Showing posts with label Citadel Expansion. Show all posts
Showing posts with label Citadel Expansion. Show all posts

Monday, May 09, 2016

Kirith's Grand Emporium

Aideron Robotics is in a rebuilding phase of corp life, recruiting and expanding fleets. Part of that expansion of activity as the decision to learn more about citadels by trying to deploy on in our home system and defend it.

A citadel is deployed in space and is invulnerable for 24 hrs while its built. Then, after its deployed it has 15 minute window in order to repair itself and get its shields up. The citadels you hear about getting destroyed are all getting hit during that repair period.

After seeing some other low sec citadels getting blown up good we debated holding off but decided to go ahead as the death rate was relatively low and we felt that even the experience of defending it would be a good lesson. I donated an Astrahus to the corporation and we planned to deploy it Saturday with the aim of it coming out of construction during our prime Sunday night fleet time.

In the hour lead up to the go live point we prepped a large fleet and dispatched scouts to watch the two entrance systems to Fliet. I expected reports of a large hostile T3 or battleship fleet any minute as the countdown continued. At the fifteen minute mark we were keyed up to undock as powerful fleet as we could muster which is either impressive or unimpressive depending on what we were facing.

And yet, intel reported nothing... WAIT, a lone pilot in a nemesis, perhaps a cyno for a black ops fleet or titan bridge? Silence... but nothing.

The timer hit zero and the citadel was online but vulnerable. We quickly attempted to put fighters into it and began a hilarious routine in which we 1) couldn't figure out at first where the fighter bay was, then 2) discovered neither of the two leaders trying to use the fighters had the new skill trained, and 3) when I tried to take control of the citadel (amazing feeling by the way) I lacked permissions! Finally we got squared away and I was able to load and launch fighters which I used to attack a friendly unfit Incursus as a test. By the way, the key to activate the move mode for fighters is 'Q' only if you left the default key bindings. The more correct thing to say is that the Approach key binding is the same as the fighter move mode command.

The 15 minute timer expired and our citadel, named Kirith's Grand Emporium thanks to my donation, was safe! OP SUCCESS!



We're going to use it to become more familiar with Citadel mechanics and defending/attacking them. Welcome to the Citadel Age.

Tuesday, April 26, 2016

My Body Is Ready!

By body I mean industrial corporation and its ready for the Citadel expansion coming tomorrow that is...


Assuming there is no surprises in the Astrahus BPO tomorrow after the patch goes live, I'll be ready to kick off production as soon as I can transport the blueprint to the manufacturing station I'm using. I have the parts for two citadels ready, parts for a third will be ready tonight, and a fourth just needs me to build the Market Hubs components which takes a couple days. An Astrahus build takes about 5.5 days for TE0.

The dreadnought production changes almost caught me off guard, but someone reported the changes last week on Reddit just as I was buying minerals so I canceled my plans to build a Moros until I can verify build requirements and diverted the minerals to the Astrahus production lines.

Current estimate of build cost of a Medium Astrahus Citadel for me is about 950 million ISK. I'm hoping to get to market fast enough to get massive profits for the early buyers desperate to get citadels out. Long term I want to aim for a 10-20% margin profit.

Thursday, March 17, 2016

Citadels Are Coming

The date has been set. For better or worse, Citadels are coming on April 27, 2016. Are you ready?


Tuesday, February 09, 2016

Force Auxiliaries - The Path Forward

We finally got a glimpse on how the transition from the current Jack-of-All-Trades carriers to combat carriers and support Force Auxiliaries (aka Force Aux) is going to go down. From a dev post  by CCP Larrikin

We're seeding the 4 Racial Force Auxiliary skills in February, along with skills for Light Fighter Squadrons and Support Fighter Squadrons. 
Any character with Tactical Logistics Reconfiguration, a Carrier and Force Auxiliary skill (of the same race) injected when the citadels expansion launches, will have the racial carrier skillpoints refunded as unallocated skillpoints. These skillpoints can be reallocated instantly as the player desires. 
If you start training the Force Auxiliary skill after the patch tomorrow, you can reallocate your refunded skillpoints right back into your racial carrier skill so you can fly both ships. Or spend them on anything you like! 
There'll be a dev-blog going into more details about our transition plans for Carriers, Force Auxiliaries and a bunch of other stuff, coming out later this week.
This tells us that players who have no interest in carriers going forward can switch their skills to the corresponding racial Force Aux skill just by buying the skill book and injecting it prior to Citadel. You won't get your money back for the carrier skill book if you plan to never train that again but hopefully you got your money out of it.

That answers the question of how will players quickly ramp up to the new triage platforms, but it does not answer the question of whether CCP plans to allow players to get an automatic upgrade (read: replacement) from the current carriers to the new Force Aux.

There are three obvious options for an automatic upgrade:
1) If you have the Force Aux skill injected and you are sitting in your carrier when the expansion comes, your carrier becomes a Force Aux.

2) Any carriers with triage module fitted become Force Aux.

3) Combination of 1 and 2: any carriers with triage module and owning character with Force Aux skill become Force Aux capitals.

I'm sure there are other ways to do an auto-upgrade, but the other option is to simply allow the market /industry to deal with the issue. After all, carriers can be reprocessed down to capital components which can then be used to build the new ships. The turn around for the first Force Aux would be a mere ~10 days. Surely that's a blink of the eye to any EVE player with a capital.

Of course, this leads to another line of questioning: is the build costs in terms of components going to change for carriers since they are losing a significant function in the Citadel expansion? And are the Force Aux going to be comparable to current carrier build costs or lower? If carriers drop in build price significantly, there could be a rush on reprocessing carriers prior to the patch to extract as much wealth from them and rebuild at the cheaper price point post patch.

Personally, for my capital building enterprise I plan to put on hold any further Archon builds after the current one in progress until after some of these questions are answered more fully.

Monday, November 09, 2015

The Capital Battlefield - Followup

I had planned to write a longer post that consisted of Friday's post describing a fictional battle involving new Citadel era caps followed by explanation and analysis but work was crazy last week so this post will have to be the followup to the ficiton.

Basically I'm trying to fit into my head how the changed capital ship meta will play out, not only for writing and "hey I'm an Eve pundit!" purposes but a less altruistic purpose as well: I build capitals and I want to know if I need to abandon some lines prior to the changes (which I will refer to as Citadel Changes or Citadel caps for simplicity's sake) to sell blueprints to get some invested ISK back before prices tank.

In other words, I'm trying to speculate if I need to sell some of my blueprints, specifically the carriers. I've built and sold 55 carriers (52 Archons, 1 Chimera, 2 Thanatos) prior to reworking my business to sell a mix of Archons and Moros, and during that time I made approximately 15 billion ISK. The constant demand for carriers is pretty high because in the current meta its, as the dev blog so accurately puts it, "My First Capital" for almost every player moving into capital ships.

But CPP wants to change the dynamic. Carriers will no longer be the obvious choice for the first capital, nor will it be the necessary capital that richer players always have on hand for various combat and logistical purposes. As the dev blog says:

Time to reimagine and clarify capital roles. Currently, players choosing 'My First Capital' almost always chose a Carrier. They provide more utility than a Dreadnought through the use of fleet hangars, ship hangars, damage, and repair abilities.
We are going to level the playing field.
All capitals will now get:
Fleet Hangars
Ship Hangars
The ability to provide refitting abilities to their fleet-mates
We want both Dreadnoughts and Carriers to be a valid choice for 'My First Capital'. We're going to split off the remote repair role from the Carrier and instead they will focus on fighters and support abilities.
Their repair role will go to a brand new set of capital ships.
BOOM! That's a huge hit to carriers. Based on the current meta, it would effectively kill carriers as a viable ship because the damage role is easily the weakest of the ones they currently fill. Rough estimate, a carrier kitted out for damage with ten fighters does about the DPS that two, maybe three battleships can do. No Big Deal.

Of course, that's not the end of the blog, only the beginning. We start to see more of the vision with this image that follows the above quote immediately:
Force Auxiliary is still a bad name
So we can see much clearer what the vision is intended to be. Much like every faction has two types of combat ships, for example Gallente with blaster boats and drone boats, capital ships will have two combat lines (guns and fighters). They will be supported by new logistic capitals that steal the role from Carriers.

This at first seems to make sense but on closer inspection it leads to the question of how it will actually work in practice. Even if we suppose that the game designers lowering the price of the carrier to reflect it losing the remote repair ability, we're still talking a price tag over a billion most likely. How will a ship using fighters give more value than a dreadnought with its capital guns? To the dev blog once more!

We are completely re-imagining fighter game-play. 
 Squadrons
The carriers of the Citadel Expansion will launch squadrons, made of up to 12 fighters of the same type.
These squadrons act as a singular unit. Carrier pilots give orders to an entire squadron. You lock an entire squadron as one unit, except instead of Shields, Armor and Hull, the number of fighters remaining in that squadron are shown.


Carriers & Super-Carriers will launch up to 5 separate squadrons at a time. We are intending on introducing 3 classes of fighters, these will replace all existing fighters and fighter-bombers.
Light Fighters Optimized for anti-Fighter combat and light damage roles
Support Fighters Optimized for Electronic Warfare tasks including (but not limited to) Stasis Webifiers, Warp Disruptors, Neutralizing, Tracking Disrupting, etc.
Heavy Fighters Optimized for launching waves of bombs or torpedoes, able to do tremendous damage to capitals and structures.
The number and types of squadrons a carrier or super-carrier can launch will be limited.
Management of fighters ready on the launch decks will be an important consideration for carrier pilots. It takes time to swap one squadron of ready fighters out for another, or re-arm your Heavy Fighter Torpedo squadrons.

I see someone else has been playing World of Warships! The paradigm here is very similar to how carriers work in the naval game: squadrons are groups of planes and you give orders to them to carry out with some oversight from you. Once they need to reload they fly back, get serviced, and can be launched again.

So we start to see a picture of how this is going to play out in EVE. Dreadnoughts/Titans will be the close range damage dealers that focus on direct damage, while carriers play the more flexible damage dealers with longer range (but slower time to target) and non-damage support roles (i.e. Electronc warfare). Indeed, if carriers maintain a number of their high slots that are no longer needed for Triage module and remote repairers (side question: can they still do remote cap transfer?), those high slot modules can be used for the new Capital Energy Warfare modules and provide capital level capacitor warfare.

The fallout of all of this is that while new carriers might have a role in the Citadel capital battlefield, the fact remains its going to be a vastly diminished one. Any capital  ship can move your subcaps and stuff around in the ship and fleet hangers; any can provide refitting services; and Force Auxiliaries will cover remote repair.  I expect that demand for Carriers will drop drastically in Citadel leading to a price fall as the current glut of Carriers will cover any demand for a long time. Conversely, demand for the new Force-Auxs will drive prices up very high until capital producers can meet demand. Also, don't expect to see any ME10 blueprints for these new ships for at least a year if not longer.

I'm guessing that the required components for Carriers lowers to reflect their diminished role in the game and thus prices will come down even harder, and that Dreadnoughts will require some new components for the hangers but I expect CCP will balance the other component requirements to keep them at the current price point.

Since Force-Auxs are very specialized even compared to Dreadnoughts and Carriers, I'm hoping they shape up in the 800 million ISK range since they only do really one thing and since they can't make spider tanks anymore they should die far more often than pre-Citadel remote repping Carriers do.

I'll probably keep my ME10 Thanatos and my Archon BPO that I'm currently ~140 days from having at ME10. I'll be selling my other Archon BPO though and saving that ISK for a new Force-Aux BPO when they become available.

If CCP does not release the Force-Aux BPOs prior to nerfing the Carriers, there will be about 10-11 days of no Capital remote reps. What hijinx can occur in that window?

Monday, October 26, 2015

Capitalizing the Changes - Followup

Last spring I wrote two tentpole posts describing the current state of capital ships in the then-proposed Fozzie sov implementation and some ideas for revamping combat capitals to revitalize the line. The tl;dr summary:
There you have it, my vision for capital ships in the post FozzieSov universe. Instead of four classes of ships with multiple overlapping roles you have six ships with specific and interesting roles:
- Carrier : Logistics Platform
- *New* Jump Bowhead : Space Trucking
- Dreadnought : Capital DPS
- Super Carrier : Mobile Assault Base
- Titan : Anti-Capital DPS
- Mothership : Jump Portal Generator
To clear up, I proposed splitting carriers into a logistics/fighter platform and moving the fleet hangers/ship bays to a new ship, and splitting titans into a anti-capital brawler and a new mothership with the jump portal generator. Super carriers I went completely new direction as a mobile base with force field and stuff. Overall I thought my proposal was pretty extreme.

Well was I ever wrong. 

At EVE Vegas CCP unveiled their proposals for capitals and the overall effect of these changes make mine pale in comparison, with much wider radical mechanic changes that changes the capital warfare complexion entirely. The concurrently published dev blog titled Reworking Capital Ships: And Thus It Begins! lays it out. Here are some snippets:

All capitals will now get:
Fleet Hangars
Ship Hangars
The ability to provide refitting abilities to their fleet-mates
[...]
We're going to split off the remote repair role from the Carrier and instead they will focus on fighters and support abilities.
Their repair role will go to a brand new set of capital ships.
Force Auxiliary Capitals
Four brand new massive internet spaceships! Force Auxiliary Capitals will take over the remote repair role from Carriers. They will be the only class able to fit the Triage module and the only capital class with bonuses to remote repair modules. They will have limited combat abilities of their own, being unable to fit any guns or launchers. However, we will be giving them a drone bay for self defense. They will never be the damage dealers of the fleet, but instead, they will become the new logistics backbone.
[...]
Effective capital-based remote repair will be limited to Triage only
Remote-Repairing Carrier & Super-Carrier fleets will be a thing of the past. The N+1 nature of these tactics encourages enormous blobs and currently the best counter is to bring an even bigger group of your own capitals.
[...]
You will be unable to refit while you have a weapons timer
[...]
No capital will have complete electronic warfare immunity
[...]
All titans, supers, carriers and dreadnoughts will have their HP re-balanced. The Hel and Nidhoggur will no longer be the black sheep of the family, and will have equivalent HP statistics. Titans and supercarriers will be receiving a cut to their total EHP.
[...]
We are completely re-imagining fighter game-play
[...]
We have a wide range of super-weapons we're looking at for the Citadel Expansion. We had several requirements for all our Doomsdays -
All Doomsdays should be fun for both the Titan pilot and the target
There should be clear counter-gameplay to all Doomsdays
They should be visually impressive
The targeting skills of the Titan pilot are much more important. So are the piloting skills of any target.
[...]
Super-carriers won't be left out however! Fighters by their nature can be fighting hundreds of kilometers away from their upercarrier. The super-carriers special weapons compliment this. Building on the Remote ECM Burst, supercarriers will be getting a whole range of remote EWar AOE weapons. The exact details of these weapons aren't finalized, however we're exploring a bunch of option for these, such as:
Energy Neutralizer Effect
Target Painting Debuff
Stasis Webifing Debuff
Tracking Disrupting Debuff
Sensor Damning Debuff
WOW, lots to take in! 

I'm surprised to see they are dividing carriers along the remote rep and fighter capability line as I didn't think CCP was brave enough to tackle the slowcat doctrine with such a large nerfbat. But I welcome this change immensely! It does raise the question if dreadnoughts and the new combat only oriented carrier will overlap roles a bit too much, but I suspect (hope?) that dreadnoughts will be superior at bashing heavy targets and carriers will be superior for fighting sub-caps.

The addition Fleet and Ship hangers and refitting abilities to ALL capitals is a bold move and made me frown until I read that ships could not refit with a weapons timer. One of the most powerful abilities of current carrier is the ability in the middle of a fight to switch from maximum-remote-repping to maximum-tank when you are being primaried by the enemy fleet. I've done this in the last BMTHOKK event and its quite powerful. I'm sure enterprising Fleet Commanders made use of this ability in other unique ways. Well, no more. 

As I had suggested, Super Carriers are getting a big role change. I had considered proposing an expansion of their remote projected effects but worried it might be too overpowering in some cases. Apparently CCP is braver than I! Instead of making them a defensive bastion they are making them a support capital with lots of projected electronic warfare. I approve. This almost makes me want to consider getting back the Wyvern, but I need to see if they can dock in stations first.

The changes to fighters and fighter bombers to make a unified and flexible class of weapons is very exciting. From CCP's viewpoint there will be fewer "objects" to keep track of since it will treat each squadron as a single object, but players will feel like they have more control over what those squadrons can do and are doing. Almost like aircraft carriers in World of Warships... hmmmm..... 

And the new Force Auxiliary capitals... I'm not sure they are going to work. If, as CCP states in the blog, "the bar to killing capitals is limited to what a single Force Auxiliary in Triage can tank" is true, then using them in combat might not be viable in scenario where forces can escalated into massive amounts of DPS. If DPS scales infinitely while repping power flatlines, then players will min-max and abandon the losing proposition to maximize the winning one. In other words, players will just double down on damage if rep can't keep up. I could be wrong.

We have time to digest all the implications of the changes, but I'm very excited for the future of capital warfare.