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Dev Blog: Shake my Citadel

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Author
Flaming Butterfly
2 PIRATES 1 CUP
Grim Future.
#741 - 2015-05-24 05:21:44 UTC
With the massive scale of these structures, will there be selectable undock points available after pressing undock?

Will we continue with the silly bulls4it of being able to fire through them or will there be "Target Obscured by Station" messages?

Black Pedro
Mine.
#742 - 2015-05-24 06:09:33 UTC
Zappity wrote:
Steve Ronuken wrote:
Vigilant wrote:
So what of HS Citadels? How do they work....

Does a HS Citadel become all RISK and must be guarded by active players 23/7?

Too many grey area right now IMHO. We need to know the mechanics in all security (High/Low/NULL/WH) not just what it does for SOV.

Honestly I could give two f'lying f's who it effects CFC or Imperium what ever they wish to be call this week!Roll



No details have, yet, been released about the vulnerability mechanics for non-sov structures.

That's still up for discussion (and it is being discussed)

I'm quite interested in this topic. It would be very easy to greatly unbalance highsec risk by removing the incentive to attack highsec structures (ie loot pinatas without fuel or defences). It would be sad to see this happen.


Indeed. If you remove loot drops and allow them to be taken down after a war is declared there is no reason left to attack them. You would not be able to attack them for profit, and allowing a corp to evade a war by taking down the structure means you cannot even use them to force a fight.

The fact that they can be placed anywhere even removes the niche conflict they might drive over limited/valuable moons.

What is the point of adding something to the sandbox that other players can only interact with by shooting a entosis beam at for no reason or reward? I mean it is nice they are easier to destroy if left undefended than the current POSes, but why would anyone bother spending the time in the first place attacking them?

This isn't going to drive much, if any, player-driven conflict if added this way. They need to drop something, even if it is just some valuable fittings, and removing them should not be an option in the case of a war. Or at least the attackers should get a chance at one vulnerability window to reinforce the structure before it can be taken down so that users of this structure actually have to show up to at least one fight.

Or better yet, remove CONCORD protection from them completely like the other small deployables so that wardecs are not necessary. Attackers would just go suspect. That would drive more player conflict and get us closer to CCP Seagull's vision where everything is destroyable.
Zappity
New Eden Tank Testing Services
#743 - 2015-05-24 06:14:30 UTC  |  Edited by: Zappity
Black Pedro wrote:
Or better yet, remove CONCORD protection from them completely like the other small deployables so that wardecs are not necessary. Attackers would just go suspect. That would drive more player conflict and get us closer to CCP Seagull's vision where everything is destroyable.

That could be a decent compromise - lower value drops but easier to attack. I really like the idea of moving away from wardecs as a key to highsec aggression. Wardecs are just trouble. Setting people suspect for attacking is a solid model which has worked for other structures.

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#744 - 2015-05-24 10:02:14 UTC
Black Pedro wrote:
Zappity wrote:
Steve Ronuken wrote:
Vigilant wrote:
So what of HS Citadels? How do they work....

Does a HS Citadel become all RISK and must be guarded by active players 23/7?

Too many grey area right now IMHO. We need to know the mechanics in all security (High/Low/NULL/WH) not just what it does for SOV.

Honestly I could give two f'lying f's who it effects CFC or Imperium what ever they wish to be call this week!Roll



No details have, yet, been released about the vulnerability mechanics for non-sov structures.

That's still up for discussion (and it is being discussed)

I'm quite interested in this topic. It would be very easy to greatly unbalance highsec risk by removing the incentive to attack highsec structures (ie loot pinatas without fuel or defences). It would be sad to see this happen.


Indeed. If you remove loot drops and allow them to be taken down after a war is declared there is no reason left to attack them. You would not be able to attack them for profit, and allowing a corp to evade a war by taking down the structure means you cannot even use them to force a fight.

The fact that they can be placed anywhere even removes the niche conflict they might drive over limited/valuable moons.

What is the point of adding something to the sandbox that other players can only interact with by shooting a entosis beam at for no reason or reward? I mean it is nice they are easier to destroy if left undefended than the current POSes, but why would anyone bother spending the time in the first place attacking them?

This isn't going to drive much, if any, player-driven conflict if added this way. They need to drop something, even if it is just some valuable fittings, and removing them should not be an option in the case of a war. Or at least the attackers should get a chance at one vulnerability window to reinforce the structure before it can be taken down so that users of this structure actually have to show up to at least one fight.

Or better yet, remove CONCORD protection from them completely like the other small deployables so that wardecs are not necessary. Attackers would just go suspect. That would drive more player conflict and get us closer to CCP Seagull's vision where everything is destroyable.


This could make the structures too easy to randomly troll though. I think it would be better to have a cool down period greayer than 24 hours on structures where systems are gracefully shut down for unanchoring. All non-combat services would be taken offline during this period but defensive modules would be unnaffected to allow for fights.
Black Pedro
Mine.
#745 - 2015-05-24 10:23:33 UTC  |  Edited by: Black Pedro
Corraidhin Farsaidh wrote:
This could make the structures too easy to randomly troll though. I think it would be better to have a cool down period greayer than 24 hours on structures where systems are gracefully shut down for unanchoring. All non-combat services would be taken offline during this period but defensive modules would be unnaffected to allow for fights.
Isn't that exactly what everyone in nullsec said when they first saw the details of FozzieSov?

Like it or not, that is the direction CCP is taking the game. I see no reason why the poor folk living in nullsec should be the only ones forced to show up and defend anytime someone knocks on the door, whether or not the aggressor is just trolling or really looking for a fight.

It won't be that bad though. The vulnerability window and the multiple reinforcements will keep most of the "trolls" away, and allow you to respond at a time that is convenient for you. And even if you are away for some reason and lose your structure, most of your assets will be safely waiting for you when you get back from vacation.
Mikhem
Taxisk Unlimited
#746 - 2015-05-24 11:25:26 UTC
I run one man corporation to keep up custom offices in null sec. Can I do that too in new structure system? It is this Entosis Link system that scares me. It sounds like Entosis Link makes it too easy to capture structures. Old custom offices needed quite large amount of firepower to destroy. Also new structures don't have automatic defences.

Mikhem

Link library to EVE music songs.

Lil' Brudder Too
Pistols for Pandas
#747 - 2015-05-24 13:29:18 UTC
Black Pedro wrote:
It won't be that bad though. The vulnerability window and the multiple reinforcements will keep most of the "trolls" away,

Does someone need to explain "troll" to you? If it inconveniences you more than them...which it will as it will likely take ~20 minutes of their time to RF the thing solo...then they will do it. That is their nature. I know personally, if i find a tower in a WH or Low that doesn't have anyone sitting at it, and it appears i can relatively safely RF it with my single ship...you better bet i'm going to do it. Unless CCP changes how the structures defend themselves, or how long it will take outside of boosted Sov.
Cyborg Girl86
Federal Navy Academy
Gallente Federation
#748 - 2015-05-24 17:50:13 UTC  |  Edited by: Cyborg Girl86
Sorry for the re-post from another thread, but CCP Darwin suggested I post this here to get some answers and generate a discussion. Thus, here I am!!

Here's what I posted earlier in a GD thread:
Quote:
I wonder how these new structures and their mechanics are going to affect small-scale manufacturers/indy groups consisting of only 1 or 2 players like myself in times of a war and how the offlining/repackaging/deploying mechanics will work.

A RL example of how the current POS mechanics saved my hide: I got wardecced by a griefer/wardeccer corp a month ago and immediately after finding out, tore down and stored my POS during the 24hr grace period. To my amusement, every other corp in my system got systematically wardecced by the same corp, and sure enough a fleet of 20+ Apocs showed up and began wiping out all of the other corps' POS's one-by-one until nearly two thirds of all the POS's in my home system were wiped out. I seemed to be the only smart person other than the wardeccer corp in that system that day Lol Let's just say I saved myself quite a bit of ISK

Being in a tiny one-man corp consisting of a handful of Alts with absolutely no ability to defend against something like a fleet of POS-bashing Apocs, I used brains over brawn. Will the new structure mechanics still allow this? I ask because if they don't, they seem to me to only favour larger corps/alliances with the manpower to defend them, while little corps like myself who relied on the current POS mechanics to make some money have just lost out on a bunch of industry options available.


TL;DR - Will the new citadels/structures/whateverthef***they'llbecalled be easy to tear down as a last-resort security measure to protect one's structures in the face of ridiculous odds against an unbeatable threat after a tiny 1-3 man corp has been wardecced?
Hiram Alexander
State Reprisal
#749 - 2015-05-24 19:52:45 UTC
CCP Ytterbium wrote:
Dradis Aulmais wrote:
Will each empire have its own version? or will this be a one type to begin with and lets see if it works thing


No factional variation. You won't have an Amarr, Caldari, Gallente or Minmatar variations. We want types to exist if they have a good role by themselves, not to fit some factional flavor. That doesn't mean they won't be influenced by some specific NPC corporation or faction, but they will not mandate structure number themselves.


What are your plans for the existing Racial Fuel Blocks?
Zappity
New Eden Tank Testing Services
#750 - 2015-05-24 20:46:50 UTC
Cyborg Girl86 wrote:
TL;DR - Will the new citadels/structures/whateverthef***they'llbecalled be easy to tear down as a last-resort security measure to protect one's structures in the face of ridiculous odds against an unbeatable threat after a tiny 1-3 man corp has been wardecced?

Of course you should be able to. But no details.

One thing I'm finding unclear about these threads is the broader design goals in empire. Are the devs seeking to just replace structures but leave the status quo regarding risk/reward alone? This would be a safer design strategy in my opinion.

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

Kiddoomer
The Red Sequence
#751 - 2015-05-24 21:48:42 UTC
Hiram Alexander wrote:
CCP Ytterbium wrote:
Dradis Aulmais wrote:
Will each empire have its own version? or will this be a one type to begin with and lets see if it works thing


No factional variation. You won't have an Amarr, Caldari, Gallente or Minmatar variations. We want types to exist if they have a good role by themselves, not to fit some factional flavor. That doesn't mean they won't be influenced by some specific NPC corporation or faction, but they will not mandate structure number themselves.


What are your plans for the existing Racial Fuel Blocks?



Something like : minmatar looking citadel for military purpose, a caldari one for research, amarr for production/reaction and a gallente one for market/ship hangars could be cool and make use of racial fuel block without having each kind of citadel for each empire.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Fzhal
#752 - 2015-05-24 22:17:29 UTC
The only thing CCP has said about war decs is that you will have to be in a non-starter corp so that they can be attacked in high sec. Though I'm curious how the aggression ideas above would pan out.
Kaarous Aldurald
Black Hydra Consortium.
#753 - 2015-05-24 23:38:39 UTC
Gotta throw my hat in with the "do not remove loot drops" side.

Removing the chances of getting something valuable from attacking these things removes a great deal of the reason to attack them at all.

The "immunity to loss" mechanic should be completely scrapped, regardless of sec level.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Sgt Ocker
What Corp is it
#754 - 2015-05-25 01:37:32 UTC
Kaarous Aldurald wrote:
Gotta throw my hat in with the "do not remove loot drops" side.

Removing the chances of getting something valuable from attacking these things removes a great deal of the reason to attack them at all.

The "immunity to loss" mechanic should be completely scrapped, regardless of sec level.

Changing to destructible stations (Citadels) that includes risk of losing player assets is the best way to ensure no-one has more than absolutely necessary in a given location.

Npc stations would be used for storage of assets and player owned structures would be used for; well I'm not sure what, aside from staging, they would be useful for. (xLarge Citadel will be a very costly staging point, at least they will be reusable)

No-one would manufacture in them on any large scale, kills off CCP's goal of self sufficiency. What manufacturer wants to be risking his or her inventory?

Markets would all be centralized around npc hubs, to remove risk of loss of inventory.

Few players would store large amounts of assets in a place that can be destroyed and drops their assets as loot. Or for that matter simply drops it in a can somewhere in the system. Not every player wants to have to buy and fly a freighter to pick up assets should their Citadel be destroyed. So keeping as few assets as possible in them will become the norm, for all but the largest groups.

- - - - - - - - - - - - -
CCP is moving ahead with "everything destructible" and has to be very cautious about the cost to players and groups of "everything destructible".
One guaranteed outcome; the gap between the have's and have not's will grow wider. From the proposed cost structure in the blog, large established groups grow stronger while everyone else live out of npc stations.

Quote:
Rigs; ............... They will take over the old Outpost upgrade system as a whole, and may be several ten times (or more) more expensive than the structure hull itself.
Not many groups have a few billion isk to put into a structure that can be easily destroyed. The difference between a few hundred million to set up a medium or large pos and the cost of setting up a Citadel (where each module will end up costing more than the structure it is on) to do the same job will limit use.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Vigilant
Vigilant's Vigilante's
#755 - 2015-05-25 01:50:46 UTC
Zappity wrote:
Black Pedro wrote:
Or better yet, remove CONCORD protection from them completely like the other small deployables so that wardecs are not necessary. Attackers would just go suspect. That would drive more player conflict and get us closer to CCP Seagull's vision where everything is destroyable.

That could be a decent compromise - lower value drops but easier to attack. I really like the idea of moving away from wardecs as a key to highsec aggression. Wardecs are just trouble. Setting people suspect for attacking is a solid model which has worked for other structures.


Issue here is the carebear's who get pissed about people trolling their towers / structures. I would bet a pretty large sum of isk a WAR DEC will required in HS and you will have 24 hours to take down your Citadel/Tower.

CCP still has to make that crowd happy too... Blink
Fzhal
#756 - 2015-05-25 03:24:57 UTC
To all those people saying that the new destroyed structures should drop everything, or even a percentage, think about what people store in POSs now. They store the bare minimum to meet their needs, or they are sloppy. I believe that CCP thinks those loss mechanics are holding back production in null, so they have decided to create a mechanic that partially mitigates that type of loss by having the stuff drop at a secret place in system. I think they are hoping this will entice more people to produce in null, though I have serious doubts that it will work.

It sounds like CCP wants to swap the old loot drops with structure module drops. They did say that some modules would be worth much more than the structures in some cases. So to everyone crying out for loot drops, just chill out until we're told the worth of the things that will drop will be. This is Eve, where griefers is always a top priority.
Black Pedro
Mine.
#757 - 2015-05-25 08:22:38 UTC
Vigilant wrote:
Zappity wrote:
Black Pedro wrote:
Or better yet, remove CONCORD protection from them completely like the other small deployables so that wardecs are not necessary. Attackers would just go suspect. That would drive more player conflict and get us closer to CCP Seagull's vision where everything is destroyable.

That could be a decent compromise - lower value drops but easier to attack. I really like the idea of moving away from wardecs as a key to highsec aggression. Wardecs are just trouble. Setting people suspect for attacking is a solid model which has worked for other structures.


Issue here is the carebear's who get pissed about people trolling their towers / structures. I would bet a pretty large sum of isk a WAR DEC will required in HS and you will have 24 hours to take down your Citadel/Tower.

CCP still has to make that crowd happy too... Blink

I'll take that gentleman's bet. After everything they have said about their design goals and the amount of trolling the new FozzieSov opens nullsec residents to, CCP can't make highsec carebears exempt from such trolling or interaction from other players. The lack of risk to your assets will make it easy to tell carebears to suck it up and defend their structures.

Continual evasion is not a fun mechanic for anyone so given the chance, CCP will rectify this situation by making citadels something to fight over and that must be defended, even in highsec.
FT Diomedes
The Graduates
#758 - 2015-05-25 17:24:35 UTC
xttz wrote:
"DevBlog" wrote:
Medium, Large and X-Large structures will use a version of the Sovereignty capture mechanic, which means they will only be attacked through the use of the Entosis module.


I think this decision is both a mistake and a missed opportunity; a kneejerk reaction to the bogeyman of structure grinding.

While the majority of us have a healthy distaste for structure shooting, it does still have a place in the game and shouldn't be dismissed entirely. We have entire classes of ships based around delivering and repairing high quantities of damage and this is an aspect of the game that should remain, albeit in a less central role.
Dreadnoughts have always been really well balanced in this regard, with siege mode forcing them commit to an attack for a minimum period of time. Triage carriers patching up starbases have a similarly mirrored role, frantically trying to restore these assets while making themselves vulnerable.
This is a fantastic avenue for content, with opponents setting traps or scrambling to catch unexpected sieges. It would be a real shame to lose this aspect of EVE.

By all means allow sovereignty mechanics to favour grid control over ability to inflict damage, but other structures should still require a real investment in firepower to destroy. The simplest approach would be for Entosis Links to have a disabling effect on structures, but actual damage should need to be inflicted in order to destroy them for good, while an investment in repair ability should be required to restore them again.


This reminds me of what I posted two months ago in the sovereignty thread:

https://forums.eveonline.com/default.aspx?g=posts&m=5613421#post5613421

I posted this over in the main thread, but I am curious to see people's thoughts specifically as it relates to the issues associated with destroying things via Entosis.

One of the things that has bothered me the most about the proposed sovereignty system is that it allows small, non-committal entities to destroy valuable things without committing very much of their own to the fight. With destructible stations coming SoonTM, this is particularly troubling. In light of that, I suggest the following compromise.

In the proposed system, f I go into your system and run my Entosis link on your I-Hub and you do not stop me by chasing me away or blowing up my ship, it generates the standard timers as proposed by Fozzie. Forty-eight hours later, we have the multi-node Entosis capture point battles (or you blue ball me). If I win, I keep my stuff.

Under the proposed system, "If the attackers win a capture event for a Territorial Claim Unit or Infrastructure Hub, then the structure explodes and any alliance will be free to attempt deploying of their own replacement structures."

Now, here is my suggestion: "If the attackers win a capture event for a Territorial Claim Unit or Infrastructure Hub, then the structure becomes vulnerable to capture, theft, or destruction."

For the first 24 hours after the successful capture event, only the successful attacker can claim the structure - they can do so by activating an Entosis link on it (does not have to complete a cycle). As soon as the successful attacker tags the structure by activating an Entosis link, the structure becomes invulnerable until the next prime time for that alliance (at which point, the Entosis game can begin anew). The captured structure retains the indices and other advantages earned by the previous owner[s]. If the successful attacker does not claim the structure within 24 hours, then the vulnerable structure may be captured when any alliance/corporation runs one Entosis cycle on it, at any time (no prime time window).

Upon completion of a successful capture event, a vulnerable structure may be stolen when any player scoops the structure into the cargo hold of his ship. Structures too large to fit into a ship cannot be stolen. Once scooped, the structure loses the indices and other advantages earned by the previous owner[s].

Upon completion of a successful capture event, a vulnerable structure can be destroyed at any time, provided someone is willing to shoot at it long enough or bring enough [big] ships to do the job quickly. While there are no reinforcement timers, the structures all have a significant amount of hit points. In the event of destruction, the structure loss mail will belong to the last alliance/corporation to own the structure.

I think that is a reasonable compromise. What say you?

Advantages over the current proposal:
1. It still gives attackers a way to make people undock and fight to defend their space.
2. It requires real commitment to actually destroy any structure.
3. It preserves a role for Dreadnoughts and other big ships in the destruction of structures.
4. It allows for more emergent gameplay and player interaction.
5. Assuming that some structures are the right size, it could allow for some interesting choices regarding Freighters and Jump Freighters.

I see no disadvantages of this system versus the current proposal.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#759 - 2015-05-26 05:10:16 UTC
I understand the need to not completely kill null sec industry - or make it something that is only possible for the strongest coalitions in the most secure space. Something needs to be done about that - but empire building should never be completely safe. I would hate to see all industry continue to remain in high or low sec, but if most of the materials were readily available in 0.0, you could find ways to encourage folks to continue building stuff in 0.0.

The issues really come into play with Capital and Supercapital production. In Eve thus far, those have been essentials for having and holding space. It would be awful to have new groups unable to compete because they cannot ever build a Capital or Supercapital fleet. It would be even more awful to have those ships produced exclusively in the relative security of low sec or NPC null sec.

I hate the idea that a player, such as myself, who is currently deployed and far from being able to play the game, could lose all of his possessions.

With that said, I also hate the suggestions I have seen thus far. I don't need space fairies pixie dusting my stuff off to safety for me. Just put a couple of NPC stations in each region. If I know I will be away from game for weeks, I move my stuff to the relative safety of an NPC station. I run the risk of moving it. I take the time. Not some space magic. Anything I leave behind is fair game for someone else who beats the stuffing out of my friends while I am gone.

I've been playing for over eight years. I have a ton of stuff. Moving, especially post-Phoebe, is a huge pain in the ass. But that is the price I pay for going off to serve my country in the Middle East. I'll come back to a trail of tears. It will probably take me months to move my stuff. Some of it may die. This is Eve. Doing things in 0.0 is not supposed to be easy. Ships are made to die. As long as I have a choice in whether it dies or not, that is all I care about.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Sgt Ocker
What Corp is it
#760 - 2015-05-26 10:32:14 UTC
I think there is a lot more to be concerned with aside from how assets are stowed at time of destruction of an alliances home.

The main one being, who aside from the large existing groups will be left after a few months of being stomped by those large groups. Not everyone as CCP seem to think, wants to belong to a giant coalition or a mega alliance and the lager these groups are able to grow, the less content there will be for everyone.

Smart players and groups aren't going to keep investing billions of isk into citadels only to have them burnt down by bored coalitions and mega alliances.

So far the hinted at cost of fitting out citadels is likely to preclude many groups from owning them while there is such an imbalance of risk vs reward. Turn a pos that costs a few hundred mil now, into a citadel that could cost you a few billion, is going to be a big turnoff to many potential owners.

The biggest hurdle faced by anyone, including CCP to creating content and a place in sov nul for new groups is the existing established groups. If citadels aren't done right, they will only add to the height of the hurdle.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.