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Dev blog: Back Into the Structure

First post First post
Author
Beta Vixen
Deep Core Mining Inc.
Caldari State
#141 - 2015-03-21 21:33:21 UTC
Finally. It's been a LONG wait.

Still, I see many details that need to be hashed out, possibly in play testing.


in no particular order:

a. weapons and AI using them are vital to larger structures -- as others point out, being present to defend a structure 24/7 kills game play. With Entosis taking only minutes to, at most, a few hours to make something vulnerable, continuous defense would be required. In my experience [I've been in EVE since very near the beginning], that'll kill motivation to build up anything because it's too easy for the aggressors to succeed.

b. consider making the nub of structures upgradable in size. Start at MDepot size and functionality, add upgrades to increase size and change functionality.

c. there is no reason that the smallest size need have any weapons capability, nor AI -- let those functions be added as the structure grows, and quite possibly in increments.

d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.

e. deathstars are why we have dreads. let's not kill the dreads for lack of something to do.

f. AI should target any ship trying to use entosis first ... basic defense principle.

g. starbase gunners are important and useful -- however, the number of weapons/modules each can control needs to be doubled to make them more in line with ships.

h. outposts do not currently have weapons -- i'm for adding them. Maybe we change the mechanic so that entosis can't be used until all weapons have been disabled -- thus creating another reason to keep dreads and carriers around [since carriers could rep the weapons if they seize military control of the space].


whoops -- all that time allows atm -- I'll be back with more later.

Unamed Vyvorant
Federal Navy Academy
Gallente Federation
#142 - 2015-03-21 21:38:47 UTC
DONT KILL POSes/
Tara'Quoya Rax
Atlantis Asteria
#143 - 2015-03-21 21:46:36 UTC
Quote:
H. Advertisement Centers

Structures mainly aimed toward propaganda spreading.

Service module possibilities: ...show how big your e-peen is...

Rigs possibilities: Anything affecting what’s above.

uhu Lol
Circumstantial Evidence
#144 - 2015-03-21 21:48:01 UTC
Mind blown. Several years of thought have coalesced into the most comprehensive overhaul of structure mechanics, since structures were introduced. Many details remain to be worked out. I can pick out individual pieces I might use, but the scale and scope is so vast, I can't get this all in my head with just one read-through.
Vanillo Vaille
Tactical Manufacturing Group
#145 - 2015-03-21 21:55:47 UTC
Beta Vixen wrote:
Finally. It's been a LONG wait.

Still, I see many details that need to be hashed out, possibly in play testing.


in no particular order:

a. weapons and AI using them are vital to larger structures -- as others point out, being present to defend a structure 24/7 kills game play. With Entosis taking only minutes to, at most, a few hours to make something vulnerable, continuous defense would be required. In my experience [I've been in EVE since very near the beginning], that'll kill motivation to build up anything because it's too easy for the aggressors to succeed.

b. consider making the nub of structures upgradable in size. Start at MDepot size and functionality, add upgrades to increase size and change functionality.

c. there is no reason that the smallest size need have any weapons capability, nor AI -- let those functions be added as the structure grows, and quite possibly in increments.

d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.

e. deathstars are why we have dreads. let's not kill the dreads for lack of something to do.

f. AI should target any ship trying to use entosis first ... basic defense principle.

g. starbase gunners are important and useful -- however, the number of weapons/modules each can control needs to be doubled to make them more in line with ships.

h. outposts do not currently have weapons -- i'm for adding them. Maybe we change the mechanic so that entosis can't be used until all weapons have been disabled -- thus creating another reason to keep dreads and carriers around [since carriers could rep the weapons if they seize military control of the space].


whoops -- all that time allows atm -- I'll be back with more later.



What if one of the service slot modules allowed for AI targeting at a very small fuel cost?

And, expanding on that, what about a sentry platform structure built to house weapons and EWAR but not take up much physical space, and could also be fitted with AI targeting service modules? That way, you can choose the amount of defenses you want if you feel 8 weapons isn't enough, and the trade off is more fuel required, similar to using a large POS tower today for more guns.
Mara Rinn
Cosmic Goo Convertor
#146 - 2015-03-21 22:01:56 UTC
Querns wrote:
These upgrades are very expensive and are part of outposts, which seem to be being phased out in the new system. Will these upgrades be refunded?


One (obvious?) solution is to remove the upgrades from the outposts and leave the respective service module collection in the corp hangar of the corporation most responsible for the existing structure. This means you will have some "downtime" but at least you have the ability to migrate your paid-for upgrades to the new system.
Daichi Yamato
Jabbersnarks and Wonderglass
#147 - 2015-03-21 22:04:42 UTC
Akrasjel Lanate wrote:

To bad all war are based around griefing.


Too bad you're wrong

Nevyn Auscent wrote:
Zappity wrote:

This is not griefing. It introduces consequence for lack of planning, lack of foresight or laziness. It introduces excellent and profitable gameplay for whoever can be bothered to go out and find good prospects and is willing to risk their own assets in war decs.

It also does not remove risk if you can't loot it. As the 'stations' themselves are assets at significant risk and cost their victims. Your desired mechanics will just lead to the classic dec dodging continuing and people pulling down assets and staying docked for a week. The proposed mechanics are actually more likely to leave things in space for you to shoot at.


So you're saying we shouldnt let them unanchor certain assets within 24 hrs of a war dec.

I agree.

Beta Vixen wrote:
Finally. It's been a LONG wait.

Still, I see many details that need to be hashed out, possibly in play testing.


in no particular order:

a. weapons and AI using them are vital to larger structures -- as others point out, being present to defend a structure 24/7 kills game play. With Entosis taking only minutes to, at most, a few hours to make something vulnerable, continuous defense would be required. In my experience [I've been in EVE since very near the beginning], that'll kill motivation to build up anything because it's too easy for the aggressors to succeed.

b. consider making the nub of structures upgradable in size. Start at MDepot size and functionality, add upgrades to increase size and change functionality.

c. there is no reason that the smallest size need have any weapons capability, nor AI -- let those functions be added as the structure grows, and quite possibly in increments.

d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.

e. deathstars are why we have dreads. let's not kill the dreads for lack of something to do.

f. AI should target any ship trying to use entosis first ... basic defense principle.

g. starbase gunners are important and useful -- however, the number of weapons/modules each can control needs to be doubled to make them more in line with ships.

h. outposts do not currently have weapons -- i'm for adding them. Maybe we change the mechanic so that entosis can't be used until all weapons have been disabled -- thus creating another reason to keep dreads and carriers around [since carriers could rep the weapons if they seize military control of the space].


whoops -- all that time allows atm -- I'll be back with more later.



a - you mean for the 4 hr period of your choosing...

d+e+f - Not so much under the proposed future sov system and unintelligent AI targeting is a good reason to have players online during the vulnerability period. Inactive groups with unguarded assets SHOULD lose their stuff easily. Thats the entire point.

g - there is no ship that can control 10x capital guns. But at least with these you can add weapon upgrades to your station guns which would likely make forming 'death stars' still possible, with perhaps even sebo's for mids, and that also provide services. who knows.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Enn DeeKay
Sebiestor Tribe
Minmatar Republic
#148 - 2015-03-21 22:07:15 UTC
Outstanding stuff for the new concepts regarding structures, clearly a lot of consideration is going into this aspect of gameplay! Awesome!

I have not seen anything regarding abandoned structures however, and I think that some development and thought should go into this aspect of structure management and interaction.

Some ideas to consider:

(1) Corporations and alliances that have abandoned structures and are inactive or disbanded corporations (accounts expired, etc.) should be recoverable without a war dec by any other player, corporation, or alliance. Asset recovery operations should be part of exploring space, etc.

(2) A skill could be developed for the purpose of "Structure Takeover."

(3) Recovery of structure components should be possible in missions, anomalies, cosmic signatures. Given the right salvage skill level (or perhaps an additional skill book) to allow for the possibility of salvaging structure components from the aforementioned sites when they have structures in place. This would include all structure types and salvaging these structures could include the possibility to obtain structure BPCs.

Benefits include: moons and other locations where abandoned structures are anchored are able to be easily liberated and the assets returned to active use. Adds the possibility to camp abandoned structures and interfere with asset recovery operations.

Thanks for considering these ideas.



Mara Rinn
Cosmic Goo Convertor
#149 - 2015-03-21 22:08:16 UTC
Beta Vixen wrote:
d. deathstars have a purpose and use. 8 weapons is nothing to a deathstar -- some easily have 30 or more online all at once.


Perhaps what will replace death stars and **** stars will be a collection of structures with all their fittings tailored to maximum DPS and frustration. Perhaps there will be a structure module/rig which can modify Entosis time, improve ECM strength, improve weapon output, etc.

I would love to see the ability for a "member of the public" given certain rights be able to take control of the structures weapons, just like they were flying a spaceship. Now rather than 1 POS with 30 weapons of which 1 player can only control 5, you'll have 4 structures with 8 weapons, which a player can control one group of 8 (by assuming gunnery control of a structure/weapon platform).

Remember, part of the new system is the removal of anchoring restrictions.

If we could have "starbase gunners for hire" it would be easier to maintain effective defence of this infrastructure.
Justa Hunni
State War Academy
Caldari State
#150 - 2015-03-21 22:09:45 UTC
Vol Arm'OOO wrote:
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.


OK so you want to be able to jerk people around and you are concerned about "needless dumbing down" (usually code for "I had it tough so now all new people should have it tough too"). Oh, you also want the UI to allow you to capitalize on someone making a mistake by leaving corp management complex. Then to just finish you want to make it easy to find people since, you know, it's HARD finding people now . . . . /s

CCP stick to your guns, should be no reason you have to perfectly ensure that your ship is totally covered by a forcefield. Instread of bumping (which is a **** mechanism to begin with) you might actually have to destroy the station first! As for finding someone, I think it would be more interesting forcing someone to scan down your POS rather than simply flying to all the moons to see if it's there. Increases the warning and risk to anyone hunting you.
McBorsk
Multispace Technologies Inc
#151 - 2015-03-21 22:15:11 UTC
Please make the XL:s at least 10b, preferably 20b or more.
Daichi Yamato
Jabbersnarks and Wonderglass
#152 - 2015-03-21 22:15:36 UTC  |  Edited by: Daichi Yamato
Market and Office Hubs wrote:
Finally, we are considering adding Interbus Shipping abilities, which could reduce logistic hassle for small volume of items to fit a ship, but at a specific cost


good god...

Quote:
a NPC convoy would spawn and manually move to the destination, being highly susceptible to disruption from other player groups.


Hopefully meaning they have no tank, warp to 15km at each gate and shooting them incurs a suspect status at worst.

Administration Hubs wrote:
to switch NPC faction control or NPC security forces.


whats an NPC security force?

edit-

oh and drops from structures need to be lootable, somehow at somepoint.

Hacking and after a certain time sure, whatever, but making them only ever retrievable by their owners removes a large incentive to attack these structures.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Beta Vixen
Deep Core Mining Inc.
Caldari State
#153 - 2015-03-21 22:20:47 UTC
back with more -- [see above]

i. I've wanted player owned mobile sentry structures 'forever'. I suggest that size and effectiveness be limited by sov when erected. Proximity restriction to gates, wormholes, and npc stations -- offgrid only. A small one in high or low sec would nicely intimidate the solo ganker dude in his increasingly more effective ship and lead to more small gang action. {oh, my ... you could drop one at the entry to an anom, too -- at least get warning when someone not blue tries to enter ... hmm -- concept maybe needs work, eh?}

j. I've also wanted to be able to upgrade the cpu/pg of towers forever. with elimination of racial differences, makes sense.

k. faction nubs should also exist although I'd like them to offer weapons upgrades, or cpu/pg upgrades over standard T1 units.

l. strongly in favor of simple replacement for existing structures with a standard, pre-defined new one trying to serve same functions. There must be ten thousand plus POCOs deployed already and thousands of towers. Manually replacing them all would be grunt work, not game play. [It's different when you conquer a region -- you expect the grunt work and will get benefits from doing it -- but having to do all of the existing ones over all at once -- huge PITA.] {The number of emplaced weapons must be higher than even this ... 100,000 is not out of the realm of possibility.}

m. careful modeling will be required to balance Fuel consumption pre and post implementation to prevent wild swings in ice prices. After all, the number of ice fields is limited and the number of working miners can change only slowly.

n. pls also think out how to simplify the moon mining to reactions mechanism. {while you're at it, can you simplify PI setup? maybe use same interface?}


more as I think of 'em .... laters


Zappity
New Eden Tank Testing Services
#154 - 2015-03-21 22:26:56 UTC
Nevyn Auscent wrote:
Zappity wrote:

This is not griefing. It introduces consequence for lack of planning, lack of foresight or laziness. It introduces excellent and profitable gameplay for whoever can be bothered to go out and find good prospects and is willing to risk their own assets in war decs.

It also does not remove risk if you can't loot it. As the 'stations' themselves are assets at significant risk and cost their victims. Your desired mechanics will just lead to the classic dec dodging continuing and people pulling down assets and staying docked for a week. The proposed mechanics are actually more likely to leave things in space for you to shoot at.

It does remove a lot of risk because the incentive for players to actually attack structures would be gone if they cannot loot. For example, a large faction tower is an expensive asset but is at virtually zero risk when anchored offline at a moon because it is worthless to an attacker.

But as Akrasjel Lanate wrote, perhaps the non-lootable angle is only for the largest structures and not for industry POS replacement structures.

Zappity's Adventures for a taste of lowsec and nullsec.

Midori Amiiko
Garoun Investment Bank
Gallente Federation
#155 - 2015-03-21 22:28:51 UTC
What about Acceleration Gates? I always thought it would be cool if you could place them and have them launch me into a "private" deadspace pocket or something.
Mara Rinn
Cosmic Goo Convertor
#156 - 2015-03-21 22:34:24 UTC  |  Edited by: Mara Rinn
Will we be able to fit salvager modules to our MTUs under the new system? Cool Thus from the base MTU through to the Magpie we could have more high slots, leading to either more tractor beams, or a mix of tractors and salvagers, along with tractor & salvager bonuses (with similar functionality to the Noctis) and rigs to enhance one or the other.

Also, why stop at EWAR modules for structures? Why not just have module and rig slots that are compatible with existing modules and rigs. So go ahead and fit that Cargohold Optimisation rig to your Office Center, or fit that 100MN MWD to your drilling platform.

As far as Interbus NPC convoys go, it would be nice if I could list a courier contract, which would be picked up by either a player or an Interbus agent depending on certain criteria. As an example, Interbus might:


  • only pick up contracts under a certain collateral
  • only accept contracts whose collateral is comparable to the value of goods (they use NPC magic to peek under the shrinkwrap before accepting the contract)
  • will accept the oldest contract, one at a time upon completion of a previous delivery


Thus the enterprising player might be able to monitor their contracts and arrange for harm to come to the Interbus convoy, get their goods back and profit!

edit for clarification: I'm trying to point out one risk of allowing NPC convoys to be triggered by player actions. I'm not seriously suggesting that Interbus would pay out a collateral upon destruction of a convoy.
Grimmash
New Jovian Exploration Department
New Jovian Collective
#157 - 2015-03-21 22:36:01 UTC
To those asking for the new structure anchoring to be allowed to anyone in a corp, all of the horror stories of corp bosses stealing stuff work the other way too. If leadership gives every Tom, **** and Harry the ability to anchor stuff, what stops them from messing with more important stuff? What stops an individual from locking everyone else out and using the structure to grief corp mates in some way?

For high sec, it makes sense that you need to be in a corp to use structures. Anchoring in the NPC corp gives you an unassailable structure, which is not really a good design choice. No risk for the reward.

The real issue is that roles need to be separated and made granular from the current all or nothing approach. It looks like this is the direction CCP is going, which is great, but until we have both sides of the equation, the new corp interface and the new structures, it is hard to really get into debates on those situations.

From a wormhole perspective, we also need more info on entosis and how that will settle out. For small to mid size WH corps, I can see many of them avoiding larger structures they could otherwise afford and use if the timezone issues around the proposed entosis modules remains. Especially if defenses have to be manned to do anything. Why let my opponents have a window to sov zap my large/XL structures when I can make them grind the mediums? How would control points work in WH space, where constellations are not connected and the connections move around (especially if you are rolling holes)?

Overall, good ideas. I like where this is all heading. I look forward to details and revisions on the new structures and the related corp and sov/entosis mechanics.
Dracvlad
Taishi Combine
Astral Alliance
#158 - 2015-03-21 22:37:50 UTC  |  Edited by: Dracvlad
Again just to repeat, no differences for hisec, CCP hang tough on that, its important.

The key thing here is that people have something large that they need to defend, but making it so they lose everything and the disparity between the ability of industrial corps and hisec war dec corps means that no one will do anything in hisec if you have differing drops because CONCORD runs around, when they have not been bribed to look away of course.

Do the same thing for the stations in hisec as you do every where else, if people want to loot the stuff then they need to hunt the people who try to recover their stuff and they need to keep that war dec going as long as they need to. People will have to sit camping those in null sec, low sec and WH space, they need to do the same in hisec and they need to continue to pay the bribe to allow them to shoot people during that period.

If people are not able to do that then you need to look at yourselves, are you special just because you war dec people in hisec, I think not...

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

Mara Rinn
Cosmic Goo Convertor
#159 - 2015-03-21 22:41:12 UTC
Grimmash wrote:
For high sec, it makes sense that you need to be in a corp to use structures. Anchoring in the NPC corp gives you an unassailable structure, which is not really a good design choice. No risk for the reward.


NPC corp members can already anchor MTUs and Mobile Depots. Why should other structures be different? They're not "unassailable". The plan for the future is to be able to burn everything to the ground.

Grimmash wrote:
From a wormhole perspective, we also need more info on entosis and how that will settle out. For small to mid size WH corps, I can see many of them avoiding larger structures they could otherwise afford and use if the timezone issues around the proposed entosis modules remains. Especially if defenses have to be manned to do anything. Why let my opponents have a window to sov zap my large/XL structures when I can make them grind the mediums?


Who says you'll be able to anchor large/XL structures in unknown space? You'll be able to get the same level of functionality out of a collection of medium structures. Medium structures only have a "damage" rather than Entosis or Entosis + Site combat mechanism.
Morgana Tsukiyo
Samsara Dynamics
#160 - 2015-03-21 22:42:55 UTC
Phig Neutron wrote:
These ideas are all excellent. I would especially like to be able to have more than one "outpost" per system, potentially even from rival groups. It would also be good to make outposts destructable -- I remember there was a lot of outpost-building several years ago, but I don't think it happens much any more because the universe is pretty well saturated. I wonder if the devs intend to replace ALL outposts with this new system, even NPC outposts in highsec.

My only worry is that this removes the possibility of having things in "permanent storage". I have stuff all over the galaxy and it's always a treat to find something that I left behind years ago. I also quit the game for a few years and then came back. It wouldn't have been nice to find all my ships were exploded in my absence.

Here's my proposed solution: allow us to land our ships, and store our items, on moons or planets. That would be "permanent storage" but have no services or utilities. If you want to buy and sell, reprocess or manufacture, you'd have to put your assets at risk by flying them to a structure in space.


If stuff is stored at planets, i would love to use my Dust character to raid and steal them =)

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