Welcome back to another blog on structures by Team Game of Drones. You may be surprised that we are going to discuss structure protection and attack yet again, a point already tackled in Citadels, Sieges and You. This is mostly due to our quite radical change in direction regarding what we would like to achieve regarding structure assault mechanics – a shift that happened after reading feedback from various sources and extensively debating that point with the CSM.
Long story short, we have had long meetings about the structure attack system, and came to the conclusion that, while Entosis Links do indeed achieve our design goals for the Citadels, they are not actually delivering an experience we are satisfied to provide.
So, there are several points that come out of this:
With that in mind let’s have a look on how the new attack process is going to look like.
We wanted to simplify it as much as possible next to the previous version. You will notice we merged the online and reinforced states altogether, which technically work the same way (the structure cannot be shot) – we also introduced the concept of a repair timer. More on that later.
We also removed the concept of three vulnerability and reinforced states. Since structures can now be damaged through regular means, we are simply going to represent that by using structure shields, armor and hull, which is a much more visual and familiar way to represent structure attack phases.
A structure enters this state during the weekly vulnerability window or after it has been anchored / unanchored. Damage can be applied to the structure in this state. When any kind of damage is received, the structure enters a repair state.
The weekly vulnerability window design hasn’t changed much from the last blog. This still represents a specific amount of hours that have to be assigned on a weekly basis, during which the structure will be vulnerable. Hours are assigned on a calendar and players with proper roles have control when they should happen. What has changed however, is that the vulnerability window will not vary based on Sovereignty indexes anymore, as this we realized it would cause management nightmares when trying to apply vulnerability hours while Sovereignty indexes are changing. Sovereignty indexes will instead modify repair timers (see below).
Citadel weekly vulnerability window | M | L | XL |
All areas of space | 3 hours | 6 hours | 21 hours |
Example from the last blog in case people missed it:
Soft Croissant Incorporated™ is a small 5 man corporation having a Large Citadel structure in high security space with 6 hours of weekly vulnerability window. Not being a hardcore gamer, the structure owner decides to set the vulnerability window 2 hours during Tuesday evening and 4 hours on Saturday. During that time the structure will be vulnerable to damage (a war declaration is still needed to shoot a structure in high-security space).
The structure cannot be attacked through any means when in this state. It serves to protect the owner assets, pauses gameplay and gives a chance for all players within different time zones to interact with each other.
Invulnerable state duration:
Any damaged structure that is in a vulnerable state will automatically try to repair its shields, armor or hull after a specific amount of time. Unlike regular ship shields, this is not an on-going regeneration process – it’s like a shield booster or armor repairer that would instantly restore all hit points after a specific cycle time has passed. Please note this will not happen if the structure is invulnerable.
It will not be possible to accelerate the process using any kind of remote repair modules – we do not want to favor static fleets of logistics or carriers sitting near the structure and preventing incoming damage to be applied. In the same vein, we do not believe requiring players to sit for hours repairing a structure manually after a fight to be interesting gameplay.
This repair timer will automatically be paused whenever damage is being applied to the structure. This gives attackers a chance to take the shields, armor or hull layer down before the structures repairs itself.
As such, the attacker goal is to maintain a presence near the structure to keep applying damage over a specific amount of time until either the shields, armor or hull hit points reach 0.
Adversely, the defender goal is to remove attacking ships doing damage to the structure before the HP layer is depleted (shields, armor or hull) – this can be done by assuming direct control of the structure, and / or by using your own fleet to repel the attackers (without the part where we give you a quick access route to the structure power core to blow it up with a few torpedoes, sorry).
Repair timer for all Citadel sizes | |
High-security space and null-security space with full indexes | 15 minutes |
Low-security and W-space | 30 minutes |
Null-security space, owner has no index | 60 minutes |
Be aware that we are actively seeking to prevent types of hit and run tactics that would allow the attacker to apply damage without committing to the battlefield (we are looking at you, Stealth Bombers). If you want to attack someone’s assets, be ready to commit your fleet to it.
For anchoring:
For unanchoring:
Even if they’re not going to be directly involved any longer, we do believe Entosis Links promote beneficial gameplay in the sense they do create a more level playing field between various player entities: using an HP metric as an attack system alone strongly encourages blobs to pile up on structures. This in turn encourages us to create structures with lots of HP to make sure blobs take time to bring them down. Which removes any incentive for the smaller gangs to engage in structure assaults, thus reinforcing large blob attacks.
This is a vicious circle we intend to break while singing dirty French limericks and wielding a garlic-infused baguette. How? By introducing damage mitigation on structures.
The way damage mitigation is going to work is pretty simple:
Not all structures are going to have the same damage mitigation. That is going to vary depending on the structure size and role. Here are the numbers we have so far, along with some very rough calculations on how many ship types would be required to reach the indicated damage mitigation for each size (yes, those are very rough, no nitpicking).
M | L | XL | |
Damage mitigation | 4,000 DPS | 12,000 DPS | 60,000 DPS |
Number of Frigates to reach damage mitigation | 10-20 | 30-60 | 150-300 |
Number of Cruisers to reach damage mitigation | 10-20 | 30-60 | 150-300 |
Number of Battleships to reach damage mitigation | 5-15 | 15-45 | 75-225 |
Number of Dreadnoughts* to reach damage mitigation | 1 | 2-4 | 10-20 |
*Assuming current damage numbers for Dreadnoughts, which may change with the planned capital rebalance
As further iteration from the previous attack mechanic, we would like structure assaults to take around 30 minutes to complete, no matter where the structure is deployed. This ensures a unified experience and prevents confusion as a whole.
Based on the damage mitigation numbers above, we end up with the following HP and resistance profiles for Citadels:
M | L | XL | |
Damage mitigation | 4,000 DPS | 12,000 DPS | 60,000 DPS |
Time to attack | 30 minutes | 30 minutes | 30 minutes |
Shield hitpoints | 7,200,000 | 21,600,000 | 108,000,000 |
Armor hitpoints | 7,200,000 | 21,600,000 | 108,000,000 |
Hull hitpoints | 7,200,000 | 21,600,000 | 108,000,000 |
Shield, armor and hull resistances | 20% | 20% | 20% |
As a side note, there won’t be hull, armor or shield hardeners, or anything that increases structure EHP since we do not want attack time to drag on forever. There may be modules that switch the resistance profiles however, from, for instance, 20% EM / 20% thermal / 20% kinetic / 20% explosive to 0% EM / 80% thermal / 0% kinetic / 0 explosive.
We want the various timers and states to be visible to the owners and players partaking in structure attack, as such:
Some examples:
There is a certain number of special cases we wish to tackle specifically in this blog, to avoid the recurring questions we’ve had in the past.
The CSM requested we use an example to help illustrate the new attack system, which we thought was a good idea. We are going to start with a corporation owning a Medium Citadel in high-security space, the Croque-Monsieur Conglomerate™ (CMC).
CMC acquired a Medium Citadel structure and deployed it in Tar (0.8 security status system in Gallente space) at 18GMT on the 10th of September. As such, the structure will be invulnerable until the 11th of September at 18GMT, at which point it will become vulnerable for 15 minutes (located in high-security space), and only have hull as an active defense layer. An attacking entity who would have bothered to declare war on CMC and showed up might have been able to destroy, but that didn’t happen.
A Medium Citadel located in high-security needs to have 3 hours of vulnerability set up weekly. One of the directors of CMC, having enough roles, set them to Saturday, from 17 to 20GMT.
As such, the Medium Citadel will be invulnerable all the time, except each Saturday, from 17 to 20GMT, where shields may be shot. During that time, at 19:40GMT, an enemy corporation, the Implacable Kartoffelsalat™ (IKS), having a proper war declaration, shoots the shields.
As the structure has been damaged, it will now try to repair itself. Such a process would take 15 minutes in high-security space, which would bring end of repairs to 19:55GMT. Unfortunately, IKS keeps shooting the structure, which pauses the repair timer indefinitely. Since CMC is unable to repel IKS before the shields are brought to 0, the Medium Citadel enters an invulnerability phase at 20:10GMT, since it took 30 minutes for IKS to bring the shields down due to the damage mitigation mechanics.
Note the weekly vulnerability window would normally end at 20GMT, but was overruled due to the repair timer being active.
The Medium Citadel will stay invulnerable for a specific amount of time (again, how and when is still left to debate). Let’s say the Medium Citadel will come out of invulnerability 24 hours after the repair timer started, so 19:40GMT on Sunday.
As it comes out of invulnerability, the Medium Citadel armor is now susceptible to attack. As it is damaged, the Medium Citadel immediately starts a 15 minutes repair timer.
Since IKS doesn’t show up to damage the armor, the structure successfully repairs itself at 19:55GMT on day 2, causing all its shields, armor and hull to be fully repaired. Since there is no weekly vulnerable window set up on Sunday, the structures becomes invulnerable as soon as the repair timer runs out.
If IKS had shown up to damage the armor, the process would have been the same than for shields.
We do hope this new attack system will fulfill player needs more closely than the last version, while bringing more interesting fights and interactions around the new structures. Keep in mind this is still subject to change based on relevant feedback.
Our next blog will deal on how to build those new structures and which consequences this will have for your average industrialist or market trader out there.
Until then, may the odds be in your favor.