In view of the fact that the timer continues to run in real-time in time delay, the gravitational transport field oscillator appears to be overpowered. In time-delay, the attackers would need the whole timer or more to get back on the grid at all. So it seems rather unbalanced.
Team Five-O / CCP have you thought about this problem and how to counteract it?
The second problem is the amount of citadels per system. Current examples show that a Keepstar is simply surrounded by about 50 Astrahus. This creates a massive imbalance.
What is the best consideration to counteract this imbalance?
The whole point of Upwell 2.0 is to start addressing this. Until we see how many people actually keep using Citadel swarms once fueling them matters, they can’t know if more measures are needed.
why not add the moon ores in highsec, you still cant properly reprocess tehm in high, need losec/nullsec/wh for that…or you just shortsighted and stupid used to watching the short game of things?
@CCP_Fozzie, will Upwell Fighters be visually distinguishable from their standard fighter base? Its kind of a trivial thing, but curious anyway.
Also, as a generalized Structure Owner, I’m cautiously optimistic, overall about the changes. They aren’t as doom and gloom as they could have been.
As a roleplayer I am a bit annoyed over now needing to online at least a clonebay in the handful of structures that exist solely for an RP purpose to keep them defensible, but that’s the RPer, and not the Structure owner talking.
When will you remove assets safety? This is so anti-EvE mechanism. Proposed changes about it won’t solve anything. People must have a reason to fight over them, it is that simple. Why do I have a feeling that CSM do not want to push it because they just benefit the way it is now?
A little hystory about Wormhole eviction.
POS - 1 day 18 hours. ( 42 Hours )
Citadel - 3 days. ( 72 hours )
Citadel Upwell 2.0 - Near 4 days! ( 96 hours )
I think you need change time line in vunurability beetwen window.
What happen if defender have 10 structure in Wormhole and 15 min timer setup in same time???
Attacker may kill only one ? Because attacker cant split fleet on 10 citadel…
After that patch wormhole eviction is dead.
I think timer vunurability armor and hull need doing not 15 min. maybe 3 hours. for Attacker cant destroy all citadel in one system. Realy how split fleet on same timer ( 15 min for all citadel in one system )?
And remove that crazy 24 h - 50 h armor timer! that window may will be on hull timer.
What you may say about same time timer? And about 4 days?
All those goon citadels and they will have to have people surrounding them ad nauseam because we get to pick the fight times and they will have to just sit on a citadel that probably will never see an actual contest for its destruction but at least now all those goon rorqual pilots will have to perma-camp citadels instead of destroying the EVE economy, so while this mechanic is stupid as **** at least it accomplishes a goal !!
Yeah, until the next whine campaign washes over the forums about how it is too hard to engage several structures at once in groups smaller than HORDE or CONDI because the timers are all synchronized so that killing several structures at once became too hard.
Funnily enough CONDI also has lots of “sub-sentient cattle” in their ranks. Should their complaining be ignored as well?
And that would be why CCP have placed a 2 hour either way random factor into it? So you can reinforce a bunch, then pick a set of them that you can chew through based on the RNG for timers?
Depending on what you shoot and who shoots it, 4 hours are not a lot. Not to mention that killing a structure takes ~30 minutes and the timers are not set to 2 hour but something in between, as you said, which gives more than enough time for other structures to repair while you stall opponents on one structure. NO, I do not see how CCP sufficiently factored the current gameplay realities into their plan.
Not to mention that the 2 hours can and will put your timers regularly into times where, although you set your attack window to a perfect time for your group, timers run out either too early when people are still at work/coming home or too late where people already have to go to bed because of work, which puts the defender at a significant disadvantage.
The full power/low power change seems nice. I think it’d be more fitting if the shields were gone instead of the armor, but I guess that’s done for compatibility with the full power citadel mechanics.
Moon mining in wormholes is a welcome addition. It probably won’t be very profitable but at least it makes it easier to get minerals into low class wormholes, which is a huge pain right now. And maybe it’ll spark a few more fights there which is always nice.
Citadel offensive modules still have me a bit baffled. How does a 250km scram give improve gameplay vs what it takes away in terms of viable PVP around a citadel? Or the neuts, or webs, or these AOE projectors? It’s frustrating to deal with in tidi and it’s devastating to all smaller forms of PVP.
These systems skew a level playing field heavily toward the defending side. And this inevitably results in attackers opting for the safest, cheesiest fleet comps possible to make up for this disadvantage. I assume the goal is to encourage spreading out and using more exotic comps, and if both sides had a citadel on grid that could project the same ewar into the same space then this could work, but that’s not the case. What’s the logic behind only the attacking side being given these constraints?
IMO this area could use a major rethink, not some tweaks to module stats. Besides the imbalance mentioned above one core problem is that there are two completely different environments here, PVP that targets the citadel itself (typically with huge fleets) and PVP that happens to take place near a citadel (typically involving just a few people). I think these need to be handled separately, for example by activating these powerful offensive abilities only when the citadel is under attack. Obviously people would attack their own citadel to turn on the weapons, but that seems like an easier problem to solve than trying to balance the abilities across all kinds of PVP.
Regarding asset safety, why not have 0.5% of all stored assets drop as loot instead? The impact to individual players could be made to be the same as the tax (drop items equivalent to 0.5% of the value of the hangar), but the attackers will get a tangible reward out of it. Even if it isn’t worth much most of the time the possibility that you could get a big drop is a good motivator.
Anyway, lot of good changes in there and I’m glad this was pushed up in the priority queue. But I think a couple of the core problems will be just as prevalent after the patch, it’s going to need some more work.
Currently there are no consequences for failed hacking. We discussed notifications for (failed) hacking and we are quite worried that this would lead to too much notification spam - even if it is throttled quite heavily.
Fortizar in W-space system, have a timer setup on 05:00 EVE time ( day for Wormhole does not matter?)
Attacker is coming in Friyday in 21:00 EVE time and start attack.
Armor Timer Fortizar will forming in 1 days 8 hours ± 2 hours - 15 min (Sunday 05:00 EVE time ± 2 hours )
Attacker attack Armor and timer forming in 0.5 days ( 12 hours ) ±2 hours - 15 min (Sunday 17:00 EVE time ±2 hours )
All destroy take near 44 hours? I am right this time now?.
Simutale 2
Fortizar in W-space system, have a timer setup on 19:00 EVE time ( day for Wormhole does not matter?)
Attacker is coming in Friyday in 21:00 EVE time and start attack.
Armor Timer Fortizar will forming in 1 days 22 hours ± 2 hours - 15 min (Sunday 19:00 EVE time ± 2 hours )
Attacker attack Armor and timer forming in 0.5 days ( 12 hours ) ±2 hours - 15 min (Monday 07:00 EVE time ±2 hours )
All destroy take near 60 hours? I am right this time now?.
But if day and time setup on Wednesday 19:00 - Attacker need wait near 5 days?
“Locking of blueprints is coming soon to Upwell structures! Locked blueprints will remain locked if they enter asset safety and will need to be unlocked by vote before being recovered from the asset safety system. This is a major step towards full feature parity between station and Upwell structures and we hope that it will be very helpful for industrialists”
Can we PLEASE fix the blueprint locking system so we can lock/unlock multiple blueprints with a single vote? Has anybody from CCP every tried to lock a 2000 BPO collection?