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Yet Another Covert Citadel Suggestion

Author
Kane Voidraven
Exotic Connections
#1 - 2017-02-03 20:03:28 UTC  |  Edited by: Kane Voidraven
Hello guys,

First, I apologies in advance for the very basic english, it's not my mother tongue ;)

So here's my little contribution to the suggestion forum ;)


Covert Citadels :


Two size : Small and Medium (Cause a medium is already stretching the idea of something covert)

Common features :

Design for small & or pirates corps - And some funny shennanigan null bullshit (See further Below)
Very low sturdiness in comparaison with other citadel (half or even a third of a equivalent 'normal" citadel
No tethering mechanism
100% vulnerability window (So if you find it, it's as good as dead)
25% fuel reduction on covert service modules
Can fit Covert Services Modules (Obviously, See below)
Ship restrictions
Can only be anchored in 0.4 or lower security systems


Covert Service Modules :

Covert Field Generator (Both Citadel) (made as a service module to generate fuel consumption. So if it runs out, no more "cloak")
It would fonction by generating an area around the citadel (something like 4-5 km) (Maybe the same principle as the tethering mechanism but with this effect instead)
While inside it, you no longer show on D-scan nor can you be scanned down with combat probes.
Activating any modules and/or warp cancel the effect. This of course also affect the covert citadel.
It would consume quite a lot of fuel to run (60 for the small and 120 bloc/hour for the medium?)

The idea behind this service module is that while in a sense it can make the structure nearly invincible, it also promote some kind of smart gameplay. Since rather than relying on bringing more guns, it rely on exploiting mistakes of the owners of the citadel. Rather than trying to find the citadel directly, you would search the people using it (And I don't even talk about the sea of tears generated by a Spy Twisted)
Also it would also make wormhole both safer and more deadlier than ever since while seeming empty, a wormhole could be very well inhabited.

Covert Cynosural Generator (Only for the Medium)
Add an isotope bay to the citadel, low fuel consumption.
Allow the installation of the Standup Covert Cynosural Generator and Standup Jump Generator modules :

Standup Covert Cynosural Generator : generate a covert cynosural field 15 km avay from the citadel; Can only be seen by owner/alliance owning the citadel.. Cycle for 15sec. consume isotopes from bay for each cycle. CAN be probe down

Standup Covert JumpGenerator : Function the same way than the ship version. Create a covert jump field 15km away from the station. Can lock to both ship and citadel covert cynosural field. Cycle for 30 sec (Ship use the fuel from the isotope bay)
Using this module render the citadel visible on D-scan AND combat probe for the duration of the cycle.
Would allow some nice covert alternative to the POS jump bridge system. Also if succeding in covertly anchoring the citadel in an ennemy system in null, could allow some fun gimmick Twisted


Drug Lab (Both)
Allow the confection of drugs like in a POS.
New Skill : Gas Refinning : Allow the use of one additional gas refining job by skill level (so 6 at lvl 5) Use blueprint for refining
So the whole production of your favorites drug can be done there Roll
New Skill : Drug Manufacturer : Allow the confection of more complex drugs (use classic manafacturing slots)

Other Informations :

Visible on D-Scan and combat probe during anchoring
Able to fit the following service modules and respectives rigs) in addtion to the Covert Services Modules
Standup Research Lab
Standup Invention Lab
Standup Cloning Center
Standup Reprossesing Facility (Medium Only)
Standup Manufacturing Plant (Medium Only)
Edit : Globally less efficient that specialized citadel, since lacking their bonuses

Small Covert Citadel :
Anchoring time : 2h30
Only allow docking of ships up to cruiser size and industrial ships
3 services slots (Since "Cloak" module is mandatory)
Small Fuel Bay (15k) so you can't just let it run without maintenance for extended time
3 high slots - Only one turret point
4 Medium Slots
2 Low Slots
3 Rigs Slots
50k Fighter Bay
3 Launch tubes
Bonus :
10% Reduction in gas refining and Drugs Manufactoring
25% fuel reduction on covert service modules

Medium Covert Citadel :
Anchoring time : 8h00
Only allow docking of subcapital ship. Freighter and Jump Freighter cannot dock either
4 services slots (Since "Cloak" module is mandatory)
Small Fuel Bay (15k) so you can't just let it run without maintenance for extended time
4 high slots - Only two turret point
5 Medium Slots
2 Low Slots
3 Rigs Slots
100k Fighter Bay
3 Launch tubes
Bonus :
17.5% Reduction in gas refining and Drugs Manufactoring
25% fuel reduction on covert service modules


Obviously there is some tuning with number.

That's all, feel free to roast me Big smile
Lugh Crow-Slave
#2 - 2017-02-04 01:54:42 UTC
the fact that you were already aware of how redundant this idea is just makes it wors


also a small structure are things like mobile depots so...
Dark Lord Trump
Infinite Point
Pandemic Horde
#3 - 2017-02-04 12:23:57 UTC
I don't like the idea of straight-up invisiblity, but I do hope we see something that anchors fast and isn't painfully obvious that it's in system.

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Lugh Crow-Slave
#4 - 2017-02-04 13:00:26 UTC
Dark Lord Trump wrote:
isn't painfully obvious that it's in system.



But that was the entire point. Rather than the out of sight out of mind like with pos ccp wanted more fights with these