Kyra Lee wrote:After reading through this thread and the one in GD that I think spawned it I think we can come up with something that works.
Small citadel - around 300mil to build and be 3000 M3 in size
It could be built using only minerals and PI
Slot layout 3H, 3M, 2L, 3 Service, 3 Rigs
PWG, CPU, and Cap would be scaled down from the other sizes so I don't have hard numbers for those. Service modules would require fuel bocks to run but shouldnt require that huge amount of blocks to start up. Maybe that cost could be added into the hourly recurring fuel cost.
The base citadel would function like its bigger versions as far as tethering, docking permissions, fitting, and repair of ships and modules
Storage would be limited to 50k per character for non ship items and 400k M3 ship maintenance bay per character
There would be no limit to the number of characters able to dock and use this citadel
There would be no corp hangers or office rentals and no option to fit the market service module
This would be a personal deployable like the MTU and mobile depot but could be configured to use corp/alliance standings and such if desired.
This structure would be always vulnerable to attack but would enter a short reinforcement timer once the structure was breached. I would say no more than 24 hours. This could be based on a vulnerability window like the POCOs use now or on stront fuel like a POS. I personally would use the vulnerability windows. Once reinforced all service modules and tethering effects go offline. High, Medium, and Low slots would remain active as well as capacitor regeneration, docking, and personal and ship storage. At the end of the reinforcement timer the repair timer starts up and after 15 minutes of no damage the citadel will begin repairing itself. It would not be instantly repaired though, it would regenerate its structure, armor, and shield at a fast rate starting with the structure first and then proceed on to armor and finally shield. I think 1 hour to fully repair itself sounds reasonable. If the citadel takes any damage the repair timer starts over again but any previously repaired armor and shield would remain. If the citadel is destroyed then normal loot fairy rules apply, no asset safety like larger citadels.
It would take 15 minutes to anchor the structure and when anchored only the structure layer would be present and the 15 minute repair timer would start. You would be able to immediately dock and fit all types of modules so that you can mount a defense right away if necessary. Unanchoring would also take 15 minutes and anything still contained in the citadel would be ejected into a can that anyone can scoop.
That should cover the basics of the citadel itself. I don't feel this or any other structure should be able to cloak while we have a perfect cloaking system in game. These things need to be able to be found and shot at. One idea that I could see as a service module is while any ship is tethered it does not show up on dscan or combat probes. The citadel would be visible but act as a mobile scan inhibitor. Other service modules will likely come out when the new indy and mining structures are released so those could fit on here too.
So there is a small citadel that is more mobile than a medium but also more vulnerable. It would be defend able against a small group and would augment a defensive fleet. It would allow storage for personal items as well as ships. It would be able to accomplish all the normal things a citadel can(except market) just not all of them at once. This would be a personal deployable so corp roles wouldn't matter but could be configured to allow corp/alliance access. Leaving it vulnerable all the time and having a short reinforcement window means it isn't well suited to be a beachhead for an invading army but will deter anyone that isn't committing to the fight.
Let me know what everyone thinks!
KL