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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Phantom
C C P C C P Alliance
5835

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Posted - 2015.07.07 15:17:35 -
[1] - Quote
On July 14 we are going to see the first culmination of the sovereignty changes aka "Summer of Sov". Traditional sov warfare as we know it will be replaced by a new system as outlined in previous blogs.
With the new system approaching fast, we would like to inform everyone about the transition from the old to the new system and how the new sov system is going to be deployed.
Check out CCP Fozzie's latest blog Summer of Sov - Transition and Deployment for the all the details and information!
Please note that two more sov related blogs will get published in the near future.
CCP Phantom - Senior Community Developer - Volunteer Manager
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CCP Phantom
C C P C C P Alliance
5835

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Posted - 2015.07.07 15:20:03 -
[2] - Quote
Di Mulle wrote:"Sorry, we could not find the item you were looking for." Please try again, this is most probably an issue with website caching.
Vincent Athena wrote:CCP Phantom wrote:....
Please note that we two more sov related blogs will get published in the near future. Grammar police! Leave out a word there? "We HAVE two more" You are right. Sometimes less is more. 
CCP Phantom - Senior Community Developer - Volunteer Manager
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CCP Fozzie
C C P C C P Alliance
13052

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Posted - 2015.07.07 15:29:35 -
[3] - Quote
Sort Dragon wrote:How under these new mechanics will you transfer sov between alliances? For this release you'll have to capture it normally. We are investigating some options for formal sov transfer mechanics in the future.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13054

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Posted - 2015.07.07 17:06:46 -
[4] - Quote
Ransu Asanari wrote:Will researched SBU BPO have any kind of transition or buyback based on their research time/level, or will they just be transitioned into TCU BPO after the phase-out? After the phase out, the plan is for researched SBU blueprints will become TCU blueprints while preserving their research level.
Ransu Asanari wrote:Having existing TCU grandfathered to be at current location seems a bit unbalanced in favor of established groups. Many systems without a station or IHUB have the TCU placed at a moon with a large POS on it to act as defense. It's also common practice to put the TCU on a POS this since it's a warpable object on the overview. Is there a reason this is being done, rather than bumping the TCU location to the nearest open planet? This was chosen to keep the deployment day as simple and smooth as possible, avoiding potential issues that could come from moving the TCUs. Due to the ability to use entosis links at very long range, and the fact that TCUs are much less important than IHubs mechanically, we decided that allowing grandfathered TCU locations would not be too overpowered.
Ransu Asanari wrote:Speaking of the above, will the IHUB now be a global warpable celestial in space so we don't have to hunt down the IHUB in every system? At least now there will only be one, so that eliminates the problem of dead IHUBS, but it's still an annoyance having to hunt it down in every single system and bookmark them. Yes, IHubs are now globally viewable and warpable in the new system.
Ransu Asanari wrote:Not a fan of the TCU/IHUB being deployed as an NPC corp and then required to be Entosis Linked for 12-15 minutes to be captured for the alliance. This creates a window where the structure can be stolen if the opposing force can attack the single grid while it is being captured. Considering how much they cost, this seems like it would create a large incentive for this kind of "sniping". Would rather see the ability to anchor the TCU/IHUB with it owned by the alliance, have to Entosis Link it to online, and if an opposing group pushes you off the grid, they can Entosis Link it to destroy it, then deploy their own. If the defending Alliance has to and can hold grid briefly, they can unanchor the structure and scoop it to be used elsewhere. This is an area where we will be watching closely to see how the gameplay emerges. If such sniping becomes oppressive we have some plans in place to hopefully solve such problems. Your suggestion has a lot of merit, and has parallels with some of the prototypes we're working on for new structures that might be migrated to Sov structures.
Vigilanta wrote:would not the more appropriate step be rather than things magically exploding in space they get delivered to the owning corporations hq office deliveries. You are inherently forcing us to take time + adding risk into the equation for game mechanics changes.
It seems a bit punative.
additionally CCP are the ones changing the game mechanics why should we the players have to move our SBUS to empire in order to sell them back? This should be like the planteary command center changes where the amount was automatically deposited in our wallets.
Additionally the conversion is unequal 1 sbu is inherently more expensive material wise and isk wise than a tcu. Either do upconversion or forced buyback where the amount is the market cost of the materials which make up the product. We'll be doing what we can to ease the transition period for old structures. At the very least you can expect buy orders in NPC nullsec as well as empire space. We are also definitely open to modifying the final conversion plan, as there's still plenty of time.
EvilweaselSA wrote:it seems...odd...to announce a nerf like this one to switchable ihubs (which largely deal with the fact that CCP provides no tools to turn strategic upgrades off) a mere seven days before it is to be implemented, with no notice or comments whatsoever
was the CSM looped into this change in a timely way? This change was actually in the first dev blog about the new system, which stated that;
Quote:Under this new system, only one of each Sovereignty structure can exist in the same system at the same time.
EvilweaselSA wrote:do ihubs/tcus block pocos, and vice versa? If the TCU or IHub finds that its first choice of deployment location is blocked, it will automatically move over one grid and try again until it finds an appropriate location. So a POCO in the right spot can force a TCU or IHub to deploy farther away but it can't block deployment. POCOs will simply need to be anchored in a location that doesn't overlap with existing structures.
Aryth wrote:Why is there no reimbursement of all the TCU/s and IHUBS? It seems simple enough to cause the script to deposit ISK or the TCUs and IHUBS into a station?
It wasn't an uncommon practice to have peace and wartime hubs afterall. The large isk injection is something we would like to avoid at this time, and history has proven that reimbursing ISK for player-manufacturable items is extremely dangerous.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13055

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Posted - 2015.07.07 17:43:08 -
[5] - Quote
Altrue wrote:Can you please confirm the number of "points" required to capture a station under the freeport capture event? Elise says 20 but so far this has never ever been mentionned by CCP. So I'd assume 10 as per the other capture events? 20 is correct for an uncontested freeport station. Each node is worth 5% of the structure control. In an attack/defense event both sides start off with 50%, in a freeport mode the NPC corp starts off with 100% and all player alliances start at 0.
Altrue wrote:Can you confirm Military and Industry Indexes do NOT reset if the Ihub changes hands, as opposed to the Strategic Index which resets on the Ihub as per the last sov devblog? If yes, are you okay with the fact that the old defender, now attacker of a recently lost system, has its own system activity turn against him in the event of him wanting to take back his system? With the ex-attacker now defender, having very good defense multiplier even though they did not grind the indexes themselves? Yes, index levels are completely independent of structures in the new system. As well, you can actually begin raising your indexes before deploying any sov structures if you're especially worried about being attacked early on. The new owner gaining the benefits of the activity indexes is intended. If you can manage to take a system with strong defensive multipliers, the reward is the temporary advantage provided by those indexes once you hold the system. However to keep holding it the new owners will need to make sure that someone stays active in the system long-term.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13055

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Posted - 2015.07.07 18:33:50 -
[6] - Quote
Vigilanta wrote:To the point brought up by evil weasel, he stated it in his response to me and he has a valid concern. If the zero point on a planet has a structure on it you cannot launch a station there until the object is removed. how will you address this issue with the ihub anchor points. New TCUs and IHubs are using a newer and more advanced deployment mechanic that allows them to automatically find another location if their first choice is blocked. So if there's a structure at the grid zero point the IHub will just find the next available spot on the same planet and deploy there automatically.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13055

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Posted - 2015.07.07 18:44:17 -
[7] - Quote
Vigilanta wrote:CCP Fozzie wrote:Vigilanta wrote:To the point brought up by evil weasel, he stated it in his response to me and he has a valid concern. If the zero point on a planet has a structure on it you cannot launch a station there until the object is removed. how will you address this issue with the ihub anchor points. New TCUs and IHubs are using a newer and more advanced deployment mechanic that allows them to automatically find another location if their first choice is blocked. So if there's a structure at the grid zero point the IHub will just find the next available spot on the same planet and deploy there automatically. your not addressing the problem though. The issue is for a NEW outpost not an existing one. If the ihub is on the planet zero point then I cannot deploy a station on that planet unless i blow up the ihub (and inherently lose my strategic index/upgrades inside). See what were getting at? If you are unfamiliar with the mechanics, station eggs wont anchor unless the zero point is unoccupied, if a poco or ihub is on it (or TCU, and i think even a mobile depot). That planet is a no go for station deployment. If you plan on placing a station at that planet, don't place the IHub right in the way of your future outpost. The IHub can be placed on any grid that is close enough to the planet (following similar rules to POCOs). As we move forward, new structures will be using smarter deployment abilities (like the new TCU and IHub deployments) but there's only so much we can do for older structures like outposts.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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