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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Ytterbium
C C P C C P Alliance
3751

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Posted - 2015.03.23 12:14:11 -
[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 focus what happens to items stored inside structures when they blow up (or end up captured) in a blaze of glorious space explosions.
- First option is to have the structure turn into a wreck - fitted structure modules could drop as loot, while items inside the structure would only be accessible to their rightful owner(s), possibly through salvaging. Users docked at the time of the structure destruction would still be docked inside the wreck, but unable to dock back should they exit.
- Another option is to use the same mechanic we have for planetary launches. When a structure is destroyed, all assets are moved into special containers. A container exists for each individual that stored items in the structure, as well as corporation entities and are spread around planets. When this happens, an entry would appear on the owner journal giving a warp-in point to go to. Please note such containers would not be destructible at all, and could not be scanned until the rightful owner comes to retrieve his or her loot. The duration at which those entries would stay remains entirely dependent to the structure type and player condition when it was destroyed (logged off, account lapsed etcGǪ). Player docked inside the structure would be spread around the solar system.
- Third option could be to have the items inside the structure moved to another structure belonging to the same owners.
Such gameplay is necessary if we wish players to use those new structures and not stash all of their items in NPC stations. Also, please note, it is possible for such mechanics to only be available in the largest structures (most likely XL) since existing Starbases do not have any kind of item safety mechanic (and would likely end up as L size equivalent in the new model). |
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CCP Nullarbor
C C P C C P Alliance
1071

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Posted - 2015.03.23 14:37:12 -
[2] - Quote
Elenahina wrote:Another (potential) issue.
What about people who have unsubbed? If stuff ends up in containers scattered around, you could be adding lots of objects to the servers over time that may never (?) go away.
Someone suggested an interesting solution for this at Fanfest, just pause their journal entry expiry times while inactive and have them resume when they rejoin.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1071

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Posted - 2015.03.23 14:41:37 -
[3] - Quote
An option we are considering to provide loot even while having a safety for personal assets would be dropping some percentage of anything "in progress" like industry job build materials for example. So that along with the structure fittings should provide some goodies for an aggressor to take home.
Dedicated aggressors could also attempt to camp out the system to prevent collection of assets from safed cans, especially in nullsec or wormholes.
Evac ops where big fleets form up to collect their stuff later on could also be a thing.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Ytterbium
C C P C C P Alliance
4379

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Posted - 2015.10.28 14:11:36 -
[4] - 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
4380

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Posted - 2015.10.28 15:48:00 -
[5] - Quote
Proper recap of everything we've said so far tied to this.
Assets & Asset safety:
- All citadels have infinite personal and corporation hangar capacity to fulfill their defense and housing role. This may not be the case for all the future structures however.
- All citadels have asset safety feature. When it is destroyed, all assets are impounded. When impounded, players have to wait a minimum amount of time before being able to access them again.
There are 2 ways to recover impounded assets:
- Deliver to the same solar system: assets can be delivered locally if there are NPC stations or Citadels in the same solar system. Players will have to wait a minimum of 5 days before being able to deliver them.
- Deliver to another solar system: players will have to pay 15% of the total item value and wait a minimum of 20 days before being able to deliver them. Players cannot choose destination in that case. It will always be the top station in the closest low-security system if the destroyed Citadel was in null or low-security space. If the Citadel was in high-security space, it will be the closest high-security solar system. If there is a NPC station in the same solar system as the destroyed Citadel in high-security or low-security space this option is not available.
Further information on asset safety:
- The timer starts counting down as soon as the structure is destroyed, no button needs to be pressed. This ensure players with lapsing accounts do not need to wait the full duration when coming back into the game.
- We will automatically move items if no choice is set after 20 days. If there is a NPC station in the solar system, we will move them there. If there aren't, we will move them as discussed in option 2 above. This avoids players to build local ship caches in a null-security system that cannot be removed.
- In case of remote delivery, the payment can be done on a one item basis for players not having enough cash to pay for the whole fee at once.
- Current plan is to move capitals and supercapitals as well, so yes they can go to low-security NPC stations.
- Citadels in wormhole spaces do not benefit from asset safety. All items are lost when the structure is destroyed there.
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