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I feel safe in Citadel city [Dev Blog]

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Hello again people and welcome back to yet another structure blog by Team Game of Drones. We’ve previously talked about the general protection and capture mechanics, now let’s discuss what happens to your stuff when things blow up, otherwise known as asset safety mechanics.

As usual, numbers will be provided but are still up to debate, so no need to soil your undies prematurely. There is going to be time for discussion, feedback and changes.

Missed a structure blog? Have a look at the following:

Goals

Before we get started, let’s explain why we even need to consider this particular feature in the first place.

One of the core philosophies of EVE Online is that acquired resources can be lost. This in turn keeps the economy in check, gives a risk versus reward in the game, and promotes conflict and bragging (who doesn’t love those juicy killmails?). However, while this principle is in place for most of the structures in-game (starbases, customs offices, deployables), it does not apply to player built outposts.

This leads to several problems:

So, we quickly decided that our new structures would need to be destructible, especially since they are going to be available everywhere from high-security to wormhole space. However, this introduces another problem: we want our structures to be used, but one of the deterrents against that goal is the fact they compete against existing NPC stations and player outposts (before we nuke them that is). As such, we have to accept the fact no one will want to store items or minions (if you are an alliance leader) in one of the new structures if they can be destroyed and lost on a whim.

And that is how asset safety was born.

Relocate my stuff

So, what happens when players successfully attacks one of the new structures and blows it up?

There are two different ways of recovering impounded items:

There are going to be sinks involved to be able to recover impounded items:

Please note that the recovery time will automatically start counting down as soon as the lost structure has been blown up. As such, users will not have to wait after coming back from a break or if they forget to press a confirmation box.

More details

Of course, there is going to be more conditions based on circumstances.

All items:

That leaves us with player docked inside the structure when it was lost:

Please note asset recovery can be done remotely. There is no need to be in the same solar system, or even docking access to initiate the process to recover your assets. In the same vein, the station owner(s) will never be able to tweak or remove items from other character personal hangars. They will only be able to tamper with corporation hangars and their own character hangars. This works the same way for jobs, or even market orders that are started by an individual. This rule exists to prevent asset appropriation in structures that will be open for public use.

Visibility

Just like for capture and protection mechanics, we also want this feature to have proper visualization in the game.

As such:

Example

Since that’s a lot of information explained in a blog, let’s use an example to make sure everyone grasps the fine details of this feature.

The Tasty Fougasse Republic™ is a corporation that operates a Citadel XL structure in EC-P8R. It has the following properties:

All goes well in the life of the Tasty Fougasse Republic™ until a rival corporation, the Wild Fish’n’Chips Warband™ comes along and destroys the Citadel XL after 3 vulnerability cycles.

The following will happen:

To reclaim the corporation items, someone with sufficient roles can:

Conclusion

And that’s it regarding asset safety. We do hope that by now you have a clearer picture on how new structures are going to work. There is still much we need to talk about, like structure price, acquisition, exact defensive capabilities, fittings, fuel, services or bonuses, so expect more blogs incoming as we flesh details out.

Fly safe, and may the odds be in your favor.

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