These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: Back Into the Structure

First post First post
Author
Misha Tokila
School of Applied Knowledge
Caldari State
#541 - 2015-03-27 05:09:36 UTC
I've thought about this long and hard and I like the proposed changes...especially the fuel changes for starbases (POSes). Here is a list of things that I would like to see.


  1. Arbitrary positioning of starbases and stations

  2. Give us the ability to anchor starbases and stations at arbitrary locations in a system. Instead of having a starbase around a moon only, or a station around a moon or planet, I would like to see something where a base/station is by an asteroid field, or the sun, or 15AU above the plane of the system. Having a starbase combined with a customs office, or a starbase around a planet would offer interesting gameplay as you can have both a customs office and a starbase at a planet. We already do this for stations around planets with customs offices.

  3. Combine deployable functions

  4. This is something that I've though about too. Leading in from the previous point, have a starbase function as a POS and as a docking point around a planet.

    Another idea is to combine the functions of a mobile tractor unit and a mobile depot. So you have a MTU where you can change fittings on your ship and store items. It would have two cargo bays. One for the MTU which still have the 27,500m³ of cargo space where items can only be removed and the 3,000m³ where you can place items in. It would last for 30 days.

  5. Ability to deploy sentry guns for stations

  6. I know that NPC stations have this, not sure about player owned stations though.

  7. Different looks and graphics

  8. Those people who run combat sites will understand what I am talking about here. For a starbase, I would like to see the ability to deploy cargo platforms similar to the visuals in the various combat sites. It's boring to have just a tower and then anchor a bunch of other structures around the tower for functionality. You can't even dock. I welcome the change for docking ships on a starbase.

  9. Resource Gathering

  10. One thing that I would like to see is the ability to mine moons in highsec. Granted, the materials won't be as abundant as they are in lowsec and nullsec, similar to planetary interaction resources. In highsec, it's not really worth the cost/effort to deploy a starbase in highsec unless it's in a system with no station and you need a safe spot or a cargo drop if you're mining.

    I know people will disagree with me on this point, but hear me out. Before the industry changes, it made sense to have a POS in highsec to provide research and manufacturing capabilities because there where only so many slots available, especially for research jobs with lead times at 2 months or more for more populated regions. Unless you can justify the fuel cost of the POS for doing research and manufacturing, a highsec POS doesn't make much sense. The one exception to this is, I think, is a drug lab for booster manufacturing.

    Now if players were able to mine moons in highsec, this would increase POS deployment in highsec and it would make sense.

  11. Starbases are not totally safe, and neither are stations

  12. Right now, you cannot destroy a player station, but you can flip the ownership. By adding moon mining and other nullsec mechanics to highsec, it would make highsec more like nullsec in gameplay with the noted exception that in order to kill a starbase in highsec, you need to have a wardec first.


That is all for now.

Soldarius
Dreddit
Test Alliance Please Ignore
#542 - 2015-03-27 13:43:27 UTC
Xindi Kraid wrote:
Except not everyone has aspirations to build an empire. In fact, if you talk to the WH crowd, many of them do that content specifically BECAUSE they are tired of the politics and posturing that comes with holding null-sov. Stop trying to funnel everyone into YOUR preferred gameplay style.


I never said anything of the sort. How exactly did you come to the conclusion that I was? I know perfectly well there are large numbers of players that have said "screw nulsec" and have moved to w-space or losec. This is why there are so many losec alliances with small super-capital fleets actively hotdropping everything within reach. Perhaps you forget how rare it used to be for even decent-sized nulsec alliance to have supercap fleets. Now pretty much everyone has at least 1 titan.

And lets not forget that every single station outside of nul is NPC, and thus a freeport, except for those in faction warfare. Worse, you can't even hellcamp your enemies into a station or POS because no bubbles.

Losec is getting worse than nulsec in that you not only have lower rewards, but greater risks, and less tools to deal with your enemies.

For the record, I am not trying to funnel anything or anyone into my "preferred style" of gameplay, whatever that is. I've done pretty much everything this game has to offer and I'm getting bored. If you want to go fly in w-space or losec, go for it. It makes no difference to me.

My original comment was about how the poster that I quoted felt entitled to compensation because the game changed, which is a typical and common entitlement reaction to having their time investment shifted around involuntarily. What the player fails to realize is that involuntary interaction is core to Eve Online, especially when the devs make changes to the game. CCP is not required to compensate anyone when they make changes to the game.

However, this does not mean that CCP should not compensate in certain cases, and I recognize that when players' assets are flat out removed by devs (removal of data interfaces for example), that CCP would be well-advised to compensate them.

CCP devs have already said that hey would be replacing some BPOs with new ones. In fact, they're actually going to be introducing more BPOs for sov structures; a net gain. The structures themselves will no doubt be replaced on a one-for-one basis. Thus no further compensation is warranted. So I fail to see what the poster even wants to have compensated.

Lastly, I find it highly hypocritical that you would post telling me not to do something, which is itself a negative imperative. Pot, meet Kettle.

http://youtu.be/YVkUvmDQ3HY

Trinkets friend
Sudden Buggery
Sending Thots And Players
#543 - 2015-03-27 14:24:09 UTC
Mike Azariah wrote:
Trinkets friend wrote:

You are online in the prime time, so your structures are vulnerable.

All ten of your structures come under attack simultaneously, and someone also attacks the i-hub, TCU and Outpost with Entosis links.

You have 13 structures to defend, by yourself, being as you are the only person from your alliance in the constellation.

.



I think we found the problem, captain.

Sov is for the places where your alliance lives.

m


Yeah. i have zero POSes in my wormhole. Therefore I am unconcerned by entosis mechanics. Come on, dude, grow a brain.
Lim Hiaret
Hiaret Family
#544 - 2015-03-27 17:22:04 UTC
CCP Ytterbium wrote:
xttz wrote:
I may well have missed it, but there's something I have yet to see a clear answer for:

Currently one of the primary roles for starbases is as a strategic base. During invasions and longer-term skimishes they're often dropped as a staging location to support fleets in various ways. While most of the specific functions here do seem to be covered, the proposed structure roles list doesn't include an obvious analogue for a military base.

What are we expected to deploy for supporting members during a war in enemy territory? Offensive drilling platforms? Aggressive research labs? Hostile market hubs?

I can't be the only one who thinks that seems a bit silly.


Are you saying you don't like offensively drilling platform into other people faces? Which kind of madness is this?

More seriously, yes, military platforms are something we are considering.


First, this is all so awsome, I can't wait to see this happen. I love it! Go Go Go, and go fast Smile

Now, please also consider an exploration platform for nomadic lifestyle, deep space exploration and wormhole operations. No bonuses needed, but evrything possible. Flexible like a T3 cruiser.
Mike Azariah
The Scope
Gallente Federation
#545 - 2015-03-27 17:29:12 UTC
Trinkets friend wrote:
Mike Azariah wrote:
Trinkets friend wrote:

You are online in the prime time, so your structures are vulnerable.

All ten of your structures come under attack simultaneously, and someone also attacks the i-hub, TCU and Outpost with Entosis links.

You have 13 structures to defend, by yourself, being as you are the only person from your alliance in the constellation.

.



I think we found the problem, captain.

Sov is for the places where your alliance lives.

m


Yeah. i have zero POSes in my wormhole. Therefore I am unconcerned by entosis mechanics. Come on, dude, grow a brain.


I was not aware that wormholes worked by constellation. Silly me.

I'd push the wormhole/goon rep about how this will effect the wormhole constellation pos's. I tend to just answer the questions as presented. As it is, yeah, I can see a lot of the pos mechanics are up in the air for wh folks and they are justifiably concerned. But that was not what you asked or how you presented the question, is it?

m

Mike Azariah  ┬──┬ ¯|(ツ)

Axhind
Eternity INC.
Goonswarm Federation
#546 - 2015-03-27 18:23:02 UTC  |  Edited by: Axhind
Mike Azariah wrote:
Trinkets friend wrote:

You are online in the prime time, so your structures are vulnerable.

All ten of your structures come under attack simultaneously, and someone also attacks the i-hub, TCU and Outpost with Entosis links.

You have 13 structures to defend, by yourself, being as you are the only person from your alliance in the constellation.

.



I think we found the problem, captain.

Sov is for the places where your alliance lives.

m


Fozzie and co are saying that they are doing this to enable smaller entities to take and hold sov. Sounds like it will be even more just big blocks holding a bit of space they need and burning down everything else. When it takes 10 minutes to burn down everything and you can destroy outposts and the rest guess how long it will take CFC and N3/PL to turn 0.0 into a wasteland (and not a wasteland 2 a good game at that).

Everything destructible in a 10 + 50 min or whatever it ends up might sound cool but this is a game. The idea of a game, especially one you have to pay quite a bit to play (please don't embarrass yourself with mentioning PLEX), is to have fun. Sitting hours on end at a structure to protect it from a griefer with a few minutes to spare is going to get very old. Right now null blocks can't be arsed to burn down everything as we have to move super fleets and grinding sov is a bit boring (we goons do like it) but when you can do it with a single fleet of cruisers and smaller we will do it. Lower barrier works both ways even if it seems that Fozzie and his fanclub don't realise that (for nth time in a row).
Nevyn Auscent
Broke Sauce
#547 - 2015-03-27 19:19:34 UTC
Mike Azariah wrote:

I was not aware that wormholes worked by constellation. Silly me.

I'd push the wormhole/goon rep about how this will effect the wormhole constellation pos's. I tend to just answer the questions as presented. As it is, yeah, I can see a lot of the pos mechanics are up in the air for wh folks and they are justifiably concerned. But that was not what you asked or how you presented the question, is it?

m

Low Sec, High Sec also it's entirely conceivable only one person will be there. There are some serious issues with the initial sketch design which was put together entirely for Null Sec, and seems to be ignoring the other areas of space, as well as simply handing more bonuses to Null with the 'bonuses by space' idea despite the fact these will require the same expense in every area of space. And once assets in space are at risk Wardecs are actually a very powerful tool, they can only be evaded when you can simply tear all your assets down, you won't be able to do that with all of these I'm sure.
Rena'Thras
Aliastra
Gallente Federation
#548 - 2015-03-27 22:27:40 UTC
CCP Ytterbium wrote:
Those are good points, however we want to be careful with the structure spam. Having a design that requires you, the players, to have a **** ton of them spread in space essentially brings us back to Starbases. We do plan on having smaller, more affordable progression of structures if there is gameplay for it yes. So for instances, we could have an Assembly Array that is size M, with less fitting capabilities than L, but still giving you a glimpse of what's to come.


Okay, I feel better having heard this. Like my posts way back on pg5, I like the new structure ideas. The POCO/office one sounds particularly cool in am immersion sort of way. But I don't like not being able to build a little space town like you can with the current POS system, and I don't like that it seems like a "One size fits all - LARGE!!!" Both spatially (the comparison to the old structures) and in terms of functions.

It also seems, at first glance, to not have generalist structures. That is, a small corp/alliance or a WH group needs a POS that can do a little of everything, if nothing particularly well, while an established group strives for efficiency, and so makes their POSes specialized to specific uses and tends towards the larger structures.

This system seems to be great for the second group, but completely ignoring the first group.

So as long as you guys work on some smaller, cheaper structures and some more generalist structures for small groups just starting out, I think this could be awesome to see. Just please please PLEASE do keep that in mind. After all, how fun will structures be if only the biggest and most well connected alliances can use them?
Cindy Cloudwalker
Federal Navy Academy
Gallente Federation
#549 - 2015-03-27 22:37:28 UTC  |  Edited by: Cindy Cloudwalker
@CCP

1. Will you be pushing everyone out of WHs via structure mechanics?Sad

2.If not:

A. Under the assumption that you will use the Sov structure system for all structures, what is the process for a pos in WH space once someone "entosisnises" the POS?


B. How many Hitpoints will it take to blap the structures since you are moving away from structure grinds? Will one small fleet be able to lay waste to all of your hard work in a matter of minutes?

C. Will we be able to control all guns now that you are apparently getting rid of POS gun AI. (I dont want POS gun AI to go away) It will push me out of WH space since I am solo player (army of alts) in a WH.


For the moment I have to suspend any further expansion into my WH project and make preparations for a potential evacuation. Ugh

Regards

Cindy
Tenchi Sal
White Knights of Equestria
#550 - 2015-03-28 02:38:36 UTC
Surprised no one has brought up upgrading system sec. If its done right and you can keep the better low sec belts around, I can see some high sec corps with balls taking over and fighting for some low sec systems.

Can we get some more info on whats the plans about upgrading security?
Iroquoiss Pliskin
9B30FF Labs
#551 - 2015-03-28 04:55:31 UTC
Misha Tokila wrote:


  1. Arbitrary positioning of starbases and stations

  2. Give us the ability to anchor starbases and stations at arbitrary locations in a system. Instead of having a starbase around a moon only, or a station around a moon or planet, I would like to see something where a base/station is by an asteroid field, or the sun, or 15AU above the plane of the system.



Attention Ability to warp to any point in the solar system using Core Scanner probes -> Position 8 probes in pinpoint formation, set them to 0.25 AU radius -> Warp -> Place station/structure -> Profit. Attention
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#552 - 2015-03-28 12:23:49 UTC
I have a question for CCP.

Are there plans for being able to hack abandoned structures, and take possession of them? I am thinking mostly on W-Space and Highsec, where such a mechanic has been desired for a long time. I know it might not be as straightforward with the new system as it would be now (hacking POS). If the answer is yes, could it have something to do with Entosis Links?
Memphis Baas
#553 - 2015-03-28 17:01:24 UTC
By the way, CCP, brilliant idea with the structures. The proposed changes inevitably lead to player-owned-structures in high-sec, which will eradicate market hubs.

I don't imagine anyone will want to trade in a POS (taxed) Jita 4-4, or anywhere else for that matter, so good bye trade hubs. Will be fun to watch the station traders try to move their stuff out when the NPC station is destroyed so whatever alliance can place their taxable market station in its place.

Please write lore pieces to explain why the empires are giving capsuleers control over all orbital bodies in their space, should be fun to read.
VolatileVoid
Viking Clan
#554 - 2015-03-29 09:52:18 UTC
These changes will convert null into a beach with with ppl. stumbling over your sandcastles.
You will have to build that up each time you log in and defend it while you online.
That will be ok for a vacancy but not for living there.
Maybe better go to a private beach that are owned by the bigger allies.
If we can't or don't want to, where are we ought to live?
I guess this will be NPC stations spread over null which provide staging for any form of not paying visitors aswell.
Aluka 7th
#555 - 2015-03-29 11:45:56 UTC  |  Edited by: Aluka 7th
OUTPOST REIMBURSEMENT

Just give materials that were needed to build that specific outpost to the owner at the time of proposed structure change.
Delete outpost and move items from hangars to closest NPC station.
Now that will spark some good wars :)
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#556 - 2015-03-30 13:19:32 UTC
I don't think this has been covered yet. What sort of materials are going to be required? outposts have their own components and the eggs have to be filled with commodities (if I am not mistaken at the moment a lot of those are PI materials) while smaller structures are made entirely of PI mats.

How are outpost components and PI mats going to factor into making these new structures?
My personal thought was have both used where larger structures tend towards using components while smaller ones tend towards PI materials.
Konpai
Kanpai Dansei
#557 - 2015-03-30 18:13:30 UTC
I love these ideas! This is something I've been waiting for. This is going to make EVE a totally different game for me and I can't wait for that to happen!

Good work guys and gals! Keep it up!
Iudicium Vastus
Doomheim
#558 - 2015-03-30 22:40:07 UTC
Whatever replaces the Jump Bridge structure on POSes I hope CCP will consider coding them to be usable only by set corp, or at max an alliance. None of this 'blue' nonsense. Would be at least another chip taken off the boulder of large coalitions if jump networks can't be used.

Or like some proposed structure settings so far (personal>corp>alliance>public), if you want your blues to use the bridge network, then they must be set to Public. No restrictions to the point of your reds also using the jump bridges.

This sort of strict levels of settings should in fact be for everything and every structure. Highest level is alliance (no blues) or if you do want your allies to use your structures, then set to openly public. Could really encourage alliance-level entities to populate null or even have come alliances diverge from existing mega blocks if they don't wish their resources and structures being set to public to maintain the current state.

[u]Nerf stabs/cloaks in FW?[/u] No, just.. -Fit more points -Fit faction points -Bring a friend or two with points (an alt is fine too)

Laraxie
Perkone
Caldari State
#559 - 2015-03-31 00:51:27 UTC
Only 1 question:

What will happen to existing research jobs?

When the last industry overhaul was done, jobs that were created in a POS lab where transfered to the station lab. Will it be the same this time around?
LuckyQuarter
Eden Dominion Coalition
Scary Wormhole People
#560 - 2015-03-31 01:35:20 UTC
I think CCP needs to break down their changes into a few separate issues:

New universal concept for structures across all space- fine generally, if it actually meets the needs of high, low, null, and wh space. It isn't clear that this is the case. It seems that the incentives here are all coming from null and developers trying to simplify things, certainly not highsec or wormhole space. Although the idea of extensible/modifiable structures is worthy of development.

Specializing structures versus general structures - Fine as it goes, worst case - high sec industrialists might have to maintain a few more structures and find ways to pay for them. The new functionality here will create significant profit potential that may help with that. Nullsec shouldn't have an issue with it. Not sure about wormhole space...

Pushing structure design more for larger corps than solo/small corps - This is where details on the current design are too vague to evaluate.

Universal defense mechanism for structures across all space - this idea just seems stupid. Highsec and to an extent wormhole space mechanics are all about structure grinding, and for good reason...it works well and allows groups of all sizes to participate w/o concepts of sovereignty, ability to perform pvp, or system control. That said, I think the new link mechanism should be an acceptable way to take over and loot offline/abandoned towers.