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Dev blog: Back Into the Structure

First post First post
Author
Hali-Marmora
#61 - 2015-03-21 18:04:32 UTC
What about worm hole space?
Damjan Fox
Fox Industries and Exploration
#62 - 2015-03-21 18:09:29 UTC
Awesome stuff! Big smile The concept sounds really interesting and i think you are heading the right way.

The only thing i disagree with, is point 6. "Fate of stored items on structure destruction"

First of all, having the option between the "Wreck" and the "Container" method, i think the first one is far better.
When destroyed, the structure breaks into several pieces, each becoming a lootable wreck.
But, in my opinion, they should be lootable by everyone, not just the owners. This would be a great opportunity to provide potential for conflict and additional fighting.

Quote:
Player docked inside the structure would be spread around the solar system

Only players, that are currently online and docked? What about those players, who docked at that station and logged off?

Just off the top of my head, but i could imagine some kind of emergency eject from station.
Before destruction the station ejects all docked active players in their currently boarded ships, to prevent them from certain death.
If you are in a capsule your pod will be emergency evacuated and shot out in space to a random point in the system. Offline players logging in would also spawn in a random spot in system, but in their pods (actually not sure about this point Big smile)


Anyway, good job CCP and keep up the good work!
CCP Ytterbium
C C P
C C P Alliance
#63 - 2015-03-21 18:12:10 UTC
Hey guys,

Just quickly coming in here to say thanks for the feedback, we're hyped for those new structures as well. We'll have a detailed pass at your comments on Monday, and we'll also start creating threads in the Features & Ideas discussion part of the forum to gather more specific comments on each type of structure, or on individual features, like mooring.

We've also received a good chunk of awesome feedback from the round table at Fanfest, let's put all of that to use and work together to get your guys proper structures.
Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#64 - 2015-03-21 18:13:38 UTC
Looks promising but I will wait before more information is out. This could go either way really easy.

I once podded myself by blowing a huge fart.

luobote kong
Garoun Investment Bank
Gallente Federation
#65 - 2015-03-21 18:13:51 UTC
In your slide you said one of the goals was that

"Everyone who wants to use a structure, does: ..."

Does this mean solo players will be able to do this or will the corp restriction remain?
Vol Arm'OOO
Central Co-Prosperity Union
#66 - 2015-03-21 18:17:01 UTC  |  Edited by: Vol Arm'OOO
It seems to me that there is not enough room for asshatry. Either you are moored to the structure or docked - either way you are 100% safe unless the structure is destroyed - which for larger structures is likely to be rare and for the smaller pos like structures will still take a considerable fleet. There should be room for people to make dumb decisions and for activities such as bumping from forcefields - the game design should not promote near perfect safety.

Also the pos redesign seems lacking - Right now - there is some thought put into pos design, e.g. guns on the bottom or top or balanced all around? This leads to strategic decisions as to how to attack pos - for instance you can attck from the top and be out of range of the guns on the bottom, etc.... Now the Pos is just being turned into just another red + to shoot. So all of the strategic decisions are being removed with nothing new added - seems to be just a needless dumbing down.

Finally structure management should not be too perfect - there should be room for corp theft.

Also personal housing - needs to be limited in both numbers that can be anchored and the locations where they can be placed. It is already difficult enough to find folk in a system - if there is unlimited housing which can be placed anywhere - it will be impossible to locate folk.

I don't play, I just fourm warrior.

Alain Colcer
Nadire Security Consultants
Federation Peacekeepers
#67 - 2015-03-21 18:19:12 UTC
everything looks great!,

but please avoid using the word "rig" for a type of upgrade that fine tunes the behavior of the structure..

Instead try to make "crews", hired personnel that are assigned to a structure. And that way you have combat gunners, manufacturing specialists, enginner support, traders, scientists...etc....might finally give a use to all those "homeless" market items we have lying around.
CompleteFailure
DAWGS Corp.
#68 - 2015-03-21 18:19:44 UTC
luobote kong wrote:
In your slide you said one of the goals was that

"Everyone who wants to use a structure, does: ..."

Does this mean solo players will be able to do this or will the corp restriction remain?


Try actually reading the dev blog:

Quote:

We don’t want to force the user to select which group they wish to use it for before deploying anymore. Instead, we want the user to make a conscious choice after it has been deployed, and decide if they want personal, corporation, alliance or public use. That’s right, we want those structures to be used for the wider audience, so if you wish to establish your own Market Hub somewhere, make it open to everyone and set your taxes to be shamelessly expensive go right ahead. In a similar manner, if you have permission from your corporation or alliance, nothing should prevent you to deploy a structure for your own personal use.
Damjan Fox
Fox Industries and Exploration
#69 - 2015-03-21 18:25:40 UTC
Obsidian Hawk wrote:
Defenses. Currently there are major deathstars protecting the larger investments, how will we protect our investments now with only 8 guns?

Well, at this point, you can't tell how powerfull or effective those guns will be. 8 might be plenty enough.

Drones could be an interesting approach too. A POS ejecting a swarm of drones Twisted


Alain Colcer wrote:
but please avoid using the word "rig" for a type of upgrade that fine tunes the behavior of the structure..

Instead try to make "crews", hired personnel that are assigned to a structure. And that way you have combat gunners, manufacturing specialists, enginner support, traders, scientists...etc....might finally give a use to all those "homeless" market items we have lying around.

That sounds like an interesting idea and i think might be worth to think about.
Dracvlad
Taishi Combine
Astral Alliance
#70 - 2015-03-21 18:26:27 UTC  |  Edited by: Dracvlad
Stick to your guns in terms of letting people put these things anywhere, including hisec, do not listen to people who do not want people to be able to put Administration HQ's in hisec. If I want to do that then why not... Why all this Grrr hisec?

I hope and expect that all these structures can be used in WH's, though of course wonders about NPC agents in WH stations, seems a bit odd, but no big beef on my part.

The destruction of stations is a tricky one, the realities of this along with the issues of time zone requiring TZ play cannot be ignored, we all like realism, but we have to accept that this is a game not RL. That being said there is of course risk management, you should only put into stations what you need, in reality that was always the case when you went to 0.0, though after a while bloat sets in... I like the suggestions that you have come out with here in terms of access to your stuff, but people have made a point in terms of ships that they have made but are not able to fly, but they will need to be in fleet with someone who can fly them and so easy to deal with. I think your suggestion works for me and is what I would define at just the right level of hand holding.

The changes will really open up the game, this is damn exciting and all credit to you CCP.

EDIT: In terms of destruction of stations, how about you can take it with an entosis but if you want to blow it up then you have to do it the old fashioned way...

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

Gilbaron
The Scope
Gallente Federation
#71 - 2015-03-21 18:28:19 UTC  |  Edited by: Gilbaron
one more thing:

do you really think it's a good idea to keep manufacturing and reprocessing separate ?

countless freighter runs are not exiting for anyone involved. period.

there really should be a way to move things from the best available reprocessing thing to the best available manufacturing thing without boring someone to death.
Mnemonyss
University of Caille
Gallente Federation
#72 - 2015-03-21 18:28:58 UTC
If the new structures are fittable, will they also have drone bays and allow for drones to be deployed when under attack?
Kel'Taran
S.W.A.M.P.
#73 - 2015-03-21 18:30:53 UTC
So with the Large size structures (New POS) only being attackable via entosis (look at the pics in the blog attack method all says entosis) you have gone and taken away the primary use for dreads once new sov goes into effect and carriers have no more repping use either.



Mnemonyss
University of Caille
Gallente Federation
#74 - 2015-03-21 18:32:36 UTC
Gilbaron wrote:
one more thing:

do you really think it's a good idea to keep manufacturing and reprocessing separate ?

countless freighter runs are not exiting for anyone involved. period.

there really should be a way to move things from the best available reprocessing thing to the best available manufacturing thing without boring someone to death.


I think it would be more beneficial to be able to manufacture and reprocess within close proximity or same station. Maybe not best available in one station as that might not be balanced enough, but at least give the option.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#75 - 2015-03-21 18:38:28 UTC
Vol Arm'OOO wrote:

Also the pos redesign seems lacking - Right now - there is some thought put into pos design, e.g. guns on the bottom or top or balanced all around? This leads to strategic decisions as to how to attack pos - for instance you can attck from the top and be out of range of the guns on the bottom, etc.... Now the Pos is just being turned into just another red + to shoot. So all of the strategic decisions are being removed with nothing new added - seems to be just a needless dumbing down.
Sadly it doesn't work like that; turret fire is calculated as though from the control tower, hence why blaster batteries are pointless.

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Resa Moon
New Eden Miners Association
Interplay
#76 - 2015-03-21 18:40:38 UTC
One of the great things about last year's changes to highsec POSes (dropping the standings requirement and the sec system restriction) was the quick and simple nomadic lifestyle made possible for otherwise cumbersome occupations like light manufacturing and mining groups.

Retain this so we continue to feel like all of Eve is at our disposal.

Otherwise, very exciting possibilities.
MeBiatch
GRR GOONS
#77 - 2015-03-21 18:43:58 UTC
Great stuff. Will be fun to test once it hits sisi

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Brain Gehirn
Macabre Votum
Northern Coalition.
#78 - 2015-03-21 18:46:00 UTC
Questions:

- How are you going to handle multiple structures affecting the same system wide effects?
- How are you going to deal with the amount of structures in space that this is going to generate? (imagine systems near Jita.. the amount of structures on each)
- Why the total removal of the shield forcefield? This is still better than mooring for supercaps unless you want they all to die at some point
- What is the strategical benefit of this system over the old system in combat situations?
- What is the limit of on grid structures? Otherwise we could just build a giant lag city of hell to protect ourselfs since there is no forcefield
- How would you handle the pain that is going to be for players if we start to spam systems with little market hubs? Am I going to warp 20 times inside the same system to fit a ship?
- Why a player will prefer the new system over outposts since his itens are (by far) better 'defended' inside outposts? Isnt this going to nerf nullsec A LOT instead of making people a little more happier?

Ix Method
Doomheim
#79 - 2015-03-21 18:48:25 UTC
I love you all for this.

Just wanted to say that.

Travelling at the speed of love.

Zuel Aaoiric
Obsidian Oracle
#80 - 2015-03-21 18:48:34 UTC
This is exciting news! I beg you, CCP to hear my plea. Let the deployment of these types of structures be done by "tug boats" or special mobility modules. This may sound crazy, but the idea that we could have these new structures as a galactic command ship with an independently functional manufacturing capacity and military hub as you migrate from space to space. The one thing Wormholes had the capacity to do was to open a universe of exploration. What it has become is a new dimension of the old world, which is traversed nearly as regularly - leaving no more room from exploration. Give us the chance to drift a bit. We don't need planets and solar systems... we can use comets and spacial anomalies to subsist with. Give us something to discover. Eve needs more game play and not just reworking of the old stuff. This may not be a complete idea but it has potential. Like it and make adjustments and expansions to the idea, but don't let it die!