Tag Archives: Citadel

Why We Had Asset Safety in the First Place

…we have to accept the fact no one will want to store items… in one of the new structures if they can be destroyed and lost on a whim.

And that is how asset safety was born.

I Feel Safe in Citadel City dev blog, August 2015

Back in the day, back before Upwell structures, back when we had conquerable stations out in null sec, CCP identified a problem with those stations.

Back then, if you were in a null sec group and you took a break from the game, you might return to find that your alliance, coalition, or allies had lost their space or moved or whatever.  That meant that anything you left in the station you were living out of might be controlled by another group.  Your stuff would be locked away in a hostile station.

EVE Online Curse Deployment

The old station at G-0Q86 as a visual

And that was seen… and rightly so… as a disincentive to people returning to the game.

I know that my old pal Gaff stopped playing EVE Online before the Casino War and only came back after the Imperium had settled in Delve.  All of his stuff was still up in a station in Deklein.  He had blueprints and subcaps and capitals and all the things that collect in your hangar when you stay in one place for even a few weeks.

He was a case in point of the issue.

So when CCP introduced citadels into the game, they were going to fix this problem, and the solution was asset safety.  This, and the fact that your assets would be gone if you lost a citadel, citadels being destroyable as opposed to capturable, were selling points for the new Upwell structure plan.  If you came back to the game after a time away you were never going to find your stuff locked up and inaccessible again.  Nor would you come back to find them simply gone.  Yes, it might be in an awkwardly located low sec station if had a structure blown up, and sure you might have to pay some ISK to get it back, but you could get it.  Anything really valuable to you could be recovered without having to launch war to take a region simply to recover that Curor you left behind last time.

Null sec was covered.  And when they finally converted the null sec stations to Fortizar, stuff locked up for ages was all recoverable via asset safety.  Gaff can get his stuff back if he wants it. (He has tried, but you have to actually go to the station where your stuff is to deal with it is another tale.)

So citadels solved that problem for null sec.

In wormhole space, where there were no stations (Thera doesn’t count), players had been living out of player owned starbases (the dreaded POS) and had never had a safe place to store their stuff, so not giving them asset safety seemed to make sense.

And in low and high sec, empire space, there are a plethora of NPC stations that are always accessible, so you’ll never lose your stuff and have it locked away from you.  But they got asset safety as well because it seemed to be the right fit.

But Upwell structures brought their own issues to the game.  They changed the dynamics of play, with tethering and their defenses and the long, three pass timer system that was required to destroy them.  And, of course, the sprang up everywhere.  They were like space mushrooms.  So CCP started tweaking them slowly over time, trying to find a new balance that would sate those complaining about their various issues.

One issue that came up over time was the litter of low power, essentially abandoned citadels all over space.  The three timer system meant blowing them up was a pain, so CCP changed things so that unfueled citadels only required two timers.

That was not enough though.  And so, at the end of last month, we got the Forsaken Fortress update.  This introduced a new “abandoned” state for Upwell structures that had not been fueled for the past seven days.  The timer on that started when the patch went live and so structures began to hit that state this week.  Once in the “abandoned” state, the following became true:

  • It will skip the Hull Reinforcement phase. This means it has no reinforcement cycles at all, and can be destroyed in a single attack session. (Damage caps will continue to apply as normal. Normal war-dec/CONCORD rules continue to apply)
  • It does not have any tethering capability at all.
  • If it explodes, an abandoned structure will not push any items into asset safety whatsoever. All assets located the structure are eligible to drop as loot. (This will be the same behaviour as a current wormhole structure)
    • Note that as long as the structure is still in space, you can still manually push your assets into asset safety as normal.
    • When a structure is close to becoming abandoned, all characters/corporations with assets in the structure will receive a notification that their assets are potentially at risk.
    • Unanchoring an abandoned structure will push all assets into asset safety as normal. The loot drop only applies to exploding abandoned structures.

The key item in that is the removal of asset safety, which I must admit at first glace I thought would be kind of fun.  I have been to wormhole citadel kills in the past when structures have dropped all sorts of loot.  It was a good time.

The loot ball from a Keepstar kill

But that was in wormhole space where asset safety was never a thing, so loss of assets is common and expected.

But now, with this change we’re seeing some asset losses in high sec that are rather astronomical in scope, to make the obvious pun.  Caches of tech II BPOs as well as an alliance tournament ship, both worth many billions of ISK, have fallen out of “abandoned” citadels.  Hell, it has just been raining blueprints and other items all over. (Oh my, a CODE stash.)

These were likely left there by people who took a break from the game when asset safety was guaranteed and now are going to come back and find they have lost their valuable assets. (Basically, if you were not paying close attention between the April 24th announcement that this was coming and this week, you might have missed it.)  This is arguably worse than having them locked away in a hostile station in null sec.  You can work a deal, find a friend (or a spy), or, you know, launch that invasion to get them back.  But these are gone forever.

Of course, the player coming back might not know they’ve lost everything right away because the game is still sending out asset safety notifications when “abandoned” structures are destroyed.  As for CCP sending out an email to players about this change coming… you know, a bit of warning that you might lose your stuff… well, some people said they got one, but I haven’t seen one across six accounts, so that seems like a bad sign.  I did, however, get notes from them about the EVE Portal Jita PLEX market update, the latest stage of the Triglavian invasion, and offers related to buying PLEX or items from the merch store, so they are sending out messages.

And this isn’t even all that random.  All of these structures are duplicated in full over on the test server, so people have been knocking over citadels there to see which ones are worth blowing up on the main server.

CCP, which was so worried about people not coming back because their stuff was locked away in an inaccessible null sec station, has now created a situation where people are going to come back and find all of their work over the years has been taken.

Oddly, you cannot even excuse CCP for having forgotten that assets were an issue in the past because they made a special exemption for the faction Fortizars that replaced the old null sec stations.  They clearly still want some people to be able to find their stuff when they return to the game… but apparently null sec people are the only ones they worry about.  I don’t know, maybe that is what you get with a null sec CSM.

Long experience in the genre indicates that people take breaks, but come back to games because they have something to show for their past investment of time.  Your installed base is an irreplaceable asset, even when their not playing at the moment.  But if they come back and figure out that CCP has pulled the carpet out from under them and allowed other players to walk away huge amounts of their stuff… that will break the tether with the game.  Some players will leave and won’t come back due to this.

But CCP loves to see destruction, they are being supported by the loudest voices in the community on this, and they seem focused mostly on new player retention in any case, so I doubt we’ll see any response at all from the company when it comes to players feeling like they got screwed.  And this EVE Online.  Don’t fly… or dock… what you cannot afford to lose.

Others on this topic:

The Great Outpost Conversion Commences

Then end of captureable stations is upon us.

We have been waiting for this since at least EVE Fanfest 2017, when it was discussed in detail, and possibly since the last game update in YC118 (December 2016), when the last outpost was deployed in null sec, or even since EVE Vegas 2014, when CCP Seagull spoke in the keynote about the roadmap of changes coming to EVE Online.

Time to drag this old slide out again… Are we at stargate construction yet?

CCP has planned for this change, written dev blogs to prepare people, and tried it out a couple of times on the test server.  But today it is happening for real.  All of the capturable stations… or outposts… or whatever they’re supposed to be called… will be converted to faction Fortizar type citadels.  Gone will be the stations that I and many others have grown accustomed to as a way of life in null sec space.

VFK-IV Station goes missing today

There are 1,217 outposts in player owned null sec… including the 8 in Jove space owned by CCP alliances… and CCP started a 3 hour downtime to covert them all into the new faction Fortizars.  That meant processing the contents of the stations, which according to the last dev blog included:

  • More than 53,300,000 inventory items.
  • More than 75,800 market orders.
  • More than 33,000 contracts.
  • More than 240,000 bookmarks.

Each item needs to be processed and placed into the correct corresponding new citadel.  Easy enough, as it is all just information in tables in a database.  But there is a lot of information and it has to be processed in a timely fashion and correctly, because mistakes will make players scream.

The new Fortizars will be special.  Some will have the look of old station models and are named after stations of note from the history of New Eden.  Players will be able to pack them up, move them, sell them, whatever.  And, of course, they can now be destroyed as well.  But each comes pre-configured with special rigs that make them more valuable if left in place, as packing them up will destroy these rigs and there will be no replacements.

The main beneficiaries of these new faction Fortizars contain some names you probably expect.  The final tally over at DOTLAN was:

Alliances sorted by Outpost Ownership

TEST alliance is at the top of the chart, with 102, having reaped the rewards of throwing Pandemic Legion out of Providence last month.  ProviBloc got the sovereignty, but TEST got the stations.

Goonswarm is second with 80 outposts, mostly in Delve, Querious, and adjacent regions.

The skill urself alliance was the beneficiary of the collapse of xXDeathXx in the east, gobbling up stations as they fell back to find a spot to crash on the couch of Legacy Coalition.

Brothers of Tangra is a renter alliance owned by NCDot, which itself is also on the top ten.  Combined the two add up to 106, so they win the crown for most outposts total I guess.  From there on down the rest of the top ten looks like the usual suspects.

There is a post up on Reddit that includes a spreadsheet listing the final ownership of all 1,217 stations if you are interested. (And yes, I will continue to use the words “station” and “outpost” interchangeably for as long as I continue to write.)  That indicates that TEST actually has 104, as certain older outposts don’t get counted on DOTLAN.  However, that still wasn’t enough to beat NCDot.

This all, for residents of null sec, is a big change.  We have mostly adapted to Upwell structures.  Delve is positively littered with them, to the point that I had to remove moon mining structures from my travel overview when I was last back as they were blotting out everything else displayed.  But the stations remained and were still used now and again.  The disposition of all of these special Fortizars will no doubt be a topic of interest for some time as ones in famous locations get packed up or destroyed.

And, of course, there are still stations in NPC null sec.  Station undock games will continue to be a thing.

But one big side effect of this change will be the unlocking of a lot of ships and items that had been stored in stations.  Everything left over in a hostile station which a player could not access will wind up in asset safety and be delivered a low sec NPC station where the owner can recover it for a fee.

This raises some questions.  How much of this will end up on the market and will it have any impact?  Will people come back to the game now that they can get their stuff back?  Will people setup and sell in place or haul stuff back to Jita?  And, since the NPC stations where these assets will end up are not a secret, will there be any effort to interdict some of this recovered wealth?

I suspect the impact will of this will be minimal… unlikely to outweigh all the assets being lost in Abyssal pockets over the last week… we need a dev blog on that… but I will be interested to see the Monthly Economic Report next month just to see.

Personally, I did not have much in the way of assets trapped in hostile stations.  As noted in blog posts over two years in age, I was able to pack up and haul most of my stuff out of Tribute just ahead of the invasion during the Casino War.  Likewise, the attacking forces obliged us by leaving Deklein mostly unwatched for weeks after we had pulled back to Saranen, so I was able to ship out nearly everything from there as well, leaving jump clones behind to fly out a couple of ships I did not want to repackage.

I have a few ships trapped in stations in Pure Blind, but that is about it.  Not much of a haul.

Anyway, we shall see.  According to the forum thread tracking the conversion, things we successfully and the server was back online and accepting connections at 13:56 UTC.  There was also an update blog post which included a link to the patch notes, as there were a few changes to Into the Abyss content that went in today as well, including a loot balance pass for abyssal pockets.  So there we go.

Of course, the job seeming done and it actually being done can be two different things.  I wouldn’t be surprised to find that an emergency downtime or two were needed today.

It will be odd, being tethered on something that looks like one of the old outposts.  And Alliance logos on them as well?

But it will soon be seen as the norm as we move on.

Next on the chopping block; player owned outposts, the POSes of old.  Right now all they really to is hold cyno beacons and jump bridge modules as well as giving bridging titans a place to hide in hostile space.  The writing is on the wall for the good old POS.

Citadel Destruction Unleashed

A major aspect of the February update released last week was the Upwell 2.0 revisions.  Those were designed to make blowing up citadels… at least unused or neglected citadels… much easier.

An Astrahus meeting its end

A couple items… the shields being vulnerable at all times along with the new “low power” mode that removed the armor timer from the mix… were combined to make the removal of citadels easier.  You could no longer just leave one sitting unfueled with the vulnerability times set to an awkward hour and expect people to leave it alone because it wasn’t worth the effort.

Or such was the hope.

But any revamp that comes with a flow chart can be a risk in the comprehension department.

How to blow up a citadel

Fortunately it seems that the prospect of blowing things up is enough to get people to pay attention and focus.  CCP Quant posted a chart showing a huge surge of structure reinforcements the day the Upwell 2.0 changes went live.

Structure Reinforcement Spike, Feb. 15, 2018 – That should be M, L, and XL

Reinforcing Upwell structures was easy now though.  You could do it whenever you wanted.  The question was whether or not people would follow through.

Looking at zKillboard it appears that they did.  The first short timers started to come due on Saturday, Feb. 17, 2018, and if you look at the losses for the various Upwell structure flavors for that date there is a clear uptick in kills.

Astrahus citadels, the most common structure floating around in space, saw a wave of destruction.  Looking at losses for recent days, 5-20 seems to be about the range of kills on any given date.

Saturday saw 218 Astrahus kills by my count, most of them being purged from wormhole space.  WH space also happens to be the part of space without asset safety so, unlike elsewhere, there is a chance to find a loot pinata.  This led wormholers to go after them with gusto I gather.

Likewise, the Raitaru, the other common medium structure, saw 95 blown up on Saturday.  Again, this was heavily in WH space.

Other Upwell structures also saw an increase in destruction save for Keepstars and Sotiyos… both are big investments and unlikely to be in low power mode… though nothing close to the above two.  even Tataras saw a slight uptick with three going down on Saturday.  So op success I suppose.  Structures made easier to kill were killed en mass.

Who will pick up the pieces?  Who brought a salvager?

After this orgy of destruction it seems as though the pace will slacken.  The easy targets have largely been singled out and blow up I imagine.  And, aside from those found in WH space, the incentive for blowing up these structures is just kill mails and the joy of seeing something explode.  But sometimes that is enough.

Anyway, more things going “boom” in New Eden.

Citadel Changes Feature in February EVE Online Update

The February update for EVE Online has been deployed and it brings a host of changes.

Love is in the air… or space… or whatever

As noted in the headline, the biggest changes are probably to citadels, which got the
“Upwell 2.0” firmware update.  Or so they say.  This is covered in detail in a Dev Blog, including changes that were made after it was initially published, so I won’t repeat all of that.  Instead, a few highlights.

Low Power Mode – This is a new state for citadels that have no service modules active which, one would assume, means that they aren’t being used for much besides docking and tethering.  When in low power mode any attack will get to skip the second round of assaulting the citadel, skipping the armor cycle and having to just do the shield and structure rounds.  Shield hit points for structures in low power mode are also reduced by 33%.  This should make clearing unused or abandoned structures, something of an issue in high sec currently, easier.

Updated Vulnerability and Reinforcement Cycle – The timing of attacks have been changed.  Probably the biggest aspect of that is now one can attack a citadel and finish the shield cycle at any time rather than having to wait until a specific weekly vulnerability window.  After that attackers have to come back during a time chosen by the defenders.

  • An initial attack that can occur at any date and any time chosen by the attackers
  • A second attack that occurs in the timezone of the defenders, on the day chosen by the attackers
  • A final battle that occurs in the timezone and day chosen by the defenders to allow them a last stand

CCP posted a news item suggesting that owners of citadels set these new timers before the update.

The flow of attacking an Upwell structure now follows this flow chart.

How to explode a citadel

There has also been an overhaul of citadel weapon systems that includes the removal of void bombs, which were restricting the composition of attacking forces to doctrines that could hold up while being neuted out.

Moon mining is now available in wormhole space and in 0.5 high sec systems, two items promised since last year.

Again, there is a huge list of changes covered in the dev blog (and clarified in some cases in the patch notes) for those interested.

On to other items, Assault Frigates got a balance pass to make them more attractive, so they are all now a bit faster, a bit lighter, and have 30% more capacitor.  In addition the Ishkur, Retribution, and Jaguar got some extra attention, which is covered in this thread and the patch notes.

There is also a new series of Assault Damage Control modules that may be fit only to Assault Frigates or Heavy Assault Cruisers.  The new modules give less passive resistance, but can be activated for a short period (13-17 seconds depending on the type) to provide a 75% boost to resists, after which it takes 150 seconds for the module to recycle.  We shall see if this makes Assault Frigates or HACs more useful in a universe where battlecruisers, strategic cruisers, or T3 destroyers are usually a better or cheaper option.

Then there is the Guardians Gala Event, which kicks off today and runs through to the 27th of the month,

Guardians Gala Comes Again

The event consists of sites that will pop up on your overview all over New Eden which you can attack for loot.  They will show up in The Agency interface.  The sites come in two flavors this year, normal and VIP.  The VIP sites are alleged to require more than one ship according to CCP, but I’m sure somebody will come up with a fit to solo them.  There is a scouting report for the event over at The Nosy Gamer.

Among the prizes this year are slot 8 stasis webifier enhancing implants and Eros Blossom SKINs, which are pink… and you know how we all love pink SKINs.  In addition some Eros Blossom SKINs (and pink fireworks as well) will be available in the New Eden Store for PLEX.

On NPC structures, Bloodraiders and Guristas shipyards will now no longer be locked into a select set of regions but will now spawn all over low and null sec.  I do not see a mention of whether or not there will be more spawns, but I assume that at least the Bloodraiders, which used to be limited to a single spawn, will be increased in numbers.

And both the shipyards and the forward operating bases will have a cap put on the size of their defense fleets.

Objects seen on missions (which CCP still calls “dungeons” in the patch notes because they hate me and want to give me an aneurysm) have been updated for the V5 shader so are probably a lot shinier than they were before.  They might even look better too.

Finally, there is a line item in the patch notes that indicates that CCP has updated the Wwise audio engine in order to improve audio stability and performance, which I am sure will get any number of readers to respond with, “EVE has sound?”  Audio has long had performance issues in the game and people who end up in fleet fights generally turn sound off just to eke out some additional performance from the client. (Closing Local helps too.)  I’ve run this way so long that I’ve become used to fight in space being silent affairs aside from voices on comms.   But silence is probably right for battles in a vacuum.

Anyway, the update is now live.  You can read up on it in the Patch Notes or on the Updates Page.

Null Sec Outpost Conversions and the Great Asset Recovery

One of the presentations at EVE Fanfest this past weekend that attracted my attention was the structures talk. (INN has a summary of the presentation, or you can watch the recording which is at about the 5 hour  27 minute mark on the Fanfest Day 2 video on Twitch.  Addendum: Summarized by CCP in this forum post as well.)

Fanfest 2017

Upwell structures, which first showed up with the Citadel expansion last April have blossomed in New Eden, with citadels and engineering complexes being deployed in large numbers.

The presentation went over some of the statistics about such structures, repeating some of what was in the keynote presentation and the going into some additional detail.  There was also some further information about the coming refineries that will, among other things, replace player owned starbases in the moon mining role.

But for me, one of the most interesting bits of the presentation was regarding the removal of outposts from null sec.  Outposts are the conquerable stations in null sec space that have, over the years, change the shape of space and have been the focal point of conflicts.

CCP removed the ability to anchor new outposts in null sec space with the last update in YC118.  The final outpost was anchored just before the deadline by Fraternity, and event covered by EN24 which includes a retrospective about outposts including links to Dev Blogs about them going back to 2005.

The final five outposts

With this presentation CCP gave us a look at their plan for removing outposts.  The plan is for them to become “faction” citadels to be put in place of the current 68 null sec outpost structures.  The current sovereignty owner will get a special Fortizar sized citadel which they can leave in place or move elsewhere.

Faction Citadels

Interestingly, these will be very much limited edition citadels that nobody will be able to build.  This will no doubt both inflate their value as unique items in New Eden and make them more desirable targets for destruction.

While packing them up and selling them might be the plan for some, there will be an incentive to leave them in place.  At the time of the transition each outpost-come-citadel will get a special rig that will approximate all of the outpost upgrades in a single rig slot (leaving room for additions), making these citadels very powerful indeed.

Faction Rigs

As with the citadel itself, these will be one-off rigs, never to be seen again in New Eden.  And just to make the choice of what to do with the citadel “interesting,” the rig will be destroyed if you fold up the citadel to move it or sell it, creating a strong incentive to leave it where it is.

The actual date for this transition was stated as “Winter” which, given that we’ve just entered Spring, means there is a while to go before we see this transition.  I suspect that this is something that will easily fall into 2018/YC120.

When it does, however, there will be one interesting side effect.  When you leave something in an outpost and you no longer have access to that outpost, your asset is pretty much stuck unless you left a jump clone behind.

Citadels are different.  They have asset recovery.  So once all of the outposts have been converted to citadels, any assets in the outposts will also be moved.

On Outpost Transition Day

And with that, all of the assets that have been locked away in lost outposts will suddenly become recoverable.  There is a price, 10% of the assessed value, but paying that will put the items in a low sec station where the capsuleer can recover it.

Suddenly everything from bits of veldspar to capital ships left behind by people after various wars will suddenly be accessible.  While I have been pretty good about not leaving stuff behind in null sec (low and high sec if a very different story), I still have items left behind in a few outposts. (Mostly in Fade)

I wonder what sort of impact that will have on the game and the economy.  I wonder how much wealth in assets has been locked away, sometimes for years, in inaccessible outposts.

A Few Slides from the Fanfest EVE Online Keynote

EVE Fanfest kicked off in Iceland yesterday and included the EVE Online keynote.

Fanfest 2017

Some of the keynote was spent reviewing what happened over the last year… or year and a bit in one case… with some statistics.  And I love statistics so, since I happened to be home and able to watch the keynote, I grabbed screen shots of some of the slides with numbers to share and have to hand to compare against any future updates.

Citadels

Citadel stats as of Fanfest 2017

Citadel stats are something where I have a previous count from EVE Vegas 2016, which happened at the end of October last year, so we can see how that has progressed:

Deployed:

  • Astrahus 14,322, up 7,632 since Vegas
  • Fortizar 1,772, up 1,025 since Vegas
  • Keepstar 38 , up 24 since Vegas

So the count for all citadel types have doubled since the end of October 2016.

Destroyed:

  • Astrahus 2,353
  • Fortizar 270
  • Keepstar 4

Engineering Complexes

Engineering Complex stats as of Fanfest 2017

Engineering complexes came in with the Ascension expansion on November 15 of last year, taking over production abilities from the old school Player Owned Starbase, or POS.  In the less than five months since then they have sprung up all over.

Deployed:

  • Raitaru 5,522
  • Azbel 875
  • Sotiyo 123

Destroyed:

  • Raitaru 471
  • Azbel 72
  • Sotiyo 4

Alpha Clones

Alpha clone stats as of Fanfest 2017

Alpha clones, the limited “free” option for EVE Online, was the big feature that came in with the Ascension expansion last November, and they have popped up all over.

Alpha Clone Stats:

  • Ships Lost 1,217,366
  • Final Blows Landed 40,941
  • Ships Destroyed by Alpha Fleets 32,065
  • Ship Manufacturing Jobs 228,342
  • Module Manufacturing Jobs 580,657
  • Market Transactions 33,377,966

Those numbers would be more interesting if we knew what percentage of the total of New Eden they represented.  But Alpha clones are out there.

Fighters

Fighter stats as of Fanfest 2017

The coming of the Citadel expansion in late April of 2016 not only brought new structures to New Eden, but also force auxiliary capital ships and changes to carriers and super carriers.  Rather than drones and old-style fighters, they would use a new type of fighter.

Produced:

  • Heavy 5,686,882
  • Light 4,104,542
  • Support 355,939

Destroyed:

  • Heavy 10,419
  • Light 205,112
  • Support 11,286

Of course, I wonder how many fighters have been lost ratting as opposed to PvP.

Skill Trading

Skill trading stats as of Fanfest 2017

Skill trading, skill injectors, and skill extractors came along in February of last year as part of what I called the Mardi Gras release, since it fell on fat Tuesday.

  • Skill Extractors Used 2,227,528
  • Skill Injectors Used 2,198,120
  • Skill Points Extracted 1,113,764,000,000
  • Skill Points Injected 832,396,750,000
  • Most Extracted Skill – Mining Barge
  • Most Injected Skill – Drone Interfacing

So there are/were 29,408 skill injectors on the loose or on the market representing 14,704,000,000 extracted skill points.  Of course, the one stat I really want is how many skill points disappeared because somebody took a 500K SP injector and only got a 150K SP boost.

Battles

CCP also highlighted three large battles that took place over the last year.  Last Fanfest took place during the Casino War, but any large scale battles from that had already occurred and we were in the midst of the three months of skirmishes before the Imperium moved south to Delve.  However, all three of those battles can be seen as fallout from the Casino War and all involved Circle of Two and citadels.

Conflict with Neighbors

The Battle at Oijanen in November of last year was over a Project Mayhem Astrahus and saw the Drone Region Federation lined up against alliances from the north including CO2 and TEST.

Death of a Keepstar

The final battle around the CO2 Keepstar in M-OEE8 in December was the culmination of the invasion of Tribute by Northern Coalition and Pandemic Legion.  Once the Keepstar was destroyed, CO2 and their ally TEST evacuated the north to look for greener pastures.  I was there for this battle.

Two Fortizars coming online

The battle at F4R2-Q in January was the other side of the coin from the battle at M-OEE8, as it represented CO2 and TEST attempting to grab new territory in null sec from the Stainwagon coalition.  The battle itself was sparked by two Fortizars coming online, one for CO2 and one for TEST, that would give them a foothold in the Catch region.  While they lost both Fortizars, Stainwagon resistance crumbled and the alliances have taken over much of their old space.

I was also there for this battle which will be remembered as the one where we managed to get Asher to give us 10 participation links, something he has vowed never to do again.

Anyway, those were the review slides that held statistical or historical interest for me.

The Coming of Refineries in New Eden

Upwell structures continue to take over New Eden.  CCP put up a dev blog about the current state of citadels and engineering complexes with some informational tidbits such as:

  • Over 7800 different player corporations have at least one Upwell Structure in space right now.
  • Four player alliances have active home citadels with more traffic and trade volume than any NPC stations except for the big four trade hubs and the newbie systems. The busiest of them has also surpassed Rens in trade volume.
  • The top 100 most active industry facilities in EVE (measured by industry job output value) so far in 2017 consist of 13 NPC stations, one Outpost, one Starbase array, one Citadel and 84 Engineering Complexes.

The new structures have definitely been embraced by a swathe of the community.

Keepstars are the new centerpiece of player empires

As a follow up to this, CCP also posted a dev blog about the next Upwell branded structures they expect to release, Refineries. (There is also a survey to gauge how you feel about these structures.)

Refineries will replace player owned starbases in the role of moon mining, and the act of moon mining will go from passive act (or passive aggressive according to Kirith Kodachi) to a much more active process, where chunks of the moon will be displaced into space to be collected manually.

Everybody’s current favorite moon chunk picture

According to the follow up questions and answer post, this will mean the end of siphons.  Since harvesting from moons will be a more active process, stealing the moon bounty will also become something you have to get out there in a ship and do directly.

There is still no time frame for when Refineries will be coming to the game.  I suspect that we will hear a lot more about this at Fan Fest, which is coming up in less than two weeks now.  Over at INN there is word that CCP Fozzie will be appearing on the Talking in Stations podcast with Matterall to discuss what has been announced.

This means one less activity for player owned starbases, the familiar old POS that has dotted New Eden for many years now.  With moon mining operations gone, the purpose of the POS will be as a place for jump bridges, cyno beacons, and cyno jammers.

When the POS finally disappears, it will be the end of an era.  I have spent a lot of time in game “shooting the stick” and forming up in the protective force field that surrounds the central tower of a POS.  My first ever fleet op in null sec involved shooting a POS.

Modules blowing up back in 2011

In the new world of structures, with their vulnerability timers that let you control when you have to fight, I have no doubt there will be some nostalgia for the old POS once it finally disappears.  You could go and shoot one to reinforce it whenever you wanted.

Why yes, I will shoot this POS

And nothing will replace the giddy feeling when the shield hit points drop below 25% on a tower you expected to just reinforce.  A boring old POS shoot suddenly becomes a kill mail.  Those days will soon be behind us.

A Fortizar Goes Online in 1-SMEB

TODAY 23:00 MAX NUMBERS DIVORCE YOUR CHILDREN, SACRIFICE YOUR WIFE AT THE ALTAR STRAT OP, SUBS, CAPS, SUPERS, TITANS, RORQUALS. BE THERE.

~~~ This was a broadcast from asher_elias to all at 2016-08-01 18:29:53.901185 EVE ~~~

Somebody was trying to impress upon us the importance of the 23:00 op.

As it happens, 23:00 is about the earliest time on a weekday when I can possibly make a fleet op, and I was home in time, online, and ready to pile into Asher’s fleet once the official ping went out and the fleet went up.  This was officially a Proteus fleet and I got into my Oneiros again.

The fleet filled up quickly enough and a second fleet went up on Apple Pear, one of our EU TZ FCs who was up late.  His fleet seemed to be… less discriminating.  There was a call to get people in fleet, alts included, in whatever ship was to hand.  So I logged on my combat alt, put him in a Crucifier, and had him join Apple Pear’s fleet.

Meanwhile, there was a capital fleet forming up… and all of us were using the same coms channel.  While confusing at times, this is generally a sign that we are doing some sort of coordinated op.

With one fleet full, another filling up, and the caps doing whatever it is they do as they assemble, we began to undock, with Asher’s fleet going first.

Once more out of the Genolution Biotech Production station

Once more out of the Genolution Biotech Production station

We undocked, headed to the 1-SMEB gate and jumped through.  The Apple Pear’s fleet undocked, warped to the gate, and then stood to there as the capitals began to hit the gate.  The landed there in two streams, one from the station and one from the safe POS, and jumped through.

Caps landing on the 1-SMEB gate in Sakht

Caps landing on the 1-SMEB gate in Sakht

On the 1-SMEB side, once most of the caps were through, Asher warped us to a spot on grid.  Had I been more aware of my surroundings, I would have seen it on the overview.  But, as I have grown used to citadels showing up there, another one didn’t strike me as something worth noting.  But as when we landed on it, I saw what was going on.

Fortizar going online

Fortizar going online

Yeah, I know, big deal, right?  There are lots of Frotizar’s in New Eden now.  We lived under the unblinking gaze of three of them in the Quafe Factory Warehouse back in Saranen.

You can see three Fortizars on grid now

You could see three Fortizars on one grid in Saranen

But this was ours.

The Imperium has put down dozens of Astrahus medium citadels.  They were in Saranen, all over Venal, in Pure Blind, and dotted the route south to Delve.  But for us to actually bother putting down a Fortizar, as common as they may be, is something of a statement I suppose.

And we were all there to make sure it went online without a hitch.  So all three fleets spread out around it and watched it count down through its final period of vulnerability, after which it could be gunned and would require the whole timer routine to kill.

Supers in a semi-circle around the Fortizar

Supers in a semi-circle around the Fortizar

One hostile landed on grid with us during the process, but warped off quickly.  Otherwise nobody showed up to try and keep our new citadel from going online.

When the counter finished and it was live, there was some cheering.  Asher and another titan pilot shot off their lance doomsday weapons.  And Jay Amazingness let us shoot his Chimera, a sacrifice to the welp gods in Delve no doubt.  We were also encouraged to troll Reddit by putting up pictures with 1-SMEB replaced with 93PI-4.  Somebody did one that looked pretty good.  My own attempt was a bit more… raw… in the grand MS Paint tradition.

And that was that.  We had a large citadel in Delve.  It isn’t a Keepstar, but we’ll get there I bet.

Then it was time to run the whole thing in reverse, with subcap fleets covering each side of the gate as the capitals went back home.  A participation link was generated, my first one for August, and I got to click on it with both my main and my alt. (Though, since they are both linked to my forum account, I am not sure if that really means anything.  But I did it anyway.  Never not click on pap links.)

Not a terribly exciting event, but one that was good for the team.  Once we were done shepherding the capitals back, the op was done.  We were encouraged to go mine and rat in 1-SMEB to build up the ADM.  I got out my Procurer to help out, but as it turns out 1-SMEB only had two asteroid belts (one of which was already mined out, and the other was almost gone) and wasn’t spawning any mining anoms, which put a damper on that plan.

So I decided to use the time to jump clone back to Jita to list all the items I shipped there from Saranen.  More assets converted to ISK.  I also stopped to look at the TNT Delve 2016 video.  See, we’re still a thing, we have a video!

The array of ships around the Fortizar as we babysat it was pretty neat, and a number of people put up good screen shots:

And I have my own screen shots from the Fortizar op:

Citadels in Saranen

Last week The Imperium changed its sovereignty timers to run in EUTZ.  Previously they had been running in AUS TZ, where we had had considerable success on defense for a while.  The changes to EUTZ was billed as a way to catch hostiles running entosis links during a time when we could put more pilots on the field.

I supposed this worked to a certain extent.  The primary bit of evidence is the kill boards, and Pandemic Legion’s stats in particular, whose killboard ISK efficiency is lower this month than even January 2014, when the battle at B-R5RB took place. (They were at 68% efficiency for that month, though the amount destroyed, as measured in ISK, was much, much larger.)

Efficiency down for May

Efficiency down for May

The flip side of this is that our foes are also strong in EUTZ and still out number us.  So this strategy lasted for about a week after which we were fresh out of sovereignty to attract targets.  Last night the few remaining systems in the constellation around D2-HOS fell and that was that.

The last corner of Pure Blind falls

The last corner of Pure Blind falls

We have now reached one of those possible victory conditions I mentioned previously.  The Imperium holds no sovereignty, so we’ve lost.  Right?

GSF sovereignty now officially zero

GSF sovereignty now officially zero

Reddit, the official forum of the MBC, is certainly celebrating victory right now.

But are we defeated?

Judging from pings and ops going out and systems being reinforced and numbers showing up for fleets, it certainly does not look like it.  We are currently dug into Saranen and even managed to drop a citadel on grid with our station the other night.

In response to this PL dropped a large citadel, a Fortizar, on the same grid as our home station in Saranen.

The Fortizar looms

The Fortizar looms

We are in a state where the game as a whole is still figuring out what to do with citadels.  At first glance, and this is my guess as to motivation, this gives PL a station that overlooks our undock.  PL even declared war on all of the remaining Imperium alliances, so that NPC station and gate guns in low sec space wouldn’t fire on them any more when they shot at us.

However, this turned into one of those “tracers work in both directions” sort of things, where the fact that they could sit and watch our undock meant that we could also sit and watch them, either by undocking or by sitting on our of medium citadel, safely tethered and waiting for something to happen.

Hurricanes tethered

Hurricanes tethered

Meanwhile, our response to actually getting a citadel anchored and running was to immediately drop another citadel on the station grid in hopes of drawing more hostile fax machines into the system to kill with Hurricanes.

SACCitadel3

Another medium citadel freshly dropped and spinning up

The Hurricane has become the backbone of our defense and any time hostiles show up in force in capitals or T3s or other expensive ships, we undocked in them in order to trade cheap, well insured T1 battlecruisers for whatever they choose to bring.

Saturday, when that second citadel was coming online we formed up in Hurricanes again to see if there would be another brawl like the ones we saw last week.  As the citadel finishes building there is a period of vulnerability during which it has no defenses of its own, so anybody can show up and pop it if you do not defend it.

Citadel vulnerability as it deploys

Citadel vulnerability as it deploys… it kept getting renamed

We were again up in Hurricanes and trolling around the station grid as the time counted down to the vulnerability window.  However, aside from some hostiles playing station undock games with us… which included a PL Nidhoggur that managed to aggro and get caught by us, which was a surprise as we expected him to dock up pretty much right until he exploded… all was pretty much quiet.

Hurricanes cruising the station grid

Hurricanes cruising the station grid

Our foes decided to try something different.  They had some carriers sitting off their citadel. When the vulnerability window hit, those carriers launched fighter squadrons to attack the citadel.

PL Thanatos tethered on the Fortizar

PL Thanatos tethered on the Fortizar

The big grid meant that we could see the carriers launch and the fighters on their way.  (Also, the new camera nicely lets you look at anything on grid now, the 100km limit having been removed.)

We warped over to the citadel and destroyed most of the fighter squadrons as they arrived.  Out of about 30 squadrons sent against the citadel, 26 were destroyed completely… something that, unlike drones, generates a kill mail, which might be helping to weigh down PL’s efficiency this month… with the remaining ones withdrawing before the citadel finished its cycle.  That was the extent of the operation.  We won another minor economic victory.

The response to getting a second citadel anchored and running on the station grid was to… deploy a third one.  I suppose we will have a set of safe spots on grid now, because as long are you aren’t aggro’d you can get within range of these citadels and be safe as well as getting repaired while you wait.

Then on Sunday there was a ping for a fast form as PL had destroyed an allied POS that was on the station grid and then dropped their own tower there to replace it.  However, they did not hang around to defend the stick as it went online, so we ended up forming more than 400 people in two Hurricane fleets to shoot that.

Shooting the PL tower

Shooting the PL tower

Nobody showed up to get in the way of that and so the tower went boom.

A tower kill

A tower kill

Then GSF dropped their own tower back in the location of the original tower and we hung about making sure that it anchored, went online, and got fully fueled.

Tower onlining

Tower Anchoring

Meanwhile, that third citadel kept on moving through its deployment cycle.  The model fills in as the timer gets closer to the end of its count down.

Citadel 3 in Saranen

Citadel three in Saranen

I wasn’t around when that third citadel went live.  However, in scrolling back through Jabber, I do not see a defense fleet being called for it and there were no citadel kills reported in Saranen, so I am going to take a guess that it went online and is now on grid with its two siblings. [Edit: Or maybe not.]

I suppose the question is now “Where does the war go from here?”  We’ve been removed from sov null, but still form up to harass our foes nightly and to fight when the odds aren’t stacked against us.  Meanwhile, PL and NCDot, who have been sovless for quite a while, now hold sovereignty within easy reach of our staging station.  A modest role swap there.  Who will tire of this state of affairs first?