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Nevyn Auscent
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Posted - 2015.09.18 01:02:34 -
[1] - Quote
Circumstantial Evidence wrote:I thought the magic of asset relocation would be reserved to XL citadels, but after re-reading the original asset blog, it seems to cover all sizes. Have I missed an update / reading it wrong? If there is a problem which needs fixing, I think K-Space getting a new protection it didn't have before, in the citadel sizes which will replace existing POS's - is it. Rather than helping WH, consider reducing the amount of asset protection in K-Space ;) What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?" Then it becomes 'XL or GTFO' and the smaller size Citadels simply won't see use the way the Devs want them to. People currently might use POS in K space but they don't keep anything in them that can be kept in an NPC station. So in order for the smaller citadels to actually be a worthwhile investment especially given that they can't come down before a wardec goes through they need the asset safety.
Xindi Kraid wrote:Still haven't seen anything related to other structures.
Have you guys scrapped the plans to have various different structures of which citadels are only one type designed to be highly dependable? Are citadels going to be the only type of structure (essentially replacing POSes), defensible but highly customizable with no other stuff like market hubs or manufacturing structures or are citadels just the pet project getting all the love while other structure types are coming out and we might, eventually get so see previews of those in a devblog? Citadels are meant to be the first structure coming out. The others will follow one by one. Citadels are meant to be the core focus of the new 'homes in space' as the 'fortress' part. |

Nevyn Auscent
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2476
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Posted - 2015.09.18 05:22:58 -
[2] - Quote
Lucius Saturninus wrote:You cannot be biased if youGÇÖre going to take away Asset Protection in WH Space. It needs to apply to everyone.
If you can warp to a Citadel like a combat anomaly in a WH you had better be able to do it everywhere else.
If itGÇÖs a 48 hours to siege a Citadel in a WH then it needs to be 48 hours in Null, Low and High Sec. Otherwise your just thumbing your nose, again, at people that live in WH space.
Disclosure, I am a fan of automated defenses. But IGÇÖm kind of looking forward to checking out the Drone/Fighter bay module for the Citadels and to see how many you can stuff in them. And see if you field Bombers from it?
Can you warp to a POS now without probes. If this is true in the area of space you are in, then it will remain true with citadels. Can you store your stuff in a station without risk of loss of stuff (loss of access does not count). If this is true in the area of space you are in then it will remain true with citadels.
The only point you raise is that the time to destroy should remain fairly constant between area's of space. |

Nevyn Auscent
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2478
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Posted - 2015.09.20 11:06:12 -
[3] - Quote
Black Pedro wrote:No one will commit 30-50 pirate/faction battleships to attack a structure for no gain. You can't even get those ships into a C1 and you would need at least 3 or 4 separate wormholes to get them into a C2. Further, there is no highsec organization I am aware (maybe RvB?) of that that can field 50 high-skilled battleship pilots at one time. And, realistically you will need at least a hundred to do it within a vulnerability window - and that assumes zero opposition. Without capitals almost no one will ever attack an XL citadel. I doubt even the Goons would bother unless it is for a significant propaganda reason as the opportunity cost is so large. The number of pilots required is just too high. In any case, it certainly doesn't meet the stated goal of "the most rewarding structures should always be vulnerable to attack" since they are invulnerable to attack by any group unable to field 50-100 top-tier DPS battleships (or 200 entry fit battleships), or in other words almost every group in the game. You know those ships people gank with, what are they called.... Destroyers.... They output a lot of DPS for much lower cost. Also if you look at the blog, if the repair timer is running the vulnerability window can extend a little longer.
So they are quite attackable. |

Nevyn Auscent
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Posted - 2015.09.20 12:39:14 -
[4] - Quote
Black Pedro wrote:Ah, so now you want to require a minimum of 3-400 players to even consider attacking an XL citadel? Sure, like that is ever going to happen.
It's not the equipment cost that is the issue it is the number of players required. Most groups in this game cannot field 200 pilots, especially groups based in highsec or wormholes. In fact, setting the bar at even 50 players means they are never going to be attacked. They will not drive conflict or create content in any meaningful sense. T2 Catalyst, no Implants. 450 DPS (Not quite perfect skills, so.... maybe 1 months training for relevant DPS skills) 67 of them = 30150 DPS. 59 minutes. T2 Mega, no Implants. 1020 DPS. Not quite perfect skills but significantly longer train admittedly. 30 of them = 30,600 DPS. 30 of them = 58 minutes to reinforce the Citadel. T2 Naga, no Implants. 1165 DPS, About the same train as the Mega, but cheaper ship. 30 of them = 51 minutes.
So, if you can field 30 battleships you can reinforce the citadel in under an hour. If you can field 30 ABC's you can reinforce it in under an hour. If you can field 67 Destroyers you can reinforce a Citadel in under an hour.
If for some reason you can't field this, the Case Study also shows that the structure being under attack extends it's vulnerable time. So even if you bring only 15 Battleships, you can reinforce the XL Citadel in 2 hours by maintaining constant fire on the structure so it's repair timer never manages to kick in.
So..... For an XL Citadel, which is meant to be a massive investment of time and commitment for an organisation to build, this is actually an incredibly easy structure to bring down. 15 battleships for 2 hours? And you are complaining it's too hard to attack one, seriously? |

Nevyn Auscent
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2479
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Posted - 2015.09.20 23:13:05 -
[5] - Quote
Black Pedro wrote: It is a non-starter. It won't happen. There is no way CCP will release a structure that requires 100+ hours of player effort to attack even if the defender doesn't show up.
Wow, you seriously didn't even bother to read a single word I actually wrote did you.
I just explained to you that you can reinforce an XL Citadel in 30 man hours with 15 people. FIFTEEN PEOPLE!
Stop whinging on about needing hundreds of people, you don't. You need FIFTEEN and two hours each, for a total of 30 man hours. To kill a structure that is ALLIANCE SIZED!
Seriously, stop being maths illiterate and actually think for yourselves. |

Nevyn Auscent
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Posted - 2015.09.21 01:38:58 -
[6] - Quote
Masao Kurata wrote: Then you need to do that two more times to kill it.
Oh no! Now please go and tell me how many hours of mining it will take people to build them. And how many man hours it takes to kill a Large POS using the same DPS. It's entirely reasonable for something station sized to take a total of 90 man hours to utterly destroy. |

Nevyn Auscent
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2479
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Posted - 2015.09.21 02:12:13 -
[7] - Quote
Masao Kurata wrote: No it's not.
BWAHAAHAHAHAHAHAHA Yea..... I'm sorry. You are just being unrealistic here expecting to be able to solo kill an XL Citadel in an hour. We are talking the largest heaviest shielded Battle Fortress that players will be able to make. Just because you want to be able to troll anyone who builds one solo.... doesn't make it reasonable. Also buying minerals off the market does not remove the man hours spent mining, and miners don't afk like people claim they do, and are just as important players as everyone else. |

Nevyn Auscent
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2487
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Posted - 2015.09.21 11:45:16 -
[8] - Quote
Black Pedro wrote:
It's great on paper for safety for me. I will be immune to anyone who can't bring 100 people into my wormhole over three (or perhaps two) days. In other words, 100% safe.
Or you know, 20 Destroyers and 3 hours. Stop talking rubbish about what is needed to reinforce these XL Citadels, you are looking more and more stupid as you do so since you have the numbers so wrong. |

Nevyn Auscent
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Posted - 2015.09.21 13:29:16 -
[9] - Quote
Black Pedro wrote:]And we have come full circle.
No highsec or small WH group is going to spend 20 x 3h x 3 timers, or 180 hours of player time to shoot an XL citadel that doesn't drop any loot. Hardly any of them can in the first place. And what if they are actually defended?
Uh, yes they will, That's a short Op, and a small fight by highsec standards. 180 player hours is nothing, not even for highsec. |

Nevyn Auscent
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2490
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Posted - 2015.09.22 00:35:20 -
[10] - Quote
Circumstantial Evidence wrote:Back in this post, I offered the idea that personal / corp hanger asset protection could be made to depend on the Citadel size class: What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?" And you got told back in that post how that makes it XL or bust and basically no-one would use the M or L size at that point. And were unable to come up with a convincing counter argument. |

Nevyn Auscent
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Posted - 2015.09.22 11:03:02 -
[11] - Quote
Black Pedro wrote:Interestingly, the plateau and eventually decline in player counts correlates well with the period in the game (around 2010/11) when CCP started seriously buffing highsec safety, while simultaneously buffing highsec rewards by adding more lucrative PvE content to highsec like incursions. In fact, after the normal post-expansion boost, the game stopped growing and then went into decline ever since the Incursion expansion in November 2010. It's been all downhill since CCP made highsec both the safest and most lucrative sector of the space in the game in an attempt to cater to these PvP-averse highsec residents. Except of course you fail to ignore multiple factors in that. 1. You attempt to assign buffs to highsec that were in fact placed into every single sector of space. 2. Highsec is not the most lucrative sector of space, as is repeatedly stated by CCP Devs, and proven by other people showing their vastly higher incomes. The only claims that it is the most lucrative sector in space come from known Null groups who are known to be pushing a massive nerf highsec agenda to force people to rent/join them/become farmable targets for them. 3. Incarna/Greed is good.
4. The fact every single MMO of any age shows a downturn at the same time, nearly all of them actually showing a massively larger downturn than EVE, which would actually indicate that relative to the other MMO's EVE is doing better at attracting and maintaining subscribers as a result of changes in recent years. 4 of course being the most important factor of this. However you love seizing on a single figure with no thought of context.
Regarding 'people put things in POS now' That's pretty much rubbish. People do not put anything they can possibly avoid in a POS, and live out of stations. WH space live out of POS simply because they have to. So current POS are not a good argument to have no asset safety on M & L Citadels, because people do not live out of current POS in High, low & Null for the most part anyway. You can bring up isolated examples I'm sure, but 1% examples do not make a good case. |

Nevyn Auscent
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2490
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Posted - 2015.09.22 12:05:18 -
[12] - Quote
Black Pedro wrote: Calm down now, this is a friendly discussion. This thread is about citadels though, so perhaps we shouldn't drag it off topic to why "Eve is dying" as we already have two of those threads going in GD. But I will address your points briefly:
1. Of course, incursions take place everywhere but wormholes. But that doesn't change the fact they dramatically buffed the income potential in highsec. Highsec was made much more lucrative after the Incursion expansion than before. That is a fact. 2. I never said it was the "most lucrative". I said it was too lucrative for how safe it is. And it is. 3. I specifically acknowledged there were other factors. That also doesn't change the fact Eve player counts have declined ever since Incursion was released. That is not proof of anything, just an interesting correlation.
This is all off-topic. I only raised these points to address the previous poster who was presenting factually incorrect information about the history of highsec safety. Citadels should not be "invulnerable and totally safe" as they asserted. They are needed to drive conflict and make player stories, not clutter up highsec as invulnerable monuments until they day the server is switched off.
Then stop lying. You specifically said 'Most lucrative'. I even quoted that particular part of your quote. You are either deliberately trolling or utterly clueless.
As for the safety of Citadels. I've posted the numbers to show that 15 T1 Battleships or Attack Battlecruisers using T2 only fits with no implants and not even perfect (though decent) skills that are achievable in less than 6 months can reinforce an XL Citadel in two hours. I didn't use Faction Battleships, which are only about double the cost of a T2 Battleship in some cases, or any faction fittings in these numbers. Faction ammo but that's dirt cheap relative to the ship once you are talking larger ships anyway. Since CCP's Dev blog says that if the repair timer is active, the Citadel doesn't go invulnerable, you can't simply set your vulnerability windows into 1 hour chunks to stop that occurring. The fact it takes a little longer than CCP's minimum timer of 30 minutes is irrelevant. The number of man hours is the same if you use 15 over 2 hours or 60 over half an hour.
Now, if 15 battleships and two hours are beyond your ability, well, make more friends. If you feel that 15 battleships and two hours is too difficult a mark to reach in order to take down a structure that is intended to house entire alliances, then you should explain what benchmark you are attempting to set for these structures and explain why that is a good benchmark for an XL structure that costs tens of billions to construct and drops a significant portion of that value as loot when it is destroyed. |

Nevyn Auscent
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2493
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Posted - 2015.09.22 18:45:50 -
[13] - Quote
Black Pedro wrote:Sure, let's balance a mechanic that is suppose to be accessible to the all the player base around a near max skilled character flying an expensive pirate battleship.  CCP's own numbers from the devblog say up to 225 players will be needed in battleships so I am perfectly fine with my characterization of 100-200 players to meet the 30 minute target. But even asking a small WH corp or highsec group to field 40 max-DPS faction/pirate battleships to even attempt to attack them in the time proposed by the design is way too much. Also, don't forget these are the minimum requirements - the citadel is suppose to fight back. And now we know you are just trolling in order to get CCP to nerf these into uselessness, then wonder why basically no-one uses them after you win, and complain that CCP made useless features and everyone is living out of stations
There is no 30 minute target mark like you keep blathering on about. That is the MINIMUM time to reinforce it. And how they calculated the EHP from the DPS Cap. And it only need SIXTY (60 in case you can't read) players to reach that in battleships or ABC, the Battleships are capable of still fitting a significant tank at that point.
Now consider that these are T1 Battleships with T2 fittings. Go to faction battleships with faction fittings, like most PvP groups actually use in highsec, and now we are down to 30 Battleships to do this in 30 minutes since they can reach 2000 DPS with the implants they use. Or 15 battleships to do it in 1 hour. Or 8 battleships to do it in two hours.
So stop with the stupidly blindly quoting the CCP Table when CCP themselves said it was a very very rough table and probably not accurate, just a vague indication. |

Nevyn Auscent
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2495
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Posted - 2015.09.22 19:08:13 -
[14] - Quote
Masao Kurata wrote: Requiring the defenders to turn up to at least one of the timers isn't rendering them useless. You are not entitled to structures which are such a chore to destroy that nobody will even attempt it no matter how certain they are that you won't undock.
Again, read the numbers I've posted. Black Pedro thinks that these are unreasonable numbers and that no group in HS or a low end WH (Note that in a low end WH you have to build the freighter and XL Citadel in the WH first also) can possibly muster 15 people for 2 hours to reinforce an XL Citadel. So is demanding that their EHP be massively dropped.
What happens if their EHP is dropped is that it becomes childs play to reinforce one even if defenders are present, and then they become giant loot Pinata's. Since just taking the Citadel, if it costs 10 bil to build and fit an XL Citadel, they will be dropping 5 billion in loot even before we get onto any active jobs since they drop their fittings and build minerals. At which point they become useless because they cost so much and are so easy to destroy for the loot. |

Nevyn Auscent
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2495
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Posted - 2015.09.22 20:47:15 -
[15] - Quote
No, we are arguing it because your numbers are WRONG. You are blathering on about 100 man BS gangs needed when you can actually reinforce an XL Citadel with 30 BS in 30 minutes. Or 15 in one hour. If you use the actual battleships that people ALREADY USE in highsec.
I used T1 Battleships/ABC with T2 fittings and no implants specifically to make the point that the barrier of entry to be able to affect XL Citadels is low low LOW! And my numbers are still less than half this 100-200 BS you keep inventing from thin air. Really citadels are vastly too easy to reinforce as they already stand, and we were complaining when a single player could entosis them as well as being too easy.
As for why we are ignoring your 'quotes', is because you are massively misquoting by selectively quoting only a tiny portion of the blog in a deliberately out of context situation. If he wants to come here and also say that the maximum time that it should ever take is also 30 minutes, then he can come here and say so, and then we will all laugh our heads off at him for being stupid. |

Nevyn Auscent
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Posted - 2015.09.22 21:48:05 -
[16] - Quote
Dracvlad wrote: Yes and I will tell him that I will do what I do currently with a POS, online it run some refining and then take it down again, nice gameplay that...
You did read you won't be able to do that anymore with Citadels right? They take 24 hours to put up, start in hull right when that wardec comes in and 24 hours to take down
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Nevyn Auscent
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Posted - 2015.09.22 21:58:28 -
[17] - Quote
Corraidhin Farsaidh wrote: I thought it was a normal unanchor time but a 24 hr cooldown period before you can unanchor?
Quote: Once the unanchoring process has started, the structure will become invulnerable for a specific amount of time Once the invulnerability timers runs out, the structure will be vulnerable for damage yet again, with having a repair process identical of whatGÇÖs been mentioned above. This time however, shields, armor and hulls will be fully available
So you become vulnerable for a significant period then the structure finally unanchors. |

Nevyn Auscent
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Posted - 2015.09.22 22:27:30 -
[18] - Quote
Online/Offline no longer happens. You don't consume fuel for being 'online' anymore, and there is no force field, so you are always 'online'. Fuel is consumed with services such as manufacturing being actually used.
Anchoring they were fairly explicit. 24 Hours invulnerable then immediately vulnerable in just hull, and has to repair to full shields before it becomes invulnerable again (assuming timers say it's invulnerable)
Unanchoring you are right, they were a bit unclear on the times with that. But they have said at least 24h in a few places, so assuming that remains true, a war dec will always catch a citadel. And they can always get the fittings and the mineral value of the citadel itself for loot, even if you cancel all current jobs. |

Nevyn Auscent
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Posted - 2015.09.22 22:34:21 -
[19] - Quote
Corraidhin Farsaidh wrote:OK, so for anchoring it takes a full repair timer to become fully operational.
For unanchoring I thought the 24 hrs was before you could unanchor to guarantee the structure would still be there when a wardec kicks in. what happens after the unanchor is still not clear to me, is it the repair cycle before you can scoop? It sounds like 'press unanchor' Wait X hours while it is invulnerable. Wait Y hours while it is vulnerable, then scoop. Where X + Y > 24.
But it's unclear to me also, that's just my best read. |

Nevyn Auscent
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Posted - 2015.09.23 10:58:24 -
[20] - Quote
Philip Ogtaulmolfi wrote: Do you plan to lose the expensive rigs every time? Without them the refining will not be too efficient.
Part of the point is that currently people do not risk assets in a POS despite theoretical 'risk' to them. So if a Citadel has to stay up because putting it up and taking it down is not practical then the defence needs to be significantly more than a POS has to be practical to use. And an M Citadel is the same size as a L POS is. So the M Citadel should compare decently in defence and time to attack to a L POS at least, if not significantly exceed it since it can't be removed from risk as fast.
This is certainly not the case currently. |

Nevyn Auscent
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Posted - 2015.09.23 14:37:45 -
[21] - Quote
Lady Rift wrote: do it 3 times over the course of a week. and stop speculating on build cost and what it will drop. why use rigs on WH one? its just a parking garage that doesn't take fuel.
Read the Dev Blog, they will drop fittings and mineral value relative to their build cost. And XL Citadels have been said to cost as much or more overall than outposts. So it's not 'just a parking garage' It's a mega expensive loot pi+¦ata.
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Nevyn Auscent
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Posted - 2015.10.06 09:44:02 -
[22] - Quote
Sallyanne Pimbrook wrote: 1. Scan contents of Citadel.....
2.Loss of implants.....
3.Cost of Citadels....
*snips* Could you reference where you got 1. from, as I think you may have mixed up being able to scan the current fittings of the Citadel, I.E. what guns and services it is currently fitted with & being able to scan the entire cargo list.
2. Well yes, many people have yelled at CCP about that and that logging off in space should not be a better option than logging off in a Citadel, and 'hopefully' they will listen though it seems to only be because of Wormholes that they have any chance of listening.
3. Well yes, M Citadels should be vastly cheaper. |
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