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Dev blog: Citadels, sieges and you v2

First post
Author
Black Pedro
Mine.
#241 - 2015-09-19 12:03:20 UTC
Corraidhin Farsaidh wrote:
Surely here would be the usual argument leveled against small hisec corps being outnumbered...Hire mercs. Also I thought they were considering allowing capitals into hisec. Maybe this is why.
There aren't enough mercs in all of highsec to field 200 battleships at one time. And that would be only to contest an undefended tower, not one that was actively defending. Only the large nullsec/former nullsec groups can bring the number of players required.

I have no problem with players being forced to put something on the table to contest them (like capitals), but whatever the value of that force is, it has to require less than several hundred players to accomplish. A single player should not be able to put up a tower that is all but immune to the combined efforts of less than 200 other players.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#242 - 2015-09-19 12:40:33 UTC
Black Pedro wrote:
Corraidhin Farsaidh wrote:
Surely here would be the usual argument leveled against small hisec corps being outnumbered...Hire mercs. Also I thought they were considering allowing capitals into hisec. Maybe this is why.
There aren't enough mercs in all of highsec to field 200 battleships at one time. And that would be only to contest an undefended tower, not one that was actively defending. Only the large nullsec/former nullsec groups can bring the number of players required.

I have no problem with players being forced to put something on the table to contest them (like capitals), but whatever the value of that force is, it has to require less than several hundred players to accomplish. A single player should not be able to put up a tower that is all but immune to the combined efforts of less than 200 other players.


Hmmm, I thought the hisec merc corps were pretty big? My mistake and also interesting...

As to fielding large pieces of kit even as a single player if it is expensive enough then why should it not be hard to kill? However I agree that there would also need to be the means to take it down in a reasonable time too.

If XL stations are to be allowed in hisec space then the corresponding ships required to take it down should also be allowed I guess otherwise it becomes imbalanced and space will be cluttered with massive impregnable stations. otherwise there would need to be a size limit on citadels in hisec.
Alexander Tekitsu
State War Academy
Caldari State
#243 - 2015-09-19 13:41:43 UTC  |  Edited by: Alexander Tekitsu
Corraidhin Farsaidh wrote:
Black Pedro wrote:
Corraidhin Farsaidh wrote:
Surely here would be the usual argument leveled against small hisec corps being outnumbered...Hire mercs. Also I thought they were considering allowing capitals into hisec. Maybe this is why.
There aren't enough mercs in all of highsec to field 200 battleships at one time. And that would be only to contest an undefended tower, not one that was actively defending. Only the large nullsec/former nullsec groups can bring the number of players required.

I have no problem with players being forced to put something on the table to contest them (like capitals), but whatever the value of that force is, it has to require less than several hundred players to accomplish. A single player should not be able to put up a tower that is all but immune to the combined efforts of less than 200 other players.


Hmmm, I thought the hisec merc corps were pretty big? My mistake and also interesting...

As to fielding large pieces of kit even as a single player if it is expensive enough then why should it not be hard to kill? However I agree that there would also need to be the means to take it down in a reasonable time too.

If XL stations are to be allowed in hisec space then the corresponding ships required to take it down should also be allowed I guess otherwise it becomes imbalanced and space will be cluttered with massive impregnable stations. otherwise there would need to be a size limit on citadels in hisec.

This actually raises a good question. A Large is able to house anything that can *currently* fly in highsec space, so why should an XL be put up at all ( or allowed ). Similarly unless you are flying a Super/Titan in J space, a L is capable of everything you want.

You are correct that they will be considered pretty much permanent structures in Highsec. The only reason low/null are different is the level of teamwork between corporations. Highsec alliances ( wardec alliances exempt ) are not utilized as well as low/null alliance/coalitions. Nerfing the structures so small Highsec corps can kill them is not as good of a solution as not allowing XL structures in highsec ( which also eases that most AoE weapons that aren't allowed in highsec anyway could only be installed in an XL )
Dracvlad
Taishi Combine
Astral Alliance
#244 - 2015-09-19 14:40:56 UTC  |  Edited by: Dracvlad
Corraidhin Farsaidh wrote:
Black Pedro wrote:
Corraidhin Farsaidh wrote:
Surely here would be the usual argument leveled against small hisec corps being outnumbered...Hire mercs. Also I thought they were considering allowing capitals into hisec. Maybe this is why.
There aren't enough mercs in all of highsec to field 200 battleships at one time. And that would be only to contest an undefended tower, not one that was actively defending. Only the large nullsec/former nullsec groups can bring the number of players required.

I have no problem with players being forced to put something on the table to contest them (like capitals), but whatever the value of that force is, it has to require less than several hundred players to accomplish. A single player should not be able to put up a tower that is all but immune to the combined efforts of less than 200 other players.


Hmmm, I thought the hisec merc corps were pretty big? My mistake and also interesting...

As to fielding large pieces of kit even as a single player if it is expensive enough then why should it not be hard to kill? However I agree that there would also need to be the means to take it down in a reasonable time too.

If XL stations are to be allowed in hisec space then the corresponding ships required to take it down should also be allowed I guess otherwise it becomes imbalanced and space will be cluttered with massive impregnable stations. otherwise there would need to be a size limit on citadels in hisec.


First of all there is no hisec merc alliance able to take down an XL at this point in time, but that could develop in time. But what could take down a hisec XL are null sec alliances who have the numbers. Most of the kills in hisec are in fact carried out by alts of bored null sec players so the risk is there and is very real, so CCP should let XL's occur in hisec because there is something else to bear in mind. Currently all hisec indy alliances are virtual, having these structires may develop real alliances and corps that can give content and can fight, that is what I am hoping for and this point is really important because currently the majority of indy is done by one men corps and toons in NPC corps. Structures may change that dynamic and an XL structure may entice people to change the way they operate.

One important aspect of this is that the hisec merc corps are just too good to fight, they use OGB, neutral spies, neutral alts and neutral logistics, they only fight when they have odds in their favour, most of the time I got war decc'd it was the merc alliances that used GTFO ships, it was annoying, so now both sides have an objective to fight over, I think the changes for hisec could be massive and create content for both sides.

And finally an XL citadel is a massive investment, in my opinion it should require 200 people to kill.

Oh and I do believe that as the Empires lose their grip dreads and carriers will appear in hisec.

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

Rowells
Blackwater USA Inc.
Pandemic Horde
#245 - 2015-09-19 15:15:20 UTC
Have we confirmed that XL will not be restricted in their placement yet? It seems as though they are the equivalent replacement for outposts, and current outposts are not allowed in the areas of space being debated. Did I miss something?
Black Pedro
Mine.
#246 - 2015-09-19 15:18:21 UTC
Dracvlad wrote:

One important aspect of this is that the hisec merc corps are just too good to fight, they use OGB, neutral spies, neutral alts and neutral logistics, they only fight when they have odds in their favour, most of the time I got war decc'd it was the merc alliances that used GTFO ships, it was annoying, so now both sides have an objective to fight over, I think the changes for hisec could be massive and create content for both sides.
I hope so, but I am telling you now that no group will contest an XL structure in highsec or a low-class wormhole with these numbers. The DPS required is an order of magnitude too difficult for what is possible from the current crop of mercenaries or the typical corporation/alliance in highsec can muster, or what can pass through a C1 or C2 wormhole. No content will result from releasing structures with these numbers and CCP knows it.

Perhaps capitals in highsec is the answer, or perhaps it will be some other mechanism yet to be announced. But there has to be a way less than 200 players can contest a structure or it will never occur. Even now, when you only need 20 or 30 players to contest a large POS in a low-class wormhole or highsec in a reasonable time, it rarely happens.

Citadels should be easy to defend, especially the XL ones, but it should not require a minimum of a few hundred players to even consider attacking them or it just will never happen. Better to not allow them to be deployed if they are effectively immune from attack by other players.
Kayden Katelo
Doomheim
#247 - 2015-09-19 15:57:54 UTC  |  Edited by: Kayden Katelo
What powers the new citadels? Can a citadel go offline? Can offline citadels be destroyed by damaging only hull HP? If a citadel is offline, can we hack the citadel to recover it for ourselves by either shipping it away or installing it over again as our own?
Vincent Athena
Photosynth
#248 - 2015-09-19 15:59:10 UTC
Horus V wrote:
"The current plan is for those structures not to have auto-defenses. This is still left to be debated, but we do believe existing auto-defenses on Starbases are nothing but a false promise to safety, since they are so easily abused and bypassed by attacking parties. They just give the owner a feeling of safety where none actually exists, like having a completely out-of-date firewall and anti-virus on your computer."

I disagree because everyone knows that when you have small fleet roaming whs and looking for easy POS to kill, they always think twice when they see a POS with more ressistances and lots of ecm. It just takes ages to kill such POS without dreads.

Also why cannot we just improve the defences so its actually a challenge instead of HP grind? The situation when defenders are offline makes the game boring. Lets make the bases intelligent and add some game play!

I have to agree. Hardners and ecm are a deterrent. Also:
I live in high sec ATM. Say I drop a citadel, then later get a war dec. I realize Real Life will prevent me from being on-line during my vulnerable window. What to do? Scoop! So I propose: you can always just scoop your structure in a timely manner. Like a few hours or less. That means you lose the use of it for the duration, so the war did serve a purpose.

Otherwise, it will not re reasonable to put the structure up in the first place. Why put the thing up if I know real life will get in the way of defending it?

Know a Frozen fan? Check this out

Frozen fanfiction

Black Pedro
Mine.
#249 - 2015-09-19 16:19:40 UTC
Vincent Athena wrote:

I have to agree. Hardners and ecm are a deterrent. Also:
I live in high sec ATM. Say I drop a citadel, then later get a war dec. I realize Real Life will prevent me from being on-line during my vulnerable window. What to do? Scoop! So I propose: you can always just scoop your structure in a timely manner. Like a few hours or less. That means you lose the use of it for the duration, so the war did serve a purpose.

I believe it has been made clear that you will be able to scoop the structures, but you will lose the rigs which will make up the bulk of the cost and provide the bulk of the bonuses if you do so.

Seems fair to me. If you want the flexibility of dodging a wardec, you just don't install rigs. If you want those bonuses, you have to commit to defending. Worst case though, if real life keeps you away, you just lose the structures and the rigs and your assets are magically teleported somewhere safe.
Masao Kurata
Perkone
Caldari State
#250 - 2015-09-19 18:35:36 UTC  |  Edited by: Masao Kurata
To put the HP into perspective, a pos bash currently is between about 15M EHP for a small unhardened control tower to 100M EHP for a large hardened control tower (which is already an abusive figure for highsec or low class wormholes) whereas citadels are 27M EHP minimum which has to be done in three sessions at times determined by the defender to 405M EHP for an XL citadel, again in three sessions at times determined by the defender oh and by the way even if you can bring crazy dps you have a minimum of 90 minutes of bashing to take down any of them and if you're late to a timer it automatically goes back to full HP.

My uncensored opinion of this would get me banned from the forum and probably put on several suspected terrorist watchlists.
Esrevid Nekkeg
Justified and Ancient
#251 - 2015-09-19 18:37:53 UTC  |  Edited by: Esrevid Nekkeg
Black Pedro wrote:
Grorious Reader wrote:
Regarding XL Citadels in WH
I know the numbers aren't final or anything, but as they are given the XL citadel will be an incredibly boring grind if it's allowed in w-space. You will basically never get that kind of fire power into somebody else's system. Especially something like a C1 or C2. If those numbers are going to stay in that ballpark, I suggest that XL citadels not be allowed in W-space. If they are designed for super-caps and titans, and L citadels are able to dock/support carriers and dreads, this should not be a loss for anyone and would prevent the sort of "boredom tank" that POSes currently represent in some areas of space.
It's the same problem in highsec - the EHP is of the XL is just way too much. The L citadel is proposed to have more EHP than the current large POSes and they are already rarely attacked now in low-class wormholes or in highsec - the tedium is too great. However getting 20 battleships together is at least plausible for a smaller group. But the XL? That will never be lost unless one of the largest groups in the game takes enough interest in you to rope 150+ people into an structure grind. It would take tens of wormholes even to get the battleships into a C2 and a XL in a C1 would be even safer and require more people. This design seems to fail hard, even worse than the current POSes, for allowing players to use boredom as a defensive strategy instead of requiring an active defense.

They either need to be limited as to where they can be deployed, there needs to be some way to deliver capital-level DPS against structures in highsec and low-class wormholes, or some mechanism needs to exist to make them much more vulnerable if left undefended (maybe based on entosis ?) so that a group of only 20-30 people have a viable strategy to attack them without grinding them for 10+ hours. As it is, the L and especially the XL will almost never be attacked because of the time cost for the agressors in low-class wormholes and in highsec.
The problem regarding XL's in lower class Wormhole systems could easily be resolved by making the initial construct needed to deploy the XL Citadel (Egg? Citadel scaffolding tingie?) so big it could only be carried around in a Freighter. If at the same time CCP chooses to only allow those things to be made in existing stations and/or allready deployed XL Citadels, the problem you stated will never occur.
In that case it would not be forbidden to deploy XL's in lower class Wormhole systems, it would just be technically impossible.

edit: No special cases, just Volume = *insert ludicrous number here* (750.000 m3 Packaged)

Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format. Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#252 - 2015-09-19 19:36:05 UTC
Esrevid Nekkeg wrote:
...

They either need to be limited as to where they can be deployed, there needs to be some way to deliver capital-level DPS against structures in highsec and low-class wormholes, or some mechanism needs to exist to make them much more vulnerable if left undefended (maybe based on entosis ?) so that a group of only 20-30 people have a viable strategy to attack them without grinding them for 10+ hours. As it is, the L and especially the XL will almost never be attacked because of the time cost for the agressors in low-class wormholes and in highsec.
The problem regarding XL's in lower class Wormhole systems could easily be resolved by making the initial construct needed to deploy the XL Citadel (Egg? Citadel scaffolding tingie?) so big it could only be carried around in a Freighter. If at the same time CCP chooses to only allow those things to be made in existing stations and/or allready deployed XL Citadels, the problem you stated will never occur.
In that case it would not be forbidden to deploy XL's in lower class Wormhole systems, it would just be technically impossible.

edit: No special cases, just Volume = *insert ludicrous number here* (750.000 m3 Packaged)[/quote]

For WH space it depends on the fuel requirements to make it viable to run an XL station. If the sheer logistics are prohibitive then they simply won't be built.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#253 - 2015-09-19 19:40:13 UTC
Black Pedro wrote:
Vincent Athena wrote:

I have to agree. Hardners and ecm are a deterrent. Also:
I live in high sec ATM. Say I drop a citadel, then later get a war dec. I realize Real Life will prevent me from being on-line during my vulnerable window. What to do? Scoop! So I propose: you can always just scoop your structure in a timely manner. Like a few hours or less. That means you lose the use of it for the duration, so the war did serve a purpose.

I believe it has been made clear that you will be able to scoop the structures, but you will lose the rigs which will make up the bulk of the cost and provide the bulk of the bonuses if you do so.

Seems fair to me. If you want the flexibility of dodging a wardec, you just don't install rigs. If you want those bonuses, you have to commit to defending. Worst case though, if real life keeps you away, you just lose the structures and the rigs and your assets are magically teleported somewhere safe.


Another thought occured to me, if the XL citadels required capitals to destroy them they would need anti-capital weapons to defend themselves in any reasonable manner and as far as I have read the biggest nastiest weapons will be non-empire space only, potentially another reason to limit hisec to large stations.

I say potentially as I'm still undecided on that one. A single player is unlikely to invest in an XL simply due to the fuel logistics to get the benefit from it. They would also be in real trouble trying to defend such an investment alone.
Circumstantial Evidence
#254 - 2015-09-19 20:27:53 UTC
I see some fixation on "200 battleships" in recent posts. That's not a requirement. CCP's goal is no more than a half-hour of structure bashing, if the attacker brings the maximum supported DPS, but if the attacker can't bring max dps, obviously the structure should still go down, just take longer.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#255 - 2015-09-19 22:27:06 UTC  |  Edited by: TheMercenaryKing
So after reading a bit, it seems people are concerned of the self defensive options available on the citadels. I think it is important to be able to fit guns or some form of EWAR on it. The thought of a false sense of security is kind of true and should somehow change.

The problem with the false sense of security is that the guns are effective and maybe too effectuve against a single target but ineffective against a large force. The common idea is to make guns more powerful against targets and kill them faster but that would make them overpowered. My though is to have turrets with an AoE or semi-AoE type turrets/mods.

So the immediate thought is that AOE will hit everything within the blast radius, but there is an obvious problem with that - its kind of OP. If it is possible, then it should be more like a Flak cannon or shotgun blast; Things in the area of the target have a chance of being hit, but will not always be hit like a smartbomb or bomb. Like every gun, the turret will have a sig limit on it so smaller ships take less damage, or maybe can dodge it, but larger ships can be hit more easily but take damage as if it was a smaller ship shooting it. This would scale from S to XL turrets where Small turrets would be good AA vs frigs and fighter/fighterbombers but limited damage vs Battlecruisers and XL would be effective against capital ship clusters but ineffective vs smaller but can *rarely* still hit smaller targets.

One issue people have with these would be if like current POS mechanics, you would need to shoot them. I think rather than remove the entosis links from the new Citadels would be to use the entosis links to disable or take control of the hostile turrets. Instead of splitting damage you can focus your damage on the target and incap turrets at the same time.


  • Make turrets useful vs fleets
  • Make turrets not overpowered against single targets
  • Disable turrets while being able to target the primary objective or targets of importance


These, combined with the other proposed idea I had of a minimum DPS before the repair timer is paused/reset would work in conjunction.

One more thing I want to add is that I really really want the citadels to EVOLVE. That means, observing how players use them and make small changes to them like maybe in the future, their evolution would lead them to be able to jump or move around. Begin with inter-planetary movement, have a citadel move to a strategic point in the system like a gate when you think an enemy fleet is coming (with a long spool up timer and a slow ass warp), then after half a year or year evolve the navigation component of the structure to jump. DO NOT ADD NEW FEATURES TO REPLACE THEM, JUST EVOLVE THEM.
Memphis Baas
#256 - 2015-09-20 03:18:56 UTC
As a suggestion, please explain invulnerability and vulnerability windows from a lore point of view. Perhaps whatever the system is that causes all known weapons, including the big dreadnaught and titan weapons, to cause absolutely 0 damage needs to reset itself every so often. Whatever.

All of this design and re-design that you're doing... you're throwing numbers and percentages around and there's no reason behind all of it (other than the fact that you're devs and you want to have a balanced game, which is fine). But, when you finally release it, as an expansion or whatever, present a game plot, rather than a collection of math rules and game mechanics.

I don't know how to explain it... Blizzard and EA don't release "Next expansion will be a boss with an enrage timer at 8 minutes, 5% chance for a PBAoE that kills everyone if the tank loses aggro, and a DPS check of at least 6 million per the 8 minutes." They release the Lich King, or whatever Sith Lord and his new evil scheme. You're releasing vulnerability window charts and graphs.

Last time you released flags. Suspect flag, criminal flag. Ok fine, I guess Concord is an entity and they've made those rules, and they've deployed the electronic monitoring systems to enforce the flags; I can come up with an explanation, but you, CCP, should have presented the expansion that way, as a Concord-related storyline.

At least do this next one right.
Black Pedro
Mine.
#257 - 2015-09-20 06:43:20 UTC
Circumstantial Evidence wrote:
I see some fixation on "200 battleships" in recent posts. That's not a requirement. CCP's goal is no more than a half-hour of structure bashing, if the attacker brings the maximum supported DPS, but if the attacker can't bring max dps, obviously the structure should still go down, just take longer.

20 players shooting the structure for 10+ hours, where likely any break in the application of damage (like downtime) results in the structure becoming invulnerable again (as the vulnerability window will close) is not a viable attack strategy either. No one will do that. And have to do that 3 times in a row to destroy it?

It is just too many player hours. There needs to be a way for less players to attack in reasonable time, even if they have to use more expensive equipment. No group can commit 200+ player hours (x3) of time for attacking something which drops no significant reward so they never will be attacked. That, or don't put them in highsec/wormholes.
Dracvlad
Taishi Combine
Astral Alliance
#258 - 2015-09-20 08:37:06 UTC  |  Edited by: Dracvlad
Black Pedro wrote:
Circumstantial Evidence wrote:
I see some fixation on "200 battleships" in recent posts. That's not a requirement. CCP's goal is no more than a half-hour of structure bashing, if the attacker brings the maximum supported DPS, but if the attacker can't bring max dps, obviously the structure should still go down, just take longer.

20 players shooting the structure for 10+ hours, where likely any break in the application of damage (like downtime) results in the structure becoming invulnerable again (as the vulnerability window will close) is not a viable attack strategy either. No one will do that. And have to do that 3 times in a row to destroy it?

It is just too many player hours. There needs to be a way for less players to attack in reasonable time, even if they have to use more expensive equipment. No group can commit 200+ player hours (x3) of time for attacking something which drops no significant reward so they never will be attacked. That, or don't put them in highsec/wormholes.


No, a citadel is a massive investment to build and use, its should also be a massive investment to destroy it, if you want to kill it badly enough then you have to get allies or hire more people who have the will power to do so. My Coalition has the ability now to destroy a Medium, soon will be able to take out a Large, but an XL is above us, I accept that we do not have the means to kill the Xl because we are still bad at Eve.

If CCP make it easy then no one will put these things up apart from people who have massive control of their space or are too far away, in other words Deklin and deep in drone lands.

Citadels have the potential to push people in hisec to move away from virtual corps and alliances with most of the toons in NPC corps, that is much more important then making them easier to blap. It may be that once there is enough in space then CCP may adjust it, I would bet money on that to be honest, but you have to look at the big picture to create changes in mentality.

You say that people can not muster that level of force in WH space, I have seen big battles with close to that number reported in WH space.

You say that XL's should not be allowed because they are impossible to destroy which is not the case as many null sec alliances can come into hisec and kill it and the Imperium has the will to do just that. The key thing is that neither my group or your group can take one out, that bothers you but does not bother me. The advantage of having some Indy group in hisec attempt to set up their own blue list trade hub will change this game, think about it...

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

Philip Ogtaulmolfi
We are not bad. Just unlucky
#259 - 2015-09-20 08:58:33 UTC
Black Pedro wrote:
Circumstantial Evidence wrote:
I see some fixation on "200 battleships" in recent posts. That's not a requirement. CCP's goal is no more than a half-hour of structure bashing, if the attacker brings the maximum supported DPS, but if the attacker can't bring max dps, obviously the structure should still go down, just take longer.

20 players shooting the structure for 10+ hours, where likely any break in the application of damage (like downtime) results in the structure becoming invulnerable again (as the vulnerability window will close) is not a viable attack strategy either. No one will do that. And have to do that 3 times in a row to destroy it?

It is just too many player hours. There needs to be a way for less players to attack in reasonable time, even if they have to use more expensive equipment. No group can commit 200+ player hours (x3) of time for attacking something which drops no significant reward so they never will be attacked. That, or don't put them in highsec/wormholes.


You are saying again and again that no one will do it. Who considers necessary to destroy the asset will look for a way to do it or will fail trying.

Just go and attack targets that you are willing to engage and leave the rest alone. Not everything in the game must be a toy for you to play with.
Black Pedro
Mine.
#260 - 2015-09-20 09:38:03 UTC
Dracvlad wrote:
No, a citadel is a massive investment to build and use, its should also be a massive investment to destroy it, if you want to kill it badly enough then you have to get allies or hire more people who have the will power to do so. My Coalition has the ability now to destroy a Medium, soon will be able to take out a Large, but an XL is above us, I accept that we do not have the means to kill the Xl because we are still bad at Eve.

If CCP make it easy then no one will put these things up apart from people who have massive control of their space or are too far away, in other words Deklin and deep in drone lands.
No friend, these are not just a massive investment to destroy, they are all but impossible to destroy. It's not a matter of being bad at Eve, it is just a broken numbers game. I can be the richest, most skilled PvP organization around willing to risk a trillion ISK to kill an XL citadel, but unless I have a few hundred players able to log in at the same time, I can do nothing. There is no viable strategy to attack an undefended structure in highsec, even if the person who has deployed it has left the game, no matter how good I am or how many resources I have. Only access to or influence over 200+ accounts will allow you to even try to attack them. That is just broken.

Again, I have no problem with XL citadels requiring 200 people to take it from 10 defenders. They should be a strong force multiplier after all. But requiring 200 people even if no one shows up to defend? That is way too much safety - just deploy and forget - and will result in them never being contested. Almost no one attacks large POSes in highsec or C1-C2 wormholes now, and they only require 20-30 people to take down in a reasonable time (and might actually drop loot). Requiring 150-200 players is completely unreasonable. Basically, the only people who will be able to attack them in highsec and low-class wormholes are the group you alluded to in Deklein. How is adding a nearly indestructible player station going to drive any conflict or make the game better?

This discussion is probably premature since we don't know what is happening with capitals. CCP Ytterbium has acknowledged there is a problem and I have no doubt will not release the citadels like this. Either caps will come to highsec/low-class wormholes or XLs will not or they will come up with some other solution because this is unworkable. I guess we will find out more at Eve Vegas about the capital changes, although if CCP Nullarbor or CCP Ytterbium have some ideas they wish to put forth, I would be happy to continue this discussion here.