there are a lot of players who find w-space in general really good and would love to live there. But the risks that when you are away for the weekend and come back to the ruins of all your achievments scares them far too much.
That effect seems to be multiplied by the time they have to be away from the game during the week.
So they rather choose the easy life null low and high has to offer. Because there your assets are safe.

In my opinion some kind of incresed safety for your assets like the one proposed by CCP atm would help w-space a great deal since it would even allow casual gamers to set up their base in here.
So they no longer would have to worry that after a weekend away there is nothing left to return to.
That would in turn increase the w-space population density and therefore the content to be found – lets be honest w-space is far too empty.
So on this note i really don´t get it, why most wh corps are so eager to implement a loot pinata.
I mean yeah it rewards the effort needed to evict someone but do you really want to shoot more and more people out of wh space – that will not make the situation any better and it sure as hell won´t increase the population density – and that is what you, for the most part, lament about.
And do you really want to creat content by using the flashlight on some structures owned by a corp half as large or even smaller than yours ?

In my opinion you can´t have both, you either gonna get a higher population density or the Pinata.
If i have to choose one -
I would always pick more players in w-space - even if that requires (as everybody living in w-space can see it does) some asset protection – then so be it. Im in on it and you should be too.
Samsara Nolte
Untethered
#250 - 2015-08-16 12:54:01 UTC  |  Edited by: Samsara Nolte
Josef Kennet wrote:
Samsara Nolte wrote:
Josef Kennet wrote:

4) For Hi-sec\Low-Sec\WH: disable evacuation. Everything drops (like it is now)
5) About loot: make any ammo\drones that were in player\corp hangars drop as loot from citadels and everything else evacuated.
Its not a big deal for every single player who lose ~50mil in drones\ammo but it will be a nice loot for attacker (~25b from citadel with 500 players, etc). And this loot will be for all players in attacker group, not only for that lucky guy "wow, i looted a nyx".


Let me guess - you live in nullsec.
Quite daring, if i may say so, to demand the short end of the stick for regions you only pass through at most while retaining the good parts for yourself.

Let me guess - you live in NPC station.
Maybe make them (hi sec, low sec, npc null) destructible too? No? You dont want to lose all your stuff? So why do I?


actullay i live in w-space -
so right back at you why should i lose stuff when you don`t ?
Josef Kennet
Deep Space Conquerors
Goonswarm Federation
#251 - 2015-08-16 13:22:49 UTC
Samsara Nolte wrote:
Josef Kennet wrote:
Samsara Nolte wrote:
Josef Kennet wrote:

4) For Hi-sec\Low-Sec\WH: disable evacuation. Everything drops (like it is now)
5) About loot: make any ammo\drones that were in player\corp hangars drop as loot from citadels and everything else evacuated.
Its not a big deal for every single player who lose ~50mil in drones\ammo but it will be a nice loot for attacker (~25b from citadel with 500 players, etc). And this loot will be for all players in attacker group, not only for that lucky guy "wow, i looted a nyx".


Let me guess - you live in nullsec.
Quite daring, if i may say so, to demand the short end of the stick for regions you only pass through at most while retaining the good parts for yourself.

Let me guess - you live in NPC station.
Maybe make them (hi sec, low sec, npc null) destructible too? No? You dont want to lose all your stuff? So why do I?


actullay i live in w-space -
so right back at you why should i lose stuff when you don`t ?

Because you may lose it now and i dont (Sov null outpost)? And both of us know that when decided to live here or there.

Really a lot of players already said here that pos and outpost mechanics are different and citadels should take this into account.

For me XL citadel (outpost now) should have assets safety (because items are safe there now) and everything smaller should NOT have it (these structures replace current POS).
As i understand CPP wont allow XL citadel in WH (because titans\supers there is not a good idea) so this should work.
Alyxportur
From Our Cold Dead Hands
ORPHANS OF EVE
#252 - 2015-08-16 15:52:17 UTC
While I applaud you for making the new structures more of a sink for ISK and materials, the new structures seem of far more use to lowsec, highsec, and wormholes than to nullsec. Implied in one of the dev posts was your intent to nerf player-built/NPC stations in order to encourage use of the newer structures, but unless you nerf them to something worse than what they were before you buffed them immensely, I fail to see that ever happening. Addtionally, you've yet to address the problem which still stagnates and bottlenecks nullsec content. Please make mechanic changes that actually affect the politics (e.g. decaying moon goo).

Some questions:

Why on earth would I bother docking my supers instead of logging them at a safe or near the citadel if you're going to make me pay to get it back if someone destroys the citadel? Even when not being attacked, why would I dock my supers? Undocking them seems rather riskier than logging into a safe. Is it permissible (or even possible) to bump supers that undock?

Are the 'market prices' of items and their respective % sink ISK cost to get them back going to be based on Jita sell? Jita buy? something between the two? How often will these values be updated? (Bob forbid you try and base these things on the local region market.)

If citadels generate killmails from being entosis'd, where are my IHUB and TCU killmails?
Terranid Meester
Tactical Assault and Recon Unit
#253 - 2015-08-16 20:49:57 UTC
Josef Kennet wrote:
If i can lose nyx in citadel while i even not in the game, i will NEVER store it there.
For not so valuable stuff, if i can lose it in citadel, i will not store there more than ~200 mil total.
So asset safety is MUST HAVE.

And yes i'm talking about sov null and XL citadel (That replace outpost, not a POS).
For other areas (WH for example) it should probably be different (POS replacing).

And Q: When we will see these changes on TQ? Any date? This year\next or?


Anytime anything is considered safe in eve online is missing the point of eve online.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#254 - 2015-08-16 21:51:03 UTC  |  Edited by: Gabriel Karade
Was insurance for hanger contents given any consideration during the design process, as an alternative?

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Starfellow Hawke
Distant Light Syndicate
#255 - 2015-08-17 00:49:40 UTC
So what's the ETA on the Citadel launch?
Sgt Ocker
What Corp is it
#256 - 2015-08-17 01:49:29 UTC
Josef Kennet wrote:
Samsara Nolte wrote:
Josef Kennet wrote:
Samsara Nolte wrote:
Josef Kennet wrote:

4) For Hi-sec\Low-Sec\WH: disable evacuation. Everything drops (like it is now)
5) About loot: make any ammo\drones that were in player\corp hangars drop as loot from citadels and everything else evacuated.
Its not a big deal for every single player who lose ~50mil in drones\ammo but it will be a nice loot for attacker (~25b from citadel with 500 players, etc). And this loot will be for all players in attacker group, not only for that lucky guy "wow, i looted a nyx".


Let me guess - you live in nullsec.
Quite daring, if i may say so, to demand the short end of the stick for regions you only pass through at most while retaining the good parts for yourself.

Let me guess - you live in NPC station.
Maybe make them (hi sec, low sec, npc null) destructible too? No? You dont want to lose all your stuff? So why do I?


actullay i live in w-space -
so right back at you why should i lose stuff when you don`t ?

Because you may lose it now and i dont (Sov null outpost)? And both of us know that when decided to live here or there.

Really a lot of players already said here that pos and outpost mechanics are different and citadels should take this into account.

For me XL citadel (outpost now) should have assets safety (because items are safe there now) and everything smaller should NOT have it (these structures replace current POS).
As i understand CPP wont allow XL citadel in WH (because titans\supers there is not a good idea) so this should work.
You seem to have a very narrow view of how citadels will impact player groups.
Not everyone will have the luxury of owning XL Citadels, due to the cost of building them only a small portion of nul groups will ever have them.

If CCP do end up going with no XL's in wormhole space there is even more reason for asset safety.
Reasons; fixed timers and no variance on invulnerability periods (no system indexes to decrease vulnerability), no automatic defenses as exist now (pos guns, ewar, etc) the ease with which an unmanned Citadel can be reinforced/destroyed and the punishing 6 hours per session needed to guard them. (nobody should be forced to be online for 6 hours in a single session to play, eve is a game not a part time job)

If the idea is to remove as many small groups as possible from wormhole space, then by all means let Citadels be loot pinatas.
If the idea is to enhance game play and encourage players to actually play the game, the current proposal needs to be looked at.

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.

Emmy Mnemonic
Royal Amarr Institute
Amarr Empire
#257 - 2015-08-17 05:10:27 UTC
I'm in alliance A, and have docked my faction pimped Nyx in the XL citadel. I go on vacation for 4 weeks.
As I come back, the citadel has been blown up by alliance B and my shiny Nyx is impounded.

As it happens, alliance B has set up a new XL citadel in the same system. If I join a corp in alliance B, would I be able to extract my dear old Nyx from alliance B:s XL citadel?

Could not find this explicitly stated in the FAQ, but it seams logical, right?

Ex ex-CEO of Svea Rike [.S.R.]

FT Diomedes
The Graduates
#258 - 2015-08-17 06:46:50 UTC
One of the primary problems, as I see it, is that CCP is trying to go with a "one size fits all" mechanic. Having everything subject to Entosis is silly and stupid. Having only one possible mechanic for every structure and every kind of space is silly and stupid.

Part of what makes Eve fun is understanding how being in different parts of space affects the same mechanic or module.

I think the previous posters who have suggested looking at the new structures and dividing them along the lines of "like a POS" and "like an Outpost" are on to something. A structure that is "like a POS" should definitely drop loot and definitely should not have asset safety. I could see having some kind of asset safety for a structure that is "like an outpost" - although on the whole I think the asset safety mechanics are not good.

Asset loss is an essential part of Eve. If you want to get your stuff out of a structure, then you should do it. Not some space fairy magical gnomes. Don't fly what you cannot afford to lose. Don't store more than you can afford to lose. Move your own stuff before you lose your structure. There are several player-built Outposts that currently have billions, if not trillions, in trapped assets inside them because their owners lost them before they could evacuate.

Really, what CCP should be doing is ripping off the Outpost band-aid. Get rid of all the player-built Outposts. Only NPC stations and the new structures remain. Make an announcement that all players with possessions in a player-built Outpost can designate one non-highsec NPC station to which to move all their stuff. Players who do not make a designation get their things moved to the closest Low Sec station. Give players 30-60 days notice. This is a one-time deal. It never happens again.

Make that announcement the same day the new structures become available. Thirty-sixty days later, all player-built Outposts disappear, with some reimbursement in components to the current owner. Leave it to the players to begin putting out destructible structures where they think they need them.

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

FT Diomedes
The Graduates
#259 - 2015-08-17 06:47:38 UTC
Emmy Mnemonic wrote:
I'm in alliance A, and have docked my faction pimped Nyx in the XL citadel. I go on vacation for 4 weeks.
As I come back, the citadel has been blown up by alliance B and my shiny Nyx is impounded.

As it happens, alliance B has set up a new XL citadel in the same system. If I join a corp in alliance B, would I be able to extract my dear old Nyx from alliance B:s XL citadel?

Could not find this explicitly stated in the FAQ, but it seams logical, right?


Sounds logical to me.

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

RF Gnaeus Crassus
Red Frog Freight
Red-Frog
#260 - 2015-08-17 07:17:10 UTC
The magically appearing of goods after a destroyed citadel doesnt really feel within Lore....

Although I am not able to think of an all new system I think there are means of fitting this one better into eve.


There will be a new Insurance plan (we know Insurance Smile )

The group making the insurance possible is unkown, although rumours say.....

To enter the program you need to pay a fee every month....of ...... which is dependent of...(fixed fee, amount of live memebers, percentage of the goods covered at first of month)

This Insurance will not give all stuff back for free, ofcourse there is other costs to make so when the destruction occurs one has to pay an amount at pickup also. ( that sis anotherx% of the value)

But for that money you will have, your stuff back .This unknown party has means of buying all that is lost and put it in a big container for you. Since they need to retrieve new stuff ( your old as been destroyed) all goods will have 100% repaired status. And the money also covers the bringing the stuff to the new locaction (Rumours Red Frog is involved in that are highly exaggerated Lol )

The stuff that was in a citadell is not moved by magic, but simply destroyed, or scattered in space with some (1%?) droprate for the salvager around. Since it is no longer the possesion of anyone, its free for all to take (ninja looters there your go).

Maybe small dev involvement, but mostly can be covered by the storywriters,,my 2cts,

Regards,
Gn