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Thread Statistics | Show CCP posts - 4 post(s) |
Viscis Breeze
No Vacancies
31
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Posted - 2014.07.13 10:57:00 -
[1] - Quote
Anchoring towers and POS modules is one of the most frustrating things that I've had to do in eve. The controls are annoying, the length of time it takes is frustrating and then there are the obtuse error messages such as "You cannot anchor this object because it is unaligned".
My suggestion is quite simple but would require a large overhaul from CCP. Because of the current "untouchable" POS code it is obviously unlikely but we can but hope.
Fitting Starbases - Starbases no longer allow objects to be anchored manually (Eject -> Anchor). - Starbases gain a slot layout (akin to any ship in the game) of 16H 16M 16L (variable / debatable) - Highslots are used for guns/missiles. Midslots for ECM/Shield. Lowslots for industrial/research/hangers. - Starbases retain their fitting requirements for modules. No rebalance required here. - Starbases gain a storage bay, with a volume limit that accepts starbase anchorable modules. - Modules can be dragged from any ship into this storage bay. - Within the POS configuration panel, modules in the storage area are displayed as "available". - Within the POS configuration panel, available modules can be dragged to high, medium or low slots on the tower. - Modules dragged into slots are automatically anchored at preset turret, shield or ECM hardpoints (similar to turrets on ships now). - Ammo dragged onto guns is automatically placed within it (again the same as loading a gun). - Once a slot is occupied (5 second anchoring time whilst Jovians move it) the module can be turned on. - Modules can be turned on individually (similar to current POSs) which takes 2 minutes. - During online time the tower allows other modules to be turned online. - Modules onlining during this time are added to a queue and are automatically onlined one after another. This state is called "Online Queued" and can be cancelled with the interface.
The key feature here is simply to remove the current system of placing modules around towers and create a new but well recognised UI for handling this instead. As well as making the system easier this new interface opens itself to fun concepts like overheating or prebuilt fittings - again similar to the way in which we have corporation/personal ship fittings.
TL;DR - POSs should be more like ships. Anchoring should be automatic when a module is dragged to a slot. Onlining modules can be queued.
Very bad mockup: http://postimg.org/image/zctycnart/ Recruitment: http://bit.ly/1r4G5Pv Website: http://www.no-vacancies.net/ Channel: No Vacancies
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BBQ PorkRamen FlyingDuck
Mongoloid Inc.
2
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Posted - 2014.07.13 14:00:00 -
[2] - Quote
ANYthing is better than the current system.
(nice mockup though, had a good laugh) :D |
Derath Ellecon
Washburne Holdings Situation: Normal
2281
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Posted - 2014.07.13 14:07:00 -
[3] - Quote
Now if only there was a forum dedicated to suggestions such as these... |
Lloyd Roses
Artificial Memories Vertical.
655
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Posted - 2014.07.13 15:45:00 -
[4] - Quote
This is +1-worthy. Imagine you could just click *fit* and it would drop all mods in place according to preset and you'd only have to anchor/online them. "I honestly thought I was in lowsec"
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Val'Dore
PlanetCorp InterStellar
663
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Posted - 2014.07.13 16:30:00 -
[5] - Quote
All the capability is there already, they can even have preconfigured layouts to work with, that you can fine tune with particular slots. Sort of like getting a non ******** look with turret and launcher layouts on ships. Instead of dropping each individual module seperately, you would do all of it from the tower.
Maybe small towers could have 4/4/4 slots, mediums 6/6/6, and large 8/8/8
Weapons/moon harvesters in hi slot EW and Shield Resist in mid Everything else in low.
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ISD Ezwal
ISD Community Communications Liaisons
1860
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Posted - 2014.07.13 16:52:00 -
[6] - Quote
This thread has been moved to Features & Ideas Discussion. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Amak Boma
Dragon Factory
7
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Posted - 2014.07.13 17:13:00 -
[7] - Quote
okay so there u go.
you assemble pos tower in hangar and then board it and you fit it like ship
high slots - only weapons med slots shield hardeners and e-war modules low slots for hangars, refining arrays laboratories and ship maintenance/assembly arrays
but we encounter problem as fitted pos will have more m3 and probably wont fit to regular hauler we would then require specialised ship to haul starbase modules |
Viscis Breeze
No Vacancies
32
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Posted - 2014.07.13 17:22:00 -
[8] - Quote
Amak Boma wrote:okay so there u go.
you assemble pos tower in hangar and then board it and you fit it like ship
high slots - only weapons med slots shield hardeners and e-war modules low slots for hangars, refining arrays laboratories and ship maintenance/assembly arrays
but we encounter problem as fitted pos will have more m3 and probably wont fit to regular hauler we would then require specialised ship to haul starbase modules
The idea isn't to assemble them in a hanger at all. You haul modules to your anchored POS - exactly as we do now. You then drop the modules into a bay at the POS (like the fuel or stront bays) rather than ejecting / anchoring. Recruitment: http://bit.ly/1r4G5Pv Website: http://www.no-vacancies.net/ Channel: No Vacancies
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Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
266
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Posted - 2014.07.13 19:10:00 -
[9] - Quote
The interface style that you are suggesting I would support. That being said, I do not like the slot system. It restricts the potential customization that you currently see in today's POS's. After all, we only have 12 choices per size of POS compared to how many different ships to choose from at any given size to do what we want to do. And if we gave a specific role to a specific POS, it would screw with the ice economy and throw favor towards a certain faction. Lowering the average to make you look better since 2012. |
True Sight
Deep Freeze Industries
190
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Posted - 2014.07.13 19:46:00 -
[10] - Quote
Viscis Breeze wrote:Anchoring towers and POS modules is one of the most frustrating things that I've had to do in eve.
Soo.. you're new to EVE and setting up a POS was the first thing you did?
I suggest this thread now be about the most annoying things to do in eve, to start, I will suggest:
Invention, from having to sit and make dozens and dozens of copies of a crappy blueprint, to the UI Workflow for setting up and configuring individual invention jobs, to then deliver dozens of jobs and click-by-click for each one for fail/success, partially used datacores, and special invention item you just need 1 of in the first place but serves no actual purpose.
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Nevyn Auscent
Broke Sauce
1415
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Posted - 2014.07.13 20:01:00 -
[11] - Quote
True Sight wrote:Viscis Breeze wrote:Anchoring towers and POS modules is one of the most frustrating things that I've had to do in eve. Soo.. you're new to EVE and setting up a POS was the first thing you did? I suggest this thread now be about the most annoying things to do in eve, to start, I will suggest: Invention, from having to sit and make dozens and dozens of copies of a crappy blueprint, to the UI Workflow for setting up and configuring individual invention jobs, to then deliver dozens of jobs and click-by-click for each one for fail/success, partially used datacores, and special invention item you just need 1 of in the first place but serves no actual purpose. Posting about something that has already been fixed...... Yea. I think POS management does go down as one of the most annoying things left needing fixing that isn't already awaiting adding. |
Viscis Breeze
No Vacancies
33
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Posted - 2014.07.13 22:37:00 -
[12] - Quote
True Sight wrote:Viscis Breeze wrote:Anchoring towers and POS modules is one of the most frustrating things that I've had to do in eve. Soo.. you're new to EVE and setting up a POS was the first thing you did? I suggest this thread now be about the most annoying things to do in eve, to start, I will suggest: Invention, from having to sit and make dozens and dozens of copies of a crappy blueprint, to the UI Workflow for setting up and configuring individual invention jobs, to then deliver dozens of jobs and click-by-click for each one for fail/success, partially used datacores, and special invention item you just need 1 of in the first place but serves no actual purpose.
Please don't hijack my thread with your nonsense. Recruitment: http://bit.ly/1r4G5Pv Website: http://www.no-vacancies.net/ Channel: No Vacancies
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Viscis Breeze
No Vacancies
33
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Posted - 2014.07.13 22:45:00 -
[13] - Quote
Hopelesshobo wrote:The interface style that you are suggesting I would support. That being said, I do not like the slot system. It restricts the potential customization that you currently see in today's POS's. After all, we only have 12 choices per size of POS compared to how many different ships to choose from at any given size to do what we want to do. And if we gave a specific role to a specific POS, it would screw with the ice economy and throw favor towards a certain faction.
This is a concern yes. The provisional 16/16/16 slot was just plucked out of thin air. We could go two ways with this:
- Towers have fixed slot layouts and POS guns are rebalanced to allow for some nice configurations. CCP are actually quite good at ship balancing so I would imagine this would work well - however it requires lots more work.
OR
- Towers don't have fixed slot layouts but we retain the same kind of interface. It would obviously have to support different configurations but we would still retain the "hardpoints" system for automatic placement. I would imagine there would need to be an upper limit on the maximum modules you could anchor. Say xx turret hardpoints, xx support hardpoints (inside shield) and xx ECM hardpoints.
The goal here isn't to create an huge overall for rebalancing POSs but to simply make the interface simple and follow the same design patterns that we are used too and can use easily. Recruitment: http://bit.ly/1r4G5Pv Website: http://www.no-vacancies.net/ Channel: No Vacancies
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Pronoes
Winged Death Industries
3
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Posted - 2014.07.13 23:46:00 -
[14] - Quote
I disagree that there should be a limited number of slots. If you want to put 50 guns on there, you should be able to.I think the current system of PG/CPU is fine, although I do like the idea of "hardpoints".
As suggested, drag all modules into a tower "bay" then hit "fitting mode", which takes you into a top down view of your POS with 3 tiers. Top, middle & bottom of POS. Top is just top for the outside of POS. Middle has 8 compass points around the pos for guns/scram/neuts etc and a middle section for hangars/labs etc. Bottom tier is same as top. You can easily flick between tiers and drag drop modules from your tower bay onto the pre allocated hardpoints.
Hit online / anchor as you see fit.
Also, new drone. Resupply drone. You load all your ammo into the drone and it replenishes your turrets while you sit at your interface near the tower telling it how many of what type you want taking where.
AND FOR THE LOVE OF EVERYTHING HOLY!! Get some kind of POS wide storage system for manufacturing/research/invention. It could be a new POS module/structure. You online your labs and manufacturing stuff then online the "Stuff Dispenser Array". You can place BPC's, decryptors, materials, datacores, data interfaces etc all into the Stuff Dispenser. Each lab/manufacturing array automatically pulls "Stuff" from the Stuff Dispenser saving you the ballache of moving "Stuff" between labs and/or spliiting stacks of materials divided equally between all your assembly arrays.
Meh, that last part has been partially negated by the removal of slots and not requiring billions of labs / arrays. |
Adira Nictor
Sebiestor Tribe Minmatar Republic
141
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Posted - 2014.07.14 02:35:00 -
[15] - Quote
http://oldforums.eveonline.com/?a=topic&threadID=391410
This is the only pos update we need. Yours isn't bad though. |
Nariya Kentaya
Phoenix funds
1442
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Posted - 2014.07.14 03:20:00 -
[16] - Quote
great, ill just anchor 16 guns maximum on my tower, of varying sizes for targets, in a world where in ANY POS siege, 16 turrets wont kill ****.
Theres a reason most "death stars" have 30+ guns, or "dickstars" have 8+ of EACH EWAR, its because anything short fo that WONT DO DIDDLY **** to someone who decides to siege your tower while your offline.
Now, just having ACTUAL hardpoints on each starbase (think like arms coming off the sides, and modules agaisnt the hull of the base) that you can place things on, say 40 on a small, 60 medium, 100 large, 250 outpost, or something like that, where you can fit fitting mods, structures, guns, whatever, would be nice. But arbitrarily limiting each type of "slot" is a good way to make starbases so underpowered its silly.. |
Borsek
A.A.A
200
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Posted - 2014.07.14 14:01:00 -
[17] - Quote
Let me just say the passive megathron fit in the mockup is quite fail, go three magstabs or three plates, not 2/2. |
Viscis Breeze
No Vacancies
33
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Posted - 2014.07.14 14:45:00 -
[18] - Quote
Borsek wrote:Let me just say the passive megathron fit in the mockup is quite fail, go three magstabs or three plates, not 2/2.
Original (google images): http://pozniak.pl/wp/wp-content/uploads/2011/11/new-fitting-window.jpg Recruitment: http://bit.ly/1r4G5Pv Website: http://www.no-vacancies.net/ Channel: No Vacancies
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Moloney
Doobie Den
67
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Posted - 2014.07.19 20:40:00 -
[19] - Quote
Remove anchor time, allow saved configuration. Do not remove the ability to have the pos setup as diverse as it can currently be done. Please. |
James Baboli
Ferrous Infernum
44
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Posted - 2014.07.19 20:54:00 -
[20] - Quote
This is bad and you should feel bad for removing the configuration options in POS setup. Then there is the fact that where your guns are on the tower is important, even if only for things like bombing towers and smart bombing ships and un-range bonused ships repping them.
That said, allowing multiple modules to be set up simultaneously and drag/dropped into place as a group, while retaining relative position would be nice, as would a faint outline of the current grid being used for the placement. (possibly as an addition to the tactical overlay) That crazy bag FC with the silly things on the hull that shouldn't but just did. |
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