Siege Green - Structure Updates Now Avaialble for Testing

There is an issue with the limited fuel bay though.

Nothing prevents anyone from having 10 milion units of any fuel in their personal hangar, or corporation offices. Which they can just clone jump into the structure, or just instawarp inty go there, or have alpha accounts for each system/constellation, and simply put the fuel from hangar to fuel bay.

Sadly that wouldn’t help, as much as I would love for it to matter.

All of the other debate or options seems irrelevant, because as @Brisc_Rubal mentioned, there is limited amount of dev effort CCP is willing to put into this issue. And since it is already on SISI - that means it has already finished development, and is now “in testing”.

Also, a speculation on my part, but as also Brisc mentioned, it seems that nobody apart from sovnull considers structure spam to be an issue. So I think this whole “nerf” came to be simply by representatives voted in by us, players, representing the majority of the players, e.g. nullsec, have been doing what they are supposed to - represent their voters. And I agree that it is too easy to simply anchor as many Astrahuses as you want, with infinite fuel, provided you have enough isk.

So the voters complained that there is many strucures, and they are unfun and pita to get rid of. There was even some letter by FCs that citadel mechanic sucks and is terrible and needs rework. I don’t think this is what they meant.

IMO this all stems from the fact that “abandoned” state mechanic is incomplete. It only works if the structure is really “abandoned” - which is measured by fuel + active module in it. Considering how cheap it is to fuel Astrahus + clone bay, then you can realistically fuel it for years.

So the structure spam can be also solved in other ways apart for the “limited fuel bay” which can be worked around as I pointed out above.

For example, you could increase the fuel costs for the structure every week depending on decrease in activity - real activity, people using the station, docking in it, any way you can measure “being active”.

The “activity” measurement could take in many inputs that mean people actively live in it, to combat simply 1 alpha char undocking+docking. You can measure things like changes in personal hangars (people doing things with their items), or dock/undock numbers. Online numbers and durations, etc.

Based on this metric, lets say that over the course of 1 month, the fuel cost would increase 10x? Maybe even more, 10x would be roughly 1m ISK per day. I would even make it exponential in time, the longer you are inactive the more fuel it consumes. Up to 50x for example.

This could have lower and upper limit, and its goal would be to increase the fuel demands of really unused stations. Such stations that exist simply to exist and bother other people in the area.

I think it is much better from game design standpoint to simply make these “unused” stations to be more effort to keep fueled and not drop into abandoned state. And since @Brisc_Rubal you mentioned that it shouldn’t be only for M structures, because they would be special. I agree! This mechanic should be for ALL structures. And even more noticeable the larger the structure!

Or you can keep the timers, but structure consumes waaay more fuel while in reinforcement. This would make it much easier to force structure to go into abandoned state, and it might actually be much easier to implement compared to my previous idea. Simple - shoot a structure’s shield, and the initial reinforcement timer will consume 90% of fuel in the fuel bay, or leave enough just for the hull timer, forcing you to login and put more fuel in, somehow.

Much easier to implement IMO, no need to create special metric, track it, have some feedback system on said metric, etc.

Ofcourse it is more effort to implement really, but I don’t understand what is so urgent about the NS structure spam, that this MUST be pushed through at all costs, even if it breaks some parts of the game? What is such a huge time pressure? We developed a feature, its now on testing, so we don’t want to remake it?

Doesn’t that kinda defeat the whole purpose of TESTING environment, where you put things to be tested and had feedback on? I think this whole thread shows some very good points and options. Like my first suggestion with Dreads + weapons.

/rant/
I don’t know, lately it seems to me that CCP is very heavy-handed with ANY change. Year ago it was industry rework, which made faction BS and anything above BS so expensive to buy, that nobody really wants to risk them. Now there are these 2 proposed changes, which follow the same line - industry change is reverted by half because, suprise, it was extremely heavy-handed, and the M structures can now be deleted in 1.5 day. Also kinda heavy handed?
/rant/

I don’t disagree that a change is needed, but these changes as they are will severely hinder small/medium groups. Why not just keep the timers but reduce the time between timers, something like Shield > 24hr > Armor > 24hr > Final. Then reduce the max fuel hold to 2-4 weeks (small groups already do this due to financial limitations).

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Its a rare day when I’m agreeing, generally, with Revenent.

While I’m not exactly fond of the reduction in timer you’re suggesting, the fuel limitation you and others already have suggested I would be in favor of for mediums.

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I really dislike the idea of metric based fuel consumption.

With a POS it was a royal PITA dealing with variability and planning for it.

I don’t think that jump clones refuelling monthly would be considered a problem, as that would at least be some maintenance indicating the structure wasn’t abandoned.

That’s correct, but at least then they have to do it. There’s a minimal amount of work going into keeping the structure fueled.

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Did they? Or did a select group (those FCs) decide to speak on behalf of all of null, without the rest of us being asked to weight in on whether or not their view is shared by the line members?

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Of course, however with clone jumps, alpha toons, and other travel you are highlighting there is still an additional time and tracking cost if you have to manage medium structure fuel even slightly more closely.

If you scale that up for large organizational structures that inconvenience cost seems it would become greater.

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Not even counted that having 10 Million Fuel per station stored is a serious investment on the side of the “offender” and also offers a serious reward in possible loot for shooting down the station. Enough in my book to absolutely justify 2 reinforce cycles.

Hint: 10 Million * 13.000 ISK per FuelBlock (current jitaprice) = 130B in Fuel. per Station!

So, can we put this absolutely unlikely scenario just aside? It just won’t happen. Not even 1 Million Fuel will be stored there. Probably not even 100.000 blocks. It’s just a strawman discussion.

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I mean, if someone’s got 130b in fuel stored in their fuel bay, I am all for that… cuz I’ll get a hundred dudes, kill all those astras, and use it to buy a keepstar.

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Besides keeping minimal fuel, I have also destroyed rigs after submitting longterm research jobs.

I also avoid using T2 rigs, having been introduced to hunters that exclusively kill structures fitted with them.

Imagine how thrilled I was when quantum cores were introduced.

It is getting to the point where upon expiration of the 15-minute vulnerability timer after the core is installed, medium Upwell structures should self-destruct instead of repping /s

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After reading the previous 416 comments about the update it’s clear that the vast majority of players are not happy with these changes. With everything that I’ve read it seems that many people including myself have run the numbers on what bashing medium structures will be like moving forward. You could say that bringing down a structure in wh space will take about 2 days total. It’s hard to fathom how people can see that as a good thing. I mean just look at a mobile depot. 2 days reinforcement timer. These changes would mean that a structure that cost hundreds of millions of isk and a dedicated hauler to set up would be just as easy to bring down as a mobile depot that can be carried by almost every ship in the game. That doesn’t make sense and I challenge anyone to explain it to me in such a way to make that seem like a good thing. For this to have been brought up as a good idea to CCP by the CSM’s just means that the interests of wh’ers was never considered. Nor was this idea completely thought out. This is just my opinion but it seems to be in line with the majority. I hope this update is reconsidered about it’s ramifications throughout the Eve universe.

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I’ll say it one more time for the people in the back.
Mobile Depot - 1 timer - 48 hrs. - 1.4 million isk
Astra in wh space - 1 timer - 33 hrs. to 39 hrs. - 1.4 billion isk
Someone please make this make sense.

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umm cores are not removable … or what is the mechanic to do that?

unanchor it.

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well, explain THAT:

Mobile Depot:

  • 1.4 million ISK investment

  • 1 timer

  • no fuel requirements

  • size 56 meters long axis

  • unarmed

  • needs just to be launced by 1-click

  • can be shot into timer with 1 ship (if the owner is just not around…)

Modern Upwell-Space-Station:

  • multiple billion ISK investment

  • 1 timer

  • needs hundreds of millions in fuel per month

  • size 44km long axis

  • armed with state-of-the-art missile launchers, electronic warfare equipment and fighter suqads

  • needs to be anchored, a hundreds-of-millions-core, and several hours with some vulnerability windows to get to full operational status

  • can be shot into timer with 1 ship (if the owner is just not around…)

lol.

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The depots (and the POSes for that matter) also don’t pop up on the system map.

:parrot: :parrot: :parrot:

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Omg :CCP: not only you want to shaft the cits, but now you also increase the price of the sub :joy:

Talking about bad timing :joy_cat: :joy_cat: :joy_cat:

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Oh well I have been meaning to try a few new games out.CCP call me when you sh** can everybody who thinks these changes are a good idea.

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Realization I just had and posted on r/Eve …

I remember Ultima Online in its heyday, with huge amounts of characters around the main bank and everywhere. Then they shifted the game towards PvP-only events and group-only play … and it died.

The final straw for me in UO was when they added expiry to structures, and then foobar-ed accounting, not renewing my account, so my stucture vanished and all the contents dropped to the ground.

I was subbed to UO for 14 years. I’ve been subbed to Eve since 2009, which curiously just past the 13 year mark now with a structure update looming.

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Hi @CCP_Aurora hopefully this additional feedback will be useful to you, I’ll will preface this by saying my long winded narrative is focused around the use of Astrahauses in particular in Wormhole space to live out of.

History
When these ‘new’ structures were first released you had Citadels, the Astra, Fort & Keep. All were designed (& told as by CCP) as structures that would replace POS’s & stations to be lived out of, they were you home base structure. To act as such they would all share features amongst their size class such as high HP, significant offensive utility & 2 timers (excluding shield) to fight over.

When more industrial structures were introduced they lost alot of their defensive prowess in exchange for specific role purposes & cheaper costs. We were also informed that a FOB structure would be introduced at some point to act as a staging structure when invading hostile territory, which was not the original intention of Citadels.

The Proposed Changes
When looking at the changes I try to view them in terms of how they relate to the POS era, how they relate to the original design goals & how they relate to the current situation. My experience is in Wormholes, I cannot & do not speak to their use in K-space. I know for example that Astrahaus spam is a significant problem in null-sec because they are so cheap & easy to spam while providing strong defensive utility in the way of the number of timers & HP needed to bash. Suggestions on such a matter do not fall to me to make.

This entire post is focused on the changes made to medium structures, and changes I feel would be of more benefit to Wormholes that current. I know that not all will agree with my opinions presented as well, not all wormholers are alike same with any territory.

For those that aren’t familiar in Wormholes you have no asset safety (all items are dropped) & evictions can be completed within 4 days (from initial reinforcement to destruction of structure). The biggest change that matters here is the reduction for medium structures, especially Astrhauses to a single timer (combined armour structure).

This in my view, is a poorly thought out change that both does not take into account the original design goals of Citadels but also how Wormhole space operates. Currently the difference between an Astra & a Fort when deciding what to live out of comes down to requiring capital access / docking & identifying your defensive requirements, but they both operate & are used for the same purpose, a defensive home structure.

With such a change it will not be possible to destroy an Astrahaus (or any medium structure) 24 hours quicker than any other structure, but this is not the big issue & I suspect the timer length will be iterated on. The bigger issue is the lack of a second timer.

It is not uncommon for Wormhole groups to randomly bash a structure they come across without the intention of killing it, either because of boredom, just wanting to generate a timer they could possibly seed or as a grievance against the corp who owns it. Currently doing so to any structure creates an armour timer. Now in such a scenario the defender may not have information available to them about the attackers, if conducted in their off-tz when no one is around the defenders won’t know the size of the attacking fleet or their long term intentions. So it is natural to form & protect the structure during the armour timer against the would be aggressors without knowledge on who they are & why they have attacked. Since this is an armour timer it gives the defender some leeway, as their is a structure timer should the attackers return it does not mean the end is night should the armour be reinforced too. In fact the attackers then provide the following information to the defenders during said timer:

  • The size & composition of the opposing force
  • Who they are dealing with (are we talking multigroup force or a single corp)
  • The intentions of the attacker (killing the structure or just meme reinforcing the shield)

Often times no one shows the armour timer & the defenders can relax.

Post Changes
Important here is the fact that such a change only impacts medium structures, and I’ll touch on this later.

With these changes if you are living out of an Astrahaus, which many corps especially small corps do, then you no longer have the benefit of the armour timer separate from the hull to find out all the above information. Instead any defender must now be prepared to either fully commit to the defensive of the structure & it’s loss, or begin evaccing all their assets out of the system / into another structure. Because it will be even easier to reinforce the shield of an Astra with these changes (losing damage cap on shield) it will even easier to meme reinforce an Astra to generate a timer you don’t intend to show for. This additional stress & burden put on defenders I suspect will cause considerable burnout.

The third party factor also needs to be taken into account, it is not uncommon for any eviction operation to be third partied (the act of a third group, separate from the defenders & initial attackers to involve themselves), at any point in the process another wormhole group could roll in (connect via a fresh wormhole to the system being targeted) & decide to intervene. If the initial party meme reinforces the shield the defenders may have to deal on the final timer with a third party group they don’t know exists. This 3rd party would have to put no commitment into the destruction of the citadel beyond attending the single timer, they would not need to log off in the system or conduct hole control. Currently if a third party attends the armour timer they would need to reinforce the armour & then wait in the hostile hole until the structure timer, giving the defenders more time & ability to defend the structure effectively.

So compared to POS’s the new Astrahaus will have a single timer, like a POS, however unlike a POS it will not require a significant force to reinforce. A well defended POS requires a fleet to reinforce & to spend considerable time or assets doing so, with it’s automated defenses it can push of a basic fleet or require a Dreadnaught for instance to complete the bash. An Astrahaus’s shield reinforcement requires neither a sizable fleet or any real commitment to reinforce.

Compared to the original purpose of Citadels the Astrahaus fails entirely, no longer is an Astrahaus capable of acting as a home base. With only a single timer to fight on, whereby the enemy can destroy the structure and loot all the assets contained with minimal effort from their part involved the structure no longer becomes defensible. Additionally having the hull value reduced by a factor of 4 reduces it’s defensive capability which none of the other Citadels (Fort & Keep) are affected by. This very much feels like the Astrahaus is being abandoned by CCP for it’s original purpose, a defensive structure to serve as home, & being entirely balanced as a Forward Operating Base. A structure we were promised during the introduction of the ‘new’ structures that has never materialised & one of the reasons we still have POS’s existing long after their supposed replacement.

Result
The end result of these changes means groups can no longer realistically live out of an Astra (or any medium structure) due to it’s complete lack of defensive properties. Instead they are relegated to use as a temporary base of operations whereby it’s destruction does not matter, where no loot can be stored as it’s too dangerous. For Wormholes the minimum structure that can now be used to live out of long term will be a Tatara, Azbel or Fortizar. In my view, that a Tatara or Azbel will be the replacement for an Astra for small groups because the Astrahaus no longer serves it’s original use is poor game design.

Will this change see groups leave wormhole space? Possibly. It’s generally impossible to predict exactly what will happen after such major changes, we’ve seen people claim “Wormhole space is dead” after changes such as removing NPC kill data from the API for wormholes, introducing spawn range when jumping a wormhole & other such changes added over time. What I do believe we will see is a reduction in the number of small groups who live out of wormholes, instead basing in k-space & diving in, an increase in average corp member size as groups band together or disband and join existing corps who this change won’t affect, and an increase in the number of Fortizars used to live out of, which present their own dangers for a group living out of them.

My own Suggestions
These suggestions are not applicable as all one (ie not to made all together), rather they are changes I hope would present alternative solutions singularly or combined for CCP’s desired result.

  • Reduce all non Citadel (Astra, Fort, Keep) timers to a single combined armour structure timer, regardless of their size. Make the changes based on the structure’s role / purpose rather than it’s size so as not to only impact small corps. Why should a Raitaru be treated differently to an Azbel in such a manner when it’s small corps who field Raitarus for industry because of cost reasons. (Such a change would see more ‘content generation’ happen over Industrial structure timers.)

  • Reduce the defensive capabilities of an Astrahaus to match their reduced cost compared to a Fortizar (ie a reduction in fitting / cap / HP), make them fine for small corps to live out of with their two defensive timers but less used by corps capable of fielding a Fortizar.

  • Introduce a proper FOB (Forward Operating Base) structure type designed to be deployed as a replacement for the Astrahaus in Nullsec & POS’s in Wormholes. If these changes have been made due to the strength of Astras in Nullsec (which is how this feels) then you could tie deployment of Citadels to either who owns the Sov / structure limit in the system for Citadels or other alternatives.

My Concerns
This is my final little footnote to end on, and thats my chief concern with these changes. My biggest concern here is not the actual changes themselves so much but the lack of time taken in the present form to account for different areas of space and the lack of time to iterate on the current plans that aren’t tweaks of what’s already been proposed.

For example, with the proposed changes Astrahauses will have 24 hours less in Wormholes between initial reinforcement to destruction compared to L & XL structures. This could be easily adjusted so that they match up, however doing so still does not alleviate the issues that only having a single timer presents compared to having two. IMO having two timers is much more important than the time between each timer.

Additionally there seems to be a prevalent design philosophy stemming from CCP as of late (ie past several years) that the solution to balancing / introducing new content comes from adding additional very specific rules. In this example we have medium structures being treated differently to other structures. Rather than as current all structures operating under the same rule (same time required to kill, same number of timers) this will be altered such that a specific size of structure will have specific rules governing their gameplay that has no real logical progression (ie wheres XL structures having 3 timers instead of 2). I can understand that their may need to be differentiation, especially between types of structure (behaviour of Citadels & non-Citadels) but I would hope such changes made would be logical to implement & understand that does not add additional unneeded complexity purely for the case that it is easier to code / design.

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