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Thread Statistics | Show CCP posts - 21 post(s) |
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CCP Phantom
C C P C C P Alliance
6478
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Posted - 2016.02.10 15:55:25 -
[1] - Quote
With the EVE: Citadel expansion we will see - as the name already says - the arrival of Citadels in EVE Online.
As we are getting closer to the release date, we now can explain how to fit a Citadel, which modules and rigs you can expect to be available, and how you can fuel the Citadels.
Read all about this in CCP Ytterbium's latest dev blog Structure fitting in the EVE: Citadel Expansion.
CCP Phantom - Senior Community Developer - Volunteer Manager
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CCP Ytterbium
C C P C C P Alliance
4464
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Posted - 2016.02.10 17:25:20 -
[2] - Quote
To answer a few points listed so far:
- Docking capacity is infinity yes. So you can dock as many capitals or supercapitals as you like. - MuraSaki Siki
- No special bonuses for FW space as for now, something we are considering for long term however. - Berluth Luthian
- The 3 / 6 hours timers were made to cater to more casual corporation than large and organized alliances. We want small corporation in high-sec to be able to deploy one of those and not fitted drained for having to guard them too long every week. - Aryth
- We will iterate on reprocessing capabilities to give a higher impact between high and null-sec yes, 1% isn't enough of a difference. - Querns
- Keep in mind those structures replace both Starbases and Outposts. As such, the fueling system is an improvement over existing Starbases since you only need to fuel the service modules. Sorry but we are not going to give such advanced service facilities for free. - John McCreedy
- Oops, forgot to mention the Citadels will be able to use the same fighter mechanics than revamped Capitals, good point. - Captain Campion
- Reprocessing rigs are part of the drilling specialization yes, but we wanted to give them to you right now as they provide significant value. Ideally you wouldn't get such high rates on a Citadel, but we'll leave these numbers until we introduce the Drilling Platform, then reduce them and potentially offer a rig removal. - Hendrink Collie
- Structure Guided Bombs are still heavily WIP. Playtests showed us they are quite OP at the moment. - Current Habit
- No bounties on Citadels. - Captain Campion
- Structure zapping doomsday in low-sec, being investigated. - The Primary Target
- Citadels won't come with contracts to begin with unfortunately. We plan to fix that in the future though, as it limits trading. - Messenger Of Truth
- Structure service modules aren't exclusive to the various structure classes. You can fit manufacturing or reprocessing into a Citadel, they just won't be as efficient than on their specialized structure hulls. We added reprocessing because it's a nice plus as a first package. - Querns
- EW modules are single target for now, except for the Repulsor Field aka bumping module. - Sir SmashAlot
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CCP Ytterbium
C C P C C P Alliance
4467
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Posted - 2016.02.10 17:37:22 -
[3] - Quote
EvilweaselFinance wrote:What does the PI and Customs Office part of an XL office/market rig do?
Crap, forgot to remove that from the rig name from my evil master plan excel sheet .
Nothing for now, but we have future plans.
pets cat and slowly turns away in his comfy Bond villain chair |
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CCP Ytterbium
C C P C C P Alliance
4477
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Posted - 2016.02.11 10:54:46 -
[4] - Quote
Taosst wrote:I see rigs to increase the Office number, but no mention of a base number to start. Do the Citadels only house the corp that deployed it unless additional rigs are used ?
That will depend on the Citadel size. |
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CCP Ytterbium
C C P C C P Alliance
4477
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Posted - 2016.02.11 11:01:13 -
[5] - Quote
Vincent Athena wrote:Milla Goodpussy wrote:Vincent Athena wrote:CCP: To help with all the concerns about fuel, I recommend you take advantage of something that you already built into citadels: Infinite storage.
Store the fuel in a hangar, one big stack that can handle months of use, so I do not have to deal with it very often. CCP needs to come out on how they plan to have citadels charge these fuel blocks for industry.. i mean how many blocks would it take to cook up ships/mods do they think 1 person would be the only one making things in a citadel?? what about the fuel cost of 100 builders running jobs at various times throughout the day? the numbers are way off.. and detached from reality. My guess: A industry service module uses xx blocks per hour, irrelevant of use level. Why do I think that? The reprocessing plant is 5 blocks an hour, and there seems to be no limit on how much it can reprocess in that hour, or how many people can use it at once. In addition, CCP got rid of "manufacturing slots". I doubt they will bring them back in citadels. Edit: Maybe the fuel cost will vary with role. A standard medium industry plant will use one fuel amount, but will only be able to make T1 stuff up to battleship size. An advanced plant will use more fuel per hour, but make both T1 and T2. A large plant will use still more fuel, require a large citadel, and can male up to capital ships. Then the extra large.... well, you get the idea.
Fuel consumption is not going to vary. The numbers you get are what the structure owner will pay to online the service module, then keep it running per hour. Customers or users will not be charged that amount.
Example:
You are the owner of a Keepstar. You install a Reprocessing Plant. It will cost you 360 fuel blocks to online, then 5 blocks per hour to maintain online. Any other player using that reprocessing service will not pay fuel blocks. What you will most likely do as an owner however is to set taxes to the customers to offset the fuel block cost and make a profit. |
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CCP Ytterbium
C C P C C P Alliance
4477
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Posted - 2016.02.11 11:02:27 -
[6] - Quote
Richard Bong wrote:Querns wrote:Thanks for the reply.
Another question: adding 400 stront to the build reqs of fuel blocks increases the m^3 required to build fuel blocks considerably. Is this intended? I'd argue to lower the m^3 of stront, but that has knock-on effects with regards to siege, triage, and titans. Are there any metrics on how much stront gets used in a given time period due to POS reinforcement, across all of Eve? Considerably is kind of an understatement. "stront is 3m3 per unit. so, if you're doing 20k runs(not at all unreasonable), that's 24 million m3 in cargo just for the stront" that is 24 fully expanded freighters. Even cutting that number in half is way too much, cutting it down to just 40 is still 2.4 million m3. This isn't including the cost for 20k runs with 400 stront which is now an extra 6.4b isk at current prices. I really hope you take a look at the stront requirements again.
We'll have a look into Stront volume to address that issue. |
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CCP Ytterbium
C C P C C P Alliance
4479
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Posted - 2016.02.11 11:04:29 -
[7] - Quote
Mr Grape Drink wrote:Milla Goodpussy wrote:Vincent Athena wrote:CCP: To help with all the concerns about fuel, I recommend you take advantage of something that you already built into citadels: Infinite storage.
Store the fuel in a hangar, one big stack that can handle months of use, so I do not have to deal with it very often. CCP needs to come out on how they plan to have citadels charge these fuel blocks for industry.. i mean how many blocks would it take to cook up ships/mods do they think 1 person would be the only one making things in a citadel?? what about the fuel cost of 100 builders running jobs at various times throughout the day? the numbers are way off.. and detached from reality. Huh? Its going to take a set amount per hour per array. Whether 0 or 100 people use said array its going to take that set amount of blocks per hour to keep it running. Pretty simple math. And the numbers they have so far of 10-40 blocks per hour...not what I would call off or detached from any reality. And I'm guessing they'll have a Fuel Bay that everything runs from. Probably why they have everything take fuel at the top of the hour no matter what, that way you know when all your ***** gonna go offline!
This man. He gets is. It is also likely the Fuel Bay will have infinite capacity as well. May not want to draw fuel directly from corp hangars to avoid confusion with divisions. |
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CCP Ytterbium
C C P C C P Alliance
4479
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Posted - 2016.02.11 11:06:11 -
[8] - Quote
Lineothel wrote:Quick question on the possibility of using the Citadel as a revenue producing mechanic.
If I fit the market, clone and office modules to my Citadel, I understand that there will be NPC taxes involved in their operation according to the Dev Blog. My question is will the corp that launches the Citadel be able to reap some of the tax money, office fees, brokers fees etc of the different types of transactions that occur at its Citadel?
Thanks! Lineothel
We're planning on replacing some of the NPC taxes with player taxes when they're from Citadel services. For example, the Market NPC broker fees would be replaced by player broker fees that would be paid to the structure owner. That also means we're probably going to increase market NPC taxes to make Citadel more attractive at some point. |
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CCP Ytterbium
C C P C C P Alliance
4479
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Posted - 2016.02.11 11:11:19 -
[9] - Quote
RainReaper wrote:I have one question here! I know that citadels have their asset safety mechanic that protects inventories and such upon being destroyed. So keeping expensive things like bpos and such in there is no problem cause you wont completely lose those if the citadel gets blasted. However! Is manufacturing/research stations gonna have that same kind of asset safety? If not then people are really gonna risk it if they put their blueprints in one of those, personaly i would not use those then and just use my citadel for all my research/manufacturing, no matter how inefficient it is.
Remember the manufacturing and research capabilities will come from service modules. The new assembly and research structures don't need to be here for these capabilities to be added. So you could have manufacturing and research at a Citadel. But yes, in all cases what's planned is that if you have a job running, you lose the materials used in the job, but not the blueprint. And yes, we also want for the new assembly and research structures to have asset safety for the reasons you listed.
Ex:
- In a Citadel, Assembly Array or Research Laboratory you will have asset safety
- If you're running a Megathron manufacturing job in one of those and the structure gets destroyed, you will get the Megathron BPO back, but you will lose the minerals used in the manufacturing job.
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CCP Ytterbium
C C P C C P Alliance
4480
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Posted - 2016.02.11 11:15:49 -
[10] - Quote
Tara Anju wrote:I have a question I have been wondering about for quite some time even before the new structures where even announced: what are market services in stations or in future market hub service modules good for ?
Since I can access the market through the main EVE menu at any time and anywhere - even in space - and can buy or sell items on any station even if it does not have a market service ... why on earth should I waste a service slot on fitting a market hub module ?
We want player owned Markets to have less taxes than NPC ones. The difference will be used by the Citadel owner to set his own taxes and make a profit. Of course it may not prevent players to set their own taxes to be higher than NPC markets, but they won't attract many people if they do that. The principle is the same than player owned customs offices. |
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CCP Ytterbium
C C P C C P Alliance
4480
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Posted - 2016.02.11 11:18:15 -
[11] - Quote
bp920091 wrote:Ran the numbers with a current loadout of stront and fuel blocks (given the 8.8-9 stront/block number you'd get from a 400/run use).
Currently, to build 175k blocks, i'll use roughly 350 Compressed Dark Glitter and 350 Compressed Glare Crust (plus, you know, Isotopes and PI stuff). To generate the stront needed for the same number of fuel blocks, i'll need 12,500 units of Krystallos (the most stront rich ice in eve). To put that in perspective, that's 15.6 TIMES the combined Dark Glitter and Glare Crust requirements, and i'm still missing heavy water.
Adding stront to a block is the worst idea, but the numbers are so far from being OK logistically, that it's ridiculous. How about 0.25 Stront a block. This will require 10 stront a load, and, while still require an adjustment in the ice purchased, brings the total logistical level from "Completely Unreasonable" to "Actually Practical"
Don't soil your panties, you guys made a good point, we'll look at the numbers again. |
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CCP Nullarbor
C C P C C P Alliance
1489
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Posted - 2016.02.11 11:55:56 -
[12] - Quote
TheSmokingHertog wrote:And a question that I asked before, will Crest have market endpoints for Citadels and are they public?
And can you make a market in a citadel access to only bleus?
Market orders won't appear in CREST because the visibility of orders depends on which character is looking (access groups make this complicated).
We *might* add public player markets to the public crest data, that's a big might though since we have a lot of other stuff to do at the moment.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Nullarbor
C C P C C P Alliance
1489
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Posted - 2016.02.11 11:57:41 -
[13] - Quote
Rabbit P wrote:can CCP state clear that "no shattered wormhole Citadel"?
it only stated in CSM Citadel FAQ , and now said again " All area of space " without mentioning a word of "shattered wormhole"
just a clarification is needed.
No citadels in shattered wormholes, that includes Thera.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Ytterbium
C C P C C P Alliance
4483
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Posted - 2016.02.12 14:00:41 -
[14] - Quote
Alright, update regarding the stront numbers:
- We're going to decrease required stront numbers from 400 to 200 for a batch of 40 fuel blocks.
- Stront volume is being decreased from 3 to 2m3.
- Stront consumption of triage and siege modules will increase by 50% to compensate. This puts consumption at 375m3 for Siege Modules and 375 / 300 for Triage I / II
- Entosis Links are not affected.
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CCP Ytterbium
C C P C C P Alliance
4491
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Posted - 2016.02.13 12:54:22 -
[15] - Quote
Mr Omniblivion wrote:CCP Ytterbium wrote:Alright, update regarding the stront numbers:
- We're going to decrease required stront numbers from 400 to 200 for a batch of 40 fuel blocks.
- Stront volume is being decreased from 3 to 2m3.
- Stront consumption of triage and siege modules will increase by 50% to compensate. This puts consumption at 375m3 for Siege Modules and 375 / 300 for Triage I / II
- Entosis Links are not affected.
Edit: also renaming fuel blocks from racial fuel block to isotope fuel block, should reduce confusion since the new structures don't have different racial themes.
- Helium Fuel Block, Nitrogen Fuel Block, Oxygen Fuel Block, Hydrogen Fuel Block
Can you clarify if this change is coming at release of the first citadels, or once POS are removed?
First release. |
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CCP Ytterbium
C C P C C P Alliance
4492
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Posted - 2016.02.15 09:58:53 -
[16] - Quote
A'Tolkar wrote:CCP: If you are going to seed Light Fighters and Support Fighters skill books in the February release in preparation for the Citadels spring expansion, would it also not make sense to have also seeded the BPOs for the following:
- Structure Advertisement Nexus
- Structure Telescope Lens
- Structure Acceleration Coils
Honestly I think this has slipped through the cracks, because in the DevBlog (Building your Citadel....) a December release was being considered for the BPOs. Now we're in February.
Structure skills and the component changes are listed to be introduced for March. Disregard our previous reply, we will also have the fuel block changes in March to see how consumption evolves before Citadel release so we can quickly iterate on it should we need to. |
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CCP Ytterbium
C C P C C P Alliance
4493
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Posted - 2016.02.16 12:02:18 -
[17] - Quote
Edward Olmops wrote:I have another question about Citadels:
In a previous blog "Building your citadel..." there were some tables regarding the material composition of the new Citadels. I am stuck there.
"Structure hull composition (by raw materials)" That one does not fit with the component bill of materials.
Example: the chart says "a Large citadel hull will contain a total of 452 Broadcast Nodes". But the bill of materials for the hull lists 40 Station Market Networks which - according to the first table - need 15 Broadcas Nodes each! That's 40*15=600 Broadcast Nodes from the market networks alone. Definitely more than 452.
I checked a few more and got totally different numbers (~3700 vs ~4900 P4 things total for a large hull, that's a significant difference).
Am I missing something? Someone please clarify.
You sir are right, I foolishly made a column mistake in my Excel sheet calculations regarding the raw PI and mineral composition. Geee. Thanks for pointing this out, I'll fix it. That shouldn't change the estimated price for the hulls since those use components, but it will still increase the raw PI and minerals. |
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CCP Ytterbium
C C P C C P Alliance
4495
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Posted - 2016.02.16 16:42:28 -
[18] - Quote
Jinrai Tremaine wrote:Stuff
I had a look at your excel sheet and arguments, then built my own to double-check everything. I also discussed your points with the team and various designers to get a fresh perspective.
We first envisioned this change to increase Strontium consumption on the 5th fuel block type we were going to introduce for Citadels, since they were not going to require Strontium separately during their reinforcement time. However, we now removed the 5th fuel block type, which creates a cost repercussion on operating Starbases. While our data shows stockpiled fuel blocks and Strontium will be high enough to meet the demand for quite a while, you have strong arguments.
My math concludes that before the change, one high-sec ice site could roughly supply 15k fuel blocks which is 375 hours for the most fuel intensive service module, the Market at 40 blocks per hour (which also is the fuel for a Large Control Tower). Adding 200 units of Strontium will decrease that to 362 fuel blocks approximately, or 9 hours of Market consumption.
We do not want high-sec to be totally autonomous in that particular regard, but numbers don't lie and that is far too much extreme here. We planned to add more Strontium from the sites to compensate for this change, but we will most likely not have time to do so for March.
As such, we will reduce the required Strontium to 20 to manufacturing a batch of 40 fuel blocks for now. That means 3620 fuel blocks created from one high-sec ice site, or 90 hours for the Market service module, which is a much more comfortable number and still is a 4x fuel block reduction from the old number.
Be aware however that we will progressively increase demand on Strontium Clathrates as time passes and Starbases become less and less used to maintain its role within the economy. However that should make the change much less frustrating in the short term and allow everyone to adapt more easily while we monitor the change.
Hope that helps! |
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CCP Ytterbium
C C P C C P Alliance
4495
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Posted - 2016.02.16 16:46:36 -
[19] - Quote
[quote=Indahmawar FazmaraiStuff[/quote]
It's not because we're not replying to something that we dismiss it, no need for the drama . In that case I was busy with other stuff and investigating the whole thing. |
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CCP Ytterbium
C C P C C P Alliance
4514
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Posted - 2016.02.22 14:24:05 -
[20] - Quote
Edward Olmops wrote:I have another question about Citadels:
In a previous blog "Building your citadel..." there were some tables regarding the material composition of the new Citadels. I am stuck there.
"Structure hull composition (by raw materials)" That one does not fit with the component bill of materials.
Example: the chart says "a Large citadel hull will contain a total of 452 Broadcast Nodes". But the bill of materials for the hull lists 40 Station Market Networks which - according to the first table - need 15 Broadcas Nodes each! That's 40*15=600 Broadcast Nodes from the market networks alone. Definitely more than 452.
I checked a few more and got totally different numbers (~3700 vs ~4900 P4 things total for a large hull, that's a significant difference).
Am I missing something? Someone please clarify.
Fixed material sheet. Link here.
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CCP Ytterbium
C C P C C P Alliance
4526
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Posted - 2016.02.29 15:20:28 -
[21] - Quote
Jinrai Tremaine wrote:Stuff
We are both correct. That's because we increased building requirement for the Keepstar (XL) by 2 since the first blog was listed. It now costs around 135b ISK to build. Blueprint cost will stay the same at pointed in the original blog though, around 700b ISK.
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