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[New Structures] Condensed thread

First post First post
Author
Roberta Gastoni
Federal Navy Academy
Gallente Federation
#101 - 2015-11-04 00:29:52 UTC
Nevyn Auscent wrote:
Yes, 700 Mil Citadel + modules = 350-400 mil loot for a medium. Which takes you 3 people for a total of 3 hours, or 6 people for 1.5 hours. Since CCP have said you will get drops from a citadel based on it's mineral value and the modules will drop like normal.
Which is what I've been assuming that there will be no jobs running.

However the normal dead POS stick has no modules attached to it either, and you get zero drops from a POS stick.


However all of this is off topic to my post, you are against the idea of giving the citadel an inactivity timer just because in your opinion they wont survive that long, not because the idea is bad per se, am I right? If that's your point, I think it has been made clear, and we can move on with more opinions from other people.

Also we can agree to "disagree" on if destroying an inactive one is worth our time or not, but this is related to our play styles, therefore subjective matters, and not to objective matters.
aldhura
Blackjack and Exotic Dancers
Top Tier
#102 - 2015-11-04 00:35:15 UTC
Nevyn Auscent wrote:
aldhura wrote:
I really think the mooring feature doesn't make sense.
You are basically stuck in the cap ship.
I have read that once you leave the moored ship in become vulnerable and your pod is moored, that will mean, as I read it anyway, you are basically stuck in that capital ship. I don't have one anymore, but means there will be no point in getting one.
Something like being able to switch ships for a couple hours will be a better approach.

What will happen to all our current POS's and pos modules? will we get a "free" swap out for the new structures ? or are we now stuck with more junk we can't get rid of?

Dock your Cap ship in a large Citadel.
It's pretty easy.


In a c1-3 wh ????
Nevyn Auscent
Broke Sauce
#103 - 2015-11-04 00:50:32 UTC
aldhura wrote:

In a c1-3 wh ????

Build the M, Build the large in the M (Or in the Factory structure whatever that is).
The same way you did with the Cap in the first place.
Soldarius
Dreddit
Test Alliance Please Ignore
#104 - 2015-11-04 15:22:22 UTC
Fact remains that Citadels can be much more easily destroyed than a POS. And Citadels won't need to take up a moon. They can be anchored anywhere in space.

Since the cap for a medium is 4000dps, bring 4 sentry domis and have at it. If you don't feel the reward is worth the time, don't. Your choice.

http://youtu.be/YVkUvmDQ3HY

Kenny Powers Zanjoahir
Trillium Invariant
Honorable Third Party
#105 - 2015-11-05 12:02:57 UTC
How close can one light a cyno to a citadel?
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#106 - 2015-11-05 12:49:00 UTC
Will there be new skills to control structure weapons, and if so when will be able to find out the details / pre-reqs?
Roberta Gastoni
Federal Navy Academy
Gallente Federation
#107 - 2015-11-05 20:22:39 UTC  |  Edited by: Roberta Gastoni
xttz wrote:
Will there be new skills to control structure weapons, and if so when will be able to find out the details / pre-reqs?


I read somewhere, I don't remember where, you wont need any skills and the actual skill is going to be refunded.

EDIT: Found in csm notes:

Will my old POS defense skills work?
No. They are going to require a new line of skills to operate, but most likely use existing gunnery and / or missile support skills. More details as we get them.
aldhura
Blackjack and Exotic Dancers
Top Tier
#108 - 2015-11-05 21:47:03 UTC
Roberta Gastoni wrote:
xttz wrote:
Will there be new skills to control structure weapons, and if so when will be able to find out the details / pre-reqs?


I read somewhere, I don't remember where, you wont need any skills and the actual skill is going to be refunded.

EDIT: Found in csm notes:

Will my old POS defense skills work?
No. They are going to require a new line of skills to operate, but most likely use existing gunnery and / or missile support skills. More details as we get them.



That will be a first, we were never given SP back when DSP's were taken out of the game or when you no longer needed anchoring 5 to train starbase defense.
Roberta Gastoni
Federal Navy Academy
Gallente Federation
#109 - 2015-11-05 22:21:46 UTC
aldhura wrote:

That will be a first, we were never given SP back when DSP's were taken out of the game or when you no longer needed anchoring 5 to train starbase defense.


As soon as I'll find it I'll link it, but it's either a refound or free skills, like they did with the drones.

I believe from what i read there are going to be something like a "Structure Weapon Operation" skill for the weapon / high slots and a "Structure Defense Operation" skill for the middle / low slots. Regardless we get the sp back or we get the new skill at the level of the old one we are going to win.
Nevyn Auscent
Broke Sauce
#110 - 2015-11-05 22:50:55 UTC  |  Edited by: Nevyn Auscent
aldhura wrote:

That will be a first, we were never given SP back when DSP's were taken out of the game or when you no longer needed anchoring 5 to train starbase defense.

Because the skill still existed in the game and did other things for you.
Any time CCP have actually removed a skill from the game entirely they have refunded it.

Though they may decide it makes more sense to turn it into one of the related skills for citadels, who knows.
aldhura
Blackjack and Exotic Dancers
Top Tier
#111 - 2015-11-05 23:53:35 UTC
Nevyn Auscent wrote:
aldhura wrote:
[quote=Roberta Gastoni]
That will be a first, we were never given SP back when DSP's were taken out of the game or when you no longer needed anchoring 5 to train starbase defense.

Because the skill still existed in the game and did other things for you.
Any time CCP have actually removed a skill from the game entirely they have refunded it.

Though they may decide it makes more sense to turn it into one of the related skills for citadels, who knows.


CCP's perception, and well yours, of the extra value of the skills. I have no use for Anchoring 5 and whatever the skill was for DSP's. You can very easily with the right ship scan down just about everything with lvl3 scanning skills.
Nevyn Auscent
Broke Sauce
#112 - 2015-11-06 00:14:28 UTC
aldhura wrote:


CCP's perception, and well yours, of the extra value of the skills. I have no use for Anchoring 5 and whatever the skill was for DSP's. You can very easily with the right ship scan down just about everything with lvl3 scanning skills.

Just because you had no use for the features doesn't mean they didn't exist.
CCP have been entirely consistent on their approach in such cases, and yes, some people do end up with things they wouldn't have trained. I don't need Anchoring V myself and would have never trained it, but I did want Starbase Defence Management, and judged Anchoring V worth training for that. And so did you.
Skyleth Bergen
The Scope
Gallente Federation
#113 - 2015-11-07 23:54:20 UTC
I thought I'd put this here instead of a new thread...


There's been some speculation as to what exactly will happen to faction towers, bpcs, and faction tower module bpcs and it seems like the jury is still out, but they won't be transformed into any of the new structure or module bpcs.

As an alternative, I wonder if you'd consider exchanging some of them for skins. For example, instead of giving me isk for my large true sansha tower, just give me an i.o.u. on a potential citadel or other structure skin in the future corresponding to the faction item. It's a nice reward and doesn't actually inject more isk for potentially stockpiles of items that are not being used. I'm pretty sure a lot of people would simply be happy to get a skin instead.
Nafensoriel
Brutor Tribe
Minmatar Republic
#114 - 2015-11-08 03:23:25 UTC
Converting faction towers to skins for citadels would be a cheap and cost effective compromises to the player base. No direct long term value would be added to the game and the functional cosmetic nature of the skins would satisfy a majority of POS owners.
Lotala
OpSec.
Wrong Hole.
#115 - 2015-11-08 08:51:15 UTC  |  Edited by: Lotala
A quick disposable version of the observation array that offers certain features to support black ops operations. It should beless disposable then a mobile depot but lmore disposable then a small pos. It will need to be quickly erectable (say 5 minutes) and offer reffiting services. Potential features could be service as a covert cynobeacon, delay local, and immune to dscan (though still probable). It would have no reinforce period and few if any weapons.
Saede Riordan
Alexylva Paradox
#116 - 2015-11-08 18:04:23 UTC
Okay then. Questions, comments, concerns, ideas.

1) Has it been decided whether Large Citadels will take freighters to deploy or not? CCP keep flip flopping on it and I'd really like a concrete answer so I know whether or not I need to start building a freighter in my wormhole. I'd obviously like them to be deployable by orca, but whichever way it is, we need a concrete answer so we can start preparing.

2) Has there been talk about how large citadels will be built? Currently there is no POS structure large enough to build one inside. Meaning for wormholers, they have to bring in a medium and build the large at the medium, that's a bit of a pain in the ass. I'd like if there was a temporary structure introduced for poses that let us build the new structures at them, just to ease the transitional period.

3) When you anchor a citadel, it instantly becomes invulnerable for 24 hours. This means a ninja-hauler can jump into your system, drop the citadel, and run and hide. They don't have to defend it, and they know exactly when the 15 minute window is after that 24 hour period, so they can have their fleet ready. In a wormhole the only counterplay to this would be to maintain hole control for the entire time and keep them from slipping a fleet inside. I really feel that there should be some immediate vulnerability period when you first start anchoring the structure. The system defenders should have a chance to totally headshot the fetal citadel if you don't protect it for say, the first 15-30 minutes. Having a short vulnerability window like towers do, it forces the attackers to actually invest forces in protecting and securing a beachhead.

4) When drilling rigs totally change the mechanics of moon mining, can we get moon mining in wormholes? I'm assuming it will be a much more active process then the current "set up tower > profit" is, so I think it could be balanced with wormholes in mind.
aldhura
Blackjack and Exotic Dancers
Top Tier
#117 - 2015-11-08 18:57:55 UTC
I still have a question on what will happen to the current POS"s and mods, will we be stuck with stuff we can't sell.
Also, what will happen to all the dead sticks littering all of new eden
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#118 - 2015-11-08 19:31:42 UTC
Saede Riordan wrote:

1) Has it been decided whether Large Citadels will take freighters to deploy or not? CCP keep flip flopping on it and I'd really like a concrete answer so I know whether or not I need to start building a freighter in my wormhole. I'd obviously like them to be deployable by orca, but whichever way it is, we need a concrete answer so we can start preparing.

The last devblog specifically said L and XL citadels would require a freighter to deploy, and this was intentional for lower class wormholes. However they won't be on TQ for at least 4 months yet, so there's plenty of time to source a freighter hull yet.

Saede Riordan wrote:

2) Has there been talk about how large citadels will be built? Currently there is no POS structure large enough to build one inside. Meaning for wormholers, they have to bring in a medium and build the large at the medium, that's a bit of a pain in the ass. I'd like if there was a temporary structure introduced for poses that let us build the new structures at them, just to ease the transitional period.

This also seems to be intentional by CCP. There's also no point in introducing new POS structures when the whole point of Citadels is as the first step to superseding them. Eventually all POS will be removed, so any new add-on for them will be a temporary solution at best and only serve to help entrench people who use older, easier game mechanics over those who come later.

Saede Riordan wrote:

3) When you anchor a citadel, it instantly becomes invulnerable for 24 hours. This means a ninja-hauler can jump into your system, drop the citadel, and run and hide. They don't have to defend it, and they know exactly when the 15 minute window is after that 24 hour period, so they can have their fleet ready. In a wormhole the only counterplay to this would be to maintain hole control for the entire time and keep them from slipping a fleet inside. I really feel that there should be some immediate vulnerability period when you first start anchoring the structure. The system defenders should have a chance to totally headshot the fetal citadel if you don't protect it for say, the first 15-30 minutes. Having a short vulnerability window like towers do, it forces the attackers to actually invest forces in protecting and securing a beachhead.

I believe they have said that newly anchored structures would show on global overview until secured. This gives everyone nearby a chance to notice and prepare to deal with a new structure.

Nevyn Auscent
Broke Sauce
#119 - 2015-11-08 19:37:20 UTC
aldhura wrote:
I still have a question on what will happen to the current POS"s and mods, will we be stuck with stuff we can't sell.
Also, what will happen to all the dead sticks littering all of new eden

POS have a year or two before they are phased out since they won't be removed till after all the new structures are in. Citadels are just the first of about eight different structures.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#120 - 2015-11-08 20:44:44 UTC
Kenny Powers Zanjoahir wrote:
How close can one light a cyno to a citadel?



Right now, you can light in tether range, so you are safe......

However, that is not a done deal


One other suggestion is to light in tether range, but combat ships (JF, freighter and rorqual exempt) get a 60 sec weapons timer when they jump in