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Dev blog: Citadels, sieges and you

First post First post
Author
Ford Crendaven
Caldari Provisions
Caldari State
#201 - 2015-09-03 10:44:16 UTC  |  Edited by: Ford Crendaven
I've just spent 30 minutes of my life reading the majority of this thread.

I've enjoyed it all from the inane to the insane.

You have created a sandbox where there are significant differences in game play attributable to J and K space through security levels etc. Players soon move to the type of space that suits them and I have chosen Wormhole space because of the existing mechanics.

When someone starts plucking around the edges of my game play I get aggrieved because I've invested time and effort and enjoy my wormholes.

When someone takes a frigging flash light and waves it in my direction I become enraged, ask anyone in my corp I just won't engage in the magic wand discussion or the effect it will have on MY wormhole life.

Could someone please update the FAQ or provide more information on the following points please, too settle my nerves and smooth out my hackles.


A. What is the proposed timeline for actual introduction of citadels? (Indicates when to unsub)
B. Will CCP be refunding me the hours required to take down my current structures and fit up the new structures?

POS deployment is a tedious business but requires a bit of thought in the setup of such a structure. In wormholes space these things need to be right. I suspect this will be simplified as you only need to worry about a flashlight ( being logged on). Take down is a waste of my time and many others. Like other wormhole corps we've probably what got a T3 and a scanner in the POS won't take any time at all to move.

C. While a citadel is anchoring will I be able to destroy it? Magic Wand?

D. How will DSCAN work in respect of ships undocked (anchored) at citadels and ships docked in citadels? How will I know if there is a piloted ship in J space (except combat recons and cloaked ships)?

E. Do citadels introduce docking games to wormholes?

F: Are you able to provide more information on how hangers will work etc? A obvious complaint against the current POS is people can steal my stuff. But the missed benefit with friends is they can share. I'm interested in how this will change given I'm sure the smaller Joe shares.

G, Will there be a limit to the number of citadels in J Space? I ask this question again because I can see the issue in the future of these things lying around everywhere as I understand they don't need fuel unless they have functions turned on. Might have this completely twisted but that could be I'm blinded by a flashlight.

Thanks for taking the time to read this hopefully someone could provide me with some answers or help correct my current understanding.
Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#202 - 2015-09-03 12:06:26 UTC  |  Edited by: Orm Magnustat
Ford Crendaven wrote:

...........................................................
Could someone please update the FAQ or provide more information on the following points please, too settle my nerves and smooth out my hackles.


A. ......
...........
...........
G. ......

Thanks for taking the time to read this hopefully someone could provide me with someone answers or help correct my current understanding.


I really hope someone responsible from CCP will answer Mr. Crendravens questions.
Cause they touch points of importance that seem to be neglected by all official comments so far.

And if you dont have the answers (or dont understand the questions or why they are asked) - just stop this stupid change for change's sake (or was it simplification?) and make the devs involved living in a wh (out of a POS) for at least half a year before thinking about it again.

As things are handled now I see a similar debacle ahead as when the "map was out of beta" and scanning was just a joke .... obviously programmed by someone that had zero connection with it. Evil

There really is a limit how many such blows your players will take (at least for me) and the discontinuing of the POS concept is a magnitude more serious than your lousy map changes or useless overview icon "renovation".

Its gonna touch the core of many of your subscribers gameplay.
Wulfy Johnson
NorCorp Security
#203 - 2015-09-05 02:44:46 UTC  |  Edited by: Wulfy Johnson
Magic and spaceships is a very unhealthy combination for the future of eve. If i want to play a magican, i go play a game suited for that.

Love your new work, but the "wand" gameplay, is no spaceships feature..

Hacking/entosising for the means of disrupting upgrades, builing processes, services, reaserch and so on is a thing, but destruction and ownership claims is a thing you need a force to do.

Even dough there aint capsuleers around in systems, people still live and maintain the buildings.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#204 - 2015-09-05 12:13:07 UTC  |  Edited by: Gabriel Karade
Another compromise idea which could be considered alongside the ‘blending’ of Entosis/DPS mechanics:

Allow for limited automated turret control by the Citadel, but…
…. Base it upon being able to detect the targets on a directional scan.


This would prevent lone ‘troll’ frigates, but Combat Recons could slip in ‘under the radar’ to start entosising. Similarly, if you deployed multiple scan inhibitors to blanket the grid, this would allow ships to come in under the radar. Obviously with the latter scenario the Citadel would be able to target the inhibitors, so you’d need logistics on grid to keep them up....

Arrow Oh look, an actual 'siege' scenario for the Citadel.

Smile

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

per
Terpene Conglomerate
#205 - 2015-09-10 10:17:47 UTC
about defense, will it be possible to allow someone else from other corporation(+differente alliance) to man the guns on the citadels? aka setting roles on person outside my corp?
Delt0r Garsk
Shits N Giggles
#206 - 2015-09-10 14:58:21 UTC
I simply can't be on all the time. The thing i love (or is that loved) about eve is that i can have a real day job even a real life and go on holidays and stuff. And not be behest to every teenager who can play 12 hours a day every day.

Structures that sit there like its 1842 and don't shoot unless there is some monkey to push the trigger is plain stupid. It makes them totally unusable and bias everything back to massive corps only. And no there shouldn't really be some trade off with auto fire. They are a freken battlestation for gods sake. Make it behave like one.

AKA the scientist.

Death and Glory!

Well fun is also good.

Vol Arm'OOO
Central Co-Prosperity Union
#207 - 2015-09-13 13:28:47 UTC
It seems fair to say that at this point the entrosis link has prove unfun to many. I would say that at this point the entrosis link should not be implemented with citadels. Instead, a different system should be utilized. I would propose that the old system be used. However, I would allow folk with the codebreaker fitted to hack the structures through the minigame. If successful, different effects would be possible, e.g. changing the reinforcement timer, shutting down portions of the defense, disabling portions of the shields. Of course this would allow ccp to iterate on the minigame. I would allow owners of the structures to have partial control over the design of the minigame defensive map and the placement of defensive minigame structures. Items such as the repair node that appear in the minigames that currently happen across eve in normal exploration could be saved if not used and sold on the market to assist folk in attacking the citadels. Ofc the use of the minigame and the codebreaker is substantially more immersive then the entrosis link.

Assuming that ccp is hell bent on using the entrosis link - I would limit it to only the largest citadels - things that would be the equivalent of stations - while pos like citadels used the old system overlaid with the codebreaker. Alternatively allow the entrosis link to be used as an alternative to the old system. For instance if folk want to come and bash a citadel in the old style because it is faster since they can control the amount of dps applied they should be able to do it, but if they want to go the slower new route with the entrosis link that should be possible as well.

Finally the magic fed ex - which mails player items to the nearest controlled station is a terrible idea. If it must be implemented it should only be utilized in the largest structures - those that were station like since in the current system, loss of player items did not currently happen. However, for the replacement of pos like structures the implementation of such a system would be a major step backwards. Pos'es have always had the potential to drop player items especially, those in worm holes. The new pos'es should not add any further protection then what is currently in the game and should allow for the destruction of player held items in the pos'ses.


I don't play, I just fourm warrior.