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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Ytterbium
C C P C C P Alliance
3751
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Posted - 2015.03.23 11:57:04 -
[1] - Quote
Hello people,
We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.
This particular thread is going to be around the mooring and docking features tied with those new structures.
- Mooring is intended for the largest ships (supercapitals and maybe capitals) to be safely stored around those new structures. As long as they are within a specific radius of the structure, they would be invulnerable and could not be bumped. They would otherwise not be able to interact with their surroundings or other ships on the field as long as they would be protected. This is meant as a replacement for Starbase forcefield which currently has a certain number of issues.
- Docking is intended for smaller ships to be able to get inside the structure and be safe from direct assault (just like in NPC stations)
We are aware mooring presents a lot of discussion points, some of which were expressed during the Fanfest structure round table:
- Having (super)capitals visible from space, even if invulnerable to direct assault, is going a huge intelligence boost to opposing forces.
- Having (super)capitals traceable in such a manner could allow third parties to ambush (super)capital pilots as soon as they remove moorings to destroy the ships before they can escape.
- Having a fixed mooring capability on those structures will create problems if the structure mooring capability is full when another (super)capital pilot tries to use it under pressure.
We are considering various ways of solving the points listed above, like giving some "buffer time" when pilots moor and remove moorings to give them time to react by either jumping / warping away or aligning to another structure with available mooring capability. |
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CCP Nullarbor
C C P C C P Alliance
1077
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Posted - 2015.03.23 15:38:06 -
[2] - Quote
Another element i want to throw in here is the idea of soft mooring which works a bit like the current POS shield so you can still move around and use dscan etc within range of the structure but you cannot target anything and you are invulnerable.
It is basically an area invulnerability effect around the station like a remote rep or similar. It allows you to warp to 0 or undock into relative safety.
You can of course be bumped unless you do a hard mooring or dock up.
Thoughts?
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1077
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Posted - 2015.03.23 15:39:27 -
[3] - Quote
Hairpins Blueprint wrote:CCP Ytterbium wrote:
- Having (super)capitals visible from space, even if invulnerable to direct assault, is going a huge intelligence boost to opposing forces.
- Having (super)capitals traceable in such a manner could allow third parties to ambush (super)capital pilots as soon as they remove moorings to destroy the ships before they can escape.
- Having a fixed mooring capability on those structures will create problems if the structure mooring capability is full when another (super)capital pilot tries to use it under pressure.
Make supers cloaked when they "Moor" = no free intel.
This is effectively just docking supers, protection with no intel is the same as docking, but maybe it's time to allow that?
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Ytterbium
C C P C C P Alliance
3787
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Posted - 2015.03.23 17:12:18 -
[4] - Quote
Kalaratiri wrote:Have unmooring give the same 30s (60?) invul timer as undocking.
It's one of the options we're currently thinking about. |
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CCP Ytterbium
C C P C C P Alliance
4379
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Posted - 2015.10.28 14:11:00 -
[5] - Quote
Removing sticky. Still want your feedback but we need room for other thread in this subforum. New pinned thread will be pointing to this one. |
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CCP Ytterbium
C C P C C P Alliance
4379
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Posted - 2015.10.28 15:04:25 -
[6] - Quote
Alright, to recap where we're at with this.
Tethering:
- Going to be renamed tethering instead of mooring (mooring is confusing for various reasons).
- As long as within some specific range of the structure and do not have weapons timer, you ship is tethered, meaning it cannot receive damage or be locked.
- You can align and move within the specified tethering range and still be protected, as long as you do not go outside the maximum range.
- You will not be able to tether to the structure if you are warp scrambled from a targeted module (HIC point, regular warp scrambling modules).
- You will be able to tether to the structure if you are within an AoE warp scramble bubble (HIC AoE bubble, interdictor bubble). Of course you will not be able to warp away however. This is to prevent people from being caught their pants down when logging back on near a structure.
- Tethering will be shown in the UI and visually in space.
- We are investigating options to minimize bumping when you are tethered.
- If your ship has access to dock into the structure it can use tethering. This doesn't mean you ship can dock however. For instance, you may have access to dock into a Medium Citadel as a Titan pilot, but you still are unable to dock. Your Titan will still be tethered when in range of the structure.
- If you log off you do not stay in space near the structure, you log off as you normally would (which is why calling this feature "mooring" is confusing).
- If you leave your active ship the tether will not protect the ship left behind and will tether to your capsule.
Docking
- Medium Citadels: all subcapitals can dock. The Orca and Freighters can also dock.
- Large Citadels: all capitals can dock. This includes the Rorqual.
- X-Large Citadels: all ships can dock.
- There are different docking bays depending if you are in a subcapital, capital or supercapital. Depending on the structure, there may be more than one of each. You cannot choose which one to undock from (for now at least).
- There is no station interior. When you dock the scene is centered around the structure. Some information may be hidden (like the overview or ship modules) since technically you are not in a ship anymore. Since you're tethered it's easy to undock and then dock back up to get this information back.
Defense
- Assuming direct control of the structure brings the overview and structure modules up, since you are now manning its defenses.
- We're going to require proper user groups to assume direct control. They'll provide more flexibility than roles since groups can be defined for people outside your corporation or alliance. They'll have admins and managers, more on that on the item safety thread.
- You'll be able to set up groups to kick people out when assuming direct control - just in case that nasty spy is shooting on your own ships during a fleet battle.
- You won't need to train Starbase Defense Management to assume direct control. One player will control all defenses at once. The Starbase Defense Management skill will be removed (and reimbursed) or properly refurbished when we remove Starbases.
- New structures will not have automated defenses.
- Rest of the defense mechanics are explained there.
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