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Oveur
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Posted - 2005.01.06 17:49:00 -
[1]
I'm assembling information to prioritize the next steps in Starbases, and I'd like to hear your top 5 things. We have decreased the cost of running it, are increasing the profitability of moon mining in the next patch, but what's your pet peeve or favorite thing you would like to see next? I want a numbered list, prioritized and the reason you would like it. I will delete pretty much everything else to keep it clean 
Example:
1. Trading Post - Just something simple and not connected to the market. 2. [Insert my favorite thing which system Sovereignty would give me - or allow me] 3. [Insert something else that would make me uberer] 4. Research Array - Cause I can make money faster with a Research Array that does faster ME or PE than a station. 5. Factory Array - Cause I needz my ammoz at homez or can manufacture ships faster than in stations.
etc.
And no, there is no "when", this is for "in which order"  _____________________________ I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol. |

Andrue
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Posted - 2005.01.06 18:34:00 -
[2]
Edited by: Andrue on 06/01/2005 18:35:59 1.I'd love to be able to set up a little 'shack' somewhere that provided a simple sell interface. It would make player trading easier and help set up a localised market and reputation.
2.Ship loadout templates or collections. Give me a simple one or two click way to change the config on a ship.
3.um
can't think of anything else right now  -- (Battle hardened miner)
[Brackley, UK]
WARNING:This post may contain large doses of reality. |

Hakera
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Posted - 2005.01.06 18:36:00 -
[3]
Edited by: Hakera on 07/01/2005 00:15:51
1)ship maintainance array - accesible by corp in your alliances, perhaps with their own hanger compartment? Does the fitting work yet in the new patch?
2)ability to see the ammo status of your online turrets (annoying having to go round each one manualy) from your pos control screen
3)ability to anchor secure cans inside field.
4)fire coordination in the turrets/ew. If a target is webbed then turrets should dedicated firing on the webbed target, large turrets should go for ships it has a chance of hitting and so on if such is possible. That or a starbase control screen, like jumping into a stationary ship where we can see and manually control all turret (would be nice anyway)
5)the cloaking disruption field module - to detect cloaked ships
6)better role config:
The role management is too 'all or nothing'. It needs diversification.
For eg: rights to view and drop in resources (sentries or control tower but not take) corp or alliance option individual to member as opposed to full can put online/offlien access.
Two types of starbase manager:
Industry Manager: can online/offline and access moon miner/reactor/silo resources only.
Base Manager - the 'CEO' role of the base.
7)auto mail to all people with starbaseconfig in your corp if the base has attacked or was attacked by anyone and perhaps one if it is getting low on resources.
8)Ship recharge arrays - like garages that act as repair shops and also a cap transfer array which can transfer cap to ships.
9)a show my corp pos option on the f10 map (shows online pos only)
10)a stealth array which cloaks the station put consumes resources at a high rate. Same disadvantages as cloaked ships.
11)npc drone control array - control npc drones -perhaps even up to bs size npc drones on the larger towers which do like the gate npc's do, only they work for you.
Dumbledore - Eve-I.com |

Shintai
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Posted - 2005.01.06 18:43:00 -
[4]
1. Neon sign shop ofcuz (To have people trade here!)2. Research Array ofcuz (Labs are needed) 3. Factory Array ofcuz (Build something way out) 4. Maybe being able to place the POS away from warp in point. Like on the other side of the moon etc 5. Combine some POS structures like ship and corporate hangers. So you can access both at the same time.
Abstraction and Transcendence: Nature, Shintai, and Geometry |

Mikelangelo
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Posted - 2005.01.06 19:24:00 -
[5]
Fun modules
1) The Love Shack = +1 to maximum gang size in the system of the POS for a gang led by a member of the corporation which owns the POS (due to superiour commuications and "getting to know one another" facilities)
2) The Donut module = provides local flavor and food for law enforcement/customs officials, resulting in less vigilance on their part due to distractions. (-5% chance of detection of contraband per level of smuggling skill of the station operator, for ships carrying contraband entering the system).
3) The Meth lab = increases the chance of detection of contraband in the current system by +5% per level of astrogeology skill of the station operator.
4) Mad Scientist Laboratory module = provides +5% bonus for ME and PE research per research skill level.
5) The Gnome workshop = due to highly efficient and secret gnomes which help the owner, production at this facility is more efficient. +5% production efficiency.
How do you like those?
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Harisdrop
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Posted - 2005.01.06 19:35:00 -
[6]
1) After setting up Silos and reactors and mining laser. Allow for auto linking of mining Arrays/Reactors 2) Placing multiple power sources in a POS area soo I can run multiple mining lasers silos and reactors. 3) Escrow mod. I can have an password protected mod that can be accessed by passworded players. This would be visible when inside POS and clicked on the control tower. 4) be Able to move Mods that are un-anchored in a seperate 3d map. Placing mods in space is way too tough. Allow for jumpin points 5) evemail of status of silo qty to POS manager title
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Garsh ma it soo cool killing people in there space thingies |

Callan Skiderlar
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Posted - 2005.01.06 19:45:00 -
[7]
1. Remove disruption of production chain by offline cycling storage silos. I hate losing 1-2 hours of production every time I pull out the moon mins/reaction products.
2. Ammo status in the tower manager and/or reports on engagements. Kind of a no-brainer.
3. Research arrays. That will help POSs and the wailing harpies in the lab threads.
4. Lower production time on T2 component BPOs. That will help profitability and demand.
5. More role options per Hakera's suggestion. I should be able to allow a hauler partner to drop off fuel or haul out reaction products but not have access to everything. --
"Speech is the foe of mystery, and the pitiless betrayer of the commonplace."
Thomas Mann, Confessions of Felix Krull |

Seraph Demon
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Posted - 2005.01.06 21:33:00 -
[8]
One thing: Orbital Trade Hub - sorta like the moon-harvesters, except this thing has a few slots for orbital craft (don't worry, we never have to see them), which perform trades with the indigenous people of a moon or planet. This requires that there are indigenous people (this would be noticed by the massive missile that plummets from space, smashes one of their houses, and promptly grinds the whole neighborhood up while determining the soil constituents; ie blood = human presence detected). The orbital trade hub then generates a bunch of demands (trade goods for the people), and some stuff that is supplied by the people (indigenous animals). Then the POS owners can sell the trade goods to the people and get other trade-goods/more interesting things in return.
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Neurotic Cat
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Posted - 2005.01.06 21:46:00 -
[9]
I like the MethLab Module idea. Opens up a whole new career path in Eve.
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KarateKid
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Posted - 2005.01.06 23:04:00 -
[10]
1. More CPU to CT / Lower CPU on moon mining equipment. 2. Deployable supercomputer (co-pro for POS) 3. Lab slot module. 4. Ammo status in POS management. 5. More specific corp roles for POS management and trade module for other corps/people.
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Arud
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Posted - 2005.01.06 23:11:00 -
[11]
1. Trading post!!! I always imagined that SE would put something like that outside of DSS. Would be awsome to have. Then major corps and alliances could create those at important junctions. And most of all have it possible to limit who can access it, for example SE can set it that *ahemm* CA cant buy stuff from that market.
2. System scanner If fitted in a station a person with the right clearance can scan the system for just about anything, kinda like probes work. The accuracy of the scan would depend totaly on the time spent scanning. To detect an enemy fleet in a hurry would then be initialy used to located within a few au's and then probes would be used to locate it accurately. For safe spot where the enemy has stashed a few secure containers can maybe take an hour or longer to the accurate scan but in the end you can warp directly to the object.
3. Guard drone modules Kinda like uber uber heavy drones that automaticly patrol the system. This could be extremely valuable and is actually needed to be able to claim a system, or some system like this. Tomb would have to do alot of balancing to get this right, but if done right then this would simply be an awsome addition.
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Fire Hawk
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Posted - 2005.01.06 23:30:00 -
[12]
1. Lab Module 2. Ammo status 3. POS Drones 4. More CPU to CT 5. Floating gardens to decorate 
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Dreck Morrison
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Posted - 2005.01.06 23:42:00 -
[13]
Edited by: Dreck Morrison on 06/01/2005 23:43:50 1. Offworld manufacturing - uber tech 2 stuff that can only be built at POS due to it's highly illegal required components. This will help to make POS profitable.
2. Research Lab - just to eliminate all the whining about research slots.
3. Ship docking bay for corp. members - with configurable interior environment so you can customize what YOUR corp. docking bay looks like.
4. Specialty alarm clock module - provides fireworks display or some cool sound every hour or at some settable time everyday. Doesn't do anything else but would help to jazz up the POS.
5. CPU/Powergrid BOOSTERS - like research labs to stop all the whining about not having enough cpu.
6. Mining Boost Module/Combat Boost Module - Modules that give +x% rate or damage to a gang in the same system as the POS. Will help to get those corp. mates there so they can get their bonsuses! Maybe make them big cpu so only 1 or 2 per POS.
7. POS Kill mail - who did get fried by our POS guns while we were sleeping?
8. Mission Agent Module - Give the corp the ability to hire/install an agent to give out missions at the POS. Will make all of those 0.0 POS campers also have the option to do agent missions!
9. Smelting Module - allow us to melt down all that loot for base mins at the base!
10. Dangerous ore refinery - New uber ore that can only be refined at POS and not in empire.....needed to build tech 3?
11. Ice condensor module - Module that slowly condenses units of ice out of the moon atmosphere.....heck with mining it just condense it.
OK - I am gonna stop now and go mine some more ice for our POS.
Dreck Morrison
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Lucio
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Posted - 2005.01.06 23:49:00 -
[14]
1. The ability to organise your PoS via something like a grid. Atm PoS are basically a floating pile of junk and white squares. It'd be nice to be able to position your sentry guns in a neat 150km circle around your CT, have your moon harvesters a line with a reactor backing onto them etc.
2. Anchor your PoS more than 60km from the warp in point. It'd be more realistic if they measured a distance from the nearest moon rather than a static distance from the warp in point. Allow them to be warped to prevent issues regarding PoS on opposite side of the moon.
3. Factory and Research arrays: Allow players to get around the ever-present lack of lab slots and factory slots.
4. Racial bonuses to construction, so Amarr are better at building amarr ships, lasers and armour plates, Gallente are good with drones, Caldari with missiles etc.
5. NPC selling modules: The ability to set up a module that generates an NPC demand for certain items or modules etc.
*********************************************** Elder of Building, Mining & W.E.N.T.B.D. *********************************************** |

MaiLina KaTar
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Posted - 2005.01.07 00:07:00 -
[15]
Pretty much all I had in mind has been covered, except for:
Sensor Array:
Scans the system and sends the data to scanners of allies in the system (POS owner corp & their allies).
Mai's Idealog |

Gilgamoth
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Posted - 2005.01.07 00:37:00 -
[16]
1. Lab Slots - Speaks for itself, but with a +5% increase in research speeds, based on a Starbase Lab Operator skill (that will get corps out of Empire Labs).
2. Factory Slots - As above but for factories
3. Trading Array - Kinda like Escrow, so non-corp members can buy stuff that your making with Labs and Factory slots :)
4. Scanning Array - Constantly scanning the system and displayed on the scanner of ships within the force field (these can be then used to direct the fleet onto hostiles in teh system).
5. Fire Control - Using the TAG ability in the overview, the Starbase Gunner would be able to assign fire control. By tagging incoming ships at a - z, the turrets would fire on the highest letter that was in range of them and works it's way down the alphabet. If a lower letter appeared in range it would switch targets. Or a probably better idea would be tag them L0 - L9, M0 - M9 and S0 - S9 where Large Turrets go for the L tags and so forth, that way targets can be allocated depending on the turrets ability to hit them. Unless of course there were no targets tagged in which case it would shoot the closest ship (or better still the closest ship dependant on it's speed so Large Turrets don't waste all their ammo trying to kill Interceptors). This could also be done with Webbers and Scramblers. Tags should be mix able e.g. W0S0M0 would target the ship with Webber, Small and Medium Turrets
The late night ramblings of a tired mind.
Regards,
Gil
-oOo- Captain Gilgamoth Head of Research & Development - Hadean Drive Yards
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Cracken
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Posted - 2005.01.07 01:34:00 -
[17]
Maybe a very small scale freelancers station can hold about 1000 of every isotopes needed can have 2 or 3 small sentries anchored around it and corp hanger, refinery, or maintenance array.
Designed too allow freelancers the ability too enjoy some of a poses benefits but isn't as capable as a full sized pos.
Control tower should cost maybe 10 mill and have a 1/4-1/3 of the cpu and powergrid of a larger starbase style pos basically smaller corp sneaks 1 into 0.0 sets it up and mines or does whatever there.
This would encourage development of 0.0 as well with smaller corps takeing advantage of these stations.
They should have low maintenance requirements seeing as smaller corp's don't have as much isk too burn.
Designed as a stepping stone smaller corps can use too get them into 0.0 make them ancorable in asty belts as well.
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Danton Marcellus
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Posted - 2005.01.07 01:44:00 -
[18]
Edited by: Danton Marcellus on 07/01/2005 11:15:16 1 Pilots in system cloaking array. Allowing small unaffiliated corporations to hide from the allseeing eye.
2 Customization of a joint structure which allow you to place the different structures into what then gels to a whole, the separate compartments still outlined enough to tell what they are. In short, unique compact starbases. Possibility to save the construct blueprint would allow people to be able to tell a RONA POS from say a TTI one on sight, should these choose to build from the same mould as a trademark.
3 System scanning array, to be designated each to a perticular system. Two of these penetrates the system cloaking array of another POS but only give away if there are pilots there, not whether or not it was cloaked or where the POS are. Assuming there is going to be a big overhaul nerfing the map or else people would just watch the map, no pilots, turn on the array, pilots=POS.
4 Cultivation chambers, bringing up whatever resources can be harvested from nearby moons or planets, carbon, oxygen, water...
5 Casinos! 
Convert Stations
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Haratu
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Posted - 2005.01.07 03:04:00 -
[19]
1. complex units: like the pirates have, cheaper structures that all fit together and are not aimed at moon mining. Will be useful for roleplaying and smaller corps.
2. minor structures for 0.4-07 security (posibly the structures mentioned above).
3. Ability to set up in deadspace locations (ie. make acceleration gate)
Basically my idea is to create our own deadspace complexes.
I roleplay... there is this computer game called "Earth - The First Genesis" where i play a character in the early 21st century. |

Zyrla Bladestorm
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Posted - 2005.01.07 03:17:00 -
[20]
Edited by: Zyrla Bladestorm on 07/01/2005 04:21:31 Edited by: Zyrla Bladestorm on 07/01/2005 03:20:47 1. Agent Office (able to install agents from a corp you have a high enough standing with for that level (one corp per office, one agent per level ?) 2. Laboratory 3. Factory 4. Garrison Array [Requires sovereignty] - allow a small but configurable fleet of NPC ships to be maintaned (input minerals to build/replace the ships) Implementation suggestion : small garrisons that can only have frigates, medium that can hold frigs/cruisers and large that can hold battleships and down - interface could be a list of possible ships to contruct (one per class per race perhaps) with say frigs taking 1 space, cruisers 2, battleships 5, 5/10/15 capacity for small/medium/large garrisons. What they respond to configurable (only Players, though no fighting NPCs) 5. System Scanning array [Requires sovereignty](already mentioned) 6. Outpost Control Tower - cant anchor moon mining or refinerys, cheaper to run, can have maintenance/corp arrays, maybe smaller garrisons 
Edit add : link garrison and system scanning array togeher, so that with sovereignty the garrison can guard gates/respond to attacks on allied players by other players in-system/attack enemy attempts to build installations(?) as configured, but without sovereignty they merely attack enemys within the garrisons line of sight . ----- Apologys for any rambling that may have just occurred.
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Lygos
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Posted - 2005.01.07 03:30:00 -
[21]
Edited by: Lygos on 07/01/2005 05:07:54 1) A Deployable Throne - 1)For emergencies when your deployed thingies are about to get turned back into vapor by bored folks who decide the former are unjustly taking up too much space. 2)To get rid of contraband. 3)For reading the latest issue of The Scope.
2) Anti-Concord Beacon - 15km radius. Can't be deployed within 1000km of a gate or an npc station. Anything that happens here just happens. All automatic distress signals are scrambled. Great for setting up underground gambling matches. Very expensive. You might be able to afford to set one up, but will the other organized criminal gambling syndicate appreciate that you are stealing their customers or prize fighters? Also interesting, but not practical, for roid belts. Radius of effect invisible, no extra gfx lag needed.
3) Deployable sentries - No shields. Finite ammunition. Slow, unimprovable locktime. 30 minute onlining time. Why not? Make gurista-type sentry towers capturable? -Variant: Peacekeeper - Fires on all aggressors, including owner. Benevolent purposes. -Variant: Belligerent - Fires on everything that is not the owner. Malevolent purposes.
4) Radar Installations - Version for detecting ships. Versions for detecting deployed structures. Slow onlining times, 2 hours minimum. Replaces scan probes which should be limited to detecting warp engines (i.e. other ships.)
5) Not a stucture perse, but the ability to deploy structures anywhere within range of a planetary disk or orbit. Anywhere within a 1M km range of a planet or moon.
6) Bulk matter accelerator - Jettisons bulk materials like ore from one player structure to another across a solar system or planetary disk. Loses 3/4 of the ore to inertial necessity. Slow. Not a critical need, but neato sort of thing anyway for managing a large number of structures.
7) Planetoid mining station - Changes the object model to appear to have a large apparatus attached to it procuring common minerals over time. Releases a yeild every 12-24 hours. Cargo hold big enough for 2 days activity. Also requires planetoids, 200km radius Veldspar roids, no public address.
8) Scan probe disruption beacon - ineffective against deployed radars. Very effective against ship module-based scan probes. 25km radius. 12 hour onlining time. Prevents your own ship-scanning modules and possibly deployed radar modules from operating within the 25km. Invisible field.. no extra gfx lag needed.
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ArcticFox
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Posted - 2005.01.07 03:55:00 -
[22]
Edited by: ArcticFox on 07/01/2005 03:56:06 1) Mercenary Garrison Array (basically what was mentioned before) capable of gate guarding. Not uber NPC ships, just somehwat toned down Mercs that can stop a very small invading contingent at the gates or slow down a medium to large one while alerting corp/alliance to the intrusion. Perhaps these could be added with the requirement to actually draw out a mercenary contract (or something) with one of the NPC organizations and would cost not only some extra consumables (gotta feed yer mercs) but also direct isk as payment to them (varying on the strength of the mercs and/or the level of danger in guarding the system).
2) Remote Defense Battery Control Array, allowing for control of weaker Remote Control Sentry Guns, with much weaker firing power than current POS guns, added consumable requirement (ammo for the guns and extra cpu and power use for the array), a limit on the number of guns anchorable at any given gate (since they would essentially be drawing power from the gate itself) and of course destroyable seperately from the POS. Again as above capable of stopping a small incursion and slowing down a med/large one with corp/alliance alerted.
Obviously both of these would require sovreignty and perhaps even multiple POS in the system. ----------------------------------
"There's no +6 Sword of WTFPWN in Eve." - Er... Some person on the forum... |

Laendra
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Posted - 2005.01.07 07:03:00 -
[23]
1. Allowing them in 0.4 to 0.7 systems would be one of the ones on my priority list. ------------------- |

Helmut 314
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Posted - 2005.01.07 08:27:00 -
[24]
Ok, heres my list.
1. Proper security settings for starbases. We need a way to allow use of the structures by people without giving total access to the base management. Its very easy to click the wrong thing and offline something by mistake.
2. Make CPU less important for starbase structures. Minmatar and Amarr towers are severely gimped by their lower CPU. It is not right that certain advanced materials can only be manufactured in a Caldari Starbase. Powergrid on the other hand is only used in the large guns. Rebalance the CPU and grid of all structures to make the different control towers more equal.
3. Ice harvesting needs a boost. Either by making the ice in 0.0 richer in helium or the ice in empire richer. Do you know how boring it is to sit and wait for 2 or three lumps of ice every 7.5 minutes ? Its a massive timesink and only encourages macromining.
4. Ore silos. A bulk storage structure is sorely needed. It doesnt have to have partitions (would be nice though), just lots and lots of room for storing ore and ice while waiting for the refinery to finish. A corp hangar array is too small for storing ores.
5. Manufacturing capabilities. Please.
That is my wishlist, I cant see that any of these changes would require much programming, except of course the security bit. But that part is an overlooked and very important thing. As it is now, you cant have a hauler drop off ore unless the "Configure equipment in space" box is checked in his corp settings. That means that they can also accidentally offline the array, or even unanchor it.
___________________________________
Trying is the first step of failure - Homer J Simpson |

Dathias
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Posted - 2005.01.07 10:28:00 -
[25]
Edited by: Dathias on 07/01/2005 10:42:11
I think we dont need now something as agent module, etc. We urgently need improve management UI and rights. We urgently need adjust for industrial structures as silos and reactors in which case will be possible make T2 comps in one station or change need per hour and we can setup more specialized POS (i think this will be better for FPS performance). We need fire control and ammo management without inspecting every turret. We need maybe personal hangar array with personal password and true storage capacity in corp. hangar arrays.
Then in summary :-)
1. personal hangar array 2. factory array 3. fire control array 4. atmos gases isotopes mining array 5. simple trade post
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Miiko Hirayama
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Posted - 2005.01.07 11:04:00 -
[26]
- Ice Harvester 2's!!! :)
- CPU enhancers or change cpu usage - The CPU diffences between the races may make storyline sence but its really bad for tech 2 production and pos usefulness.
- Ability to see pos status remotely - pos fuel/reaction run times/silo capacity we should be able to see these from the corporation tab.
- Trading Post - Must be connected to the market so 0.0 can truly become alive. This change really could be the start of something great in deep space.
- Bars/Brothels/Slave pens/bio domes/light industry modules - Deployable structures that "generate" trade goods but requre some fuel/other trade goods to operate.
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Hakera
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Posted - 2005.01.07 11:47:00 -
[27]
Originally by: Miiko Hirayama
- Bars/Brothels/Slave pens/bio domes/light industry modules - Deployable structures that "generate" trade goods but requre some fuel/other trade goods to operate.
Post Slave Trauma centres as well 
Dumbledore - Eve-I.com |

KingsGambit
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Posted - 2005.01.07 11:59:00 -
[28]
Edited by: KingsGambit on 07/01/2005 12:02:01 I was very disappointed when the current incarnation of star bases went live on TQ, especially after believing they would revolutionise the T2 component market. The most eagerly anticipated feature of Exodus became just an annoying entry on the market screen. What I would love to see done to them that would actually make them worth looking into would be something along the lines of:
- Triple initial startup cost and cost of each module - Remove trade goods entirely from ongoing fuel costs, but have a large number necessary for initial onlining - Have three ice products instead of four...one for fuel used by all CTs, one fuel for each different race's CT and one for reinforced mode. Around 1-2 hours ice mining per person/per day to run it. - Anchorable in 0.4 and below. - Remove the simple reactions layer completely, leaving moon minerals -> Reactions -> Components. - Have it such that one tower can make no more than one reaction (eg two Harvesters, One reactor, one silo) - Make the refining arrays slightly less CPU hungry, increase ore/mineral storage, decrease cycle time. Make basic mobile refinery give about 70% yield with max skills, and improved about 90%. - Introduce research/factory arrays with maybe 5-10 slots, and allow factory array to use BPs from research array. Perhaps another module which holds minerals (can be link to refining module?), BPs, BPCs, R.dB, RAM tools, etc which can be linked to research/factory module. - An interface screen similar to new inbox allowed list, where players/corps can be added who are allowed into star base and use of modules; permissions basically, like we have for corp hangars.
This would greatly simplify the moon mining side of star bases which is probably the most significant, make the refining modules a little more attractive, user friendly and in-line with in-station services, and make them generally more attractive to use and operate. By allowing them in 0.4 space, they can still be fired on by unfriendlies, but will mean a lot more corps can get invovled without having to find a 0.3 system in Empire space 10 jumps away.
The initial startup cost and fuelling would still put running one beyond the reach of smaller corps (eg why invest in one when they could invest in BPOs for example), but make them much more useable. They are so complicated and clunky in their current incarnation, I and I'm sure many players would dearly love to see a more user-friendly version. We love Eve and enjoy playing it, but star bases as they are aren't even slightly fun. Hope the come a little more down to Earth...oh the Eve gate closed, ummm...well New Caldari then.
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BYOC Crow Interceptor Deals |

Rawne Karrde
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Posted - 2005.01.07 12:03:00 -
[29]
Here's my list.
1. Ice decreased to 500m3 and keep the mining lasers doig 1km3, and get the same refine from 1 piece. This ofcourse is to decrease operating costs.
2. Agents should drop nothing that a pos can make, of if you must very very rarily much like t2 bpo offers from r&d agents are..
3. Increase of t2 bpo's as the shear volume of parts that will hit the market needs to be consumed.
4. Ct cpu boosted, and/or silos decreased, how did the amarr even make their components? used a gallente tower?
5. Realistic npc demand for t2 reactions, adv materials, components. The same thing that miners got when the game first started as production then couldn't have sustained all that omber we used to mine.
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Steel Rat
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Posted - 2005.01.07 12:27:00 -
[30]
1. Not having to give members Starbase Config to use various aspects of the POS. Each structure at the POS, we should be able to assign an allowed list (I like the chat channel allowed and block list for this).
2. Personal hangers for members. Either as part of the corp hanger or smaller personal hangers members can purchase and place at the POS for minimal cost.
3. Allowing other corps/alliance members access to the POS. Again I would like to see this setup similiar to the chat channels with allowed lists on various structures. More than just a password on the shields.
4. Ship Maintance Array expanded on to allow actual storage of a members ships. A member ship can be locked to only the member or set to access to all allowed to use that array.
5. Trade shop would also be nice. A mini market for that POS only.
6. Research/Factory Arrays would be nice but after the ability to better config a POS for access.
7. Being able to name the POS (aka Neon Signs) and/or the structures at the POS. If you have more than 1 structure, they can be named to easily see which 1 is which.
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