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Can someone explain to me the point of citadels?

First post
Author
Sequester Risalo
Significant Others
#21 - 2015-08-14 13:28:39 UTC
Read the devblogs. The midslots of citadels are for electronic warfare. I'm sure you may fit a point in this slot.
DaReaper
Net 7
Cannon.Fodder
#22 - 2015-08-14 15:41:22 UTC
Nana Skalski wrote:
Scalding Holland wrote:
Daerrol wrote:
There is no reason to buy one over an outpost right now and a POS is still way cheaper. so right now, not much reason. Soon POS will not be available. Then you would use one isntead of a POS. Soon Outposts won't be aroudn either. So you will either A: Anchor a citadel, B: not anchor anything.



CCP want to remove POS and stations?

Are they hellbent on changing this entire game?

You will get less structures and less sand to play in. You did not want that sand either.
Look at structures they have in plans.

Generic all the same for all races.

But you could fit modules to them.



What are you talking about?

You are wrong. We will be getting more structures to play with. And they will be unlinked. For exsample, right now if i want to make a carrier in wh space, i need a pos that much be fueled an online, i need a x-l ship array, and then i need guns and crap to make sure no one shoots it.

In the new system, i have two choices for making my carrier, i can deploy a citadel and put a x-large ship service moduel into it, and build my ship. OR I can deploy a 'Manufacturing thing' in space, put the x-large service moduel into it, get a bigger bounus and make my carrier. I don;t NEED a citadel to do this.

And there are no faction flavors at this time, as its not relly needed, but diffent structures will have different looks. So the drill platorm (i think) will have a more minmatar feel to it.

In addition, they have not ruled out being able to skin these, so you could add faction colors in the future.

New structures give you MORE sand and tools not less.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Panthe3 Black
Aliastra
Gallente Federation
#23 - 2015-08-14 18:47:24 UTC
sounds cool cant wait, buying a pos as a collector's item
Max Fubarticus
K Diamond Holding LTD.
Bullets Bombs and Blondes
#24 - 2015-08-14 23:22:13 UTC
Scalding Holland wrote:
Can someone explain to me the point of citadels?


I would of course respectfully suggest reading the dev blogs in their entirety. Personally I think this will be good for Eve if done in a realistic fashion. My only worry is cost. I would hate to see a destructible platform have exceedingly high construction costs that negates it's very purpose. I don't want to see it end up like the current POS system where new players / corps / alliances start with unrealistic expectations only to fail and leave behind carcasses orbiting hundreds of moons. But then again, that is how we learn the hard way, by failure. Big smile

Civil discourse is uniquely human. After all, when is the last time a pride of lions and a herd of water buffalo negotiated SOV over a watering hole? Never. Someone either gets their ass kicked or eaten. At the end of the day someone holds SOV.

Gordo Villa
Temeraria Praedonum
Catastrophic Experiment
#25 - 2015-08-15 01:33:35 UTC
Soekith wrote:
What about Starbase Defense Management and POS gunners? Will the skill still be useful?


This is a good question, anyone know the answer to this? I would like to know this too.

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Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#26 - 2015-08-15 01:40:32 UTC  |  Edited by: Kuronaga
Scalding Holland wrote:
Can someone explain to me the point of citadels?


Someone at CCP thought putting intensively developer resource-consuming stuff in the game would be cool, but neglected to give it a purpose from a game design standpoint. That part will be an afterthought to justify its existence.

This is done often and is the reason for nearly every failed feature the game has, as I am sure you are already aware.


Though it was certainly fun to say it again.
Rain6637
GoonWaffe
Goonswarm Federation
#27 - 2015-08-15 02:46:58 UTC
To be fair, they were thorough about gradually increasing the presence of inconsequential NPCs to support the lore.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#28 - 2015-08-15 11:07:55 UTC
Kuronaga wrote:
Someone at CCP thought putting intensively developer resource-consuming stuff in the game would be cool, but neglected to give it a purpose from a game design standpoint.

Someone missed that part where POS mech had to be replaced with something less headache-inducing since like 2006.
TigerXtrm
KarmaFleet
Goonswarm Federation
#29 - 2015-08-15 11:55:10 UTC
Chribba wrote:
I for one look forward to the possibility to launch an XL citadel in Amarr... and then a week later or so lose it to two pilots in Ventures with an Entosis link.

/c


Not sure if being sarcastic.

If you can't defend a multi billion ISK investment against two Ventures, you have no business owning an XL citadel to begin with.

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Hir Miriel
Elves In Space
#30 - 2015-08-15 13:03:40 UTC
Scalding Holland wrote:
Can someone explain to me the point of citadels?


The point of citadels is to be destroyed.

Enjoy.

~ ~~ Thinking inside Schrodinger's sandbox. ~~ ~

Tiddle Jr
Brutor Tribe
Minmatar Republic
#31 - 2015-08-15 13:43:31 UTC
TigerXtrm wrote:
Chribba wrote:
I for one look forward to the possibility to launch an XL citadel in Amarr... and then a week later or so lose it to two pilots in Ventures with an Entosis link.

/c


Not sure if being sarcastic.

If you can't defend a multi billion ISK investment against two Ventures, you have no business owning an XL citadel to begin with.


You've sound damn serious. Good catch up.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Tau Cabalander
Retirement Retreat
Working Stiffs
#32 - 2015-08-16 00:34:42 UTC  |  Edited by: Tau Cabalander
Scalding Holland wrote:
Can someone explain to me the point of citadels?

CCP can't and won't fix the POS code ("the first Starbase structures were added during the Exodus expansion in 2004"), nor make outposts destructible, so they are trashing it all.

Citadels, the first of the new structures (that basically replace outposts), use the new structure codebase, and allow for new structures and features to be added... plus they can be destructible.

The first dev blog on new structures:
http://community.eveonline.com/news/dev-blogs/back-into-the-structure/

What is a citadel:
http://community.eveonline.com/news/dev-blogs/shake-my-citadel/

Citadel capture and security:
http://community.eveonline.com/news/dev-blogs/citadels-sieges-and-you/
http://community.eveonline.com/news/dev-blogs/i-feel-safe-in-citadel-city/

Gordo Villa wrote:
Soekith wrote:
What about Starbase Defense Management and POS gunners? Will the skill still be useful?

This is a good question, anyone know the answer to this? I would like to know this too.

CCP Ytterbium wrote:
Unlike existing Starbases, you won't need multiple guys to operate the weapons. Those structures will be like ships, so you will only need one guy to control them all. The Starbase Defense Management skill will be reworked into something else or refunded when Starbases are removed.
Ekaterina 'Ghetto' Thurn
Department 10
#33 - 2015-08-16 07:47:29 UTC
Gordo Villa wrote:
Soekith wrote:
What about Starbase Defense Management and POS gunners? Will the skill still be useful?


This is a good question, anyone know the answer to this? I would like to know this too.


It's in the dev blog I think. Skill will either be adapted/changed or the SP will be refunded.

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Rain6637
GoonWaffe
Goonswarm Federation
#34 - 2015-08-16 12:06:55 UTC
Scalding Holland wrote:
Can someone explain to me the point of citadels?

It's a giant capture node.
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