This goes to the “if someone wants you out, you’re going to get pushed out.” which is true. However if Carl doesn’t log in every day, and he has his assets split between two structures, it’s still a significant loss for nothing more than not being a daily player.
This change, no matter how you cut it, punishes WH dwellers who aren’t available at all times.
They are arguing this because they know that if fewer people can vacate, more loot will drop. This coincides with idiotic requests from WH eviction corps to remove things like being able to “trash” assets once a structure is under attack.
You’ll notice both advocates are in large groups — not a big surprise.
Is it possible to implement a turret based weapon in terms of instant application, that visually is a laser/hybrid/projectile, but uses the application formula for missiles? A literal hybrid of the two systems which would likely need trade range/dps for instant hits and inability to be outrun or smartbombed.
Right now you’re saying that you have no ability to move items out of the hole, and that if someone tries to evict you you don’t fight back. So then having 48 vs 72 vs 120 hours doesn’t matter, because your assets will eventually drop, because you lack the basic capability to move them out of the hole.
Do you want completely forever invulnerable citadels? Do you want 9 man corps to be able to stop evictions from 50+ man corps? If you want perfect safety with zero effort, go to hisec.
The issue at hand here is whether you can still get your assets out of the hole with the slightly shorter timer. As you just proved, the slightly shorter timer doesn’t matter, because a 2nd astra (which you still need in this current system, to avoid a 3 day timer) gives you a full 5 days. So thanks for proving my point on those timers.
WH space has always been tough for tiny groups and this does not make it any more or less difficult for them.
I’ve done that with and without a POS, and I can say the headache of multiple people operating out of an Orca isn’t worth it. For us, the option of being nomadic will die with POS’s.
Nah, there’s a third. You could go warp around in circles in a wormhole on Serenity. They don’t PvP in wormholes over there, so I think you should be safe from having to log in.
Are you seriously demented. What I’m saying is - A second Astra doesn’t give you any more time to move out, which was your original thing. You said NOTHING about fighting back, your whole post was about evacing and how a second Astra gave you more time to do that…
You’re now replying in a way that has absolutely nothing to do with your original posts And certainly has nothing to do with mine.
I surrender, you’re posting is rubbish, you’re obviously making up as you go with no idea on how to reply in context.
If you can’t remember the context of the original post i responded to - Go read it again OR Don’t fuking respond at all…
CCP don’t want people to move about, the whole idea of the new structures was to create a static environment. Set up home and stay put…
You go somewhere - and stay there.
Nothing about Sov and the new structures encourages players to branch out and move to new places. Unless of course you plan on joining an existing group who is already established with Sov and Structures in place…
Unless The Judge has an alt in another large alliance somewhere and does a repeat of CO2, don’t expect to see too much movement on the map for a good while to come…
We said “here’s the bar to meet to live in WH space, a notoriously difficult area in a notoriously difficult game, yet still a pretty low bar to meet.” You said “screw that, spoon-feed me.”
Nothing that you’re complaining about is new to this patch, or new to wormholes. Wormholes have gotten progressively easier, not harder. This patch actually will help you since the new T2 weapons will increase the minimum eviction fleet required. The timer changes are massively beneficial to corps that actually fight back and no change for those that don’t.
If you have something that you can show this patch actually does to harm low player count corps please tell us.
No what I said was, it is a waste of time moving everything to a second Astra.
You have 2 Astra’s in a WH.
One is set to be vulnerable on a Tuesday, the other Friday (3 days apart)
All you’ve really done is waste 2 days (and a second Astra). If you can be online to move it to a second structure, you can certainly be online to move it somewhere safe (out of the WH)
READ WHAT IS IN THE POST AND RESPOND TO THAT - DON"T RESPOND WITH WHAT YOU “THINK” IS IN IT.
If English is your second language I apologize if my wording caused you any problems. Maybe try a better translator.
If you could have moved them from the first Astra then why does the timer change matter? Vexxor is saying that the timer change makes it impossible for him to move assets out of a sieged Astra and wishes to keep the 72 hour timer.
The point of the second Astra is that he wants 3 days, while the 2nd Astra gives him 5.
Some really welcome changes here. I would echo the concerns raised by others about the GTFO module and the 5min fitting timer. Being able to fit the citadel before it fully anchors is kind of overpowered, especially as it is likely someone trying to take out your anchoring citadel will have formed up and shown their hand so you can counter their fleet with the fitting if you have enough options available with you.
My other concern is with the timer changes. I like the increased vulnerability of being able to hit structures at any time, and the fact a timer is removed without an active module, but the +/-2 hours of a particular hour, then particular hour of a particular day is going to be VERY challenging for non multi-timezone coalitions to contest many structures. Using my own situation as an example this can lead to quite a frustrating scenario where if two opposite timezone alliances live next to each other, it removes any motivation to attack each other.
Our neighbours peak timezone is around 17:00-ish and they set their timers a couple of hours before that. Our peak timezone is approximately 01:00. This has led to neither side losing a structure to each other without (conflict neutralising) batphones in almost six months. Currently unless a third party moves into the area, or either side starts calling in favours a lot more, I see this stalemate remaining indefinitely with these mechanics. What I miss about POSes is that through perseverance and mind games, you could eventually trick an opponent into strontium-timing wrongly, or just burn them out by having to repair and refuel every time you attacked.
My suggestion is the following - a mechanic titled something along the lines of ‘cracks in the hull’ (whilst the majority of repairs are done during the 15min repair time, there are always extra repairs and safety checks to be done to ensure the citadel returns to full functionality that take longer. If interrupted these can cause a compound effect of weakening its defences…).
Each time an attacker reinforces a structure, that structure gains a counter which can stack. Each individual counter remains in effect for X time after which it expires. For every Y counters on a structure it increases the window of the next reinforcement timer by Z amount of time.
The exact times of each variable could be adjusted depending on player feedback and actual reinforcement data. I would propose X is two weeks, and Z is +/1 additional hour. The idea is that an attacker through force of will could hit a structure every (roughly) 48 hours, and eventually get a timer that is more favourable. The granular effect should hopefully mean that the time zone gradually being pushed in favour of the attacker would lead to there being a timer which whilst being optimal for neither, does give an opportunity for an attacker to eventually commit to a structure that is timezone tanking. It also gives a passive defender a chance to relocate, evacuate, or arrange a counter attack.
When shield is shot, unanchoring will be paused. When armor is shot, unanchoring will be cancelled. If structure is in low power mode, then unanchoring will be cancelled after shooting shields. So, no cancelling from first damage, but only after shooting at least one layer.
In this magic scenario, the final timer is in your corps ideal play time.
If you can’t make it on at a regular known time once a week, where you can then evac everything out of the citadel during the hour or two before the timer, then WH life is not for you. It’s one of the reasons I don’t WH, as I shift work meaning I can’t do the above.
So… You don’t need extra warning. Because you know that you just have to be on at a specific time each week, and you will be online in time. So you can literally play just once a week and you will be able to evac your assets. You get more & better planning than you used to.
It’s just different perspective on the same thing and he isn’t wrong, just as you aren’t.
The insults don’t really do anything to help, but neither does the blind belief that your own view is the only right one (same for the other argument).