
Trinkets friend
Sudden Buggery
2745
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Posted - 2015.09.21 02:38:03 -
[1] - Quote
overall a good response to some actually logically-based criticism of your naff Space Wand Magic Fairy Entosis Citadel stupidity, CCP.
My question, since you have stated that there's both a lower DPS threshold (above which auto-repair does not come into effect) and an upper damage threshold (above which extra DPS is extraneous), is,
For example, EHP walls are a valid deterrent (especially in low-class wormholes) which protects POSs from attack. Dullstars (ie; hardener-only faction large tower setups) are a valid choice for small corps because they put an overwhelming EHP wall in front of an attacker, who must then resort to other means to evict the foe.
You could get to a situation where a small corporation could opt for an XL citadel in a wormhole (or hisec) and it could become effectively invulnerable to small groups of attackers if the EHP wall is too great.
eg; 4 x 1,000 DPS BS vs Large Citadel = 3 times the budgeted minimum length of time. Thus if your Large is budgeted at 12,000 DPS and should take 1/2 hour to nobble @ 12K DPS, the four BS therefore will take 1.5 hours. This would be fine.
The opposite is also true in that any EHP wall has an effective maximum RF time; if the 12K DPS limit is put in place to create a minimum RF time of 30 minutes @ 12K DPS, and the lower DPS threshold is set at 500 DPS, then one guy in a Harbinger (550) would take 5.5 hours. This creates a dynamic for removing unwanted Citadels via AFK bashing, just like AFK bashing of POSs happens right now.
2) Do all repair states happen simultaneously, or sequentially?
eg, lets say that Pumpkin Spice Sprouted Sourdough Chia hipster Bread Corporation has a Citadel and is attacked over Christmas. They are too full of egg nog to notice the attack until the Citadel is halfway through hull, and then jabber ping their members to man the guns. They drive off the attackers and maintain grid control and dominate the yuletide for 30 minutes.
Does this then mean that automagically the Citadel's eg, 10M hull hitpoints, and 10M armour hitpoints, and 10M shield hitpoints all go back to 100%?
Or does only the hull go up in the first 30 minutes, and then you need another 30 minutes for the armour, and another 30 for the shield?
I ask, because simultaneous repair would put a minimum 72 hours back in front of the attacker from losing grid control for 30 minutes (ie; they need to start over from scratch).
3) There is a case to make that the EHP walls should be linked to structure size not security space.
For example, a hisec repair timer is 15 minutes regardless of structure size, but the minimum RF time on a structure is 30 minutes. There's no realistic reason I can see to change the repair timers in various space beyond making people in more dangerous space have to sit around for longer periods of time nursing their citadels back to life.
This means that a medium citadel, which is more easily attacked by smaller groups, repairs just as fast as XL structures which are much harder to reinforce (more boring, more EHP).
This effectively means that XL structures are more heavily skewed in favour of the defender, regardless of security space. In high security space, XL citadels will be effectively impervious to attack by small organisations, which have to turn up and begin damaging it in a significant way within 15 minutes, or lose potentially 200M EHP worth of grinding.
The alternative is to make mediums repair faster than large and XL citadels. ie; 15 mins Mediums 30 Large 60 mins XL
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