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Citadel concept and industry do not match

Author
Tau Cabalander
Retirement Retreat
Working Stiffs
#21 - 2016-10-03 21:04:46 UTC
SurrenderMonkey wrote:
Kahawa Oban wrote:
I think we'll end up with several trade offs.

If you want to have higher percent material requirements you will need to go to the larger structures. My assumption is that bonuses will scale with the size of the structure. The XL offering the best bonuses.


Citadels don't work that way. The magnitude of the bonus is a function of the tech level of the rig and security level, with larger rigs granting a bonus to a greater breadth of stats in a single slot.

... and rigs cannot be removed, which hampers mobility.
SurrenderMonkey
State Protectorate
Caldari State
#22 - 2016-10-03 21:12:59 UTC  |  Edited by: SurrenderMonkey
Tau Cabalander wrote:
SurrenderMonkey wrote:
Kahawa Oban wrote:
I think we'll end up with several trade offs.

If you want to have higher percent material requirements you will need to go to the larger structures. My assumption is that bonuses will scale with the size of the structure. The XL offering the best bonuses.


Citadels don't work that way. The magnitude of the bonus is a function of the tech level of the rig and security level, with larger rigs granting a bonus to a greater breadth of stats in a single slot.

... and rigs cannot be removed, which hampers mobility.



As does the unanchoring mechanic.

The new structure model, on the other hand, makes it practical and "safe" to use third party structures, which isn't something that exists with POS.

There's no doubt that the pack-up-the-factory-and-move-the-whole-shebang practice will be heavily disincentivized in the new structure model, but I'm not convinced that's such a bad thing.

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Vincent Athena
Photosynth
#23 - 2016-10-03 23:22:29 UTC
Mara Pahrdi wrote:
I'm not fond of the whole new structure concepts so far. Not unless we get more of it later on that's more like POSs are today.

Tau Cabalander wrote:
There really needs to be an equivalent of a small tower.

Inexpensive, fast to anchor & online, reasonably secure.

And unanchor. Don't forget the unanchoring.

Yes, fast to unanchor.

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Vincent Athena
Photosynth
#24 - 2016-10-03 23:35:58 UTC
Tau Cabalander wrote:

... and rigs cannot be removed, which hampers mobility.

Correct. So, I would like to see options for when a small corp gets a war dec:

1) Ignore it, let it blow up.
2) Defend it, or get allies to help defend it.
3) Take it down before the war goes hot, incurring losses in lost rigs and productivity, with whatever complications occur with jobs in progress and asset safety.

With a POS you have all three options. With Citadels, you only have the top two. CCP, with industry arrays, please restore option 3. This is a game of making choices. Let us make choices.

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Piugattuk
Litla Sundlaugin
#25 - 2016-10-03 23:39:52 UTC
Although I'm not sure why it is a bad thing, (I'm a little slow), I do like the services the provide, Chribba Citadel saved my back side when a group of ships landed in a roid field I was in, I had a place to shelter in, Big smile thanks Chribba.
Sarah Flynt
Red Cross Mercenaries
Silent Infinity
#26 - 2016-10-04 14:00:27 UTC
Tipa Riot wrote:
With being in the dark about the industry structures to come and their mechanics, my concern becomes stronger, that CCP may overlook or underestimate a principle incompatibility of today's Citadels with industry mechanics.

That is nothing new however: You already have this problem with nullsec outposts since shortly after Crius. Industry citadels will only make it more visible. Teams were supposed to encourage industrialists to band together and from what I can tell it worked to some degree until CCP removed them without substitution instead of fixing them. Since then you want to avoid other players like the plague if you want to do really profitable industry stuff.

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