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Dev blog: Citadels, sieges and you v2

First post
Author
Jon Hellguard
X-COM
#401 - 2015-09-25 21:15:16 UTC
Saede Riordan wrote:
Quote:
We revaluated our position on Wormhole space asset safety from our “I feel safe in Citadel city” blog. Structures destroyed in wormhole space will see all of their assets lost when destroyed and subject to the magical loot fairy rules that would normally apply for ship cargohold.



As a wormholer, this is absolutely not okay and I if no one else will raise hell over it. Why is wormhole space special in that we alone get to deal with the risk of total asset loss while everyone else gets their stuff magically spirited away to safety? All that is going to do is incentivize people in nullsec (whose assets are safe and unattackable) to attack wormholes for the loot. Not only that, but there's absolutely no counterplay, we can't go attack nullseccers and blow up their ****, its safe. We're getting this huge risk that no one else will have to shoulder, and what do we get out of it? Nothing. We can't hit them back, their assets are untouchable. We don't get sov and it's benefits. This feels like the real **** end of the **** stick.


Wow,when did wh people become such bears? We used to be HC man. Only space where you can really END your opponent.....
Don Aubaris
#402 - 2015-09-28 17:13:15 UTC
It's not bad that POS'ses are reviewed, simplified etc..., and the proposals don't look too bad. However I wonder when will they start to understand that people in high sec are not interested in High Sec Citadels that can be attacked. Even if it's only for 3 hours.

I mean really... High Sec War is tedious and pointless. There is nothing to fight over. Nor should there be. In the worst case you just go and play another game while it lasts. The only ones who enjoy it are a few bullies who like to attack people who don't want to fight. Piracy should be be where the violence in high sec ends.

There are builders and destroyers in this game, and any possible combination in between. HighSec should be the area of the peaceful builders. Setting up a personal POS/Citadel should be any builders dream. Instead of doing research/manufacturing in stations, you should only get 1-2 slots in stations. You want more : get your own citadel. With the restriction that you can't build capital stuff for example. For that you need to move to more dangerous space.

Make Concord protect those high-sec citadels. Give the owners the possibility to invest in some automatic weapons to protect their (un)docking clients against pirates. Make those citadels the specialized research/invention/Manufacturing hubs instead of the stations.

That would be a lot more logical high sec.

PS1. the compensation for current POS material and what to do with the existing fuel seems , as usual, an afterthought for the DEVS. Some more attention to it would be welcome.

PS2. The naming is horrible to my taste...small/medium/large/extra-large : mini/small/ medium/ large would have been better considering your small is not behaving like medium. A difference in logical naming wouldn't hurt then.
Rena'Thras
Aliastra
Gallente Federation
#403 - 2015-10-02 05:11:25 UTC
Hm...as one of those weird people in this world that likes playing healers in games, I'm disappointed that remote repair has NO interplay with this system - someone on page 1 suggested it shorten the timer or increase the damage input required from the attackers to keep the timer delayed. I actually liked seeing small corps of newbros field little repair fleets of cap chained T1 logi to bring shields/armor back up to save a structure, and RR parties bringing back up POSes or Outposts have been enjoyable experiences to me to shoot the breeze with Corp/Alliance/Coalition-mates in a sort of lower key group activity.

So I wish you guys could work RR mechanics in somehow.

However, that gripe aside, I like the direction this is going, so kudos for listening and at least doing something (granted, we're still not seeing the FULL picture since we haven't see what you guys are planning for Capitals yet, which might complete the mental image for us when we get around to that.)
xxxTRUSTxxx
Galactic Rangers
#404 - 2015-10-03 00:51:21 UTC
Big smile looking good, i'm liking a lot of what i'm reading in this thread. well done CCP, more of this please.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#405 - 2015-10-04 10:57:58 UTC
Any updates/thoughts on some of the feedback in the thread? e.g. the use of the Target Spectrum Breaker mechanic?

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

Sallyanne Pimbrook
Pimbrook Ind
CAStabouts
#406 - 2015-10-05 14:40:19 UTC
Hi Big smile
I have read the Dev Blogs about Citadels. Exciting times are ahead, I hope. I have three issues I would like to comment on.
Your goal is to have lots of players use the Citadels as their "Home" .
To attract players to make a Citadel their home there are a few things that should be concider:

1. Scan contents of Citadel..... I was very unhappy to see that you were planning to make the Citadels so that any person flying by could scan the contents of my Citadel. I would never want to put any thing of value into my Citadel. If I did then any person that scanned my Citadel would want to declare war and try to take it. Right now POS contents can not be scanned. I feel that should carry over to the new Citadels and other new big structures.

2.Loss of implants..... good grief this did not make me happy either. My implants cost more than my ship. Sometimes a person will have to dock and logout of Eve and real life gets in the way and they can't log back in for a week or so, vacations, family emergancies, work. These real life events are not always something one can plan ahead. If I logged out while in my Citadel and someone declared war and blasted my Citadel, then I would be returning to Eve to find that not only had real been rough but now, in my Eve life, my Citadel was gone and my implants were too.

3.Cost of Citadels..... In the "I feel safe..." Blog I noticed, in the Citadel example, the pretended amounts that you were tossing around like candy. 50 Billion isk, 80 Billion isk !!! Surely you are not planning on the M Citadel to cost any where near that amount. Citadels are to take the place of POS and Outposts. Outpost may cost billions of isk to put up but POS do not. Lots of people put up a small POS in high sec for lots of reasons. But the bottom line is that profits and convenience out weigh the cost. Now I can set up a small POS with a reprocessing array in a good high sec system and mine and refine my ore and make a nice profit and the inital cost is around 200 million. That is not too much and I am happy but if the cost of a M Citadel is 1 billion or more then I will just use the NPC stations and not bother with the Citadels. It would take me months of mining to even recoup the inital cost of the Citadel much less make a profit.

I am really looking forward to the new structures and hoping that they will be a profitable and interesting part of my Eve life.

Sallyanne Pimbrook



Nevyn Auscent
Broke Sauce
#407 - 2015-10-06 09:44:02 UTC
Sallyanne Pimbrook wrote:

1. Scan contents of Citadel.....

2.Loss of implants.....

3.Cost of Citadels....

*snips*
Could you reference where you got 1. from, as I think you may have mixed up being able to scan the current fittings of the Citadel, I.E. what guns and services it is currently fitted with & being able to scan the entire cargo list.

2. Well yes, many people have yelled at CCP about that and that logging off in space should not be a better option than logging off in a Citadel, and 'hopefully' they will listen though it seems to only be because of Wormholes that they have any chance of listening.

3. Well yes, M Citadels should be vastly cheaper.
Thron Legacy
White Zulu
Scorpion Federation
#408 - 2015-10-06 21:30:03 UTC
I'd like to see M class citadels at 200 to 400mil
NOT more at all
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#409 - 2015-10-08 08:15:16 UTC
Citadels themselves won't be so expensive as such, it'll be the rigs on them that give bonuses to the services that will cost large sums.
Mikhem
Taxisk Unlimited
#410 - 2015-10-10 20:36:05 UTC
Are there any plans to create window for structures that show all services structure contains? Below is list of all important information.
1. Who can dock structure?
2. Structure docking payment?
3. What services are available in structure.
4. Who can access services?
5. What is payment for these services?

Mikhem

Link library to EVE music songs.

Titus Madullier
The Scope
Gallente Federation
#411 - 2015-10-26 00:00:22 UTC
I have a question about the tethering on the undock

Since you are going to replace pos in the future with these, can you stay tethered and give out mining or pvp boosts?\

Will you getan weapon timer for that and go untethered?
Delt0r Garsk
Shits N Giggles
#412 - 2015-10-26 07:09:11 UTC
The released prices are around 600M for meds, 7B for large and 70B for XL. Then you need to fit it. Mods go all the way up in price as well.

But this is the price i expected. I just want them to shoot back even if i am on holiday. Eve is still a game.

AKA the scientist.

Death and Glory!

Well fun is also good.

Servjen
Giant Industrials
Center for Digital Chemistry
#413 - 2015-10-31 21:59:56 UTC
CCP Nullarbor wrote:
Leatien Cesaille wrote:
While I do like the idea of shooting things instead of shining pretty lights at it (that's why I prefer hybrid weapons over lasers), something bothers me about this system as presented in the blog. Probably somebody has pointed it out already, but reiteration is always good on the Interwebs, isn't it?

So from what I gather the structure enters the vulnerable timer at a predetermined time but the repair timer starts the moment it gets shot at and will repair the structure to full after the timer runs out. Even if it has been damaged in the previous vulnerability phase.

There are two problems I see with it.

First, there is no real reason to have this vulnerable state going on longer than the repair cycle since all the defender has to do is shoot his own structure once at the beginning (with an out of alliance char if necessary) to start the repair timer and the structure will be as good as new after that relatively short time. An attacker planning to attack near the middle or end of the vulnerable timer will have to start anew. To be fair the current entosis mechanic has a similar consequence that not being on field the moment the vulnerability starts puts you at a potentially huge disadvantage but it still takes time and effort to capture nodes distributed over several systems. It's far more difficult to block an attacker from several systems than from just the system the station is in.
Shooting your own structure to help repair it faster seems counter-intuitive to me...
There are two ways to address this: If you want to have both attacker and defender to be present on the field the moment the new vulnerability starts just start the damn thing in the repair phase right away. If you do want a bit of flexibility for the attacker to properly deploy at any time or break through a gatecamp during the vulnerability window apply the repair to previously shot down HP pools at the end of the vulnerability window regardless if a repair timer has run it's course or not and allow multiple repair cycles to occur during a single vulnerability period that only deal with damage to the current pool.

Second, I don't think it's right that everything is repaired. What a repair cycle should do is either repair the damage done to the current vulnerable pool or the one before it - and only that one. So let's say the structure is in structure vulnerable mode, survives a vulnerability period uncontested it doesn't get it's shield and armour repped to full but just the armour. It will need a second vulnerability window to get repped to full. To be fair to prevent delaying tactics by a single player (or small force) that has no real hope to actually apply enough dps to be a threat I would like to see some sort of threshold. For example, as the damage to the current pool doesn't exceed - say - 25% the next pool gets repped too after the repair cycle. Or you could just go with repping the current and previous pool although than this is only really relevant if the structure is already in structure.


The repair will start automatically as soon as it comes out of reinforce. There is no "shoot your own structure to trigger a repair faster".

The conditions for repair are pretty simple: if the structure is vulnerable to attack and has any damage it will automatically try to repair itself



So after the 24h anchoring invulnerability timer the repair timer automatically start without any outside influence, yours or 3th party?

This is where I put my signature, right?

Gabriel Karade
Coreli Corporation
Pandemic Legion
#414 - 2015-11-14 16:53:54 UTC
So any update? thoughts on the feedback here e.g. use of target spectrum breaker mechanics as a 'natural' damage cap?

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

Pestilen Ratte
The Scope
Gallente Federation
#415 - 2015-12-12 23:57:18 UTC  |  Edited by: Pestilen Ratte
If we stand back and consider these changes from a very broad perspective, we can make certain predictions based on the economic cost of both offensive and defensive actions.

All war is an economic contest. If one side can cause more economic loss than they suffer when mounting offensive actions, offensive actions will prevail. Alternatively, if a defensive posture can inflict more economic cost on the offensive side than it suffers before being overwhelmed, a committed and robust defence will break an offensive enemy.

It is fairly simple logic to reason that an equilibrium can only exist where defensive postures are sustainable. If offensive strategies yield dividends, they shall be favoured and shall prevail as the dominant strategy. The strong will eclipse the weak, and a state of constant war shall persist until one single offensive alliance has destroyed every weaker party.

The logic here is that offensive beats defensive, and the bigger force has the option to go on the offence, while the weaker is forced to adopt defensive strategy.

Why does the larger force have the initiative to adopt an offensive posture?

Well, each side must balance the enemy forces, or leave themselves obviously exposed to localized defeat. Only the larger side in a stand off has a remainder of forces with which to plan offensive actions. The weaker force will always commit 100% of its forces to a balanced defence, or it must otherwise leave some areas of its line completely exposed with no counter to the enemy. And so the enemy takes the complete initiative on that front, achieving easy wins due to an absence of local opposition.

Students of history may note that static equilibriums between tribes, nations and states have only ever occurred when technological advantages have been spread more or less equally across the world, and where the defensive strategy thus prevailed. Where technology has allowed an offensive strategy to prevail, the stronger side has spread with great speed and across huge distances.

Turning back to Eve, we can predict, with reasonable conviction, that if the Citadel cannot destroy a great ISK value of ships in the vulnerability window than it costs to establish and lose against a committed offensive action, then Citadels will be an obvious waste of time and a certain losing proposition for all players.

If, by contrast, a manned citadel can easily destroy a greater ISK value of attacking ships than it costs to replace after being overwhelmed, then a defensive strategy can use the economics of attrition to defeat a stronger adversary who wishes to use size and strength to prevail with an offensive strategy. The defensive side will lose structures, but over time they can bleed the aggressor dry and prevail through economic might.

At first glance, it seems the greatest difficulty shall be the operation of logistics in the offensive fleet. If the offensive fleet can stop expensive assault ships being destroyed, at all, or even delay their destruction significantly, then the person manning the citadel is never going to inflict a sufficient economic cost of the offensive fleet that can make a defensive war posture effective over time.

It is false logic to imagine that "support fleets" can affect this balance, simply because we must assume that support fleets will suffer ISK losses in direct proportion to the enemy losses they inflict. This is unless they can target and fire from a position of invulnerability, or given some other clear, significant battlefield advantage for the defending forces.

I will wait for the early data to emerge, but at first glance I fear the changes fall well short of allowing a committed defence to inflict the kind of economic harm to a committed offensive fleet that would permit the rational adoption of a defensive posture by a serious party to war.

I just can't see the pilot of a citadel being able to break expensive hulls that are supported by large fleets of chained logistic support ships.

Unless an assault on a citadel piloted a competent defensive player means serious (greater than cost of the citadel once destroyed) cost for ANY attacking force, in blood and isk, citadel owners shall become goon fodder and that truth will erode player confidence in the strategic worth of structures.

A mechanic that might be useful is a doomsday weapon for citadels, one that can fire every 12 minutes. That means the offensive fleet will lose two major ships in each window.

From an aesthetic perspective, it is right and proper than assault fleets feel the cost of going over the top and losing good men to concentrated enemy fire. It is effeminate and slightly ridiculous to imagine that risk averse leaders can overwhelm citadels with strategies that favour the timid.
Alavaria Fera
GoonWaffe
#416 - 2015-12-21 20:42:26 UTC
Pestilen Ratte wrote:
Unless an assault on a citadel piloted a competent defensive player means serious (greater than cost of the citadel once destroyed) cost for ANY attacking force, in blood and isk, citadel owners shall become goon fodder and that truth will erode player confidence in the strategic worth of structures.

Objective spotted in your citadel of words.

In other words, your isk on field

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Tyranis Marcus
Bloody Heathens
#417 - 2016-01-19 14:41:38 UTC
Automated defenses may not fend off a properly sized attacking fleet, but pos's do get some great comedy kills. Plus, if you're going to kill someone on a pos solo or with a small group, you need to at least somewhat know what you're doing. Those defenses make them dangerous to be around if you're not welcome there, and that shouldn't be removed.

Do not run. We are your friends.

aldhura
Blackjack and Exotic Dancers
Top Tier
#418 - 2016-02-15 00:39:02 UTC
This makes sense Roll

"We revaluated our position on Wormhole space asset safety from our “I feel safe in Citadel city” blog. Structures destroyed in wormhole space will see all of their assets lost when destroyed and subject to the magical loot fairy rules that would normally apply for ship cargohold."

and to make it even tastier for the attacker we will...

"We are aware that the long process of sieging a Citadel (up to one week) is considerably longer that what’s currently in place in Wormhole space. We do know that controlling traffic in Wormhole space to be a taxing activity, which is why we are considering having further variations in place there so that the total siege doesn’t exceed 48 hours there."

If you want the wh, it should be taxing.. why make it easy, its not like support can be cyno'd in..