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Thread Statistics | Show CCP posts - 70 post(s) |

Lugh Crow-Slave
1713
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Posted - 2016.03.19 00:05:47 -
[1] - Quote
are teh manual fighter controls not added yet?
also anti sub cap missiles are not seeded
Citadel worm hole tax
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 03:13:31 -
[2] - Quote
so uuuh light fighters shooting fighter bombers crash the game
Citadel worm hole tax
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 03:21:48 -
[3] - Quote
Shade Millith wrote:If these things are intended to replace POSes, a 3 hours of vulnerability per week for the medium citadel is complete insanity, and will massively hamper smaller groups from being able to attack them, only helping large alliances with multiple TZ presences.
I'd have expected at least 1-3 hours daily. At least then you can alarmclock it on the weekend. As it is right now a Medium Citadel can be setup so that only one TZ will ever be able to anything about it. The large and XL aren't any better.
You need to change the vulnerability timer to a daily thing, like the Entosis vulnerability time for stations/TCU/IHUB, or this is going to destroy small groups ability to attack them.
no they are not meant to replace outposts
all new structures together are meant to together
and the med size are just to replace outposts
the other structures will have a much bigger vulnerability window the citadels job is simply meant to protect assets that is it. and unlike outposts you can place as many as you want so they will not give such an advantage
Citadel worm hole tax
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 07:49:43 -
[4] - Quote
Amarisen Gream wrote:
Player Owned Null-sec should be limited to the SOV holder Alliance's corps. But allow anchoring by others (nuets/blues/reds) but it would have penalties, like longer online time, increased vulnerability timers etc that make it a little easier defend against.
you mean exactly what is happening?
cits put up in sov null with out controll and index will have a longer recharge timer and i'm sure ccp will expand on this after some tq testing
Citadel worm hole tax
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Lugh Crow-Slave
1715
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Posted - 2016.03.21 05:27:08 -
[5] - Quote
Dern Morrow wrote:CCP Claymore wrote:Dern Morrow wrote:I haven't seen this in the notes, so I wanted to mention:
As a wormhole dweller, it would be very useful to be able to use the POS component construction array to construct structure components. Presently you can't, it won't let you build structure components in a POS.
Thanks in advance! Super excited for Citadels. Have you tried the "Equipment Assembly Array" ? Yup. I've tried as recently as just now. Neither the Equipment Assembly Array nor the Component Assembly Array presently allow manufacturing of Structure components. This is on TQ. Everything is blue on the manufacturing screen except the 'Start' button which gives the error 'the selected blueprint activity is not supported at the current facility' no matter which construction tool I use. Thanks in advance. :)
this may be a bug ccp has said several times that you will be able to build them in WHs
Citadel worm hole tax
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Lugh Crow-Slave
1715
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Posted - 2016.03.21 05:31:36 -
[6] - Quote
Primary This Rifter wrote:Are non-targeted attacks supposed to hurt you while tethered? I lost my Chimera to a doomsday while tethered to a Keepstar.
i just did this a bit before server went down and the DDs did not hurt our tethered ships in fact a ship that was not tethered begain to take damage and then it stopped once he became tethered
Also when you are in fleet with the current pilot of a citadel you can shoot it outside of its vulnerability timer. If this is a bug please keep it as even on TQ i can see a use for this when just playing around or running drills
Citadel worm hole tax
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Lugh Crow-Slave
1719
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Posted - 2016.03.22 05:19:23 -
[7] - Quote
Side1Bu2Rnz9 wrote:Please just do us a favor and make sisi into Duality for the duration of the capital changes. Everyone (even those with not as much skills) deserves to see what's being worked on and how it will.... "effect" EVE in the future...
The point of this server is not for you to play with it is to test the game
If everyone is in capitals no one will be in sub caps
Also the biggest change is to fighters this every one can test using citadels to launch them even without skills atm
Citadel worm hole tax
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Lugh Crow-Slave
1720
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Posted - 2016.03.23 03:52:18 -
[8] - Quote
For your number 4 issue it may be because capital ships are not supposed to be using the same hanger as the sub caps at least the CSM minutes talked about a second hanger interior for them so that may be why it is bugged (I however have no idea of this is the case still)
And another issue I found with the most recent patch is that the manual fighter control does not work for citadel fighters only carrier launched ones
Citadel worm hole tax
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 08:10:34 -
[9] - Quote
Si currently you can't refit a citadel of it is damaged now this makes a lot of sense. However you also can't refit dieing reinforce between fights I think this needs to be a possibility to let defenders react to an aggressors fleet and of course allow for the offending fleet to try to put think a defender who now has 24hrs to refit and reorganize.
Basically being able to refit the citadel will greatly enhance the meta game involved in such sieges
Citadel worm hole tax
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 10:05:17 -
[10] - Quote
CCP Claymore wrote:NextDarkKnight wrote:I noticed if I'm tethered to a citadel, if I eject it still shows my name as being in the ship and stays tethered. This sounds like a bug, if you can reproduce it again please enter a bug report through the F12 menu.
Does that mean empty ships will not be able to tether?
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 10:17:18 -
[11] - Quote
CCP Claymore wrote:Phoenix4264 wrote:
- Combat probing Citadels - When probing Citadels if you scan one down to 100% and then scan another location the result will degrade back to an un-warpable state. This is the same behavior we currently have for ships and deployables, so this is understandable, but it would be preferable that these results remain without needing to bookmark them. Structures are essentially celestials and cannot move without being unanchored and reanchored which takes a significant amount of time unlike a ship warping around a system. In particular this would be helpful for scouting the locations of all structures in a system. I live in w-space, and we regularly scout and catalog the locations of hostile POSs when exploring new systems. POSs are currently tied to moons, so we can scout these without ever needing to use probes. With the new structures we will need to probe them down to locate and put eyes on the hostile staging structure. This is already going to announce our presence to the locals more than we needed to do with the old POS system, I would prefer to be able to drop probes, quickly scan the structures and pull my probes before needing to warp around to look at them or make bookmarks.
- Probing while tethered - Currently you cannot launch probes while tethered, you get an error stating that "Your ship is realigning its magnetic field, please wait a moment." However if I leave the tether, either by flying out of range or warping off, I can launch probes and then return to the safety of the tether and continue probing. I don't have a particular preference one way or the other, but I feel you either should be able to probe while tethered in which case launching probes should be allowed or it should be disallowed entirely as it is currently when inside POS forcefields.
1. Will raise with team. 2. I think I have already raised this with the team but honestly can't remember so will do it again.
Number two is currently how pos work of you launch probes outside the ff you can fly back in and continue
And with not being able to tether unmanned ships why is that (doesn't really bother me) currently I can put up a small pos and leave a capital just sitting there if I choose
Citadel worm hole tax
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 10:46:33 -
[12] - Quote
Amak Boma wrote:CCP Claymore wrote:Grookshank wrote:Can we please have a confirmation on citadels in Thera? It was stated they will not be allowed in shattered wormhole systems, but they currently work in Thera on SISI. They will not be allowed. We have just not implemented the restrictions yet. kind of bad idea. why not let us have shattered wormhole restriction only to medium citadels? only these could be anchored as poses have no moon . med citadel could be handy we know wormholes never intended to be place to live in them but we do so why not give shattered wormhole a medium citadel? what is wrong with this. maybe add some negative effects sush 20% armor/shield/hull amount on citadels in shattered wormhole reduction 20% reduced damage done by citadel weapon systems in shattered wormholes? something like that but to be honest citadels in shattered wormholes could give another ignition effect for more wormhole wars. so my proposal is 1. shattered wormholes allowed to house only medium citadels 2. 20% reduced of damage done by citadel weapons 3. 25% citadel armor hull shield amounts reduced 4/ shattered wormhole citadels will be vulnerable all time 5. sleepers can attack your citadel if its 500km from anomaly sites so if you want to have citadel in shatered wormhole you need group of players either to defend it or attack another citadel
The reason these holes were added was to make a space you could not live in
Also according to the siege v2 dev blog at the end of the repair cycle when you went back into invuln all damage was going to be repped shield armor and hull. Currently it only reps the layer you are on (so if armor was damaged you only get full armor) is this intended or a bug.
If it's intended I would say make it so it at least repairs the next layer up (if you were fighting for structure and win you get full armor) this way if the defenders win they feel like they ate gaining ground. If the current system is not a big I can also see it being abused by simply damaging the armor with out a full engagement to force the defenders to stay in armor for another cycle.
The one I personally prefer (at least for Citadels do to the asset safety role) is if you fail to put the structure into rf or destroy it then it goes back to full
Citadel worm hole tax
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 11:00:01 -
[13] - Quote
Torgeir Hekard wrote:Okay, so citadels can haz fighters.
Then what's the relationship between those citadel fighters and player skills?
Are fighter stats affected by the skills of the one controlling them? Are fighter skills required to use citadel fighters? (ATM they are not, but is this intended?)
ATM you don't even need them to launch fighters from a carrier so I'm sure there is a big there
As to if skills effect them and ate needed they better well not ccp went on this home thing on o how citadels would not be skill intensive (right before they announced 4 new skills in the next paragraph) and just training to fighters is a lot of work and that's ignoring leveling the skill itself or the other 3 x12 skills
Citadel worm hole tax
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 13:04:06 -
[14] - Quote
Vincent Athena wrote:I set one up, then checked to see what was needed to take it down. I could not find any options for unanchoring and/or scooping. Where are they?
they are in the structure management window
also the citadel missiles seem confused
in some cases they are SD MD LD and others they are HD MD LD
i'm assuming the first set is Sort Distance Medium Distance Long distance
while the second is High Damage Medium Damage and Low damage
may want to pick one or the other
Citadel worm hole tax
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 13:18:58 -
[15] - Quote
CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX
Citadel worm hole tax
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Lugh Crow-Slave
1724
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Posted - 2016.03.23 13:54:51 -
[16] - Quote
CCP Claymore wrote:Lugh Crow-Slave wrote:CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX No, at least not for the initial release. Anything more would be a decision for the art dept.
q.q one day maybe i'll be able to see the top of my nag
Citadel worm hole tax
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Lugh Crow-Slave
1725
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Posted - 2016.03.24 01:31:00 -
[17] - Quote
sokotony wrote:Has there been a discussion about how the timers negatively affect the small corps out there?
The current unanchor timer is 7 days. Like it or not most small corps don't have the people to handle high sec war decs, so we pack up and unanchor everything. Then when the war is over, we anchor it back up. With the new timers, this won't be possible.
It seems that this is taking away a huge set of gameplay from the small group. Are these timers permanent?
Soko
the entire point is that if you want to use them you have to risk them
Citadel worm hole tax
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Lugh Crow-Slave
1736
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Posted - 2016.03.26 12:58:33 -
[18] - Quote
There have been a few ppl talking about citadels only being able to use damaging weapons during their vulnerability period. Is this a feature or a bug.
Reason I ask is them being able to attack out side that period can mitigate Staton games for groups who want to put one up. At the same time is not particularly broken or over powered since no one is forcing you to fight on their front lawn
Citadel worm hole tax
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Lugh Crow-Slave
1736
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Posted - 2016.03.26 13:00:58 -
[19] - Quote
Shalashaska Adam wrote:Mark O'Helm wrote: Why? Do they not work in Highsec? Or do they not any Damage to a Battleship for example, when it is webbed, maybe doubble webbed?
Do anti-capital missiles not currently have an explosion radius of 10km? They might be fittable sure, but their appied dps on targets with a 400m sig I wouldnt imagine to be better than the subcapital missile choices, given anti subcap isnt what CCP intend the anti capital missiles to be for. I expect typical missile formula, in other words there isn't going to be 11k applied dps coming from medium citadel missiles in highsec, not against battleships let alone T3's. All information at the moment points towards a medium being tankable with only a few logistics, assuming the attackers are properly fit for the job of handling it.
It's this a bad thing? From what I understand citadels ate just meant to give defenders an advantage not outright defend themselves.
Sorry was to lazy to look back and find the rest of this convo
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Lugh Crow-Slave
1736
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Posted - 2016.03.26 13:24:22 -
[20] - Quote
cant think2 wrote: 4: Fighters are so easily destroyed, They do amazing amount of damage, so much so I wouldn't even want to be on the same grid as a SC in the future.. hell even if I was in a SC/Titan I wouldn't want to be. Its way over powered! .
I'll assume you are talking about heavies as I have not used them and after the nerf lights seem to be in a good dps range for what they do unless you want to give up your tank. And to be honest I find at least light fighters to be a little hard to destroy I would rather they be a little softer and carriers be given a slightly larger fighter bay to compensate.
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Lugh Crow-Slave
1737
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Posted - 2016.03.27 07:31:35 -
[21] - Quote
Mark O'Helm wrote:SpaceAngel wrote:It's possible to use the DD from a titan close to a keepstar then dock instantly, you might want to look into that CCP... ... and some other Stuff doesn't work right ... and the Release Date is still April 27. ... and Fanfest comes in front of it Man, i wouldn't wanne work at CCP right now.
to be honest with how fast they are getting things fixed i'm not all that worried
Citadel worm hole tax
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Lugh Crow-Slave
1739
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Posted - 2016.03.27 19:16:31 -
[22] - Quote
Little Bad Wolf wrote:Lugh Crow-Slave wrote:It's this a bad thing? From what I understand citadels ate just meant to give defenders an advantage not outright defend themselves.
Sorry was to lazy to look back and find the rest of this convo
They certainly give a defender advantage in a siege against an equally sized aggressor force, but the concern is whether they can be defended by solo or small industry corps in highsec in the face of the prolific wardec alliances. It's fair to say that no, they shouldn't be able to, but then we are left with the issue of 100-wars a day style highsec with indy medium citadles dropping left right and center whether or not the small defence the indy corp can muster is doing its utmost to defend or not. Currently, a pos can simply be unanchored before a war begins, and that ability is used daily. Not only that but when it's not used, it is still a known capability to everyone, and so acts as a deterrent even at times when perhaps the defender corp wouldn't have responded to take it down. The difference now is that medium citadels will not be able to be taken down, the aggressor just has to scout the vulnerability timer, wardec the defender, and then the defender has no choice but to be capable of repelling a far larger and more experienced aggressor, and even if a minority of them managed to pull that off, it's still dozens of highsec citadels being reinforced a day from all the small indy corps who currently rely on unanchoring their pos and docking up for the week. No, it isn't fun gameplay, never has been, but highsec war has rarely ever resulted in fair evenly matched fights. Other than the citadel itself, nothing has changed, so on some level we are talking about how much it can repel by itself. Once an attack begins, it doesn't end unless the defenders can stop all incoming damage for a set amount of time, it's not like they have to hold on for an hour and then all is good, they have to physically win the fight and take the grid, or the citadel remains vulnerable for as long as it takes the attackers to reinforce it, and there is no limit to the logistics the attacker can bring to make themselves practically untouchable.
Would toy rather they be so astron Strong small groups have no chance assaulting them?
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Lugh Crow-Slave
1748
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Posted - 2016.03.30 04:17:35 -
[23] - Quote
Gigiarc wrote:Currently the only option to deploy a citadel is to "launch for corp" which requires some roles most CEOs won't be willing to give out. Will there be a "launch for self" option so that personal citadels can exist without an alt corp in the alliance?
Probably not since they are one of the structures replacing pos and outposts and those are corp and alliance level assets
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 18:24:55 -
[24] - Quote
Knitram Relik wrote:Eli Stan wrote:Knitram Relik wrote:I've got a question about setting the missiles to fire automatically. With a POS I can set the guns to shoot anyone that isn't in my corp, blue, etc (very nice for lo-sec). Is there going to be a similar setting for citadels to do this or does someone have to man the guns so to speak. Not every Citadel should have a welcome mat in front of it IMHO. I suspect there will be no auto-aggression. Citadels work just like ships in many ways. Giant ships that can't move and have some unique features around repairing and vulnerability, but otherwise similar to ships which also don't auto-aggress with nobody in them. Which I'm fine with. It actually doesn't take much time to train a toon to level 4 for all citadel and fighter skills - about 60 days. It's getting things to level 5 that'll be the big PITA. It's cool to have a young character controlling 30 to 40 thousand DPS and millions of HP.  It'll still be fun to tackle and blap someone who wasps to my cyno when I bring my JF in.
my issue is that ccp said they didn't like how players had to train for pos defeance and they wanted to avoid players creating citadel coffin toons
but with fighters and the dedicated citadels skills thats exactly what will happen
ignoring the skills need to get fighters they alone are 4 x12 skills
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 13:30:51 -
[25] - Quote
Leonid Ragulin wrote:Gigiarc wrote:Currently the only option to deploy a citadel is to "launch for corp" which requires some roles most CEOs won't be willing to give out. Will there be a "launch for self" option so that personal citadels can exist without an alt corp in the alliance? please. this. Or at the least, an extra grantable role 'manage personal citadels' so a player can drop his/her own citadel without letting them dabble with major corp assets. You are trying to get more people to play in nullsec - almost all major null corps have only a tiny number of people with pos roles, meaning these new citadels are unplayable to the vast majority of people. Every corp has spais, so simply saying 'join another corp' is meaningless, none will ever just give out starbase roles. The medium citadels especially, are ideal for players to use just like mobile depots - that anyone can drop.
just do what ppl do now make a one man corp with an alt to do this
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 20:02:53 -
[26] - Quote
Nooien Soong wrote:Since a structure can only be deployed by a corp, shouldn't it automatically have corp hangers when you dock, rather than having to rent an office?
No it may want to put one down but not have an office
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Lugh Crow-Slave
1766
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Posted - 2016.04.02 11:14:05 -
[27] - Quote
Tyranis Marcus wrote:"Structure bracket shows how many are docked inside"
That's pretty stupid. If the enemy wants that info, they should have to get a spy inside.
its because of WH groups complaining that they cant get free Intel like they can with a POS
they want to know how risky it is to gank that site running drake b4 they commit to it
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Lugh Crow-Slave
1771
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Posted - 2016.04.03 12:04:28 -
[28] - Quote
Night Predator wrote:7 days for unanchoring ?
I hope that CCP will publish info about citadels set up / working / destroyed in High/ low/ null at the end of each month.
I'm affraid that having 1b kill will be enough reason for hunting citadels through high sec.
IDK a pos can alot of times be worth far more than that and they ate easier to siege
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Lugh Crow-Slave
1771
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Posted - 2016.04.03 14:17:25 -
[29] - Quote
The reason the missiles and bombs have so much hp is because they ate supposed to be immune to firewalling and not be destroy-able
And there will be no rigs that add tank as they are never meant to take more than 1.5hrs to kill from full health 30 min per bar of you break past the damage reduction
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Lugh Crow-Slave
1771
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Posted - 2016.04.03 17:52:50 -
[30] - Quote
Night Predator wrote:Lugh Crow-Slave wrote:
IDK a pos can alot of times be worth far more than that and they ate easier to siege
Yes, my POS is worth much more, but it is very hard to siege. First an enemy has to find it (intentionally visiting hundreds of moons, not accidentaly scanning for anomalies), second - when wardecced I disanchor all structures and move assets to another alt in another corp. I dont care about employment history, because I'm a solo player. I hate when a game developer forces me "to look for the friends" in-game. I stopped playing WOT, because of Personal Missions required platoons. I didnt want to join clan only for grinding the new tanks. Clan membership always forced me to participate in stupid conversations like "why dont you play with us Clan Wars?".
So you want all reward and no risk?
And finding a corps tower in hs is not hard neither is just seeing in there is an online tower in system in your looking to get a tower km all you need to do is dscan
As for finding friend this is not only an mmo but an mmo built on interaction with other plays so expect to be disadvantaged if you play solo
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Lugh Crow-Slave
1772
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Posted - 2016.04.04 01:11:26 -
[31] - Quote
any reason the fighter icons are so bright now? i cant even read the numbers
Citadel worm hole tax
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Lugh Crow-Slave
1775
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Posted - 2016.04.04 23:25:42 -
[32] - Quote
So the reprocessing tax
here are the issues i see
I cant tax or block compression This means that if i have this and hope to get tax off it i can't there will always be one in HS with 0% tax and i can compress 1Mm3 of ore small enough that it fits into a DST
another issue when i use these in a citadel and not the drilling platform or what ever they will be called i'm doing it to stimulate the market so perhaps i will not tax the refining at all in hopes that they will sell in my market. If they can just compress for free they will do that and move the ore to a better market now if i can just say no compressing or i can make the isk back by taxing it that will be fine.
Tax is in isk not minerals
This is bad for both parties as it works of the EST value and that does not accurately reflect the market so maybe i tax 5% depending on the market it may actually be 6% or 4% and constantly changing taxes are not a good thing. Now with minerals 5% of the trit in veld is always 5% of the trit
at the very least let the owner chose how the tax is pulled if not keep it minerals
EDIT:
also i thought broker relations was not meant to reduce market tax is this a bug because it is atm
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Lugh Crow-Slave
1779
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Posted - 2016.04.05 01:01:11 -
[33] - Quote
Porus Kurvora wrote:Lugh Crow-Slave wrote:Tax is in isk not minerals
This is bad for both parties as it works of the EST value and that does not accurately reflect the market so maybe i tax 5% depending on the market it may actually be 6% or 4% and constantly changing taxes are not a good thing. Now with minerals 5% of the trit in veld is always 5% of the trit
at the very least let the owner chose how the tax is pulled if not keep it minerals If the tax is in ISK rather than materials I would expect the ISK value be calculated similarly to how planetary customs offices calculate tax: each mineral has a fixed base cost on which to calculate the tax. I would prefer to have that method of tax collection than receiving actual materials which would have to be dealt with. It would be much easier to pay for fuel of the service if ISK is collected as tax.
but that is still a poor way to do it for the same reasons the actual tax would change based on the market
like i said it would be best if it was left up to the owner on how it was done
either way my biggest concern is the compression
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Lugh Crow-Slave
1779
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Posted - 2016.04.05 01:35:10 -
[34] - Quote
the fact that fighter ability activate in sequence rather than simultaneously leads to desynk causing you to deactivate some when trying to activate all and vice versa
is it possible to have it so they all activate at once or is there a technical issue there?
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Lugh Crow-Slave
1779
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Posted - 2016.04.05 02:42:12 -
[35] - Quote
Ch3sh1r3 wrote:CCP Claymore wrote:Amak Boma wrote:are citadels banned from shattered wormholes? They should be, if not, they will be. Just for clarification - any wormhole with a shattered planet falls under this, correct? - like a C3 with planet 1 being shattered (purposely leaving out the WH #). This is a WH not related to any of the Thera stuff.
no if there is no epicenter its not a shattered hole
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Lugh Crow-Slave
1779
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Posted - 2016.04.05 02:51:56 -
[36] - Quote
Ch3sh1r3 wrote:Lugh Crow-Slave wrote:Ch3sh1r3 wrote:CCP Claymore wrote:Amak Boma wrote:are citadels banned from shattered wormholes? They should be, if not, they will be. Just for clarification - any wormhole with a shattered planet falls under this, correct? - like a C3 with planet 1 being shattered (purposely leaving out the WH #). This is a WH not related to any of the Thera stuff. no if there is no epicenter its not a shattered hole Ok, - my main is sitting in the WH right now trying to place one for testing / checking out. Have the icon blue for placement, have the timers set, name set - clicking on the final Anchor does nothing... no popups or warning that I am doing anything wrong. Am a director in the corp - all is good there and have skilled up
... you make the profile?
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Lugh Crow-Slave
1779
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Posted - 2016.04.05 02:59:59 -
[37] - Quote
Ch3sh1r3 wrote:Lugh Crow-Slave wrote:
... you make the profile?
Just read about that back on page 14 here - never saw that mentioned in any of the videos that I had watched.. So yea,, profile made - good to go - TY for the response
np but yeah in the future if you do want to keep WH ids secret don't describe them to the point that only one in the game matches your description
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Lugh Crow-Slave
1787
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Posted - 2016.04.06 10:43:44 -
[38] - Quote
Aaron Raus wrote:If citadel is not visible on the overview as warpa ble object, how the one should make it a popular trade hub? By putting it next to some warpable celestial? It seems not so comfort for me... Can we get some sort of setting: "visible for everyone". If this setitngs is set, citadel appears on overview as warpable object. So some frighter pilot, who came into the system for the first time, do not need to look for bookmark, but can warp straight to it.
If you would have bothered to read the dev blogs you would know that they ate intended to show up on the overview of you have docking rights
Citadel worm hole tax
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Lugh Crow-Slave
1791
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Posted - 2016.04.06 21:03:58 -
[39] - Quote
Porus Kurvora wrote:Feedback since the last SiSi patch update:
- Compression is not working for me. Selecting ore and clicking compress does nothing.
- Reprocessing works but I'm confused how the equipment base+rigs will work and how the tax works. Seems like tax is actually returning ISK but should ore be 100% yield? I know this is still in development so maybe reprocessing waste is not hooked up yet.
- It's not absolutely clear that the "Market Tax" setting in the structures profile settings modifies the "Broker's Fee" figure. This should be indicated somewhere or the labels should be consistent. I would also suggest adding a tooltip for the cost breakdown in the sell window similar to how it's done in the industry window with the job limit & control range, job duration, and job installation cost. It would help players see how the tax is calculated and what skills they can train to lower each tax.
I'm really enjoying testing this stuff out. Looks amazing!
Compression is not working for me either
the base refine should not be 100% like it is atm it seems the base % is not implemented yet
It is taking isk for the tax (just tested this)
f
Citadel worm hole tax
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Lugh Crow-Slave
1792
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Posted - 2016.04.06 23:10:38 -
[40] - Quote
Citadel fitting hanger
basically a hanger for holding citadel fittings (also where they go if you hit unfit)
either add a new role or make the access dependent on the current defense one
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Lugh Crow-Slave
1793
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Posted - 2016.04.06 23:54:54 -
[41] - Quote
so now that guns are working again i have noticed that anti capital guns Wreck capitals yet the sub cap ones just kinda supplement
atm i haven't tested enough to see how this really affects things but i thought i would put it out
Citadel worm hole tax
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Lugh Crow-Slave
1793
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Posted - 2016.04.07 16:39:57 -
[42] - Quote
CCP Claymore wrote:
Compression we are keeping tied with reprocessing and not taxable, but I am curious why you would want it separate and taxable?
The reason to separate it
if i cant tax or block compression then i can simply compress over 1Mm3 of ore and haul it 13 or so jumps to the inebitable citadel that will have 0 or almost 0 refining
or the main reason i want it for citadels
say i set up a citadel with the hopes of getting a small local market going.
in order to do this i set up the citadel to have 0 refine to promote the buy and sell of ore and minerals in my citadel however there is a better place to sell 15 or so jumps from me. why would anyone want to sell here if they can just compress for free and then easily haul over to that other market?(this will be an issue as well when assembly is added)
and finally as a citadel owner why can i not charge for a servace i am paying to fuel.
there are also situations where compression is the only service that would be needed meaning i have no hope making isk off of ppl refining in my citadel such as out of the way ice belts in systems with no station or systems no where near stations but large numbers of ore belts.
basically forcing us to let ppl compress if we want to try to tax refining makes it really hard to tax refining. It limits tools to help prompt new local markets. and finanly it limits potential opportunities for players to be able to isk should they see a need for compression but not refining
Citadel worm hole tax
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Lugh Crow-Slave
1798
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Posted - 2016.04.07 22:55:41 -
[43] - Quote
Cordella Rex wrote:Hello CCP, thanks for answerings questions etc.
I was wondering if we could hear your thoughts on the subject of capital production in citadels.
Will you be able to produce super capitals inside XL citadels in nullsec and Low security space?
if not are there any plans to maybe introduce a mechanic somewhat like sov to make production of super caps avalible in low sec sometime in the future?
assembly probably wont be out until the structures for it are
i would like super production to be moved to LS so that med sized groups could produce them but i doubt it will happen unless CCP add more reasons to live in null atm its just moons and super production
Citadel worm hole tax
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Lugh Crow-Slave
1798
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Posted - 2016.04.08 01:13:08 -
[44] - Quote
Cordella Rex wrote:is the 2k dps you get out the sub capital citadel launchers on the Fortizar (large) intentional or just placeholder numbers? seems VERY low compared to the capital launcher numbers of 47 000 fully maxxed out with ballistics? this is excluding fighters/bombs
Also the drone interface dosen't pop up when you're launching them from the citadel
not to mention that with fleet support the capital launchers do right around the same(sometimes more) dps to subcaps
Citadel worm hole tax
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Lugh Crow-Slave
1798
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Posted - 2016.04.08 01:22:08 -
[45] - Quote
Cordella Rex wrote:Lugh Crow-Slave wrote:Cordella Rex wrote:is the 2k dps you get out the sub capital citadel launchers on the Fortizar (large) intentional or just placeholder numbers? seems VERY low compared to the capital launcher numbers of 47 000 fully maxxed out with ballistics? this is excluding fighters/bombs
Also the drone interface dosen't pop up when you're launching them from the citadel not to mention that with fleet support the capital launchers do right around the same(sometimes more) dps to subcaps aye I just saw that on the test server, has to be a placeholder, numbers are just wrong... also curious if they will introduce Drone damage amplifiers for the citadel lowslots
they used to have ones for the fighters but they seem to be gone now
Citadel worm hole tax
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Lugh Crow-Slave
1798
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Posted - 2016.04.08 02:11:45 -
[46] - Quote
Cordella Rex wrote:I figure 15k ish dps on subcap guns is a reasonable number, and maybe bring down the capital guns to closer to 30, cuz I don't see anything but supercarriers/titans going anywhere near citadels if a large can put out 47 k dps WITHOUT fighters, so what like 60k with heavy fighters? any dread in siege will go down in like 30 secs.
or is this intentional design to promote citadels to only be attackable by huge subcapital blobs with heavy resists tanks and t2 logi?
The sub cap guns should not have any more than 9km dps on XL
15k is way to much
Citadel worm hole tax
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Lugh Crow-Slave
1800
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Posted - 2016.04.08 22:16:18 -
[47] - Quote
RainReaper wrote:Eli Stan wrote:Missile launchers are working again, thanks. Still cannot activate Standum Scrams while invulnerable, however. I assume that's deliberate? Think of it like this. If you could scram someone while invulnerable how the heck could they ever have a chance to flee? lol. Not to be rude or anything but I think it makes a bit of sense atleast.
... its the same with POS towers now they would have to slow boat
Citadel worm hole tax
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Lugh Crow-Slave
1800
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Posted - 2016.04.08 22:27:19 -
[48] - Quote
RainReaper wrote:Lugh Crow-Slave wrote:RainReaper wrote:Eli Stan wrote:Missile launchers are working again, thanks. Still cannot activate Standum Scrams while invulnerable, however. I assume that's deliberate? Think of it like this. If you could scram someone while invulnerable how the heck could they ever have a chance to flee? lol. Not to be rude or anything but I think it makes a bit of sense atleast. ... its the same with POS towers now they would have to slow boat lol you can attack a pos. exept when its in reinforced mode. but then anything that uses cpu goes offline and with that. any scramblers and warp distrupters wont work.
good luck doing that alone
and considering this time some one has to be in the citadel odds are you will just get a fight out of it
best choice don't warp to a strangers house
Citadel worm hole tax
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Lugh Crow-Slave
1800
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Posted - 2016.04.09 00:46:25 -
[49] - Quote
Destiny Dain2 wrote:I tested the reprocessing rigs in every level of security and it does not matter what Citadel I'm in or what T2 rig I am using in any space, it is always 68.3% for me.
High sec rig should get more fore their yield and null sec rigs should get more for theirs. They should not equal everywhere.
original idea was to have it so the lower the sec the more benefit rigs gave for this idk if they still plan to do that
Citadel worm hole tax
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 11:15:14 -
[50] - Quote
Porus Kurvora wrote:Gabriel Karade wrote:Gabriel Karade wrote:CCP Claymore wrote:Gabriel Karade wrote:Can't log in to Sisi to test at the moment, but does the tether stay attached to the ship if you eject? If not, that is a major oversight which was raised as a concern months ago. The tether only works on piloted ships. What are your concerns regarding this? I still don't understand why you guys don't seem to 'get it'.... In current TQ, you have the POS forcefield mechanics to provide a good degree of security while in a valuable ship that cannot dock for whatever reason. You can swap out pilots, you can step out for short periods of time, all behind a PW protected barrier that has, at worst case, 41 hours of life to it should it all go pear shaped.... The way you have implemented tethering has completely removed that security - you can no longer securely swap out pilots unless you've invested in the gold plated XL citadel solution. Given that the intention is to remove POS completely, in time, if you can't afford an XL Citadel, you are stuffed. Why can you not implement the tether to stay attached to the ships? Conceptually it makes so much more sense that the tether stays on the ship, rather than switching to the tiny piece of metal that just detached from it [Capsule]. I suspect if you implemented it this way, you could implement Titan bridging much more easily too.... So again; why have you implemented tethering this way? Ps. The early concept stuff showed large ships securely 'moored' to the structure giving the impression what I described above was the intention all along - obvious disadvantage being everyone can see all the high value junk you've moored to it... I would still like to understand the design intent behind this. I don't really understand why you would be owning a super capital class ship if you are not a part of a competent alliance. A competent/sizeable alliance will either have the ISK to purchase an XL citadel from a third-party OR the industrial infrastructure to manufacture one themselves. POS's will still be around for a while so you're alliance has plenty of time to work towards owning an XL. Once you have an XL and need to swap pilots, just dock up and do a trade. CCP Changed the term "mooring" to "tethering" because of the impression given in the past. Ships will not be docked and in space, they will only be invulnerable while being within tethering distance.
there are plenty of roaming LS groups that own a nyx or two where a XL cit would just be obnoxious to use
Citadel worm hole tax
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 18:53:48 -
[51] - Quote
Tra'con Han wrote:My citadel is stuck at 0 while anchoring, and has been for an hour. Is there a work-around / fix?
Wait till dt
Citadel worm hole tax
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 23:29:42 -
[52] - Quote
You missed the butterfly that the XL make :p
Citadel worm hole tax
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Lugh Crow-Slave
1855
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Posted - 2016.04.10 19:39:20 -
[53] - Quote
John Hand wrote:Nevyn Auscent wrote:John Hand wrote:Issues I am having with Cits right now, is the stupid 24hr anchor time.
I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.
So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.
Loving these things otherwise. 24 hours is deliberate, to allow people time to respond without having to be online every minute of the day. If you could put one up in 1 hour, it would be trivial to create them through enemy space and make them then spend several days to kill each one along with losing ships to deference, and the risk that every single one is a trap. What? That statement doesn't even make sense, not to mention that people ALREADY do that with normal POS's in enemy space, whats the difference with a Medium Cit? Nothing. In fact you will KNOW the enemy put one in there because it will pop up, rather then some discreet notification that only the SOV holder gets right now when a POS gets planted. It should be short so people can move them around, NOT a whole effing DAY to anchor them. Should be 1 hour for the medium, maybe 4 for the large and 8 hours for the XL AT MOST, gives you PLENTY of time to figure out if an enemy is putting one down, while still being mobile for smaller corps/alliances. Medium Cits are a non threat to most alliances, the defenses are weak vs caps and can be knocked over fairly easily with a handful of dreads. Larges are more of an issue, and 4 hours would give you lots of time to figure it out, if you live in your space YOU WILL KNOW! Its only an issue if you own too much space and don't actively live in it. You need to think about the smaller groups wanting to put down something bigger then a med, 1 day is just too effing long for ANY size cit.
Except when s pos goes up you can take it down in two days. It can take over a week to take down a citadel
Apples and oranges
Citadel worm hole tax
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Lugh Crow-Slave
1855
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Posted - 2016.04.10 19:40:55 -
[54] - Quote
Eli Stan wrote:Today I noticed what appears to be a bug. When missile launchers are fitted to a Citadel, and I attempt to fit a guided bomb launcher, it tells me I can only fit one of such module. When I remove the missile launchers and put the bomb launcher on, I can then put the missile launchers back on. I assume its "can only fit one of these" check mistakenly counts the missile launchers.
Edit - this bug extends to rigs. "18:38:56HintYou're unable to fit Standup L-Set Point Defense Battery Control II to Fortizar. You can only fit 1.00 of type Structure Rig Combat but already have 1." This happens because I already have a Standup L-Set Bomb Aimer II fitted. So only a single combat rig is currently allowed, regardless of type. Again, I assume this is not deliberate, but something in the "only one" checking code.
And am I not looking in the right place, or are the tractor and repulsor modules gone? Not just unseeded, but totally gone from SISI?
The low slot fighter mods are gone as well
Citadel worm hole tax
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Lugh Crow-Slave
1856
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Posted - 2016.04.10 21:19:39 -
[55] - Quote
Eli Stan wrote:Good catch, Lugh.
Scrammed fighters can still activate their MWD and MJD.
Cannot warp to a Citadel that somebody is controlling. "20:48:49NotifyYou are unable to align or warp to the selected object because your warp drive is unable to lock onto it."
The mjd and mwd thing is a new bug I had tested that a week ago and it was working
Do you know if it's just scrams or all e-war?
Citadel worm hole tax
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Lugh Crow-Slave
1856
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Posted - 2016.04.10 21:45:39 -
[56] - Quote
Eli Stan wrote:Lugh Crow-Slave wrote: Do you know if it's just scrams or all e-war?
Standup Stasis Webs slow them down, and TPs increase the missile damage they take. Haven't tested tracking disruptors or ECM or sensor damps.
ECM is easy to test at least you can get guaranteed jams with less than 10 power (I think 8 is the highest of any fighter)
Citadel worm hole tax
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Lugh Crow-Slave
1859
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Posted - 2016.04.11 00:42:10 -
[57] - Quote
John Hand wrote:Lugh Crow-Slave wrote:John Hand wrote:Nevyn Auscent wrote:John Hand wrote:Issues I am having with Cits right now, is the stupid 24hr anchor time.
I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.
So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.
Loving these things otherwise. 24 hours is deliberate, to allow people time to respond without having to be online every minute of the day. If you could put one up in 1 hour, it would be trivial to create them through enemy space and make them then spend several days to kill each one along with losing ships to deference, and the risk that every single one is a trap. What? That statement doesn't even make sense, not to mention that people ALREADY do that with normal POS's in enemy space, whats the difference with a Medium Cit? Nothing. In fact you will KNOW the enemy put one in there because it will pop up, rather then some discreet notification that only the SOV holder gets right now when a POS gets planted. It should be short so people can move them around, NOT a whole effing DAY to anchor them. Should be 1 hour for the medium, maybe 4 for the large and 8 hours for the XL AT MOST, gives you PLENTY of time to figure out if an enemy is putting one down, while still being mobile for smaller corps/alliances. Medium Cits are a non threat to most alliances, the defenses are weak vs caps and can be knocked over fairly easily with a handful of dreads. Larges are more of an issue, and 4 hours would give you lots of time to figure it out, if you live in your space YOU WILL KNOW! Its only an issue if you own too much space and don't actively live in it. You need to think about the smaller groups wanting to put down something bigger then a med, 1 day is just too effing long for ANY size cit. Except when s pos goes up you can take it down in two days. It can take over a week to take down a citadel Apples and oranges Wrong. Medium Cit only has ONE RF timer (current POS mechanics) Large has 2 RF XL has all 3 I highly doubt someone will drop an XL in your space without you noticing it, and if they do, ITS YOU OWN DAMN FAULT. LOL. Having a decent anchor time of 1/4/8 would be sufficient enough for someone to notice something getting planted. Not to mention a medium isn't much of a problem to deal with, since even just ONE dread can reach its max DPS. Also the Min Anchor Distance needs to be changed. Should be at least 1 AU from any GATE Also there needs to be a limit to how many can be placed per a gird, because I know certain groups will exploit the **** out of this by putting down hundreds of cits in one area to lag out there enemies. 1000km is no where near far enough of a min distance from each other.
Wait when did they change the RF timers O.o
also i was not talking about the RF timers i was talking about the invulnerably timer. I could have to wait a week for that to come out of invuln
Citadel worm hole tax
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Lugh Crow-Slave
1868
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Posted - 2016.04.11 01:27:06 -
[58] - Quote
Rilly Dagons wrote:Lugh Crow-Slave wrote: also i was not talking about the RF timers i was talking about the invulnerably timer. I could have to wait a week for that to come out of invuln
Once the citadel finishes it's anchor cycle it is automatically vulnerable with only hull present which means it can be destroyed immediately if hit before the repair timer reaches zero
yes which is why the 24hr timer is needed its going to be hard to react if someone puts them up in your off hours with only 2-8hrs of warning but really where is the post where they changed how the RF timers worked
Citadel worm hole tax
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Lugh Crow-Slave
1868
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Posted - 2016.04.11 01:28:08 -
[59] - Quote
double
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Lugh Crow-Slave
1870
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Posted - 2016.04.11 04:02:43 -
[60] - Quote
so i noticed the section in the refine window that normaly shows your profit now shows the tax instead this is a very bad place to put this please don't
and since i'm hear i really want to stress that compression needs to be taxed unless some one (ccp or otherwise) can give me a good reason as to why a service i pay to run not only cant be taxed but takes away my ability to tax other things in the citadel as well
Citadel worm hole tax
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Lugh Crow-Slave
1875
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Posted - 2016.04.11 19:42:52 -
[61] - Quote
John Hand wrote:Lugh Crow-Slave wrote:Rilly Dagons wrote:Lugh Crow-Slave wrote: also i was not talking about the RF timers i was talking about the invulnerably timer. I could have to wait a week for that to come out of invuln
Once the citadel finishes it's anchor cycle it is automatically vulnerable with only hull present which means it can be destroyed immediately if hit before the repair timer reaches zero yes which is why the 24hr timer is needed its going to be hard to react if someone puts them up in your off hours with only 2-8hrs of warning but really where is the post where they changed how the RF timers worked Was from an old dev blog, dunno if they kept it that way, if they didn't, then there stupid, because it made the most sense (1 RF for med/ 2 for Off hours only matter if your a small alliance, and even then, only a med would be able to be sneaked into your system, which again, is only something very easy to hit with a few dreads, even when fully decked out vs caps. This is NO DIFFERENT then current game mechanics with a large tower, which already happens A LOT because of hidden exec corps not noticing the notification of when a POS was dropped in there SoV. Possible suggestions would be to make the notification of a hostile cit being deployed be alliance wide, then you would have no excuse for someone plopping one in your space. Again, IF YOU LIVE IN YOUR OWN SPACE YOU WILL KNOW!
AGAIN IF THE STRUCTURES VULNERABILITY IS SET TO NEXT WEEK I COULD HAVE 100000000 dreads and i could not do **** to it with the 24 hr timer i have a chance to catch it when it is first coming out of anchor and pop it
Citadel worm hole tax
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Lugh Crow-Slave
1875
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Posted - 2016.04.11 19:47:31 -
[62] - Quote
CCP Claymore wrote:Eli Stan wrote:Missile launchers are working again, thanks. Still cannot activate Standum Scrams while invulnerable, however. I assume that's deliberate? Yes, this is deliberate. It should be the ONLY module though that requires the Citadel to be vulnerable to use.
i thought this was the case is there any chance we can make it so when the structure is invulnerable the disruption strength is just set to 0 so we can still use it to tern off mwd/mjd
Citadel worm hole tax
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Lugh Crow-Slave
1875
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Posted - 2016.04.11 19:51:30 -
[63] - Quote
Circumstantial Evidence wrote:Regan Rotineque wrote:I think the number of the moving lights on the citadels could be reduced. I find they make it a bit fuzzy looking when all lit up. Don't get me wrong I think they add a feeling of life to the structure, but it may be a bit of overkill ...im just looking at the keepstar right now, I have put up the other ones and would say the same on those. ~R~ Agree with this, its a bit too much. Also too many holographic "traffic signs" - the repetition of these floating decal textures becomes very obvious, they could be reduced by half in number, and the result would still be visually engaging.
i think the current level on SISI reflects a very very busy citadel and an average or little used one will not reach this level
unless ccp is no longer using lights to denote activity
Citadel worm hole tax
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Lugh Crow-Slave
1875
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Posted - 2016.04.11 21:12:13 -
[64] - Quote
Eli Stan wrote:CCP Claymore wrote:Eli Stan wrote:Missile launchers are working again, thanks. Still cannot activate Standum Scrams while invulnerable, however. I assume that's deliberate? Yes, this is deliberate. It should be the ONLY module though that requires the Citadel to be vulnerable to use. Nice, I like it. Since ships won't be able to damage the Citadel, those ships should have the option to GTFO at any time. (Unless being tackled by some other ship which can be destroyed, of course. :) ) Regarding the lights discussion - put me down as liking all der blinkenlichten.
this is why i think just reducing the streangth to 0 is better than flat out disabling the mod
Citadel worm hole tax
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Lugh Crow-Slave
1883
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Posted - 2016.04.12 02:53:41 -
[65] - Quote
also ccp can you tell us if docking fees are going to be added?
there really is not much reason do to how compression is handled to open up a citadel to the public and thats a huge limit to their potential
Citadel worm hole tax
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Lugh Crow-Slave
1887
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Posted - 2016.04.12 05:30:49 -
[66] - Quote
Jerppu3 wrote:Lugh Crow-Slave wrote: also ccp can you tell us if docking fees are going to be added?
there really is not much reason do to how compression is handled to open up a citadel to the public and thats a huge limit to their potential
Docking fee sucks if CCP intent us to use that to compensate fuel for public compression. I really hope that CCP will add possibility to tax the usage of compression in Citadel. Without it they will kill the idea of having public Citadels for miners. Citadel Compression & Reprocessing separated and to be taxable
To be honest docking fees don't really suck you should be able to tax anything you want in your structure.
But yesit is a crappy alternative to no tax on compression.
Both should be added
Citadel worm hole tax
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Lugh Crow-Slave
1912
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Posted - 2016.04.12 11:37:56 -
[67] - Quote
Gyges Skyeye wrote:So while I'm waiting for a few citadels to anchor before I can contribute more heavily, some questions I have about current non-features.
1. Why can we not rotate and orient the citadels off of the horizontal plane? - This would greatly help for aligning the structures as desired
1a) Why is there no ability to simply auto-align a citadel to a target on the overview? - This would make things so much easier and there would be much rejoicing
2. Why do we not have some kind of item in the game to let us realign/reposition citadels after they have been dropped? - Call them structure or rocket thrusters. Make them built from rocket fuel and some other PI goods. Create a M/L/XL size and value them at 1-2% of the structure cost. Works like a character resculpt and lets you re-enter the structure positioning window. Takes effect at downtime, consumed on use.
I would like to be able to move it on the Y axis and not just the x and z
Citadel worm hole tax
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Lugh Crow-Slave
1918
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Posted - 2016.04.12 21:36:10 -
[68] - Quote
John Hand wrote:CCP Claymore wrote:John Hand wrote:Issues I am having with Cits right now, is the stupid 24hr anchor time.
I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.
So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.
Loving these things otherwise. Anchoring will stay at 24h for initial release. The issue I have with the 24h timer is its far too long for the Medium and Large Cits. The time is just too much for the benefit you get out of anchoring one vs one of the bigger ones. You could make a good argument for the 24hr timer for the XL as its the largest one AND the benefit it gives you (docking supers) plus its ability to defend itself is very good. 6 hours would be acceptable for the med, and 12 for the large, with 24 for the XL.
like i said b4 considering if you miss the anchor timer coming out you have to deal with an enemy citadel in your system for up to a week b4 you can do anything about it 24hr is thee minimum the timer can be
Citadel worm hole tax
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Lugh Crow-Slave
1925
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Posted - 2016.04.12 23:13:01 -
[69] - Quote
Fera Rayl wrote:Was there a change to how long a Citadel is vulnerable after the 24 hour anchor period? or is it still 15 min?
15 hs and max null index 30 in wh and 60 in null with no index
Citadel worm hole tax
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Lugh Crow-Slave
1926
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Posted - 2016.04.12 23:29:58 -
[70] - Quote
John Hand wrote:Lugh Crow-Slave wrote:John Hand wrote:CCP Claymore wrote:John Hand wrote:Issues I am having with Cits right now, is the stupid 24hr anchor time.
I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.
So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.
Loving these things otherwise. Anchoring will stay at 24h for initial release. The issue I have with the 24h timer is its far too long for the Medium and Large Cits. The time is just too much for the benefit you get out of anchoring one vs one of the bigger ones. You could make a good argument for the 24hr timer for the XL as its the largest one AND the benefit it gives you (docking supers) plus its ability to defend itself is very good. 6 hours would be acceptable for the med, and 12 for the large, with 24 for the XL. like i said b4 considering if you miss the anchor timer coming out you have to deal with an enemy citadel in your system for up to a week b4 you can do anything about it 24hr is thee minimum the timer can be And I have said also, if you Live in your space you shouldn't miss it, and if you so happen to miss it, then its your own damn fault. The rest of eve should not be punished for your own stupidity.
O.o you cant expect ppl to be on 24/7 and you certainly cant expect them to be on in enough numbers to deal with this.
24hrs is not that much to ask and if you do need something up fast you can just use a POS
Citadel worm hole tax
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Lugh Crow-Slave
1976
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Posted - 2016.04.13 01:50:53 -
[71] - Quote
John Hand wrote:Porus Kurvora wrote:John Hand wrote:And I have said also, if you Live in your space you shouldn't miss it, and if you so happen to miss it, then its your own damn fault. The rest of eve should not be punished for your own stupidity.
24 hours is reasonable. It's long enough to create risk for the group deploying it in any location and long enough for the locals to plan on defending their space and contesting the deployment. It will bring fights I'm sure, and it should. 24 hours is reasonable. Citadels are hard to kill and take a minimum amount of time to destroy once they are deployed. This will benefit the owner greatly. After the 24 hour timer the Citadel will be vulnerable to attack with only hull HP. Anyone contesting the deployment of this Citadel has that window of opportunity to make their move. A quicker invulnerability time would hurt the people who would contest and greatly favor the group deploying it. There would be less risk owning the structure. 24 hours is reasonable. The risk is adequately balanced at 24 hours. 24 hours is reasonable. NOT FOR THE SMALLER CITS! Yes its reasonable for the XL cit, but by no means is it fine for the Medium or the Large. Both of those cits are very easy to push down, hell the medium alone can be taken down a single dread, or a small gang during both its deployment time AND vulnerable window. When someone goes to put own down, they better be ready to be up for nearly 24hours to DEFEND its deployment, and that is just not worth it for something like the smaller cits that have FAR less HP (and thus a lower DPS cap too) to chew through. I am not talking about the XL cit, I am talking about the Medium and Large cits that have 1/2 and 1/4th the HP of the XL. 24hr is too ******* long for those smaller cits. Might I also remind you that these are meant to replace POS's, especially the Medium cit which is aimed at the smaller corp/solo player. I have time and again suggested PROPER anchor times that REASONABLY fit with the size of the cit and its resulting defense capabilities. As well as the ease of destruction of said cit, even at 6 hours for a medium, that gives an ACTIVE alliance plenty of time to find out about it (HINT: ALLIANCE WIDE NOTIFICATION) and form something to take it out. It also allows the Solo Player to plant a Cit somewhere for his own purposes, aka like a Solo Pos for Reactions/compression ect. Without having to sit there waiting for it, or dropping it, going to bed, and waking up wondering if his cit lived or was killed by a roaming gang. These things are a fairly large investment, the Large and XL cits are aimed at Alliances or Large Corps (or Corps with Caps), The 12 and 24 HR timers are fine for such things, as an ALLIANCE or a Corp can stand guard by it. No one is going to drop a Large or XL in enemy space since those things cannot fit in industrial (large can only fit in a JF or bigger, and XL is Freighter only), unless they already are winning a war/need a new staging area to progress a war.
ok there HP means nothing nothing at all
once even a med citadel is anchored you can't do anything to remove it FOR UP TO A WEEK
why do you feel they need to be any less than 24hrs? you say its ridiculous but why? its not that long if a wait
Citadel worm hole tax
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Lugh Crow-Slave
2019
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Posted - 2016.04.13 05:29:39 -
[72] - Quote
John Hand wrote:Porus Kurvora wrote:You are failing to understand because you are not taking the time to read about the updates and know the context. 1. Citadels themselves will not replaces POS's. They are only the first step towards phasing out POS's. The variety of structures that will be released in the next year or two will work towards phasing POS's out. At that point we will start seeing POS's phase out completely. 2. When a Citadel is deployed (regardless of it's size) it takes 24 hours to anchor. During this entire 24 hours it is invulnerable to attack. You will not need a 24 hour around the clock fleet to defend it. 3. Once the 24 hour anchor time is complete it will then enter a vulnerable mode and can be attacked. This is when you would need to defend it if you wanted to guarantee deployment. 4. Citadels have a specific length of time it is vulnerable for depending on where it is trying to be anchored. High-sec and Null-Sec (with full indexes) will be vulnerable for 15 minutes if not attacked. Low-sec and Wormhole space will be vulnerable for 30 minutes. Finally, Null-set (with no index) 60 minutes. If it is attacked you need to stop the aggression and once stopped the repair timer will start back from 0s. 5. Damage mitigation. Each structure has a cap on the amount of DPS that can be applied to it over a specific time frame. Any damage being applied over the cap is reduced significantly or negated. This is to keep the "big guys" in "big ships" from "popping" structures. Anyone who attacks the structure will be committed to the field for a certain amount of time regardless of ship type, size, dps. This benefits the "little guys" deploying "little structures" from getting rekt. In the dev blog they gave the example of damage mitigation with a max of 4,000 DPS over a 30 second period. That means you can only do 120,000 damage to the citadel in a 30 second period. Currently on the test server the medium Citadel has 7,200,000 HP on hull. With the example damage mitigation, 7200000 hp / 4000 dps = 1800 seconds / 60 = 30 minutes to destroy. If anyone was wanting to blob the hell out of a medium citadel after the 24 hour invulnerability time, they would only be able to apply 4000 DPS and they'd have to stay on field applying damage for 30 minutes. If they bring less ships, they'll be there longer. Your fears are invalid, small citadels will still be hard to destroy at all stages including initial anchoring. 24 hours is reasonable. Here is the dev blog: https://community.eveonline.com/news/dev-blogs/citadels-sieges-and-you-v2/
Inform yourself. Ah see that cleared a few things up. 1. I knew about the 30 min minimum time to kill/RF any sized cit because of the max DPS cap. A pair of sieged Moros's can reach the cap of the med cit without trying hard. 30min is the fastest any one cit can be killed/RF'ed, the more ships you bring the better you can stay at the max DPS despite taking losses from the cit. 2. They were vulnerable during there anchor time, like anything else in the game, unless that has recently changed, I have seen nothing else to suggest they are Invulnerable during there anchor time. Unless CCP is going to change slandered game mechanics, in which they will NEED to explain it or list it within its details. Otherwise people will assume it CAN be killed during its anchor time, much like how a POS or, well, anything that deploys 3. Yes I know this is the start of the phasing out of POS"s, and its a nice one at that, but that still doesn't mean we completely disregard game-play that EVERY EvE played is used to. 24 hr is a long ass time for ANYTHING to anchor, especially when it doesn't get adjusted based on DT, or auto build after DT like an Outpost. I would suggest that cits use that mechanic, but that could be problematic in how to code it to work right without being able to abuse it. 4. The fears of enemies dropping a cit in your space are unfounded at best, hell like I said many times, enemies already do that with POS's. If Cits remain vulnerable during there anchor time, then this becomes a null/mute point and we go back to 24hr being too long for the medium cit.
Even in the dev blogs they state that the citadels are invuln until anchor hits 0 at that time they ate vulnerable with only hull hp. They remain vulnerable until the repair cycle finishes.
This mechanic means the ones contesting your build of the citadel have time to plan a reaction and makes sure that those setting it up get to pick the time that a contesting attack can happen
Citadel worm hole tax
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Lugh Crow-Slave
2021
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Posted - 2016.04.13 06:50:13 -
[73] - Quote
Siigari Kitawa wrote:Are there racial citadels?
Can a Rorqual/Orca dock at medium and/or Large citadels?
There are no racial Rorquals need large orca can dock in any
Citadel worm hole tax
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Lugh Crow-Slave
2060
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Posted - 2016.04.13 17:48:19 -
[74] - Quote
Ograst Faluum wrote:Will there be citadels and modules seeded in the market with the release or will only blueprints find their way to Tranquility?
I word of said that's a dumb question and ccp prides itself on everything built by players. Dailies make this a valid question now 
Citadel worm hole tax
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Lugh Crow-Slave
2066
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Posted - 2016.04.13 22:54:30 -
[75] - Quote
Eli Stan wrote:Circumstantial Evidence wrote:Lugh Crow-Slave wrote:Ograst Faluum wrote:Will there be citadels and modules seeded in the market with the release or will only blueprints find their way to Tranquility? I word of said that's a dumb question and ccp prides itself on everything built by players. Dailies make this a valid question now  "Double SP weekend! Top 5 ActivityPoints earners win free Astrahus! Top 10 win _____!!! Tell a friend and log in today!" [EVE Dailies: please no.] "Share this post on Facebook and get 1000 SP!"
tweet #EVEONLINESP for a chance to win 2M sp
Citadel worm hole tax
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Lugh Crow-Slave
2078
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Posted - 2016.04.14 05:15:31 -
[76] - Quote
Gigiarc wrote:Are there any special factors affecting the anchor time for citadels? I just threw out an XL and L in nullsec, and both are showing 6 days on the anchoring timers.
you broke something they should only be 24
Citadel worm hole tax
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Lugh Crow-Slave
2090
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Posted - 2016.04.14 23:26:40 -
[77] - Quote
Destiny Dain2 wrote:Samsara Nolte wrote:How are we supposed to build large and xl -citadels in Low-class wormholes ? it was mentioned that will be possible - but as i-¦m told there is no POS-array that let-¦s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh-¦s have.
A clarification of this would be appreciated. Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask. https://www.youtube.com/watch?v=Ogk2C5pj3rU
After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there.
is it the EAA that is also used to build the components or is that the CAA?
Citadel worm hole tax
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Lugh Crow-Slave
2090
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Posted - 2016.04.14 23:29:39 -
[78] - Quote
Now Mr. CCP Claymore its not nice to play with a girls heart
i saw the compression option was removed from my citadel could it be you are changing it to have a different role and tax to refining?
EDIT:
along the same lines we noticed that the refining rigs only take effect if you are controlling the citadel
Citadel worm hole tax
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Lugh Crow-Slave
2119
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Posted - 2016.04.15 09:20:12 -
[79] - Quote
CCP Claymore wrote:Jerppu3 wrote:Lugh Crow-Slave wrote:Now Mr. CCP Claymore its not nice to play with a girls heart
i saw the compression option was removed from my citadel could it be you are changing it to have a different role and tax to refining?
Oh PLEASE... CCP you can do it! Sorry, sounds like a bug or your permissions being revoked on the service.
q.q just a bug then i was refining fine
the rig things is also bugged >.>
i still want to know how we are supposed to make isk off these if we can't practically tax refining or docking
Citadel worm hole tax
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Lugh Crow-Slave
2140
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Posted - 2016.04.15 22:36:25 -
[80] - Quote
since we have not heard anything i'm assuming alliance logos will not be on the citadels in the first release rather it seems a place holder image is projected instead
but is this still the plan or did it prove to hard to implement like logos on ships?
EDIT:
also the adds in the citadels are very cool and you have outdone yourselves but any chance the citadel owner can toggle these. you know i may not want grr goons propaganda in my citadel.
something like
Off>alliance logo>corp logo>owners portrait(my narcissistical favorite)>adds>random
Citadel worm hole tax
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Lugh Crow-Slave
2141
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Posted - 2016.04.15 22:53:28 -
[81] - Quote
Crazy KSK wrote:Circumstantial Evidence wrote:I think the speeds may be OK,
not ok at all if it takes a solid minute for damage to apply by that time the ship will have already died if there is a defending fleet and the citadel alone does not do enough damage to kill a subcap by itself other then shooting battleships with capital missiles which do full damage with webs and painters =/ also fighters will get shot down before they get in range 100% of the time they are just too slow
to be fair that fighter issue is not unique to citadels even the nids fighters get popped if they need to kill anything beyond 40-50km
Citadel worm hole tax
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Lugh Crow-Slave
2141
|
Posted - 2016.04.15 23:32:23 -
[82] - Quote
Eli Stan wrote:Crazy KSK wrote:Circumstantial Evidence wrote:I think the speeds may be OK,
not ok at all if it takes a solid minute for damage to apply by that time the ship will have already died if there is a defending fleet and the citadel alone does not do enough damage to kill a subcap by itself other then shooting battleships with capital missiles which do full damage with webs and painters =/ also fighters will get shot down before they get in range 100% of the time they are just too slow Scram/web the target and the bomb will get there eventually. Coordinate with the defensive fleet so they're taking out some thing else near the target.
or the missile speed can just be moved to a more practical number
Citadel worm hole tax
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Lugh Crow-Slave
2144
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Posted - 2016.04.16 06:26:55 -
[83] - Quote
Regan Rotineque wrote:Where can I see the Tax Rates charged by a foreign Citadel ? Also it would be nice to have a description for the Citadel not just the "info" on the type of citadel that it is. Perhaps I could write something to entice people to visit - or list the services/taxes that are available.
I set the tax rate on the one I put up and made it 1% - however alts I have were not able to see the tax rate - I tried to hover over when i reprocessed but it did not show anything.
Also what is the tax rate based on ? Is is the refined minerals content ? Is it the raw ore ? And where is it pulling this data - ie: is it Jita mean - regional pricing?
I was trying to figure out what the calculation was using and was at a complete loss.
Cheers
~R~
its minerals and from jita one of the reason isk tax is bad is that the true tax constantly changes with the market considering how bad est v is for ganging price
with minerals 10% of the trit from veld is always 10% of the trit
Citadel worm hole tax
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Lugh Crow-Slave
2144
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Posted - 2016.04.16 06:38:42 -
[84] - Quote
Regan Rotineque wrote:I am unable to 'give' or 'trade' with any alts inside the citadel.
I noted in reading through the previous posts that this was something that would not be working or available to start.
It will be rather annoying in null to not be able to trade/give items to colleagues in other corps if we are using these as stations. I will have no ability to transfer a ship or give a module to a friend or alt unless they are in same corp.
I hope that this is prioritized as I can see this being rather important feature moving forward.
unless its the same system contracts are a far bigger priority if ccp wants these to be used as markets hauling contracts are a necessity
Citadel worm hole tax
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Lugh Crow-Slave
2149
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Posted - 2016.04.16 09:33:00 -
[85] - Quote
so are trade hubs going to be off limits for citadels
currently you get an error telling you they can not be placed in such systems
Citadel worm hole tax
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Lugh Crow-Slave
2149
|
Posted - 2016.04.16 10:11:43 -
[86] - Quote
John Hand wrote:Lugh Crow-Slave wrote:so are trade hubs going to be off limits for citadels currently you get an error telling you they can not be placed in such systems  I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates.
i agree with the trade hub but whats wrong with the gate?
Citadel worm hole tax
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Lugh Crow-Slave
2150
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Posted - 2016.04.16 12:21:57 -
[87] - Quote
John Hand wrote:Lugh Crow-Slave wrote:John Hand wrote:Lugh Crow-Slave wrote:so are trade hubs going to be off limits for citadels currently you get an error telling you they can not be placed in such systems  I would certainly hope so. I also hope the anchor restrictions get changed/added to be 1AU from any Gate as well, otherwise high sec is gonna be ******** with so many cits near gates. i agree with the trade hub but whats wrong with the gate? Lag/performance reasons. They are beautiful things but that comes at the cost of FPS if too many get on grid at once. Same thing for even out in space, the 1000km from another cit is a bit too close as well, maybe .5au would be good? I would otherwise suggest a limit be placed on how many can be on grid with one another, this would solve FPS issues while near so many, as well as address exploitation issues of having so many in such close proximity from one another.
Hmm maybe it's already hard to get more than 6 on the same grid and I have had no issue rendering that many. But if the issue is there a grid limit would be better if kind of like the idea of having a little city on one grid once the other structures are out
Citadel worm hole tax
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Lugh Crow-Slave
2150
|
Posted - 2016.04.16 16:59:24 -
[88] - Quote
Destiny Dain2 wrote:Lugh Crow-Slave wrote:Destiny Dain2 wrote:Samsara Nolte wrote:How are we supposed to build large and xl -citadels in Low-class wormholes ? it was mentioned that will be possible - but as i-¦m told there is no POS-array that let-¦s you build any of the structure components let alone the citadel and given the volume of those components flying them inside low-class womrholes is out of the question because no ship with enough cargo space can pass any of the connections those wh-¦s have.
A clarification of this would be appreciated. Here is a quick video on Citadel construction. If you have any questions beyond this point, do not hesitate to ask. https://www.youtube.com/watch?v=Ogk2C5pj3rU
After today I am heading back into Wormholes to do some more testing if there is something you want me to test while I'm there. is it the EAA that is also used to build the components or is that the CAA? I quickly made this video up to help answer that question. There are a couple different things to be aware of on the modules and rigs and that, but all very simple. Citadel Production - Weapons, Ammo, Rigs and Drones are covered in here.
Lol that was all modules and ammo I was asking about components what do I use to build the parts used to build the citadels I would rather not haul a large worth of components.
Citadel worm hole tax
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Lugh Crow-Slave
2165
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Posted - 2016.04.16 19:00:40 -
[89] - Quote
q.q why do you torment me I just want to know what array builds those parts
Citadel worm hole tax
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Lugh Crow-Slave
2167
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Posted - 2016.04.16 19:18:39 -
[90] - Quote
Destiny Dain2 wrote:Lugh Crow-Slave wrote: q.q why do you torment me I just want to know what array builds those parts
Third time is a charm. The components that make up Citadels are done in the Component Assembly Array. At least I manage to get a couple things done I wanted to do. LOL
Lol thank you I was beginning to think you were messing with me
Citadel worm hole tax
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Lugh Crow-Slave
2172
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Posted - 2016.04.16 22:29:40 -
[91] - Quote
John Hand wrote: I agree for when the other buildings come out, like the Gate and the Arrays, each should be able to defend itself. If it can't then I would assume they would be able to be placed within the targeting range of the "parent" building, aka the Cit.
I don't have any issue rending multiple cits as well, much less massive fleet fights (TiDi causes more "lag" then actual FPS "lag") however we still need to be conscious of people with toasters out there who still think a Core 2 Duo is a good processor (or ever was LOL) or that AMD builds good cards.
Also there is the exploit side to this, having multiple on grid. means there will be over-lapping fields of fire. The XL cit can target and hit out to 750km, meaning that 1000km min anchor from one another means that they can cover each-other. This means if you plant 7 XL cits together, the center one will be unkillable and don't laugh at the price of an XL, some alliance WILL do it. Knowing the track record of Goons, I wouldn't be surprised if they did find a way to exploit the system in that way.
Us they do need to be spread of the ranges are overlapping ... CCP did you do your math u wrong and think you made 250km of clearance and not 350km of overlap? If that's the case you need to up the minimum to 1750km
Also the amd thing they don't make **** cards Nvidia just has a near monopoly on the software used and they gimp competing cardso when a game uses that software but the effect to the user is the same as of amd did make **** cards
Citadel worm hole tax
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Lugh Crow-Slave
2182
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Posted - 2016.04.17 11:32:05 -
[92] - Quote
So a huge QOL thing
with the rigs can they please be broken into M L and XL rather than all tossed together on the market tab
Citadel worm hole tax
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Lugh Crow-Slave
2187
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Posted - 2016.04.17 15:20:09 -
[93] - Quote
I noticed the citadels fuel reduction bonuse was affecting the refinery that's not right is it?
Also how long is a service cycle 1hr?
Citadel worm hole tax
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Lugh Crow-Slave
2198
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Posted - 2016.04.17 21:13:58 -
[94] - Quote
The option to launch fighters w/o a full flight would be nice even if you have more than enough to make one. Let us stop the loading of fighters and launch immidietly
Citadel worm hole tax
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Lugh Crow-Slave
2211
|
Posted - 2016.04.18 23:28:14 -
[95] - Quote
Trespasser wrote:If you don't own the ihub in the system you anchor the citadel in, it should be vulnerable during the whole anchoring phase.
If you own the ihub then it should be invulnerable during the anchoring phase.
Also, in any case no matter if you own the ihub or not.. the citadel should finish its anchoring timer during the vulnerability window of the ihub in the system its anchored in
This make it so if you want to anchor a citadel in someones system then its going to come out in their prime time, not yours.
And if you do own the system then it comes out in your prime time so you can set everything up properly
... expecting some one to have to guard these for well over 24hrs is a bit much
they are suposed to be hard to put up in some one else's space not impossible
Citadel worm hole tax
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Lugh Crow-Slave
2211
|
Posted - 2016.04.19 00:00:09 -
[96] - Quote
Trespasser wrote:Lugh Crow-Slave wrote:Trespasser wrote:If you don't own the ihub in the system you anchor the citadel in, it should be vulnerable during the whole anchoring phase.
If you own the ihub then it should be invulnerable during the anchoring phase.
Also, in any case no matter if you own the ihub or not.. the citadel should finish its anchoring timer during the vulnerability window of the ihub in the system its anchored in
This make it so if you want to anchor a citadel in someones system then its going to come out in their prime time, not yours.
And if you do own the system then it comes out in your prime time so you can set everything up properly ... expecting some one to have to guard these for well over 24hrs is a bit much they are suposed to be hard to put up in some one else's space not impossible If an alliance wants to drop a citadel that costs 70 billion in hostile space, they should have to defend it. But hey im not lock into the vulnerability, but it absolutely should be required to exit anchoring during the vulnerability window of the ihub. This will force them to show up and defend it before it has a chance to get all of its defenses up.
if your ADM is up it will take a week to anchor if you can't orginize people to get on then you have a bigger issue
also none of them cost 70B large is 7b XL is over 100b lol
Citadel worm hole tax
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Lugh Crow-Slave
2235
|
Posted - 2016.04.20 01:22:28 -
[97] - Quote
Circumstantial Evidence wrote:
Material requirements for building structure ammo still appear to be placeholder values; anti-capital missile req's same as sub-capital. (expectation: anti-cap missiles should cost more than sub-cap versions)
partiicularly when you add in the sub cap launchers shoot faster
Citadel worm hole tax
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Lugh Crow-Slave
2239
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Posted - 2016.04.20 09:54:56 -
[98] - Quote
Just one more time to hope you see why compression needs to be treated separate in roles and taxable
You guys want to push trading into player citadels well if any of these do manage to spring up odds are they will have very low if not 0 refining tax in order to incentives people who sell large quantities of minerals to use their market.
What this means is if you set up a refinery structure you won't be able to tax it anywhere that uses that market citadel particularly in hs.
There is very little reason for anyone to refine in your citadel even if it's free do to the convenience they gain from compressing in order to move their ore to sell. Same goes off they are building they will want to compress the ore in order to build closer to a market.
So unless there is a good reason why this service should not be taxable please make it so.
Also this change is gong to make it where there is little to no uncompressed ore sold in eve is this intended?
Citadel worm hole tax
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Lugh Crow-Slave
2250
|
Posted - 2016.04.20 22:27:52 -
[99] - Quote
TheSmokingHertog wrote:Commissar Kate wrote:Am I missing something or is there no direct trading available in citadels? By intent or just a bug?
You need to rig the citadel with a trading thingy.
... there is no such thing
you can not trade in citadels on release
Citadel worm hole tax
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Lugh Crow-Slave
2250
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Posted - 2016.04.20 22:32:27 -
[100] - Quote
Sekeris wrote:
Also why bother with giving a medium 3 hours vulnerability when basicly your saying it doesnt matter what you pick because you get more of it, at a time you probably wont be around, because its not one of the hours you said you wanted on another day. Basicly you have to plan for 3x3 hours on at least 3 days?
what?
you only need 3 hrs a weak
that lighter colored box that comes up shows you when it will come out of RF if it enters it during that vuln timer.
Citadel worm hole tax
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Lugh Crow-Slave
2256
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Posted - 2016.04.21 02:47:42 -
[101] - Quote
Masao Kurata wrote:I have been preparing my notes on citadels but the bashing tests were held up until now because the vulnerability system was barely working, and for the first time a citadel actually became vulnerable correctly so I was able to do two stages of a bash and... to my horror, reinforced for SIX STRAIGHT DAYS. You CANNOT be serious! This isn't even a fortizar, it's an astrahus! Complete bash testing before release isn't even possible with this, never mind the insane attacker commitment and yet another disgustingly huge defender advantage.
To be fair the function of these is asset defence so they are supposed to take a huge commitment to siege. The ones coming out in the future will be much easier.
These things are more expensive and in many ways more limited to a pos their only real advantage is they are going to be hard to kill and that's the point
Citadel worm hole tax
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Lugh Crow-Slave
2262
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Posted - 2016.04.21 06:48:47 -
[102] - Quote
Masao Kurata wrote:Lugh Crow-Slave wrote:These things are more expensive and in many ways more limited to a pos their only real advantage is they are going to be hard to kill and that's the point Hahahahahahahahahahahahahahahahahaha. I have some comments about "more limited" but I need to finish testing, I still think I've barely scratched the surface of how many ways you can break eve with citadels.
well in there currant state they are...
no industry no mining no reactions no research just storage and docking
i din't say they were more limited than citadels said in many ways they are more limited
but my point stands they are supposed to be hard to kill
Citadel worm hole tax
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Lugh Crow-Slave
2280
|
Posted - 2016.04.24 07:21:47 -
[103] - Quote
Zerling Rush wrote:hi!
DD may not cause damage to the Citadel? Why balance done crutches?
Why not come up with a module that generates a field locking DD in the grid of the Citadel? with the module turns on and off instantly
the defenders decide whether they cut subcap using DD, but there is a risk of impact DD on the Citadel either collect more allies on s-¦b-üap to protect under the field blocking any dd in grid
I think that would be interesting
ps It is also possible to envisage the possibility of forced off the field (entosis?) to create a small window of vulnerability
ps ps Sorry for my terrible English
O.o wut
the only one i could sort of understand is you want entosis to make the citadels vulnerable. this is a bad idea and makes the timers pointless
Citadel worm hole tax
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Lugh Crow-Slave
2282
|
Posted - 2016.04.24 20:53:09 -
[104] - Quote
Coelomate Mines wrote:It appears I can't activate a warp scrambler fit to an Astrahus outside of the vulnerability window - it says "You cannot activate Standup Warp Scrambler I whilst invulnerable." All other modules work.
Is that intentional?
Yes
Citadel worm hole tax
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Lugh Crow-Slave
2294
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Posted - 2016.04.26 02:50:55 -
[105] - Quote
please we haven't heard from a dev since before fan fest
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