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Citadels are now on Singularity

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Author
Lugh Crow-Slave
#441 - 2016-04-12 05:30:49 UTC
Jerppu3 wrote:
Lugh Crow-Slave wrote:

also ccp can you tell us if docking fees are going to be added?


there really is not much reason do to how compression is handled to open up a citadel to the public and thats a huge limit to their potential


Docking fee sucks if CCP intent us to use that to compensate fuel for public compression. I really hope that CCP will add possibility to tax the usage of compression in Citadel. Without it they will kill the idea of having public Citadels for miners.

Citadel Compression & Reprocessing separated and to be taxable


To be honest docking fees don't really suck you should be able to tax anything you want in your structure.

But yesit is a crappy alternative to no tax on compression.

Both should be added
Jerppu3
School of Applied Knowledge
Caldari State
#442 - 2016-04-12 05:40:38 UTC
Lugh Crow-Slave wrote:
Jerppu3 wrote:
Lugh Crow-Slave wrote:

also ccp can you tell us if docking fees are going to be added?


there really is not much reason do to how compression is handled to open up a citadel to the public and thats a huge limit to their potential


Docking fee sucks if CCP intent us to use that to compensate fuel for public compression. I really hope that CCP will add possibility to tax the usage of compression in Citadel. Without it they will kill the idea of having public Citadels for miners.

Citadel Compression & Reprocessing separated and to be taxable


To be honest docking fees don't really suck you should be able to tax anything you want in your structure.

But yesit is a crappy alternative to no tax on compression.

Both should be added


Agreed, both should be added. This would enable viable business model too.
Gyges Skyeye
Caldari Provisions
Caldari State
#443 - 2016-04-12 11:23:08 UTC
So while I'm waiting for a few citadels to anchor before I can contribute more heavily, some questions I have about current non-features.

1. Why can we not rotate and orient the citadels off of the horizontal plane?
- This would greatly help for aligning the structures as desired

1a) Why is there no ability to simply auto-align a citadel to a target on the overview?
- This would make things so much easier and there would be much rejoicing

2. Why do we not have some kind of item in the game to let us realign/reposition citadels after they have been dropped?
- Call them structure or rocket thrusters. Make them built from rocket fuel and some other PI goods. Create a M/L/XL size and value them at 1-2% of the structure cost. Works like a character resculpt and lets you re-enter the structure positioning window. Takes effect at downtime, consumed on use.
Lugh Crow-Slave
#444 - 2016-04-12 11:37:56 UTC
Gyges Skyeye wrote:
So while I'm waiting for a few citadels to anchor before I can contribute more heavily, some questions I have about current non-features.

1. Why can we not rotate and orient the citadels off of the horizontal plane?
- This would greatly help for aligning the structures as desired

1a) Why is there no ability to simply auto-align a citadel to a target on the overview?
- This would make things so much easier and there would be much rejoicing

2. Why do we not have some kind of item in the game to let us realign/reposition citadels after they have been dropped?
- Call them structure or rocket thrusters. Make them built from rocket fuel and some other PI goods. Create a M/L/XL size and value them at 1-2% of the structure cost. Works like a character resculpt and lets you re-enter the structure positioning window. Takes effect at downtime, consumed on use.


I would like to be able to move it on the Y axis and not just the x and z
Thalezia
System lords Collective
#445 - 2016-04-12 15:29:35 UTC  |  Edited by: Thalezia
Hello,
2k dps on a fortizar with subcapital launchers (fully skilled up and with 4 ballistics) seems wayyyyyyy too low when you consider that it has 47k dps with capital launchers WITHOUT bombers.¨

are these final numbers or just working numbers until you can fix it?

I would suggest something between 10-15k dps on subcapital launchers
John Hand
#446 - 2016-04-12 19:11:47 UTC
CCP Claymore wrote:
John Hand wrote:
Issues I am having with Cits right now, is the stupid 24hr anchor time.

I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.

So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.


Loving these things otherwise.


Anchoring will stay at 24h for initial release.


The issue I have with the 24h timer is its far too long for the Medium and Large Cits. The time is just too much for the benefit you get out of anchoring one vs one of the bigger ones.

You could make a good argument for the 24hr timer for the XL as its the largest one AND the benefit it gives you (docking supers) plus its ability to defend itself is very good.

6 hours would be acceptable for the med, and 12 for the large, with 24 for the XL.
Tyranis Marcus
Bloody Heathens
#447 - 2016-04-12 20:52:51 UTC
Lugh Crow-Slave wrote:
Tyranis Marcus wrote:
"Structure bracket shows how many are docked inside"

That's pretty stupid. If the enemy wants that info, they should have to get a spy inside.



its because of WH groups complaining that they cant get free Intel like they can with a POS

they want to know how risky it is to gank that site running drake b4 they commit to it


Ah. lol. Thanks for pointing that out.

Eve is all about risk, though. These days, you can't gank a Drake in lowsec without looking over your shoulder for the ambush. You may be able to see who's in local, but it's often so busy that doesn't help a whole lot, and you have no idea what's going down on the other side of any stargates. Not to mention hotdrops, which wh'ers don't have to worry about. We all still do it, though, and it's fun. Why should the dangerous unknown of wh space be safer to gank in? Honestly, they should just suck it up and deal with it.

Also, once the existing outposts have been converted over to Citadels, and in systems with no outposts, it will make 0.0 roams easier, since you can instantly tell how many of the people in local are actually undocked. In that regard, it would increase the value of intel gained from local chat, which is something I had thought the devs were interested in finding ways to reduce.

Do not run. We are your friends.

Lugh Crow-Slave
#448 - 2016-04-12 21:36:10 UTC
John Hand wrote:
CCP Claymore wrote:
John Hand wrote:
Issues I am having with Cits right now, is the stupid 24hr anchor time.

I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.

So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.


Loving these things otherwise.


Anchoring will stay at 24h for initial release.


The issue I have with the 24h timer is its far too long for the Medium and Large Cits. The time is just too much for the benefit you get out of anchoring one vs one of the bigger ones.

You could make a good argument for the 24hr timer for the XL as its the largest one AND the benefit it gives you (docking supers) plus its ability to defend itself is very good.

6 hours would be acceptable for the med, and 12 for the large, with 24 for the XL.


like i said b4 considering if you miss the anchor timer coming out you have to deal with an enemy citadel in your system for up to a week b4 you can do anything about it 24hr is thee minimum the timer can be
Fera Rayl
Imperial Shipment
Amarr Empire
#449 - 2016-04-12 23:06:40 UTC
Was there a change to how long a Citadel is vulnerable after the 24 hour anchor period? or is it still 15 min?
Lugh Crow-Slave
#450 - 2016-04-12 23:13:01 UTC
Fera Rayl wrote:
Was there a change to how long a Citadel is vulnerable after the 24 hour anchor period? or is it still 15 min?


15 hs and max null index 30 in wh and 60 in null with no index
John Hand
#451 - 2016-04-12 23:20:03 UTC
Lugh Crow-Slave wrote:
John Hand wrote:
CCP Claymore wrote:
John Hand wrote:
Issues I am having with Cits right now, is the stupid 24hr anchor time.

I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.

So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.


Loving these things otherwise.


Anchoring will stay at 24h for initial release.


The issue I have with the 24h timer is its far too long for the Medium and Large Cits. The time is just too much for the benefit you get out of anchoring one vs one of the bigger ones.

You could make a good argument for the 24hr timer for the XL as its the largest one AND the benefit it gives you (docking supers) plus its ability to defend itself is very good.

6 hours would be acceptable for the med, and 12 for the large, with 24 for the XL.


like i said b4 considering if you miss the anchor timer coming out you have to deal with an enemy citadel in your system for up to a week b4 you can do anything about it 24hr is thee minimum the timer can be



And I have said also, if you Live in your space you shouldn't miss it, and if you so happen to miss it, then its your own damn fault. The rest of eve should not be punished for your own stupidity.
Lugh Crow-Slave
#452 - 2016-04-12 23:29:58 UTC
John Hand wrote:
Lugh Crow-Slave wrote:
John Hand wrote:
CCP Claymore wrote:
John Hand wrote:
Issues I am having with Cits right now, is the stupid 24hr anchor time.

I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.

So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.


Loving these things otherwise.


Anchoring will stay at 24h for initial release.


The issue I have with the 24h timer is its far too long for the Medium and Large Cits. The time is just too much for the benefit you get out of anchoring one vs one of the bigger ones.

You could make a good argument for the 24hr timer for the XL as its the largest one AND the benefit it gives you (docking supers) plus its ability to defend itself is very good.

6 hours would be acceptable for the med, and 12 for the large, with 24 for the XL.


like i said b4 considering if you miss the anchor timer coming out you have to deal with an enemy citadel in your system for up to a week b4 you can do anything about it 24hr is thee minimum the timer can be



And I have said also, if you Live in your space you shouldn't miss it, and if you so happen to miss it, then its your own damn fault. The rest of eve should not be punished for your own stupidity.


O.o you cant expect ppl to be on 24/7 and you certainly cant expect them to be on in enough numbers to deal with this.

24hrs is not that much to ask and if you do need something up fast you can just use a POS
Porus Kurvora
Phoenix Enterprise Inc
From The Ashes.
#453 - 2016-04-12 23:40:18 UTC  |  Edited by: Porus Kurvora
John Hand wrote:
And I have said also, if you Live in your space you shouldn't miss it, and if you so happen to miss it, then its your own damn fault. The rest of eve should not be punished for your own stupidity.


24 hours is reasonable. It's long enough to create risk for the group deploying it in any location and long enough for the locals to plan on defending their space and contesting the deployment. It will bring fights I'm sure, and it should.

24 hours is reasonable. Citadels are hard to kill and take a minimum amount of time to destroy once they are deployed. This will benefit the owner greatly. After the 24 hour timer the Citadel will be vulnerable to attack with only hull HP. Anyone contesting the deployment of this Citadel has that window of opportunity to make their move. A quicker invulnerability time would hurt the people who would contest and greatly favor the group deploying it. There would be less risk owning the structure.

24 hours is reasonable. The risk is adequately balanced at 24 hours.

24 hours is reasonable.

[PNXE] Phoenix Enterprise Inc. CEO

Check out our website

We are recruiting!

John Hand
#454 - 2016-04-13 01:48:17 UTC
Porus Kurvora wrote:
John Hand wrote:
And I have said also, if you Live in your space you shouldn't miss it, and if you so happen to miss it, then its your own damn fault. The rest of eve should not be punished for your own stupidity.


24 hours is reasonable. It's long enough to create risk for the group deploying it in any location and long enough for the locals to plan on defending their space and contesting the deployment. It will bring fights I'm sure, and it should.

24 hours is reasonable. Citadels are hard to kill and take a minimum amount of time to destroy once they are deployed. This will benefit the owner greatly. After the 24 hour timer the Citadel will be vulnerable to attack with only hull HP. Anyone contesting the deployment of this Citadel has that window of opportunity to make their move. A quicker invulnerability time would hurt the people who would contest and greatly favor the group deploying it. There would be less risk owning the structure.

24 hours is reasonable. The risk is adequately balanced at 24 hours.

24 hours is reasonable.


NOT FOR THE SMALLER CITS!

Yes its reasonable for the XL cit, but by no means is it fine for the Medium or the Large. Both of those cits are very easy to push down, hell the medium alone can be taken down a single dread, or a small gang during both its deployment time AND vulnerable window. When someone goes to put own down, they better be ready to be up for nearly 24hours to DEFEND its deployment, and that is just not worth it for something like the smaller cits that have FAR less HP (and thus a lower DPS cap too) to chew through.

I am not talking about the XL cit, I am talking about the Medium and Large cits that have 1/2 and 1/4th the HP of the XL. 24hr is too ******* long for those smaller cits.

Might I also remind you that these are meant to replace POS's, especially the Medium cit which is aimed at the smaller corp/solo player.


I have time and again suggested PROPER anchor times that REASONABLY fit with the size of the cit and its resulting defense capabilities. As well as the ease of destruction of said cit, even at 6 hours for a medium, that gives an ACTIVE alliance plenty of time to find out about it (HINT: ALLIANCE WIDE NOTIFICATION) and form something to take it out.
It also allows the Solo Player to plant a Cit somewhere for his own purposes, aka like a Solo Pos for Reactions/compression ect. Without having to sit there waiting for it, or dropping it, going to bed, and waking up wondering if his cit lived or was killed by a roaming gang. These things are a fairly large investment, the Large and XL cits are aimed at Alliances or Large Corps (or Corps with Caps), The 12 and 24 HR timers are fine for such things, as an ALLIANCE or a Corp can stand guard by it. No one is going to drop a Large or XL in enemy space since those things cannot fit in industrial (large can only fit in a JF or bigger, and XL is Freighter only), unless they already are winning a war/need a new staging area to progress a war.


Lugh Crow-Slave
#455 - 2016-04-13 01:50:53 UTC
John Hand wrote:
Porus Kurvora wrote:
John Hand wrote:
And I have said also, if you Live in your space you shouldn't miss it, and if you so happen to miss it, then its your own damn fault. The rest of eve should not be punished for your own stupidity.


24 hours is reasonable. It's long enough to create risk for the group deploying it in any location and long enough for the locals to plan on defending their space and contesting the deployment. It will bring fights I'm sure, and it should.

24 hours is reasonable. Citadels are hard to kill and take a minimum amount of time to destroy once they are deployed. This will benefit the owner greatly. After the 24 hour timer the Citadel will be vulnerable to attack with only hull HP. Anyone contesting the deployment of this Citadel has that window of opportunity to make their move. A quicker invulnerability time would hurt the people who would contest and greatly favor the group deploying it. There would be less risk owning the structure.

24 hours is reasonable. The risk is adequately balanced at 24 hours.

24 hours is reasonable.


NOT FOR THE SMALLER CITS!

Yes its reasonable for the XL cit, but by no means is it fine for the Medium or the Large. Both of those cits are very easy to push down, hell the medium alone can be taken down a single dread, or a small gang during both its deployment time AND vulnerable window. When someone goes to put own down, they better be ready to be up for nearly 24hours to DEFEND its deployment, and that is just not worth it for something like the smaller cits that have FAR less HP (and thus a lower DPS cap too) to chew through.

I am not talking about the XL cit, I am talking about the Medium and Large cits that have 1/2 and 1/4th the HP of the XL. 24hr is too ******* long for those smaller cits.

Might I also remind you that these are meant to replace POS's, especially the Medium cit which is aimed at the smaller corp/solo player.


I have time and again suggested PROPER anchor times that REASONABLY fit with the size of the cit and its resulting defense capabilities. As well as the ease of destruction of said cit, even at 6 hours for a medium, that gives an ACTIVE alliance plenty of time to find out about it (HINT: ALLIANCE WIDE NOTIFICATION) and form something to take it out.
It also allows the Solo Player to plant a Cit somewhere for his own purposes, aka like a Solo Pos for Reactions/compression ect. Without having to sit there waiting for it, or dropping it, going to bed, and waking up wondering if his cit lived or was killed by a roaming gang. These things are a fairly large investment, the Large and XL cits are aimed at Alliances or Large Corps (or Corps with Caps), The 12 and 24 HR timers are fine for such things, as an ALLIANCE or a Corp can stand guard by it. No one is going to drop a Large or XL in enemy space since those things cannot fit in industrial (large can only fit in a JF or bigger, and XL is Freighter only), unless they already are winning a war/need a new staging area to progress a war.




ok there HP means nothing
nothing at all

once even a med citadel is anchored you can't do anything to remove it FOR UP TO A WEEK

why do you feel they need to be any less than 24hrs? you say its ridiculous but why? its not that long if a wait
Porus Kurvora
Phoenix Enterprise Inc
From The Ashes.
#456 - 2016-04-13 04:13:12 UTC  |  Edited by: Porus Kurvora
John Hand wrote:

NOT FOR THE SMALLER CITS!

Yes its reasonable for the XL cit, but by no means is it fine for the Medium or the Large. Both of those cits are very easy to push down, hell the medium alone can be taken down a single dread, or a small gang during both its deployment time AND vulnerable window. When someone goes to put own down, they better be ready to be up for nearly 24hours to DEFEND its deployment, and that is just not worth it for something like the smaller cits that have FAR less HP (and thus a lower DPS cap too) to chew through.

I am not talking about the XL cit, I am talking about the Medium and Large cits that have 1/2 and 1/4th the HP of the XL. 24hr is too ******* long for those smaller cits.

Might I also remind you that these are meant to replace POS's, especially the Medium cit which is aimed at the smaller corp/solo player.


I have time and again suggested PROPER anchor times that REASONABLY fit with the size of the cit and its resulting defense capabilities. As well as the ease of destruction of said cit, even at 6 hours for a medium, that gives an ACTIVE alliance plenty of time to find out about it (HINT: ALLIANCE WIDE NOTIFICATION) and form something to take it out.
It also allows the Solo Player to plant a Cit somewhere for his own purposes, aka like a Solo Pos for Reactions/compression ect. Without having to sit there waiting for it, or dropping it, going to bed, and waking up wondering if his cit lived or was killed by a roaming gang. These things are a fairly large investment, the Large and XL cits are aimed at Alliances or Large Corps (or Corps with Caps), The 12 and 24 HR timers are fine for such things, as an ALLIANCE or a Corp can stand guard by it. No one is going to drop a Large or XL in enemy space since those things cannot fit in industrial (large can only fit in a JF or bigger, and XL is Freighter only), unless they already are winning a war/need a new staging area to progress a war.


You are failing to understand because you are not taking the time to read about the updates and know the context.

1. Citadels themselves will not replaces POS's. They are only the first step towards phasing out POS's. The variety of structures that will be released in the next year or two will work towards phasing POS's out. At that point we will start seeing POS's phase out completely.

2. When a Citadel is deployed (regardless of it's size) it takes 24 hours to anchor. During this entire 24 hours it is invulnerable to attack. You will not need a 24 hour around the clock fleet to defend it.

3. Once the 24 hour anchor time is complete it will then enter a vulnerable mode and can be attacked. This is when you would need to defend it if you wanted to guarantee deployment.

4. Citadels have a specific length of time it is vulnerable for depending on where it is trying to be anchored. High-sec and Null-Sec (with full indexes) will be vulnerable for 15 minutes if not attacked. Low-sec and Wormhole space will be vulnerable for 30 minutes. Finally, Null-set (with no index) 60 minutes. If it is attacked you need to stop the aggression and once stopped the repair timer will start back from 0s.

5. Damage mitigation. Each structure has a cap on the amount of DPS that can be applied to it over a specific time frame. Any damage being applied over the cap is reduced significantly or negated. This is to keep the "big guys" in "big ships" from "popping" structures. Anyone who attacks the structure will be committed to the field for a certain amount of time regardless of ship type, size, dps. This benefits the "little guys" deploying "little structures" from getting rekt.

In the dev blog they gave the example of damage mitigation with a max of 4,000 DPS over a 30 second period. That means you can only do 120,000 damage to the citadel in a 30 second period. Currently on the test server the medium Citadel has 7,200,000 HP on hull.

With the example damage mitigation, 7200000 hp / 4000 dps = 1800 seconds / 60 = 30 minutes to destroy.

If anyone was wanting to blob the hell out of a medium citadel after the 24 hour invulnerability time, they would only be able to apply 4000 DPS and they'd have to stay on field applying damage for 30 minutes. If they bring less ships, they'll be there longer.

Your fears are invalid, small citadels will still be hard to destroy at all stages including initial anchoring. 24 hours is reasonable.

Here is the dev blog: https://community.eveonline.com/news/dev-blogs/citadels-sieges-and-you-v2/
Inform yourself.

[PNXE] Phoenix Enterprise Inc. CEO

Check out our website

We are recruiting!

Eli Stan
Center for Advanced Studies
Gallente Federation
#457 - 2016-04-13 04:41:58 UTC
Thalezia wrote:
Hello,
2k dps on a fortizar with subcapital launchers (fully skilled up and with 4 ballistics) seems wayyyyyyy too low when you consider that it has 47k dps with capital launchers WITHOUT bombers.¨

are these final numbers or just working numbers until you can fix it?

I would suggest something between 10-15k dps on subcapital launchers


The impression I've gotten from some playtesting is that against frigs, the anti-cap and anti-subcap missiles do about equal damage, but the anti-subcap missile launcher cycle much faster for much higher applied DPS.

Against cruisers and battleships, it appears to be about a wash. Anti-cap has higher alpha, but lower launch rate, and overall equal DPS between the two.

Point being - it's worth keeping in mind that the anti-cap missile damage is scaled to go against capitals, but so is its explosion radius and velocity. You can't look at 47k anti-cap DPS and use that to determine what you think the anti-subcap DPS should be. 10k DPS against subcaps would be WAY overpowered, IMO
John Hand
#458 - 2016-04-13 05:23:25 UTC
Porus Kurvora wrote:


You are failing to understand because you are not taking the time to read about the updates and know the context.

1. Citadels themselves will not replaces POS's. They are only the first step towards phasing out POS's. The variety of structures that will be released in the next year or two will work towards phasing POS's out. At that point we will start seeing POS's phase out completely.

2. When a Citadel is deployed (regardless of it's size) it takes 24 hours to anchor. During this entire 24 hours it is invulnerable to attack. You will not need a 24 hour around the clock fleet to defend it.

3. Once the 24 hour anchor time is complete it will then enter a vulnerable mode and can be attacked. This is when you would need to defend it if you wanted to guarantee deployment.

4. Citadels have a specific length of time it is vulnerable for depending on where it is trying to be anchored. High-sec and Null-Sec (with full indexes) will be vulnerable for 15 minutes if not attacked. Low-sec and Wormhole space will be vulnerable for 30 minutes. Finally, Null-set (with no index) 60 minutes. If it is attacked you need to stop the aggression and once stopped the repair timer will start back from 0s.

5. Damage mitigation. Each structure has a cap on the amount of DPS that can be applied to it over a specific time frame. Any damage being applied over the cap is reduced significantly or negated. This is to keep the "big guys" in "big ships" from "popping" structures. Anyone who attacks the structure will be committed to the field for a certain amount of time regardless of ship type, size, dps. This benefits the "little guys" deploying "little structures" from getting rekt.

In the dev blog they gave the example of damage mitigation with a max of 4,000 DPS over a 30 second period. That means you can only do 120,000 damage to the citadel in a 30 second period. Currently on the test server the medium Citadel has 7,200,000 HP on hull.

With the example damage mitigation, 7200000 hp / 4000 dps = 1800 seconds / 60 = 30 minutes to destroy.

If anyone was wanting to blob the hell out of a medium citadel after the 24 hour invulnerability time, they would only be able to apply 4000 DPS and they'd have to stay on field applying damage for 30 minutes. If they bring less ships, they'll be there longer.

Your fears are invalid, small citadels will still be hard to destroy at all stages including initial anchoring. 24 hours is reasonable.

Here is the dev blog: https://community.eveonline.com/news/dev-blogs/citadels-sieges-and-you-v2/
Inform yourself.




Ah see that cleared a few things up.

1. I knew about the 30 min minimum time to kill/RF any sized cit because of the max DPS cap. A pair of sieged Moros's can reach the cap of the med cit without trying hard. 30min is the fastest any one cit can be killed/RF'ed, the more ships you bring the better you can stay at the max DPS despite taking losses from the cit.

2. They were vulnerable during there anchor time, like anything else in the game, unless that has recently changed, I have seen nothing else to suggest they are Invulnerable during there anchor time. Unless CCP is going to change slandered game mechanics, in which they will NEED to explain it or list it within its details. Otherwise people will assume it CAN be killed during its anchor time, much like how a POS or, well, anything that deploys

3. Yes I know this is the start of the phasing out of POS"s, and its a nice one at that, but that still doesn't mean we completely disregard game-play that EVERY EvE played is used to. 24 hr is a long ass time for ANYTHING to anchor, especially when it doesn't get adjusted based on DT, or auto build after DT like an Outpost. I would suggest that cits use that mechanic, but that could be problematic in how to code it to work right without being able to abuse it.

4. The fears of enemies dropping a cit in your space are unfounded at best, hell like I said many times, enemies already do that with POS's. If Cits remain vulnerable during there anchor time, then this becomes a null/mute point and we go back to 24hr being too long for the medium cit.
Lugh Crow-Slave
#459 - 2016-04-13 05:29:39 UTC
John Hand wrote:
Porus Kurvora wrote:


You are failing to understand because you are not taking the time to read about the updates and know the context.

1. Citadels themselves will not replaces POS's. They are only the first step towards phasing out POS's. The variety of structures that will be released in the next year or two will work towards phasing POS's out. At that point we will start seeing POS's phase out completely.

2. When a Citadel is deployed (regardless of it's size) it takes 24 hours to anchor. During this entire 24 hours it is invulnerable to attack. You will not need a 24 hour around the clock fleet to defend it.

3. Once the 24 hour anchor time is complete it will then enter a vulnerable mode and can be attacked. This is when you would need to defend it if you wanted to guarantee deployment.

4. Citadels have a specific length of time it is vulnerable for depending on where it is trying to be anchored. High-sec and Null-Sec (with full indexes) will be vulnerable for 15 minutes if not attacked. Low-sec and Wormhole space will be vulnerable for 30 minutes. Finally, Null-set (with no index) 60 minutes. If it is attacked you need to stop the aggression and once stopped the repair timer will start back from 0s.

5. Damage mitigation. Each structure has a cap on the amount of DPS that can be applied to it over a specific time frame. Any damage being applied over the cap is reduced significantly or negated. This is to keep the "big guys" in "big ships" from "popping" structures. Anyone who attacks the structure will be committed to the field for a certain amount of time regardless of ship type, size, dps. This benefits the "little guys" deploying "little structures" from getting rekt.

In the dev blog they gave the example of damage mitigation with a max of 4,000 DPS over a 30 second period. That means you can only do 120,000 damage to the citadel in a 30 second period. Currently on the test server the medium Citadel has 7,200,000 HP on hull.

With the example damage mitigation, 7200000 hp / 4000 dps = 1800 seconds / 60 = 30 minutes to destroy.

If anyone was wanting to blob the hell out of a medium citadel after the 24 hour invulnerability time, they would only be able to apply 4000 DPS and they'd have to stay on field applying damage for 30 minutes. If they bring less ships, they'll be there longer.

Your fears are invalid, small citadels will still be hard to destroy at all stages including initial anchoring. 24 hours is reasonable.

Here is the dev blog: https://community.eveonline.com/news/dev-blogs/citadels-sieges-and-you-v2/
Inform yourself.




Ah see that cleared a few things up.

1. I knew about the 30 min minimum time to kill/RF any sized cit because of the max DPS cap. A pair of sieged Moros's can reach the cap of the med cit without trying hard. 30min is the fastest any one cit can be killed/RF'ed, the more ships you bring the better you can stay at the max DPS despite taking losses from the cit.

2. They were vulnerable during there anchor time, like anything else in the game, unless that has recently changed, I have seen nothing else to suggest they are Invulnerable during there anchor time. Unless CCP is going to change slandered game mechanics, in which they will NEED to explain it or list it within its details. Otherwise people will assume it CAN be killed during its anchor time, much like how a POS or, well, anything that deploys

3. Yes I know this is the start of the phasing out of POS"s, and its a nice one at that, but that still doesn't mean we completely disregard game-play that EVERY EvE played is used to. 24 hr is a long ass time for ANYTHING to anchor, especially when it doesn't get adjusted based on DT, or auto build after DT like an Outpost. I would suggest that cits use that mechanic, but that could be problematic in how to code it to work right without being able to abuse it.

4. The fears of enemies dropping a cit in your space are unfounded at best, hell like I said many times, enemies already do that with POS's. If Cits remain vulnerable during there anchor time, then this becomes a null/mute point and we go back to 24hr being too long for the medium cit.



Even in the dev blogs they state that the citadels are invuln until anchor hits 0 at that time they ate vulnerable with only hull hp. They remain vulnerable until the repair cycle finishes.

This mechanic means the ones contesting your build of the citadel have time to plan a reaction and makes sure that those setting it up get to pick the time that a contesting attack can happen
Porus Kurvora
Phoenix Enterprise Inc
From The Ashes.
#460 - 2016-04-13 05:42:05 UTC
John Hand wrote:
Ah see that cleared a few things up.

1. I knew about the 30 min minimum time to kill/RF any sized cit because of the max DPS cap. A pair of sieged Moros's can reach the cap of the med cit without trying hard. 30min is the fastest any one cit can be killed/RF'ed, the more ships you bring the better you can stay at the max DPS despite taking losses from the cit.

2. They were vulnerable during there anchor time, like anything else in the game, unless that has recently changed, I have seen nothing else to suggest they are Invulnerable during there anchor time. Unless CCP is going to change slandered game mechanics, in which they will NEED to explain it or list it within its details. Otherwise people will assume it CAN be killed during its anchor time, much like how a POS or, well, anything that deploys

3. Yes I know this is the start of the phasing out of POS"s, and its a nice one at that, but that still doesn't mean we completely disregard game-play that EVERY EvE played is used to. 24 hr is a long ass time for ANYTHING to anchor, especially when it doesn't get adjusted based on DT, or auto build after DT like an Outpost. I would suggest that cits use that mechanic, but that could be problematic in how to code it to work right without being able to abuse it.

4. The fears of enemies dropping a cit in your space are unfounded at best, hell like I said many times, enemies already do that with POS's. If Cits remain vulnerable during there anchor time, then this becomes a null/mute point and we go back to 24hr being too long for the medium cit.


So based on the dev blog the anchoring mechanic will be different for Citadels than other structures. The game is always developing so anything can change when they decide it's time. And when POS's are phased out the old mechanic won't be there (same for outposts). POS's and Outposts will be phased out at some point.

I do agree 24 hours is a long time because "I want my CItadel up NOW!" (lol) but it's definitely a fair time so everyone involved has a chance to prepare for a fight. It's different gameplay and somewhat forces an competitive interaction. EVE is a PvP game after all. I would be pretty upset if it would auto-deploy after downtime. That would kill the gameplay CCP is most likely trying to invent with the new mechanics.

One thing CCP has said in the recent past is that they don't want people to feel like they have to play the game so very often in order to enjoy specific parts of gameplay. Part of that is not expecting people to be on at all times during the day. This is why 24 hours seems fair. Most people log in at least once within 24 hours to be able to see something worth contesting. A shorter time seems like it could be easily missed or more likely someone will be unable to plan/react to it.

That's my thought on why 24 hours is completely reasonable.

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