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Dev blog: Citadels, sieges and you v2

First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2015-09-17 15:14:15 UTC  |  Edited by: CCP Phantom
After great and very useful feedback from you, the player community, we are excited to bring you an update about the new Citadel structures!

Entosis links are not going to work on new structures, to attack those new structures you need to go through their hitpoints. To prevent boring structure grinding, and to prevent the requirement for massive blobs, a new game mechanic that mitigates damage after a certain threshold has been introduced. The attack process has been streamlined as well.

Read more about those new aspects in the latest dev blog from Team Game of Drones (written by CCP Ytterbium): Citadels, Sieges and You v2


We welcome your feedback! Please note that all numbers and proposals are open for discussions and not finalized.

CCP Phantom - Senior Community Developer

CCP Ytterbium
C C P
C C P Alliance
#2 - 2015-09-17 15:19:59 UTC
We also would like to thank the Art guys for allowing us to put their work in progress concepts into the blog.
CCP Nullarbor
C C P
C C P Alliance
#3 - 2015-09-17 15:20:18 UTC  |  Edited by: CCP Ytterbium
My name is CCP Nullarbor and I'm waaay too slow at claiming first reply on my team's blog.

- Signed, CCP Ytterbium

CCP Nullarbor // Senior Engineer // Team Game of Drones

drunklies
Federal Navy Academy
Gallente Federation
#4 - 2015-09-17 15:26:05 UTC
CCP - this blog gives me hope, for the first time in far too long. Keep it up.
Cobat Marland
KarmaFleet
Goonswarm Federation
#5 - 2015-09-17 15:28:54 UTC
I'm unironically looking forward to shooting these structures

Is it safe to assume they can be hit with fighterbombers along with guns?
drunklies
Federal Navy Academy
Gallente Federation
#6 - 2015-09-17 15:31:03 UTC
Cobat Marland wrote:
I'm unironically looking forward to shooting these structures

Is it safe to assume they can be hit with fighterbombers along with guns?


Super's are absent from the damage tables, command ships confirmed.
Though a super does approx the same potential dps as a well fit dread, so use that as your metric for now
Querns
Science and Trade Institute
Caldari State
#7 - 2015-09-17 15:31:11 UTC
Good stuff -- I'm really glad to see communication lines staying as open as they have been. DPS caps are an interesting mechanic, and one we've often seen floated (casually) for other stuff too. Looking forward to the next devblogs on structures!

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Harry Saq
Of Tears and ISK
ISK.Net
#8 - 2015-09-17 15:38:57 UTC  |  Edited by: Harry Saq
Definitely looking forward to these.

Edit, see this: https://forums.eveonline.com/default.aspx?g=posts&m=6045331#post6045331
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#9 - 2015-09-17 15:39:06 UTC
so it'll take 30mins to reinforce a med citidel? ... but you have to do it 3 times....?

No Worries

Wibla
Tactical Narcotics Team
#10 - 2015-09-17 15:39:45 UTC
This looks promising.
Chainsaw Plankton
FaDoyToy
#11 - 2015-09-17 15:40:16 UTC
CCP Ytterbium wrote:
We also would like to thank the Art guys for allowing us to put their work in progress concepts into the blog.

they seem to get so antsy about wip, yet everyone seems to love seeing it

damage restrictions and vulnerability windows look a little restrictive, but mostly looks good

@ChainsawPlankto on twitter

Khan Wrenth
Viziam
Amarr Empire
#12 - 2015-09-17 15:42:35 UTC
Never let it be said that CCP doesn't listen. These changes look very player-friendly. A new day awaits us capsuleers - a day and era where CCP work with us hand-in-hand to make this game the absolutely best it can be!

Or maybe I'm just too optimistic. Still, this looks good.
Dreekus
Pls Be Gentle
#13 - 2015-09-17 15:43:45 UTC
All seems good except one point :
Sooo.. if you can't obliterate enemies from grid/system you will eventually loose? (not able to help repair citadel) Enemy shoot 1 hit every 29min 50sec.

Maybe you should add something like min damage required to reset repair timer and/or remote assist modules shorten that timer and/or remote assist modules rise min damage required?
Querns
Science and Trade Institute
Caldari State
#14 - 2015-09-17 15:45:24 UTC
Also, speaking as someone who has alarm clocked to drop an outpost right before downtime, I am glad to see that (emergent) gameplay go away.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#15 - 2015-09-17 15:46:18 UTC
Very promising indeed, it's great to see so many concerns from the last blog being fully addressed.

Aebe Amraen
Dreddit
Test Alliance Please Ignore
#16 - 2015-09-17 15:50:44 UTC
Question: How will the Repair state interact with downtime? Will the timer continue to count down?

For highsec or high-indices nullsec in particular, if the repair timer counts down over downtime we'll be back to structures being deployed right before downtime in an almost entirely riskless manner.

Even for the cases with longer repair timers, extended downtimes happen from time to time and would give easy cover.
Tobias Frank
#17 - 2015-09-17 15:52:13 UTC
Looks promising!

Also, will we get docking scenes in the new citadels as we have now in stations/outposts when we are docked? Ship spinning is an important feature!
Andre Vauban
Federal Defense Union
Gallente Federation
#18 - 2015-09-17 15:53:49 UTC
How are you going to prevent a single kiting sniper from applying damage constantly to prolong the repair timer until you have to go to sleep? Ie warp a sniper corm in at range, shoot once, warp off. Repeat this with a single pilot until you have to log off. It's nearly impossible to stop and you have effective control of the grid, but you can never repair your structure since they are taking pot shots at it.

.

Yroc Jannseen
Deep Core Mining Inc.
Caldari State
#19 - 2015-09-17 15:57:55 UTC
With Towers requiring fuel before it was very easy to see when a tower was abandoned, it simply went offline and while there was DPS to go through their was no reinforcement state.

Do you have any plans for some sort of abandoned state if a individual or group appears to no longer being using the structure, that won't require the reinforcement cycles?
Dracvlad
Taishi Combine
Astral Alliance
#20 - 2015-09-17 15:58:58 UTC
I absolutely love this approach, the damage cap is a great idea. I went from being ugh I don't think I will bother to definitely planning to build one now. Also I don't have to baby sit it too much which is seriously good news, also forcing people to actually scout them is really good too. All in all a first rate job, well done, tres tres bien!!!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

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