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Maximum citadels in a system?

Author
Gogela
Epic Ganking Time
CODE.
#81 - 2017-01-24 18:27:24 UTC  |  Edited by: Gogela
The bar to take out a citadel is so low. Pandemic Horde has taken out quite a few in Perimeter. If there are too many citadels than I would suggest there just isn't enough war. When there really are too many, than start deccing your neighbors. Hell I'm seeing 2-5 bil drops from dead citadels on the reg. There's ISK to be made there.

Setting arbitrary limits on how much you can build in a single system is very un-EvE. You have what you need to solve this on your own. Hire a merc corp... they'll have your system cleared in a week.

edit: I do think, however, that some fraction (say ~5%) of goods otherwise covered by asset safety should be eligible to drop, and of that 5% half should be destroyed and half should drop to the wreck. That would REALLY solve your 'too many citadels' problem.

Signatures should be used responsibly...

Dracvlad
Taishi Combine
Astral Alliance
#82 - 2017-01-24 18:58:55 UTC
Salvos Rhoska wrote:
So your plan is to build 10+ structures in a huge HS system somewhere (probably without NPC stations), with 1 or more trade stations, and otherwise masking and redundant Citadels inorder to insure free and safe transfer of assets to another incase of destruction, as well as forestall any attempt at aggression by sheer preponderance of Citadels in that system.

You will also attempt to aggress and force out POCO owners and other Citadels.

Might this be in an HS island with atleast 1 adjoining HS system, or 1 NPC station?
Such that you hope to consolidate island control, plus attract LS business?

Whats my accuracy %?


There are NPC stations, and two Astrahus in the system. I have no plan to force out anyone else, the Citadel and EC's are for my alliances use only. No it is not a HS island

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

Teckos Pech
Hogyoku
Goonswarm Federation
#83 - 2017-01-24 22:29:31 UTC
Khan Wrenth wrote:
Qwerty Ernaga wrote:
I never understood the asset safety mechanic in the first place, in my opinion it goes totally against the philosophy of this game. Like if citadels, why not ships...

And if all stored items, ships and mods would either be lost or could be looted (RNG), I believe it could partially help to solve "the problem".

Which creates a counter problem (which was already discussed at length when citadels were propsed): if you have no asset safety, how do you convince people to use them over NPC stations?

Like it or not, you need some pretty big carrots to move people from the time-tested, perfectly-working, entrenched, established system.

It's not that I disagree with your philosophy here; quite the opposite actually. It's just that pragmatically, I don't see how it could work with the behavior of people in EvE.


Pretty much. While the idea of asset safety does seem to be against the philosophy of the game…we have essentially had it all along. Can you blow up a station or outpost? Nope. The best you can hope for is to try and dead zone an outpost or conquerable station, but how often does that happen. I have had assets in outposts that switched hands…did I lose assets? Yes, but I recovered nicely by putting stuff up for sale either on the market or on contracts for reasonable prices. Even a small drop rate is going to lead people in HS to just not use citadels.

And I don’t see an issue with the number of citadels or ECs. If anything, limiting this is also counter to the philosophy of the game.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#84 - 2017-01-24 22:31:12 UTC  |  Edited by: Scipio Artelius
Dracvlad wrote:
I see your point of view on asset safety, but I admit to being in two minds on the issue of asset safety, ...

Just remove it all together, would be my preference (not that it's worth much).

From recollection, that was the initial intention, but was changed after concern that people would just store assets in NPC stations, particularly in null; and that citadels would just become a bit of a white elephant.

The answer is to just remove NPC stations too from null.

The lack of asset safety in j-space hasn't stopped Citadels from being used and as we often prefer convenience. Despite all the claims to the contrary, assets would be stored in Citadels in null regardless because it's just much more convenient to have ships ready at the place you want to play.

That would provide a bit more motivation to defend assets; and if people leave the game and don't first take care of ensuring their assets are going to be safe while they are away from the game, then bad luck. That may be a bit harsh though. Perhaps it should be possible to move assets to a safety mechanism and pay the cost up front (rather than on the back end to reclaim them as the current system). CCP mentioned the possibility of NPC Freight services early on in the citadel devblogs, so if a player manually moves their assets into safety and pays a 'courier' fee, all good, but otherwise, assets not already in safety are lost in a Citadel, and should drop along with everything else. That way, players that take a bit of care and responsibility gain an advantage over others that don't. That seems far more EVE like.

Would be a good change in my view, but not likely to happen. I also agree with your view on rigs. There were a few people that tried to express that before Engineering Complexes were released because industry is fundamentally different from pvp, in that the game is often about achieving maximum efficiency and not compromising; whereas pvp fits are always a compromise.

The whole 'efficiency first' game is naturally going to lead to a proliferation of Citadels/ECs in order to make all aspects of industry play efficient, because no one wants to sacrifice rigs when changing processes.
Teckos Pech
Hogyoku
Goonswarm Federation
#85 - 2017-01-25 07:35:32 UTC
Scipio Artelius wrote:
Dracvlad wrote:
I see your point of view on asset safety, but I admit to being in two minds on the issue of asset safety, ...

Just remove it all together, would be my preference (not that it's worth much).

From recollection, that was the initial intention, but was changed after concern that people would just store assets in NPC stations, particularly in null; and that citadels would just become a bit of a white elephant.

The answer is to just remove NPC stations too from null.


IIRC, Goons declared that they'd just move their assets to nearby NPC null or LS or both, thereby circumventing that approach.

And to be honest, we have always had "asset recovery" in that no station or outpost could be destroyed and thus no assets could be destroyed. Granted, when your assets were in a station that changed hands you'd have to firesale stuff, but you at least got a most of the ISK value back. I suppose you could have NS citadels where some portion of hangar contents drop, but if you did this in HS my guess is you'd render citadels white elephants as you put it. The PLEX market would move right back into stations within seconds would be my guess.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Exaido
Fire Over Light
Astral Alliance
#86 - 2017-01-25 08:42:15 UTC  |  Edited by: Exaido
Citadels especially in hi-sec are squishy. Why would I put my stuff in a Citadel in hi-sec if when destroyed I lost my goods or even a percent of goods?

I wouldn't. No one in their right mind would.

They would then only use Citadels for processing minerals and freight it between NPC stations. Or have to ferry all their goods out after they get the 24 hour war-dec notice but that would then pose the question why bother keeping them in the Citadel in the first place.

And markets. So why would I put my stuff for sale in a Fortizar in hi-sec if I stood to lose my goods if the patron who owned the Citadel got attacked.

There's zero sense in it. It would make Citadels redundant and effectively mineral-processing platforms.
Salvos Rhoska
#87 - 2017-01-25 08:44:40 UTC  |  Edited by: Salvos Rhoska
Asset Safety should not be 100% free, and 100% safe.

Technically if it cost even 1 isk, and 1 random item was lost, it would fulfill that.

The degree of cost and safety is arguable, but I think most of us can agree it should not be 100% free and 100% safe, thus 100% without risk.

NPC Stations already offer that.

Player structures are destructible, in exchange for being able to set their own access settings, location and rates etc.
This should not extend to 100% free and 100% safe assets, as in NPC stations.
Exaido
Fire Over Light
Astral Alliance
#88 - 2017-01-25 08:50:38 UTC
Salvos Rhoska wrote:
Asset Safety should not be 100% free, and 100% safe.

Technically if it cost even 1 isk, and 1 random item was lost, it would fulfill that.

The degree of cost and safety is arguable, but I think most of us can agree it should not be 100% free and 100% safe, thus 100% without risk.


As the owner of the Citadel I lose a lot when it dies. I lose the rigs, the Citadel itself and there's considerable expense in operating the Citadel.

As a user of the Citadel I don't have any asset-risk. But if I did have asset-risk I simply wouldn't use it. I wouldn't need a Citadel. I would use an NPC station.

1 ISK would be pointless. A random item could be problematic. I have some expensive implants stored at mine. And what do we qualify as a random item. Would that include a ship?

Or mathematically, would I keep 500 separate stacks of 1 piece of Antimatter Ammo so the probability of me losing something good is reduced?

Asset-protection could for purpose of 'narrative' be considered a kind of insurance. Perhaps if a user rented space in a Citadel that would make sense and a revenue for Citadel owners. So they have a cost investment.
Exaido
Fire Over Light
Astral Alliance
#89 - 2017-01-25 08:51:53 UTC
Salvos Rhoska wrote:
Asset Safety should not be 100% free, and 100% safe.

Technically if it cost even 1 isk, and 1 random item was lost, it would fulfill that.

The degree of cost and safety is arguable, but I think most of us can agree it should not be 100% free and 100% safe, thus 100% without risk.


It should be noted. I do think this a healthy debate.
Salvos Rhoska
#90 - 2017-01-25 08:55:50 UTC  |  Edited by: Salvos Rhoska
Exaido wrote:
Salvos Rhoska wrote:
Asset Safety should not be 100% free, and 100% safe.

Technically if it cost even 1 isk, and 1 random item was lost, it would fulfill that.

The degree of cost and safety is arguable, but I think most of us can agree it should not be 100% free and 100% safe, thus 100% without risk.


As the owner of the Citadel I lose a lot when it dies. I lose the rigs, the Citadel itself and there's considerable expense in operating the Citadel.

As a user of the Citadel I don't have any asset-risk. But if I did have asset-risk I simply wouldn't use it. I wouldn't need a Citadel. I would use an NPC station.

1 ISK would be pointless. A random item could be problematic. I have some expensive implants stored at mine. And what do we qualify as a random item. Would that include a ship?

Or mathematically, would I keep 500 separate stacks of 1 piece of Antimatter Ammo so the probability of me losing something good is reduced?

Asset-protection could for purpose of 'narrative' be considered a kind of insurance. Perhaps if a user rented space in a Citadel that would make sense and a revenue for Citadel owners. So they have a cost investment.


As the owner of the Citadel, you are responsible for its protection.

As a user of the Citadel, you are responsible for your own risk invested in it.
If you choose to use a Fortizar for storage or trade, you do so as a means of benefitting from the Fortizars beneficial trade rates as applied ro you with preferential standing, which are better than in a NPC station.
Noteworthy that if you chose to use the structure as a jump clone option, ypu will lose that clone with no recourse for recovery, shpuld the structure be destroyed. (You can however simply fly tye clone out during invulnerability windows).

The 1isk, and 1 lost item, is an example to illustrate the difference between 100% free and 100% safe, and risk.
I specifically said the degree ot that is up for argument.

Asset Safety is not "a kind of insurance". It is free, magical and entirely safe.
If Asset Safety cost the 15% of value by rote, that would constitute insurance, and I would be satisfied by that.
(Noeworthy, however, that some items are unpriceable)

Exaido wrote:


It should be noted. I do think this a healthy debate.

Thank you, and I agree. Discussion on yoour part and others has been civil, ontopic and constructive.
Exaido
Fire Over Light
Astral Alliance
#91 - 2017-01-25 09:16:01 UTC  |  Edited by: Exaido
The benefits of a Citadel work at scale.

There are few players who are enterprise level. It would reduce the number of citadels being put up if there were greater loss for users with an impact on assets for destruction. It would also mean the defending them would become a greater requirement but this would also have the impact of super-concentrating power in the hands of those corporations that dominate.

If Citadel defenses were strengthened than asset-risk might be more acceptable. At the moment they are a loot-pinata and would be made more so with asset-loss.

I believe as of date. There is not a single kill associated with a Citadel. The argument is made they are a force multiplier but if they can't drop a single ship, their contribution other than a staging platform is debatable.

An NPC station still serves as a force-multiplier for a war-dec'd corporation and cannot be destroyed.

So if re-worked. Then asset-risk might be more palatable. As they are now. I wouldn't put a tech one hobgoblin in a citadel if I was going to risk losing it.

As it stands, if asset-loss became a thing, outside of hi-sec, I'd probably use a giant secure container and float anything else I need out of an Orca. An Astrahus is really a parking garage in effect.
Exaido
Fire Over Light
Astral Alliance
#92 - 2017-01-25 09:19:00 UTC
I guess my question is what conditions would need to occur to make asset-risk viable for citadels given their current status as a soft-target?
Black Pedro
Mine.
#93 - 2017-01-25 09:43:50 UTC
Gogela wrote:
The bar to take out a citadel is so low. Pandemic Horde has taken out quite a few in Perimeter. If there are too many citadels than I would suggest there just isn't enough war. When there really are too many, than start deccing your neighbors. Hell I'm seeing 2-5 bil drops from dead citadels on the reg. There's ISK to be made there.

Setting arbitrary limits on how much you can build in a single system is very un-EvE. You have what you need to solve this on your own. Hire a merc corp... they'll have your system cleared in a week.

edit: I do think, however, that some fraction (say ~5%) of goods otherwise covered by asset safety should be eligible to drop, and of that 5% half should be destroyed and half should drop to the wreck. That would REALLY solve your 'too many citadels' problem.
I think as long as we have 100% asset safety in NPC stations (or NPC stations) we will need 100% asset safety in player-owned structures. It works in wormholes because there is no choice, and perhaps it will work in the new space CCP Seagull intends to put in the game if it also lacks 100% safe and invulnerable NPC stations, but everywhere else CCP was correct to recognize they will just not be used, or at least favoured to be used, if they are competing with the safety of NPC stations.

As for the citadel accumulation, I agree there just isn't enough war or reasons to declare war. There should be reasons why your average corp would want to remove their competitors. While I don't doubt there have been profitable Astrahuses exploded, looking at the last week of kills in highsec show the drop ranges from 0 to 300M ISK with a median in the sub-100M ISK range. Add the salvage/wreck drop and you are barely above the wardec fee cost, making a very poor payday for multiple people to spend multiple hours on given how much more lucrative ISK/h PvE is available in this game. Direct piracy just isn't going to motivate anyone to systematically clear these as a profession with the current numbers. Perhaps they will cherry-pick a few of the most expensive fit/worst defended ones, but as a baseline they are just not profitable to explode.

What is needed is more conflict drivers so people want their competitors gone. You should be able to own a structure relatively safely, but there should also be more reward available for people to make themselves a target and to fight over. If the best game theory solution is always to just deploy a structure of your own rather than attack and remove another group's structure, then players will keep doing that and we will get more and more structures, but with only a handful of them ever exploding. Things like the market module which is causing notable fights in Perimeter, or even POCOs and their monopoly on a single planet which have moved players to mount significant campaigns to claim the right to tax PI production.

CCP has given us a pretty sandbox to play in, but there is honestly precious little in it to generate fights over, especially in highsec where everyone is rich, safe, and resources are in such excess there is no reason to fight over them.



Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#94 - 2017-01-25 10:14:10 UTC
Moksa Elodie wrote:
Nevyn Auscent wrote:
High sec citadels are easy to remove, the defences on them are pathetic without the AOE weapons. Just get a few friends together an blow them up if they annoy you. If you don't care enough to blow them up, then obviously they aren't actually causing you any issue.


When I mentioned about citadels being easier to remove I wasn't talking about dps, it was regarding the multiple timers.

If the high sec citadels are so easy to remove, how would you find taking down, say, 10 in one system? 20?

I would say that taking down citadels are as tedious as taking down POSes, if not more.


I watched 1 guy and his alts put one in hull with a 1 week timer, wtf is that about? I thought we were suppose to get away from reinforce timers not make them even longer.

On top of the fact for some stupid reason ccp took away all of the standing requirements and I haven't seen the answer they had for why they did it, so everyone that wanted a pos could put one up and now everyone that wants a citadel can put one up with 0 work.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Dracvlad
Taishi Combine
Astral Alliance
#95 - 2017-01-25 10:56:40 UTC  |  Edited by: Dracvlad
You should not even bother analysing Astrahus's in hisec they have almost no value at all, the only thing I would use one for is the clone bay giving me the ability to switch clones for no JC timer. There is no other value in them at all now that the EC's have arrived. A fitted and rigged one has a loot drop value, those are the ones that matter and of course some people might put up one for vanity reasons, oh look I have my base in space, but even if I did I would not keep anything it it. Most Eve players in hisec are pragmatic so I really do not expect the numbers of Astrahus to explode and blot out the overview.

The key ones are Raitaru's and to a lessor extent the Sotiyo, they do have a value and fitting and rigging them is necessary and costly, if people are going to start talking about the value in going after Citadels / EC's in hisec then they are the ones you should focus on in terms of loot value.

As far as I have seen not a single hisec Raitaru or hisec Astrahus has taken down an attacker, but I have not recently checked.

Scipio made a good suggestion about asset safety mechanisms with a more proactive system, I think CCP was worried about those people who dropped the game coming back and losing all their stuff, would they re-sub, don't forget that in this game a lot of people de-sub and come back, in the current situation those players may lose direct access to their stuff but they can still sell it or contract it out with effort.

I also know that one of the issues was super powers just mass camping a small alliance so they had no chance of evacuating their stuff, the simple brutality of that would result in no one risking anything, certainly I would not put a Citadel down near PL for example and put expensive stuff in it. I would live with the bare minimum, which then gets to another point, people can fight if they have stuff, so if they don't have ships and modules to hand will they get up and fight the roaming gangs which is what we all hope to see. I don't see this as being the same in hisec because of course you just use an alt to move stuff out, but asset safety was always more about the other areas, except when it comes to people who take a break from Eve and that point must be taken into account.

As a purist in terms of this being a hard game I don't like asset safety, I admit that, but there is enough good reasons to have it in terms of keeping things going in terms of activity, do we really want to see a deadspace around all the major alliances in this game where nothing happens and everyone stuck in NPC 0.0 or lowsec / hisec. Of course there will be hardy souls who will risk it, but the majority will just give up at the whiff of a PL Super.

That is what CCP had to deal with in making this decision, as well as the existing situation with NPC and 0.0 stations and of course people coming back after a break and finding all their stuff gone.

I hope that CCP does not put limits on numbers on systems, they have talked about issues around lag or that they are checking that, this should be the only reason that a limit should apply, because there is no reason to limit numbers that makes any sense especially as the only defence for your super expensive rigs is to hide which Raitaru they are in and I would be especially keen to hide the research Raitaru for pretty obvious reasons though being the pragmatist I am the originals would stay in NPC stations.

I also feel that CCP should give it a bit more time to see how it develops, because in truth it is very early days in terms of these things.

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

Gogela
Epic Ganking Time
CODE.
#96 - 2017-01-26 01:31:30 UTC
Black Pedro wrote:
Gogela wrote:
The bar to take out a citadel is so low. Pandemic Horde has taken out quite a few in Perimeter. If there are too many citadels than I would suggest there just isn't enough war. When there really are too many, than start deccing your neighbors. Hell I'm seeing 2-5 bil drops from dead citadels on the reg. There's ISK to be made there.

Setting arbitrary limits on how much you can build in a single system is very un-EvE. You have what you need to solve this on your own. Hire a merc corp... they'll have your system cleared in a week.

edit: I do think, however, that some fraction (say ~5%) of goods otherwise covered by asset safety should be eligible to drop, and of that 5% half should be destroyed and half should drop to the wreck. That would REALLY solve your 'too many citadels' problem.
I think as long as we have 100% asset safety in NPC stations (or NPC stations) we will need 100% asset safety in player-owned structures. It works in wormholes because there is no choice, and perhaps it will work in the new space CCP Seagull intends to put in the game if it also lacks 100% safe and invulnerable NPC stations, but everywhere else CCP was correct to recognize they will just not be used, or at least favoured to be used, if they are competing with the safety of NPC stations.

As for the citadel accumulation, I agree there just isn't enough war or reasons to declare war. There should be reasons why your average corp would want to remove their competitors. While I don't doubt there have been profitable Astrahuses exploded, looking at the last week of kills in highsec show the drop ranges from 0 to 300M ISK with a median in the sub-100M ISK range. Add the salvage/wreck drop and you are barely above the wardec fee cost, making a very poor payday for multiple people to spend multiple hours on given how much more lucrative ISK/h PvE is available in this game. Direct piracy just isn't going to motivate anyone to systematically clear these as a profession with the current numbers. Perhaps they will cherry-pick a few of the most expensive fit/worst defended ones, but as a baseline they are just not profitable to explode.

What is needed is more conflict drivers so people want their competitors gone. You should be able to own a structure relatively safely, but there should also be more reward available for people to make themselves a target and to fight over. If the best game theory solution is always to just deploy a structure of your own rather than attack and remove another group's structure, then players will keep doing that and we will get more and more structures, but with only a handful of them ever exploding. Things like the market module which is causing notable fights in Perimeter, or even POCOs and their monopoly on a single planet which have moved players to mount significant campaigns to claim the right to tax PI production.

CCP has given us a pretty sandbox to play in, but there is honestly precious little in it to generate fights over, especially in highsec where everyone is rich, safe, and resources are in such excess there is no reason to fight over them.





I think for the most part you are correct, particularly the part about lack of reasons to war dec. I think a small percentage of risk to assets otherwise protected by asset safety (sticking to 5% for simplicity's sake, but it's arbitrary) would be OK for assets though, particularly if the money you make selling goods in a Citadel as opposed to a NPC station made you an extra 5% per month. Over the course of a couple of months one would expect an industrialist to make enough extra profit that it totally mitigates any small percentage of loss upon Citadel destruction. however, and particularly for higher traffic Citadels, the longer they sit out in space the more valuable they become as total assets in the station continue to grow. I'm suggesting that that extra ISK could GIVE reasons to go to war (even more so the longer the station is in business.

The lazy way to basically do the same thing (increase incentive to destroy Citadels) would be a silent charge of some amount per market transaction (say 0.1%) and let that accumulate into an NPC faction (pirate NPCs or whatever) and as that ISK accrues it increases the drop of "Citadel tags" or something like it that you can sell back to the pirate NPCs or whomever.

That wasn't the best way to explain what I'm trying to say probably, but hopefully you understand what I'm going for, there.

Signatures should be used responsibly...

Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#97 - 2017-01-26 04:27:44 UTC
As has been discussed, they need to reduce asset safety. The security level of the system should reflect the % risk, ie: a 1.0 system would have 100% asset safety while a 0.5 system would have 50% asset safety. I think limiting the number of extra-large citadels or engineering complexes per system in high-sec would encourage more competition, but I'm not sure what a reasonable number would be.

I am currently away, traveling through time and will be returning last week.

Dracvlad
Taishi Combine
Astral Alliance
#98 - 2017-01-26 08:47:49 UTC  |  Edited by: Dracvlad
People need to use the correct terms, there are Citadels and there are Engineering Complexes, the Engineering Complexes have specific industrial related bonuses and even weaker defences with increased vulnerability timers, facepalm on that part....

Astrahus 25% bonus to all combat rig effects and 25% reduction in Citadel service module fuel consumption

Costs 1.1bn in minerals and P4

Raitaru 1% reduction in Manufacturing job required materials, 15% reduction in manufacturing and secience job required time, 3% reduction in manufacturing and science job required ISK cost and 25% reduction in Engineering service modeule fuel consumption

Costs 554m in minerals and P4

The manufacturing rigs are so much more expensive then the combat rigs when you compare the base material costs, I looked in Amarr and found that the combat rigs sold for around 240m and looking at the raw material costs of the production rigs I would expect they will be around 320m to 470m each, these do not drop by the way as you likely know.

The modules cost 220m for the manufacturing and research ones and 280m for the cloning and they do drop as do the fighters, ammo and defences which are not that cheap.

Stepping back on that a bit, I just cannot see that it is worth my while setting up one of these immensely easy to kill things with that amount of cost, and this is why you will not see an explosion of these things in hisec except near the main trading hubs and even then traders don't like the fact that they have their stuff impounded for a period of time, you ignore that issue too.

If they put on a long job with lots of materials and they get a war dec and the citadel destroyed all that material is lost, it does not drop either, CCP should change that part by the way...

The asset safety helps industrial players in the sense that the small amount of items in a Raitaru that they might use will be safe, big deal not, but I noticed that the items in Corporate hangers seemed to have dropped on a Raitaru in Perimeter, was that a bug or the fact that stuff does drop?

I find this entire thread a bit of a whine without thinking it through, for hisec in terms of the ones that matter the Raitaru the asset safety means nothing because who will keep stuff in them apart from what you use to manufacture and no one with any sense will use originals, the value in these things apart from the rigs all drop nd are worth it.

I did this exercise because I was actually looking to see if it was worthwhile setting up such an industrial empire and my conclusion is that it is not. I will not be doing this and I do not expect any small indy players to do it either. I am seeing quite a few Raitaru's getting attacked in hisec because they are loot pinatias if properly set up and you can expect more and more players to attack these things because they are easy and they drop expensive stuff. All the war decker has to do is find out if the Raitaru has anything in it which is easy because CCP made them change their appearance slightly to show what is fitted, clap clap CCP.

So my conclusion is that this thread is a baseless whine and any small time indy player should not bother because it will not stay up long enough to recoup the expenditure, so no limit in the number in a system should happen, especially as the content of wars around the trade hubs is actually interesting apart from the combat itself because they are so damn weak in hisec.

I am sorry to be so forceful, but I looked at this with the intent to build some my self and I just cannot see that it is worthwhile in any sense.

EDIT: It looks like a number of people are not bothering with the Raitaru and using the Astrahus, though the defences being better is still relative, they just suck slightly less than the Raitaru.

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

Noragen Neirfallas
Emotional Net Loss
#99 - 2017-01-26 09:47:33 UTC
To clarify the prevailing theory on the stuff that dropped was that they were finished undelivered jobs that dropped

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Dracvlad
Taishi Combine
Astral Alliance
#100 - 2017-01-26 09:56:30 UTC  |  Edited by: Dracvlad
Noragen Neirfallas wrote:
To clarify the prevailing theory on the stuff that dropped was that they were finished undelivered jobs that dropped


Thank you for that, it certainly was a surprise to me that stuff dropped that one would think would be covered by asset safety, but that would make sense, personally I would let that continue to drop as should the raw material in unfinished jobs.

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