WORK ON CITADEL VULNERABILITY PAGE
Vulnerability is a game mechanic used by most deployable structures to encourage large, planned fleet engagements and enable both attacking and defending groups to more effectively and fairly engage in structure warfare.
In the case of Citadels and Engineering Complexes the structure owner schedules a set of vulnerability windows over the week for each of their structures. This schedule is set for the first time when the Structure is deployed and will be it's schedule for @@@@@NEED TO CHECK; CAN I SCHEDULE HOURS OUTSIDE OF CURRENT WEEK FOR FIRST WEEK OF [email protected]@@@@ Each window is a minimum of 1 hour in length and must be scheduled to start at a whole hour on the EVE clock. The number of hours which must be scheduled for each week depends on the size and type of structure.
|Type||Name||Size||Required number of vulnerability slots per week|
During their scheduled vulnerability windows structures can be attacked and pushed into reinforce if sufficient damage is applied. However damage to these structures have a cap on the maximum DPS allowed. Therefore there is always a minimum amount of time required to reinforce them.
|Type||Name||Size||DPS Cap||Minimum time to reinforce|
|Engineering Complex||Raitaru||Medium||5000||16 Minutes|
|Engineering Complex||Azbel||Large||15000||16 Minutes|
|Engineering Complex||Sotiyo||X-Large||75000||16 Minutes|
NB - While similar sized Citadels and Engineering Complexes have the same damage cap; Engineering Complexes have lower HP per layer therefore take less time to reinforce.
Vulnerability hours are the periods that the structure can be attacked with each slot representing one hour. The amount of hours needed differ between each size of citadels and are managed in the Structure Browser window.
Upon entering a predefined Vulnerability slot the citadel will now be attackable. Citadels cannot be affected by any form of Electronic Warfare and will limit the amount of damage it can take per second as defined by its size. This damage cap cannot be exceeded and will result in decreased damage or zero damage dependent on attacking force.
Once damage has been taken the Citadel will begin a 15 minute repair timer that upon completion will fully repair the Citadel this timer however is paused while taken sufficient damage and should the Citadel reach 0% Shield or Armor (dependent on current stage) it will enter a Reinforcement state.
Reinforcement ends at different times dependent on what stage the siege is at. When Shields are reduced to 0% a 24 Hour reinforcement cycle takes place during which the Citadel will be invulnerable. Should Armor be reduced to 0% a 6 Day Reinforcement occurs (The exception to this however are all Citadels located in a Wormhole. These timers will end after 24 hours)
Once the reinforcement state ends a new repair timer will begin where if successful will fully repair the Citadel and will no longer be attackable until the next vulnerability slot. Additionally a Citadel that has been forced into a reinforcement state will not follow the vulnerability timers until it has been successfully defended and a repair cycle completes.
- To pause the repair timer the Citadel must receive damage that is at least 10% of the damage cap.
- Standup Warp Scrambler can only function while a citadel is vulnerable.
While vulnerable the current status of the Citadel is shown on the damage indicator.
The outer grey/red circle shows the current damage. It has one section for shield (top), armor (lower left) and hull (lower right). In each section a dot represents 1/12th of full health. A grey dot means intact, a red dot means damaged. So in our example there are only 2 grey dots left on the lower right section, which means the Citadel has only about 17% (2 x 1/12 x 100%) hull left.
The inner yellow circle shows the repair timer. In our example it has about 2/3 of the 15 mins left. One can hover with the mouse over the Citadel damage indicator and it will display how much time is left on the repair timer and whether it is running or paused.