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Thread Statistics | Show CCP posts - 16 post(s) |
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CCP Phantom
C C P C C P Alliance
6065
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Posted - 2015.09.17 15:14:15 -
[1] - Quote
After great and very useful feedback from you, the player community, we are excited to bring you an update about the new Citadel structures!
Entosis links are not going to work on new structures, to attack those new structures you need to go through their hitpoints. To prevent boring structure grinding, and to prevent the requirement for massive blobs, a new game mechanic that mitigates damage after a certain threshold has been introduced. The attack process has been streamlined as well.
Read more about those new aspects in the latest dev blog from Team Game of Drones (written by CCP Ytterbium): Citadels, Sieges and You v2
We welcome your feedback! Please note that all numbers and proposals are open for discussions and not finalized.
CCP Phantom - Senior Community Developer - Volunteer Manager
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CCP Ytterbium
C C P C C P Alliance
4059
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Posted - 2015.09.17 15:19:59 -
[2] - Quote
We also would like to thank the Art guys for allowing us to put their work in progress concepts into the blog. |
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CCP Nullarbor
C C P C C P Alliance
1434
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Posted - 2015.09.17 15:20:18 -
[3] - Quote
My name is CCP Nullarbor and I'm waaay too slow at claiming first reply on my team's blog.
- Signed, CCP Ytterbium
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Ytterbium
C C P C C P Alliance
4060
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Posted - 2015.09.17 16:00:00 -
[4] - Quote
Tobias Frank wrote:Looks promising!
Also, will we get docking scenes in the new citadels as we have now in stations/outposts when we are docked? Ship spinning is an important feature!
No docking scene. When you dock, the camera will be centered around the structure instead, so you can now play structure spinning. |
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CCP Ytterbium
C C P C C P Alliance
4060
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Posted - 2015.09.17 16:01:10 -
[5] - Quote
EvilweaselSA wrote:What are "service modules" - they're referenced in the blog as consuming fuel but without an explanation of whey are.
May want to read this blog if you haven't already. |
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CCP Ytterbium
C C P C C P Alliance
4060
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Posted - 2015.09.17 16:09:30 -
[6] - Quote
Barubary Evans wrote:Quote:If the structure is invulnerable, a timer will be shown counting how much time left before it is vulnerable again Doesn't this completely negate the line in the previous paragraph about having to actually put effort into scouting and infiltrating to know when something will be open to attack? I would say to not show how long until the structure is vulnerable again, excepting if it's a timer created by damaging it previously. Make people actually do some homework instead of knowing instantly "show up at this time."
You still have to scout to get the timer. Full information would be to allow third parties to have full access on how the vulnerability weekly schedule looks like each week, which we won't give. |
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CCP Nullarbor
C C P C C P Alliance
1436
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Posted - 2015.09.17 16:14:18 -
[7] - Quote
Aebe Amraen wrote:Captain StringfellowHawk wrote:Andre Vauban wrote:How are you going to prevent a single kiting sniper from applying damage constantly to prolong the repair timer until you have to go to sleep? Ie warp a sniper corm in at range, shoot once, warp off. Repeat this with a single pilot until you have to log off. It's nearly impossible to stop and you have effective control of the grid, but you can never repair your structure since they are taking pot shots at it. I think once its fully Repped your out of luck from how I read it. If it takes no damage in 30 seconds repairs kick in. It takes 15 total minutes to fully repair. So if your kiting ship is not beating its repair rate, as you warp in and out it will have of just repaired itself up. Hence why having Grid control and getting your enemies off is important as quick as possible. Shoot it once during repair and it stops for 30 seconds. 30 seconds go by and no damage is received in that time repair cycle kicks back in. Kitey ship shoots it again, warps off.. 30 second pause.. DPS doesnt do much of anything to it tho 30 seconds go by and that damage is repped as well as more until the ship lands to shoot it again and then warp off. 30 seconds go by, damage was still negligible so it finished its repair cycle after 15 minutes of self-repair. The repair completed after the vulnerability cycle due to 30 second pauses, and it went back to an Invulnerable state. Compared to if a fleet was on field shooting it which would keep the repair cycle from restarting and eventually it would get reinforced or chased away. If reinforced , wash, rinse, repeat x2 more times for armor and Structure. If chased away and it had time to repair.. wait until next window. Andre has a legitimate concern here. A cormorant with a lot of bookmarks can easily apply damage once every 30 seconds, from >100km out, while being nearly impossible to catch. It doesn't matter that he has **** damage, as long as he can keep the repair timer prolonged (until the rest of his fleet arrives, for example, or just until he gets tired of trolling).
We will probably do a shorter timer (say 10 seconds) to resume counting down the repair timer as well as a small % damage threshold to trigger the pause. Balancing these will be required to prevent the hit and run tactics which we stated we want to prevent being effective.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Ytterbium
C C P C C P Alliance
4062
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Posted - 2015.09.17 16:47:34 -
[8] - Quote
Thomas Lear wrote:Cobat Marland wrote: Is it safe to assume they can be hit with fighterbombers along with guns? This I am wondering too. I understand some details maybe under the NDA but can you at least say if Fighters/Fighter Bombers will be able to apply damage to the structures or is it only dread and bellow. Edit: shitposter confirmed here broken quote
Ah sorry, the table on the blog wasn't clear enough. The table was just a rough representation of various ship class examples and how many of them you would need to bring to reach the damage mitigation.
There nothing preventing other capitals and supercapitals to do damage to such a structure, as long as it fits the damage mitigation limit. |
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CCP Phantom
C C P C C P Alliance
6067
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Posted - 2015.09.17 16:54:57 -
[9] - Quote
Lady Aesir wrote:WOW CCP are starting to show signs of life You should also watch tonight's o7 show at 20:00 UTC
CCP Phantom - Senior Community Developer - Volunteer Manager
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CCP Nullarbor
C C P C C P Alliance
1439
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Posted - 2015.09.17 17:19:33 -
[10] - Quote
Tritis Mentari wrote:Is it a design choice that as long as no one notices your anchoring structure in highsec during the first 15 minutes, they won't be able to wardec you in time to prevent its successful deployment?
Yes.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1444
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Posted - 2015.09.17 18:16:43 -
[11] - Quote
Querns wrote:Oskolda Eriker wrote:You cant lose you ship. when you logoffed in SPACE. but you can when you logoffed on STATION. Great innovation CCP in W-space Wonders are all around!
Asset safety doesn't mean losing your ship. You can get it back, albeit after paying a fee.
And its free if being recovered in the same system.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1444
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Posted - 2015.09.17 18:17:59 -
[12] - Quote
Oskolda Eriker wrote:Querns wrote:Oskolda Eriker wrote:You cant lose you ship. when you logoffed in SPACE. but you can when you logoffed on STATION. Great innovation CCP in W-space Wonders are all around!
Asset safety doesn't mean losing your ship. You can get it back, albeit after paying a fee. W-Space. Wormholes. WH says something?
I missed this too, and good point about logging off in wspace. We might let you keep your active ship if it explodes, to maintain consistency with logging off in a POS.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1445
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Posted - 2015.09.17 19:09:40 -
[13] - Quote
Sasha Sen wrote:As with previous changes the question that I still cant find an answer to is whether we can repackage ships in M/L/XL citadels or not.
PLEASE CCP, it's a simple question. (in WH's)
Yes you can, all sizes.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1447
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Posted - 2015.09.17 19:38:22 -
[14] - Quote
xttz wrote:Will Ship Scanners (or a new equivalent) allow you to see how a structure is equipped?
Yes.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1475
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Posted - 2015.09.18 17:06:52 -
[15] - Quote
Leatien Cesaille wrote:While I do like the idea of shooting things instead of shining pretty lights at it (that's why I prefer hybrid weapons over lasers), something bothers me about this system as presented in the blog. Probably somebody has pointed it out already, but reiteration is always good on the Interwebs, isn't it?
So from what I gather the structure enters the vulnerable timer at a predetermined time but the repair timer starts the moment it gets shot at and will repair the structure to full after the timer runs out. Even if it has been damaged in the previous vulnerability phase.
There are two problems I see with it.
First, there is no real reason to have this vulnerable state going on longer than the repair cycle since all the defender has to do is shoot his own structure once at the beginning (with an out of alliance char if necessary) to start the repair timer and the structure will be as good as new after that relatively short time. An attacker planning to attack near the middle or end of the vulnerable timer will have to start anew. To be fair the current entosis mechanic has a similar consequence that not being on field the moment the vulnerability starts puts you at a potentially huge disadvantage but it still takes time and effort to capture nodes distributed over several systems. It's far more difficult to block an attacker from several systems than from just the system the station is in. Shooting your own structure to help repair it faster seems counter-intuitive to me... There are two ways to address this: If you want to have both attacker and defender to be present on the field the moment the new vulnerability starts just start the damn thing in the repair phase right away. If you do want a bit of flexibility for the attacker to properly deploy at any time or break through a gatecamp during the vulnerability window apply the repair to previously shot down HP pools at the end of the vulnerability window regardless if a repair timer has run it's course or not and allow multiple repair cycles to occur during a single vulnerability period that only deal with damage to the current pool.
Second, I don't think it's right that everything is repaired. What a repair cycle should do is either repair the damage done to the current vulnerable pool or the one before it - and only that one. So let's say the structure is in structure vulnerable mode, survives a vulnerability period uncontested it doesn't get it's shield and armour repped to full but just the armour. It will need a second vulnerability window to get repped to full. To be fair to prevent delaying tactics by a single player (or small force) that has no real hope to actually apply enough dps to be a threat I would like to see some sort of threshold. For example, as the damage to the current pool doesn't exceed - say - 25% the next pool gets repped too after the repair cycle. Or you could just go with repping the current and previous pool although than this is only really relevant if the structure is already in structure.
The repair will start automatically as soon as it comes out of reinforce. There is no "shoot your own structure to trigger a repair faster".
The conditions for repair are pretty simple: if the structure is vulnerable to attack and has any damage it will automatically try to repair itself
CCP Nullarbor // Senior Engineer // Team Game of Drones
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