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Thread Statistics | Show CCP posts - 2 post(s) |

Mel'h N'gih
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Posted - 2009.10.31 19:46:00 -
[1]
It seems like this module functionality isn't quite complete yet, despite having POS tower like attributes (structure control range, PG, CPU, shield radius and the Large POS tower flag), modules stubbornly refuse to be anchored near one.
Has the Infrastructure Hub upgrades been seeded yet ? I couldn't find any on the market. |

Kaahles
Kentucky Fried Capitals
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Posted - 2009.10.31 19:55:00 -
[2]
From all I know the infrastructure hubs can only be anchored at the warpin points of a planet, which is btw intentional. ----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |

SidViciousSG
Sturmgrenadier Inc
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Posted - 2009.10.31 20:07:00 -
[3]
Already done that, anchored and online.
The Infrastructure Hub Manager opens up and list the available upgrades, unfortunately, those don't seem to be found anywhere on the market.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.10.31 20:14:00 -
[4]
An Infrastructure Hub is not a POS, and therefore Pos modules can not be anchored by it.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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SidViciousSG
Sturmgrenadier Inc
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Posted - 2009.10.31 20:58:00 -
[5]
Just show info on one of them, they do share a lot of attributes with POS towers.
Why give them PG, CPU, structure control range and the control tower size attributes otherwise ? They're a copy/paste of an Amarr tower attribute wise...
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.10.31 21:12:00 -
[6]
Edited by: An Anarchyyt on 31/10/2009 21:12:18 Everything on Singularity is always the final version.
Anyway, for the less-mentally inclined, the Hub was originally grafted onto a POS, which led to these relic attributes.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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SidViciousSG
Sturmgrenadier Inc
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Posted - 2009.10.31 21:40:00 -
[7]
TSF != CAOD, take your trolling somewhere else, goon.
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Matthew97
Amarr
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Posted - 2009.10.31 21:43:00 -
[8]
CCP have already said that the HUBS are using a TEMPLATE from the Control Towers, this will be updated in a upcoming patch when the upgrades are seeded.
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.10.31 21:43:00 -
[9]
Originally by: SidViciousSG TSF != CAOD, take your trolling somewhere else, goon.
It seems to me that you're the one who can't distinguish between sisi and tq.
Also, the goon is right. ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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maximus decemus
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Posted - 2009.11.01 14:06:00 -
[10]
Be sure to have a corp member that listens to instructions carry the hub in their freighter, cause once deployed it can not be picked up. No scooping since there is no online control tower near it.
Also noticed that with hub online the station services become invul. Anyone check to see if the invul applied to any control towers?
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Trenjeska
Chumly Incorporated
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Posted - 2009.11.01 15:27:00 -
[11]
Originally by: maximus decemus Be sure to have a corp member that listens to instructions carry the hub in their freighter, cause once deployed it can not be picked up. No scooping since there is no online control tower near it.
Well that scooping issue needs to be fixed, a freighter allready can scoop pos towers and modules (without an online tower around)
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Ceti Lomax
Minmatar Encina Technologies Namtz' aar K'in
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Posted - 2009.11.04 19:43:00 -
[12]
I haven't been able to get a clear answer to this question. Does anyone know if Infrastucture Hubs can be installed in wormhole space?
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JitaPriceChecker2
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Posted - 2009.11.04 19:46:00 -
[13]
Originally by: Ceti Lomax
I haven't been able to get a clear answer to this question. Does anyone know if Infrastucture Hubs can be installed in wormhole space?
I guess not :( but i would like to see CCP upgrading wormholes space as well, they have so much potential.
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CCP Sisyphus

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Posted - 2009.11.05 14:04:00 -
[14]
Hi there.
Can you please recheck on sisi - currently using showinfo there are no attributes you listed (PG, CPU, control range etc).
The Infrastructure Hub is not a POS, and does not have the same functionality.
You can only anchor an infrastructure hub if your corp owns the claiming FLAG in that system - as you cannot claim wormhole space you will not be able to anchor hubs there either.
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bassie12bf1
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Posted - 2009.11.05 15:17:00 -
[15]
Originally by: CCP Sisyphus Hi there.
Can you please recheck on sisi - currently using showinfo there are no attributes you listed (PG, CPU, control range etc).
The Infrastructure Hub is not a POS, and does not have the same functionality.
You can only anchor an infrastructure hub if your corp owns the claiming FLAG in that system - as you cannot claim wormhole space you will not be able to anchor hubs there either.
The last patch probably fixed it.
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Bobby Atlas
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.11.05 16:33:00 -
[16]
Originally by: CCP Sisyphus Hi there.
Can you please recheck on sisi - currently using showinfo there are no attributes you listed (PG, CPU, control range etc).
The Infrastructure Hub is not a POS, and does not have the same functionality.
You can only anchor an infrastructure hub if your corp owns the claiming FLAG in that system - as you cannot claim wormhole space you will not be able to anchor hubs there either.
What happens to the hub once a FLAG is transferred to another corp, does the hub go with it?
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Neddy Fox
Gallente Paxton Industries Paxton Federation
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Posted - 2009.11.05 18:46:00 -
[17]
Looks like planet warp ins have been changed, I lost track of my infra hubs.
Is this going to be sorted? You can't probe for them either !
---- PXIN Recruitement thread |

DNSBLACK
Gallente Dirt Nap Squad
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Posted - 2009.11.05 19:05:00 -
[18]
1. Can more then one hub be anchored in the same system. Why? Well if one is there for upgrades to system output and the other is for defensive increases.
2. Can a Hub be put in systems with no POS.
3. Does a Hub have to be destroyed first before you can achor and online stops to effect flags.
4. If a flag is destroyed does the control of the hub turn over to the alliance who takes the system over with its flag.
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Vivian Azure
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Posted - 2009.11.06 01:08:00 -
[19]
Originally by: DNSBLACK Edited by: DNSBLACK on 05/11/2009 19:20:21 1. Can more then one hub be anchored in the same system. Why? Well if one is there for upgrades to system output and the other is for defensive increases.
No, just a single one as far as I've tested it.
Quote: 2. Can a Hub be put in systems with no POS or statiions. Looking to put one in a system with just a flag
Yes, you can put a hub in every system where you've an online flag that claims Sov without having a POS.
Quote: 3. Does a Hub have to be destroyed first before you can achor and online stops to effect flags.
If you've onlined STOPs in a system, the hub has to be destroyed first, before you can destroy the flag. An online hub makes the flag invulnerable.
Quote: 4. If a flag is destroyed does the control of the hub turn over to the alliance who takes the system over with its flag.
See above.
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Mikal Drey
Atlas Alliance
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Posted - 2009.11.06 12:56:00 -
[20]
hey hey
i cant see anything on the index contribution tab in the hub manager ui.
ive been ratting to hopefully increase the system Military Resource Level but i cant see any increases like the previous ui had. amidoinitright ?
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CCP Sisyphus

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Posted - 2009.11.06 16:43:00 -
[21]
Originally by: Mikal Drey hey hey
i cant see anything on the index contribution tab in the hub manager ui.
ive been ratting to hopefully increase the system Military Resource Level but i cant see any increases like the previous ui had. amidoinitright ?
Getting the military and industrial indices to increase is a lot of work. A lone person will not really make a dent.
You will need a minimum of two hulks stripmining to get anything at all on the industrial. And Be killing a lot of belt rats to get any military.
To get the higher levels (2,3,4) you will need to have already put in the early upgrades, and have a a fair few people spending their time playing there.
The index values decay.
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Kachiko Sama
Merch Industrial GoonSwarm
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Posted - 2009.11.06 16:57:00 -
[22]
Originally by: Mikal Drey hey hey
i cant see anything on the index contribution tab in the hub manager ui.
ive been ratting to hopefully increase the system Military Resource Level but i cant see any increases like the previous ui had. amidoinitright ?
I've been trying this as well, couple of things I noticed.
The info on the infrastructure hub doesn't update (think pos shield display if you know that one). Even leaving grid and coming back doesn't seem enough.
After a few hours of fighter ratting I logged out, logged back in and looked at the hub. I was able to install (.i.e. they had yellow circles) the first tier of pirate magnet and quantum whatever it is, even though the index had not risen according to the display to the left.
The decay time is pretty damn fast, an hour later I didn't have access to those upgrades. I worry about this because my usual playtime is right after downtime on TQ, and if I'm effectively always going to be playing in un-upgraded systems that's going to suck a bit.
The index contribution tab is empty for me as well.
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Manfred Rickenbocker
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Posted - 2009.11.06 19:23:00 -
[23]
Originally by: CCP Sisyphus
Originally by: Mikal Drey hey hey
i cant see anything on the index contribution tab in the hub manager ui.
ive been ratting to hopefully increase the system Military Resource Level but i cant see any increases like the previous ui had. amidoinitright ?
Getting the military and industrial indices to increase is a lot of work. A lone person will not really make a dent.
You will need a minimum of two hulks stripmining to get anything at all on the industrial. And Be killing a lot of belt rats to get any military.
To get the higher levels (2,3,4) you will need to have already put in the early upgrades, and have a a fair few people spending their time playing there.
The index values decay.
How are y'all tweaking the accrue and decay rates? Obviously certain systems cant be ratted/mined as well or as often as others. An average ratter in 0.0 can efficiently deplete 6 or 7 belts continually, so one would expect the accrue to be rather high. As for mining, you could send a mining crew (4 or 5 hulks, plus bonuses) through a system and easily strip it in an evening, yet the respawn isnt quick enough to make sufficient amounts to maintain the gain rate. I guess what I am asking what conditions actually increase/decrease the tally. Sometimes in infeasible to have too many players in a system or nobody profits at all, regardless of how low the truesec is. If the decay rate is too high there's no way an average group of players can actually keep up the momentum to counteract it. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |

Mikal Drey
Atlas Alliance
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Posted - 2009.11.06 20:29:00 -
[24]
ty for the reply
fyi i cannot see ANYTHING. what is supposed to appear in the index contribution tab ?
in the previous ui info it showed the sec status increases but if your already 5.0 then you dont trigger sec gains :/
also with mining ore does it triger an index contribution with an asteroid pop or ammount of ore mined.
with all this data being harvested by the server has there been an impact with lag ? and have you checked that its not player generated (2 players kill the same rat and gives 2 index contributions ?)
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Sevani
H A V O C Against ALL Authorities
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Posted - 2009.11.06 20:31:00 -
[25]
What the poster #23 above said.
With regards to the military bar; In my ratting Geddon I can easily, single handedly keep a 14 belt -1.0 true sec system clear of rats. This won't be enough to move the meter? There is only usually one person in that system ratting. And this is one of the best system in the game! I pity the fools who live in a -0.2 and want to increase their military. You seriously think making alliance's grind crappy spawns is gonna be fun? And god help them if the do grind the spawns, you are going to make it so if they stop grinding them they will lose their work?
And for industry; Two hulks strip mining to move the bar? That's pretty lame. So in order to improve your system you need to mine all this crap that isn't used. Are we now going to see mining grinds just to move the bar? I live in pretty primo space so shouldn't be much a problem for us. But I pity the fools who have to mine useless mins in 0.0 where they can just mine the same stuff in empire for zero risk and the same profit. Do people actually mine non-ABC mins in 0.0? T2 veldspar crystals FTW?
The more you put in grinds (read barriers) to increase the value of your space, the less attractive this new system is looking. This thinking will not promote people to live in 0.0. You goal should be that a ten man, single time zone corp can make a crappy 0.0 system profitable and fun in a couple of weeks of moderate play. How profitable in a couple of weeks? Well it needs to be more profitable that level fours in Motsu (lol right). If not more profitable, then at least don't make it mind numbingly boring and moderately profitable.
Be very careful about adding decay. I've yet to see an MMO where decay as a game mechanic was anything other then reviled by users. (WoW pvp gen 1, SWG Jedi death decay, etc.)
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.11.06 20:44:00 -
[26]
There really needs to be alot, and i mean, ALOT more belts per system than there currently is on average. If you plan on shoving any more than 5 people (Lol, considering the touted number was 100 wasn't it? Or "hundreds?") into a system there needs to be a drastic increase in belts and anomalies. No idea just how "effective" the upgrades are going to be though, so maybe they themselfs will make the difference when a system is established, but given the current outlook on how hard (read: mind numbingly boring) it is going to be to acquire these upgrades in low-end 0.0 i'm not holding me breath. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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JitaPriceChecker2
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Posted - 2009.11.06 21:20:00 -
[27]
Originally by: Sevani What the poster #23 above said.
With regards to the military bar; In my ratting Geddon I can easily, single handedly keep a 14 belt -1.0 true sec system clear of rats. This won't be enough to move the meter? There is only usually one person in that system ratting. And this is one of the best system in the game! I pity the fools who live in a -0.2 and want to increase their military. You seriously think making alliance's grind crappy spawns is gonna be fun? And god help them if the do grind the spawns, you are going to make it so if they stop grinding them they will lose their work?
And for industry; Two hulks strip mining to move the bar? That's pretty lame. So in order to improve your system you need to mine all this crap that isn't used. Are we now going to see mining grinds just to move the bar? I live in pretty primo space so shouldn't be much a problem for us. But I pity the fools who have to mine useless mins in 0.0 where they can just mine the same stuff in empire for zero risk and the same profit. Do people actually mine non-ABC mins in 0.0? T2 veldspar crystals FTW?
The more you put in grinds (read barriers) to increase the value of your space, the less attractive this new system is looking. This thinking will not promote people to live in 0.0. You goal should be that a ten man, single time zone corp can make a crappy 0.0 system profitable and fun in a couple of weeks of moderate play. How profitable in a couple of weeks? Well it needs to be more profitable that level fours in Motsu (lol right). If not more profitable, then at least don't make it mind numbingly boring and moderately profitable.
Be very careful about adding decay. I've yet to see an MMO where decay as a game mechanic was anything other then reviled by users. (WoW pvp gen 1, SWG Jedi death decay, etc.)
Then obiously its not a matter of 0.0 grinding but hi-sec problem. Especially with mining.
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Kachiko Sama
Merch Industrial GoonSwarm
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Posted - 2009.11.06 21:40:00 -
[28]
Originally by: JitaPriceChecker2
Then obiously its not a matter of 0.0 grinding but hi-sec problem. Especially with mining.
Most 0.0 dwellers would probably agree with you, but the 'obvious' solution to the current issues (nerf the hell out of risk free empire income generation) would cause a bloody revolution.
For the record
Originally by: Sevani
Your goal should be that a ten man, single time zone corp can make a crappy 0.0 system profitable and fun in a couple of weeks of moderate play. How profitable in a couple of weeks? Well it needs to be more profitable that level fours in Motsu (lol right). If not more profitable, then at least don't make it mind numbingly boring and moderately profitable.
Is both a reasonable and laudable aim.
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Sevani
H A V O C Against ALL Authorities
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Posted - 2009.11.06 21:59:00 -
[29]
Originally by: JitaPriceChecker2
Originally by: Sevani blah blah blah
Then obiously its not a matter of 0.0 grinding but hi-sec problem. Especially with mining.
Well there is that. But I would understand that they aren't going to rid of that, nor am I really pushing for it. I am regularly told by alliance mates that whatever I'm doing to make money isn't the most efficient way to make money. My response is basically, "Well I'm having fun doing what I'm doing and it is profitable." I guess I want the new grind to moderately fun and profitable. In the extreme I'd hate to see CTAs called for cruiser belt ratting just to drop a jump bridge in a -0.3 system.
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Kachiko Sama
Merch Industrial GoonSwarm
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Posted - 2009.11.06 22:08:00 -
[30]
Originally by: Sevani In the extreme I'd hate to see CTAs called for cruiser belt ratting just to drop a jump bridge in a -0.3 system.
Thankfully the infrastructure upgrades appear to be time based (as they are now basically)
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