[PROPOSAL] Disable Citadel offensive modules until it is attacked or comes out of reinforced


(Rin Shinwa) #1

Before Citadels hit New Eden, the station undock was a significant conflict driver for roaming gangs in 0.0. You could bubble the undock to catch slow-to-warp ratters, or you could simply sit there, disrupting the everyday business of locals - with the advent of Citadels this is now dead.

The Citadel, down to even the smallest moon-mining platform or engineering complex, is an unkillable 300km web, 200km point, and 100km heavy neut - it is simply impossible for any roaming gang to fight within the death-sphere of a Citadel, and this has removed a lot of conflict from the game.

My proposal is simple: A citadel should be unable to use its weapons and ewar unless its repair timer is active (I.E. it is under attack or it has just come out of a reinforcement timer). This would allow citadels to still provide a significant home-field advantage for threats to its existence.


(Max Deveron) #2

hmph, im a highseccr and i think this is garbage


(mkint) #3

I’d maybe refine the suggestion a little more… add a button to citadels to turn on “combat mode” so you always have a choice to use combat modules by disabling other modules. Basically what you’re asking for except still allows the defenders some options in a real serious combat situation regardless of rfc status.


(Rin Shinwa) #4

I’d maybe refine the suggestion a little more… add a button to citadels to turn on “combat mode” so you always have a choice to use combat modules by disabling other modules. Basically what you’re asking for except still allows the defenders some options in a real serious combat situation regardless of rfc status.

I disagree with this suggestion. If you can simply turn on “combat mode” to enable the death-sphere when a gang lands on your citadel grid, that’s not a change at all.


(Yozo Ellec0n) #5

Someone is ganking your rattle

Shoot your own citadel

Watch their cheeks get spread by your alt manning the citadel

???
Profit


(Brewlar Kuvakei) #6

Good, anything that ends station games is a positive for this game.


(Rin Shinwa) #7

This is a hilarious angle that I’d never considered. Well played.

In practice, this scenario probably wouldn’t come up very often, and if it does, I’d be happy to go further with the nerfs, haha.


(Yozo Ellec0n) #8

Easiest way to prevent that would be to have you do a certain amount of damage to activate the guns.

Unless you somehow bash out your own structure to 90% shields so that you can be saved, but if it takes whoever is killing you that long, you should just have a response fleet be able to land.


(commander aze) #9

Hmm no


(Brisc Rubal) #10

This is an interesting idea, but given how long it takes to lock a ship shouldn’t a small-gang be able to warp out to a ping when they’re being yellow boxed and then warp back? Doesn’t that provide what you’re looking for in terms of being able to engage untethered ships?


(Steveo Mowi) #11

Have u tried to Bubble a Pos and Camp it, when its fully armed? Nerf Poses, they dont even need a Gunner to kill you


(system) #12

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