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Author |
Thread Statistics | Show CCP posts - 21 post(s) |
Hal Morsh
Hmmzor. Muffins of Mayhem
501
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Posted - 2016.02.11 03:33:17 -
[91] - Quote
Captain Campion wrote:Can we put a bounty on a Citadel, or any structure for that matter?
As far as I know, alliance or corporation bounties are also tied to asset destruction. Ya know, Pos's.
Dun'Gal > Hal is simply an imperfect ai, though if drunkeness ever gets programmed into ai's I foresee both a hilarious and tragic end to humanity.
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Turrann Dallocort
The Pink and Purple House of Dallocort Nihilists Social Club
44
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Posted - 2016.02.11 04:23:31 -
[92] - Quote
So, again, more updates on how the Citadel is going to be used / operated / fit / fueled in space ... The Citadels that are being put in to replace POS's ... And still no answer to the questions about Citadels and Rorquals! Are you going to make the rorq less squishy so it can be legitimately be used IN the belt, while fully boosting? Are you going to make it where the rorq can teather to the Citadel and use mining boost? Are you hoping that rorqual users would have died from oxygen deprivation by now from holding our breath waiting for some rorqual love to happen?
Heck, going to do away with the rorq all the way and make it a mod to fit in your Citadel? |
SurrenderMonkey
Space Llama Industries
1858
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Posted - 2016.02.11 04:25:02 -
[93] - Quote
Yeah, this Strontium business is definitely ill considered.
Current m3 required to build 1 day's worth of fuel for a large non-pirate tower from a perfect print in an NPC station: 4725
With 400 stront per run: 33,525 m3
"Help, I'm bored with missions!"
http://swiftandbitter.com/eve/wtd/
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Kaivar Lancer
Placid Peace Corps
718
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Posted - 2016.02.11 06:31:41 -
[94] - Quote
good news for ice miner! |
bp920091
Black Aces I N F A M O U S
98
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Posted - 2016.02.11 07:53:16 -
[95] - Quote
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" |
BambarbiyaKirgudu
Real Pilots Group
22
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Posted - 2016.02.11 09:08:49 -
[96] - Quote
I agree with you! And again, they wrote already that the price of a small POS and the price is small the citadel is not comparable and that POS has a field and that we are players asking them not to remove from the game - and what we write, don't write - they don't care about the opinion of the miners, production workers and so on! Now these poor injectors which will cause a large imbalance in the game, any noob can now farm and ride on the capital, soon all will go to the capital and make anomaly on cars, frigate soon we will not see! The next step of the developers - kill of capitals and as a consequence, the old players out of games, the fall online, that's when they'll grab your "smart" head, but it's too late, patience "old" gamers to the limit! PS there is one famous tank game, it is called WOT , I in it almost since its birth, so - so successful it became, because did the developers along with the players and listening to each their opinion, but in eve it's the opposite! (fking google translate make translate) |
Red Deck
The Tebo Corp
80
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Posted - 2016.02.11 09:19:53 -
[97] - Quote
I'd say that adding stront to the fuel blocks is making things unnecessary complex.
How about we keep stront separate and citadels (or their modules) simply consume some every hour, just like with fuel blocks?
That should allow for much better fine-tuning during the whole transition from POSes to the new generation of structures.
This would, of course, not fix the problems related to the extra volume others have pointed out, but would allow for much easier stront consumption adjustments (while keeping the whole fuel block part of the equation untouched). |
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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 -
[98] - 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 -
[99] - 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 -
[100] - 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 -
[101] - 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 -
[102] - 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 -
[103] - 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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Corraidhin Farsaidh
Farsaidh's Freeborn
2066
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Posted - 2016.02.11 11:13:05 -
[104] - Quote
Querns wrote:Actually, thinking on it -- why can citadels have a reprocessing service module at all? It isn't needed in the interim of citadels release to outpost removal, because, presumably, drilling platforms will be available.
This makes sense, citadels would be better for a research service or similar since they focus on security. |
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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 -
[105] - 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 -
[106] - 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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Andromeda Duodi
Operation Fishbowl Inc.
0
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Posted - 2016.02.11 11:21:48 -
[107] - Quote
I haven't seen the idea of capital ships being moored on the outside of the citadel been mentioned in a while, has this idea been ditched entirely? |
Marcus Tedric
Zebra Corp Goonswarm Federation
56
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Posted - 2016.02.11 11:24:14 -
[108] - Quote
Andromeda Duodi wrote:I haven't seen the idea of capital ships being moored on the outside of the citadel been mentioned in a while, has this idea been ditched entirely?
'Tethered' and no... |
Corraidhin Farsaidh
Farsaidh's Freeborn
2066
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Posted - 2016.02.11 11:29:56 -
[109] - Quote
A suggestion on the stront issue: Make strontium clathrates refine into strontium isotopes with a much lower volume for use in fuel. No issues rebalancing anything else that uses existing stront then. |
TheSmokingHertog
Julia's Interstellar Trade Emperium
370
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Posted - 2016.02.11 11:36:31 -
[110] - Quote
CCP Ytterbium wrote: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.
Since you pay a release payment for asset release, how are tech II bpo's rated in ISK?
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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TheSmokingHertog
Julia's Interstellar Trade Emperium
370
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Posted - 2016.02.11 11:38:24 -
[111] - Quote
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?
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Sisi Collins
School of Applied Knowledge Caldari State
0
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Posted - 2016.02.11 11:49:51 -
[112] - Quote
Sorry, may be I'm not right, but cost and % for refine rigs seems for me ridiculous
From Dev blog - Building your Citadel, one block at a time
X-large Reprocessing Efficiency I - roughly costs 2,268 bil - 59% refine
X-large Reprocessing Efficiency II - roughly costs 22,989 bil - 60% refine
Are you insane guys????
Who the hell in his mind will pay for t2 rig at such price if it gives just 1% more than t1???
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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 -
[113] - 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 -
[114] - 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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Firvain
Wildly Inappropriate Goonswarm Federation
34
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Posted - 2016.02.11 12:40:26 -
[115] - Quote
Sisi Collins wrote:Sorry, may be I'm not right, but cost and % for refine rigs seems for me ridiculous
From Dev blog - Building your Citadel, one block at a time
X-large Reprocessing Efficiency I - roughly costs 2,268 bil - 59% refine
X-large Reprocessing Efficiency II - roughly costs 22,989 bil - 60% refine
Are you insane guys????
Who the hell in his mind will pay for t2 rig at such price if it gives just 1% more than t1???
If you refined 1 trillion isk in a montly basis that 1% adds up pretty darn fast |
Croc Evil
Croc's Family Business Schizophrenic Macro Hive
4
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Posted - 2016.02.11 12:46:03 -
[116] - Quote
400 Strontium per one batch (40 fuel). That is a huge amount. Even 40 would be a lot from perspective of high and low sec ice mining (where 1 ice block = 1 Strontium). Can you devs please clarify why such large amount is proposed? |
Sisi Collins
School of Applied Knowledge Caldari State
0
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Posted - 2016.02.11 12:57:34 -
[117] - Quote
Structure Defensive Systems: reduces capacitor need of all structure defensive modules by 2% per level (not listing specific modules here since most of them wonGÇÖt make it in the first Citadel release)
So you're introducing Citadels and ability to destroy them in the first Citadel release, but not introducing most of modules for defence citadels?
So attackers will have advantage at first Citadel release over defenders or this mean just in future it will become much harder to destroy Citadel??? |
Rek Seven
Art Of Explosions 404 Hole Not Found
2149
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Posted - 2016.02.11 12:57:55 -
[118] - Quote
In combat, will we be able to target different parts of the citadel? e.g. the weapons and e-war sections
The wishlist is pretty much complete...
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RainReaper
RRN Assembly INC Straw Hat Legion
25
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Posted - 2016.02.11 13:01:01 -
[119] - Quote
CCP Ytterbium wrote: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.
great! thanks for leting me know! |
Michal Jita
Caldari Provisions Caldari State
27
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Posted - 2016.02.11 13:02:20 -
[120] - Quote
Can't find this spelt out in black and white anywhere, so would appreciate a clarification:
Does Sov affect fuel cost for citadel and other new structures?
Thanks |
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