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Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
140
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Posted - 2012.08.13 23:15:00 -
[1] - Quote
Inspered by the CSM7 Meeting Minutes: http://community.eveonline.com/council/transcripts/2012/CSM_CCP_Meetings_May_June_2012.pdf
Since CCP and the CSM are still on the planning phase of the new POS system, posting some ideas about it may help them, so here it goes my concept for a new awesome pos system!
Basically, the new Starbase system would looks like an Starbase-LEGO, where you would join the blocks to build your own custom starbase. In any shape that you want.
So, in the package comes some new concepts that will make the player life easier and more exciting! I will explain them on the building list below
Quote: Construction Base - It is the seed of the starbase, the starting point of its construction, there is one of it for every faction, and it will change how the other buildings will look like as they are built. it comes with some nice features. - they are built on stations and outposts and then, carried and deployed using a industrial ship. - Once deployed and anchored it can be assembled, making it unnanchorable and unscopable stating the starbase. - On start have a small fuel bay and a small fuel consumption - Provides a small amount of powergrid - Have a smal cargohold space where Blueprints can be placed. - Have a nice cargohold space where materials or building packs can be placed. - Have 1 Industrial Ship Mooring Aray.
Mooring: the ship is linked to the building with a bridge and the building shield covers it making it invulnerable, whille moored the pilot can spin the ship while somewhat secure or "Enter Starbase" and WiS, if the starbase is destroyed all moored ships will unmoorow, if the pilot is logged off inside the ship it will warp away, if the pillot is inside the starbase he will go out in a pod. Also this will allow the player to use the starbase features. In this case the "Starbase planning feature"
Starbase Planning: Clicking this button while on the starbase (or moored) will open the planner, where you can set the position and the queue for the construction/placement/removal of the buildings of the starbase. Placing construction packages (like the actual POS system where modules are pre-built and just anchored and onlined) would shorter the construction time removing the need of the blueprints and materials for the building. Also there should be Upgrade options where the players could upgrade some buildings, giving them additional bonuses. The Construction base can build 3 different groups of buildings: Infrastructure, Planned and Special. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
140
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Posted - 2012.08.13 23:15:00 -
[2] - Quote
001 |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
140
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Posted - 2012.08.13 23:15:00 -
[3] - Quote
002 |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
141
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Posted - 2012.08.14 14:00:00 -
[4] - Quote
Velicitia wrote:some of it's alright ... other bits are just daft (e.g. the usage of extra isotopes for some things).
fixed some drafts |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
141
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Posted - 2012.08.14 20:52:00 -
[5] - Quote
Selak Zorander wrote:
I think a better idea is to to do something very similar to what you suggest with the starbase core but merge it closer with the tech 3 subsystem idea.
I liked your Idea of preventing certainly sizes of starbases in Hi-sec, like preventing all sorts of capital size structures in Hi-sec and all sort of Large structures in 0.1-0.7 ( solves most of fear of starbases covering the sun in Jita.)
Although the Tech 3 part of customizing the tower is way lass customizable then what CCP is looking for. If you read the minutes, they want the palyer to build them like a LEGO, having different shapes... looking like speders or lizards or Starwars death star or a death tower or a giant disk ... or some other shape... So, if you select how it will looks like changing from a pre-set subsystems group you will end up having a poor variety of Starbases, making them less customizable then it already is.
About the Size of the Starbase... I think that Fuel Cost will be the main reason for players to keep the personal POS small... Lets say...
A) A small personal pos would have some energy harvester, some mooring links a Item hangar and a spaceship hangar...and a small battlestation It would consume from 10 million isk to 20 million isk in fuel every 30 days... And he would be able to store his desired items some few ships maybe run a small lab, and call it home...
B) A Corporative Size Starbase would have more space for ships and bigger ships... more industrial slots and much more deffenses.... It would cost 500 million isk each 30 days
C) A Alliance Size Starbase would have Enough Ship Space to make all players using it confortable, including mooring space for capitals and some supercap mooring places for a couple of titans, enough industrial slots to make a healty economy running inside the starbase and allot of battlestations to keep everything safe.... This would cost some billions in fuel every 30 days...
The question is: why should we prevent single individuals to have big star-bases if they can afford to? Isn't it fair? If he can build and he can feed, he can have it!! although it would be a hard task...
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Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.15 16:18:00 -
[6] - Quote
Selak Zorander wrote: Think about it though, if there were just 4 sub-systems and there was 1 one each sub-system for each race to start with, thats already 256 different looks for each type of tower before you add in how the different fitting modules change the appearance.
But they will all looks like towers... not customizable starbases... alowing the links and platforms feature will give pleyers a bigger freedom!!! |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.15 18:40:00 -
[7] - Quote
Velicitia wrote:Selak Zorander wrote: Yes and that imaginined increased freedom will require a more robost system that will likely take longer to properly code and probably contain more restrictions on how things can be put together that you think it would.
Not necessarily. "core" block --> 6 hardpoints. "Other" blocks --> 1-6 hardpoints. you get one (1) "core" block per POS. This has the same anchoring rules as current towers. "Other" blocks make up the rest of the POS, include but are not limited to: - Weapon platforms - assembly arrays - docking arrays - reactors/solar panels/whatever - shields/shield hardeners - labs - connector pieces (i.e. "hallways" and whatever else so you can customise the shape, or lay things out how you want) Would kind of work out like the ED base from Earth2160 in that case...
Yep that is it! and linking them you can have all kinds of shapes!!! Isn't it wonderful?!
Also if you put 4 hardpoints you will have a 2D starbase... flat... If you put 6 hardpoints you can have 3D Starbasees... If you put more hardpoints you can have 3D with awesome angles!!!
But 6 hardpoints is perfect IMO! =D |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.15 19:13:00 -
[8] - Quote
Selak Zorander wrote:Alx Warlord wrote:Selak Zorander wrote: Think about it though, if there were just 4 sub-systems and there was 1 one each sub-system for each race to start with, thats already 256 different looks for each type of tower before you add in how the different fitting modules change the appearance.
But they will all looks like towers... not customizable starbases... alowing the links and platforms feature will give pleyers a bigger freedom!!! Yes and that imaginined increased freedom will require a more robost system that will likely take longer to properly code and probably contain more restrictions on how things can be put together that you think it would.
Eve is a patience game... And CCP have good DEVS! I'm sure that they can do it and will do much more!!! |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.17 20:49:00 -
[9] - Quote
Maybe this would fix also the Ice value, since CCP modified the minning barges the Ice value is dropping to the void...
If the new POS would be infinitely big, they would also consumes infinitely amounts of fuel-blocks that would fix the ICE prices.... |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.20 02:15:00 -
[10] - Quote
Hawkeye2816 wrote:Now, much of this I like. A couple things worry me, though, and perhaps I'm overreacting.
First, you say that the guns and such would be accessible through WiS. I should certainly hope that this function would also be available to those of us without the supercomputers required to actually do that. As it stands, the CQ is still horribly optimised. On top of this, player movement is incredibly slow, so I also hope that the buttons/controls/whatever to use this stuff isn't too far from wherever you spawn when you enter the base or log on.
I was thinking about a "Ship pinning screen" or a Station Spinning Screen for this... the important is to be able to use the structures function... the WiS is only to make things looks better...
Hawkeye2816 wrote: Second, skills and permissions are already a pain to remember. I realize you could probably cannibalize a lot of other skills and permissions (i.e. Anchoring, Starbase Defense Management, etc.), but a few should be added. For instance, you mention that towers with this system would be transferable between players implying an implicit ownership. If skills were added that could effect the performance of starbases based on the level that the player owner has in these skills, that would add a lot of complexity, but a lot more variation, as well. As it stands, it isn't rocket science to build a POS; all you have to do is have the anchoring skills and shove the thing out an airlock. If you had to have operations skills for certain modules on a POS, like you do for a ship, then that would add difficulty in setting it up. Of course, this couldn't be done easily, as all those wanting to set up towers would have to now train a bunch of new skills, but they could be made 1x skills, or something, where you only need the skill at level 1 to use the module in much the same manner as subsystem skills on T3s.
Also, hi Vel.
I think it would be nice iff CCP make a remake of the outpost/POS skills...and add diferent skill levels to the pos, like if you want to have a simple pos, 1 day training would do, to anchor something usefull, but if you want to set up an Epic Starbase, with capital structures and Titan construction stuff, then probably it would be good to take sometime for it...
Also I think it would be nice to merge the POS and the Outpost construction skills in the same tree... |
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Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.20 19:47:00 -
[11] - Quote
LiBraga wrote: However I do still think they should be grown (built over time with resources) to give industrialists a defined, required role in 0.0 as opposed to mega rich alliances just buying the packs and building them.
I have the same opinion, wen I suggested the building packs, I was thinking about the current POS system... There must be a way to transfer the old buildings into the new system, so if all get transformed into packs these could be used in the new system without making people mad about losing their precious isk and stuff. Although It would be wise preventing 2 things for this to work as intended: 1- These construction BPOS ( transformed from the old ones) could be only constructed on the New Starbases. 2- Once the pack is put inside the Construction Base, noone would be able to remove.( including repacked buildings). So, every alliance will want a industrialist to build and manage the starbase, and since there are allot of these industrialists wanting to play a important role in alliances and corporations but noone like them this will be a wellcome addition to the game.
LiBraga wrote: If maintenance was required i.e minerals etc as well as fuel then alliances would be encouraged to occupy territory and consolidate more. Freeing up more space for new alliances whilst creating greater demand for miners and industrialists within 0.0. Of course something would have to be done with Stations in 0.0 as they are atm (maybe enable maintenance requirements for them also), as time went on without maintenance different facilities would go offline due to "wear and tear" / atrophy to the point where they would become ruins of the "good ol days".
The plan is: Minerals and PI are used to build the Starbase, and PI with ICE are used as fuel: and since aliances allways want more and bigger they will seek more and more resources. So, the alliances in null-sec will probably spread econnomic industrial Starbases around a region to gather resources, that will be taken to the alliance main Starbase to upgrade and maintain it.
Also we got to remember that CCP plans to put ICE gravimetrics whith spawning possibilities on every system, this will allow small alliances and corps to have a change of autonomy, while the big alliances will hold the Ice Belts. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.23 05:11:00 -
[12] - Quote
Sephiroth CloneIIV wrote:I have had a idea like yours, though different in some ways
One way to update towers without a huge graphical change, is to keep the tower, but have modules physicaly connect to them at fixed hard points that when a module is placed, a extending connection exists between it and the tower.. Fitted exactly like ships, with varying number of slots, highslots being guns, low slots industry, and medium slots science related.
Yes, this have being discussed here... This is a simple solution to the problem, what is good, and if you look at post #21 you will se that this idea is really good compared to the actual system... But it have a couple of flaws:
1- It limits the player freedom on shaping the POS, because it becomes restricted by slots and pre-set shapes...
2 - It limits the maximum size of the POS... so we don't get the best sensation of building something epic and unique, that can be as big and as unique as you can gather resources to... ( If YOU build it, it becomes unique, if you buy one with x y and z... it becomes just another... like T3 strategic cruisers... there are allot of them that just look like the same....)
But despite of this.... It is a realy good Idea.... : ) |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
146
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Posted - 2012.08.24 17:07:00 -
[13] - Quote
Revolution Rising wrote:Yeah I think as long as the POS is modular, it should also be scalable - to gigantic proportions - 200b isk pos that starts out with a 500m isk POS and a couple modules would be a great isk sink..
I think at some point in the future, rather than making stations destructible and allowing many stations per system - stations could be removed altogether.
A more "grand" POS-only system would be far preferable to the current system that only allows 30b startup capital, sov holding, alliance holding corp owners to run a station.
The currently proposed POS changes aren't nearly as wide reaching as I'd like to see.
I think people would complain allot about outpost destruction or removal when the time comes... but I realy would like to see a POS-Only system...
So, what do you think about this "Construction blocks" concept? Do you think something is missing? or something should be removed? |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
146
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Posted - 2012.08.27 04:44:00 -
[14] - Quote
GeeShizzle MacCloud wrote:the max expandable module has 8 sides, 6 around the sides and above/below. hope u like!
I really loved this! this is exactly the freedom level that I'm expecting CCP to achieve with the construction block system!!!! You did a good job!!!
Revolution Rising wrote: Not sure if it has a scalable module system whether the visual of the station itself would show what kind of refinery modules are installed, or factories, or perhaps just a basic showing that there IS a factory and you have to dock to see how good the factories might be.
The best thing that CCP could do is this, make visible every possible change in the Starbase, so people would be able to Show it, and be proud of how it looks... This will Sell a lot better, and people would invest allot just to make their home look better then the neighbors ...
GeeShizzle MacCloud wrote:
add a mechanic to eve whereby 1 item in space can mask anothers signature.
This is not too hard to do, as CCP plans to allow Starbases to be anchored everywhere!! so You will only need the -Starbase Cloak Module: That prevent it or nearby ships to be probed
Also, a good amount of weapons near it would prevent people to camp its entrances....
[Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
149
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Posted - 2012.08.29 16:24:00 -
[15] - Quote
would it be a good Idea to allow the Starbases to jump away to escape when under siege? [Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
151
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Posted - 2012.08.30 16:05:00 -
[16] - Quote
Susiqueta Muir wrote:Alx Warlord wrote:
The question is: why should we prevent single individuals to have big star-bases if they can afford to? Isn't it fair? If he can build and he can feed, he can have it!! although it would be a hard task...
I personally look forward to the day when Chribba launches The Veld-star".. :)
That would be so awesome!!!!! There should be a Chribba Statue on it! and a Big Veldspar anchored to it! ( Decorative Infrastructure ftw) !!! Also it would be realy awesome to see his dread moored to it!!! [Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
152
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Posted - 2012.08.30 23:10:00 -
[17] - Quote
Two step wrote:So in general, CCP isn't interested in specific design proposals like this. They have game designers, and those folks want to prove that they are worth the RL ISK that CCP is paying them. If you have specific wants from the new POS system, those are far more useful to CCP.
Yes, this is the Idea, I know that the Devs have the final word and know the best path to make things happen. I trowed a possible design, with the intention of it being used as a brainstorm for ideas regarding the development. I would be really glad if just a single line of this have a good use. [Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Alx Warlord
Security Task Force
155
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Posted - 2012.09.11 15:35:00 -
[18] - Quote
Centurax wrote: I have discussed this topic with a few others over the last few weeks and the following ideas could improve Starbases even further. A lot of this is based on many years of experience with the old Starbase System, and how frustrating it can be, other ideas are just it would be cool if they it could do that.
This is nice contribution!!!! I hope that some Devs are tracking this, because all Ideas you gave sounds awesome to me!!!! [Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Alx Warlord
Security Task Force
156
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Posted - 2012.09.13 04:59:00 -
[19] - Quote
Mars Theran wrote:It's just that lego and stackable components seems like a very bad idea.
Despite of your: "TL;DR it sux" I will answer your point.
Minecraft and lego have allot of lovers, because it is a kind of game that let the imagination flow, allowing you to create something that you can say that came from you and it is unique! And this is a feeling that allot of people seek, making this 2 games really popular. So it is a market that CCP can explore, i'm sure that many will love this. Also this is the level of freedom that EVE needs for the POS construction, because it will make every POS unique, looking different, ( actually all look like soap bubbles).
If you think that this is too boring, ok, corp and pos management is not for you. Becouse if you ever put an Large POS operational you would know how difficult is to set all buildings in the right place, all guns in the right pattern, fuel it, put ammunition on every gun, and then set the roles. How manny posses did you had?
Keep in mind that the EVE biggest value does not simply lay on the Spaceship PVP, there are lots of different things in the sandbox that make it unique and all players find a different way to play his game. And even if you don't want, I bet there will be someone in you corporation that will want to spend some time to build the corp "castle" in a way it will look good. There is always someone to do this on good corporations ( in mine people would fight for this right ). like there are people who loves PI, or exploration, or Industry, or market, these are all different games inside eve.
Also, this is all ideas, and all ideas that are post in this forum belongs to CCP, ( so, steeling ideas inside the forum simply does not exist ). CCP is free to use them or not, this is why I spent so much time thinking and posting here, this is a chance to make a small contribution with one, or part of an Idea.
obs: I goot good feedback on this by evemail, so it totaly worth it  [Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Alx Warlord
Security Task Force
163
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Posted - 2012.09.23 00:39:00 -
[20] - Quote
And about the clone facility?
the POS cloaking device?
the pos jump drive? what you guys think about? [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |
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Alx Warlord
Security Task Force
168
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Posted - 2012.09.25 22:31:00 -
[21] - Quote
Asuka Solo wrote:A nice refreshing topic about starbases for a change.
Enjoyed your take on it, but I do have some food for thought. What about a docking bay module specifically for capital ships (i.e. Freighters) that would allow easy mooring to tower modules and transfer of goods in and out of modules without the crappy design oversight when it comes to freighters and tower modules and error messages. I noticed you did it for industrial ships here and there, just slightly worried this manifestation is focusing on sub-cap pilots only...
Thumbs up to everything else tho
Thx for your comment Assuka, I did did some changes based in your comment.
There should be different sizes of docking arrays and also different sizes of mooring arrays.
Mooring a freighter to a capital mooring array will be the easiest way to interact to the starbase, you will not need to worry about space in this option, the ship vollume will not count in the hangar. Also, if you enter the starbase with your character using this function, (leave ship), or change ship, the ship will continue moored with no pilot. (in this point there should be some role management to allow access to the moored ships.
If you want to dock a capital ship into it, (to hide it) you would need a proper size entrance, and also some space for the ship in the hangar, but this will not be a big problem too. The main difference between the 2 options will be the cost. A mooring array should be way less expensive then a complete set of entrance + ship storage upgrades. but the docking system should be more compact, and if you are planning to dock a large amount of capitals in it, is the best option. [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |

Alx Warlord
Security Task Force
172
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Posted - 2012.10.05 00:19:00 -
[22] - Quote
A new POS system would have a big positive impact on EVE economy, keeping in mind that if you allow for the industrial players to build POS into real INDUSTRIAL COMPOUNDS, you can take these to deep nullsec or WH-Space, making these BASES for local development where people could actually live, people will start calling them home.
As you make these Starbases a structure that can be upgraded constantly (endless growth possibility) you would create a huge resources sink, so big alliances could build real CAPITAL STARBASES, that would demand a constant industrial effort over them, making the industrial player meaningful for them.
The capital starbase, would also drawn allot of attention as a target. being a real PVP meaningful target. more then any outpost, and people would really fight for them. (Although the outpost would still be a safer option. but less efficient for industrials)
Small corps would also have the corporation main starbase where corp players would gather, what would be realy god for rolleplay.
Is there something bad that can come from it?
[Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |

Alx Warlord
The Scope Gallente Federation
176
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Posted - 2012.10.07 06:37:00 -
[23] - Quote
Ridic Poison wrote:Okay while reading this i came up with a interesting idea to replace the bubble around pos now. if i you build the pos in a bubble shape if you at in side the structure it will prevent lock for outside of it but it does not stop people for warping in and attacking you. Be atleast a place were you are a little bit safer.
Possibly the Shape of the Starbase would be of great influence on combat mechanics around it. What would create allot of new strategies. So a Starbase Entrance that is surrounded by other structures and collidable objects have a chance to create a safer area for players Undock/Dock and prevent cloaked ships to get close to certainly areas of the POS. Although a bad designed entrance could cause ships to collide on exit, making it hard to leave the POS.
But IF the starbase count as a big collidable object, these strategies would not be possible.... but this is up to ccp to decide.
I like your Idea of a complex geometry for colision, these would give chance of awesome designs... [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |

Alx Warlord
The Scope Gallente Federation
176
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Posted - 2012.10.07 22:26:00 -
[24] - Quote
Good Ideas, they fit really well in this new Starbase system, especially with the Starbase jumpdrive building and the Cloaking array. These new Starbases would make the nomadic Lyfestyle a realy interesting way of life. assuming that all nomadic corps could jump their Starbase to a nice system and go on PVP and resources gathering in the region until they feel threatened or get tired. Then they would move to the new area.
An arriving corp could have a big delay time on the Station jump drive, so they would get more vulnerable on the arrival, making people think thice before jumping.
Also cyno jamming systems would prevent these POSES to get inside your SOV.
And if someone get in your system with a cloaked starbase, and you really want to start a conflict you would get a System Cloak jamer, that would show all cloaked Starbases and the things would get interesting. [Discussion] - New POS system ( Construction Block Built - Starbasecraft) <<< Please CCP read this! |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
193
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Posted - 2012.11.12 15:07:00 -
[25] - Quote
Kollyn wrote:I hope for Pos improvment also. But i can't read hat whole threat at this time..
Is there any officil info about in whih direction the cahnge will go and when it will be changed?
Something like a devblock or so?
At the moment there is only some clues at the CSM Minutes, no official work on it yet. But we are all waiting for more information from CCP....
Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
196
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Posted - 2012.11.20 00:16:00 -
[26] - Quote
Today, CSM published a message to CCP that had some content related to the pos issue, as they called:
Quote:aging POS mechanic acting as a barrier to full enjoyment of EVEGÇÖs best content such as wormholes and hindering the full potential of the player driven economy.
The full text is here: http://evenews24.com/2012/11/19/and-now-a-message-from-the-council-of-stellar-management/ Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
207
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Posted - 2012.12.05 12:55:00 -
[27] - Quote
As the Retribution is finally deployed, lets hope for CCP to announce something related to the POS revamp Soon! or at last the Path that they want to follow... if they go with the CSM or they will pick an other path... Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
223
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Posted - 2012.12.09 12:22:00 -
[28] - Quote
Andy Landen wrote:Would the jump drive capable pos be warp disruptable? Would make sense.
Would be cool if it could warp within system, too. A multi-player-controlled ship would certainly introduce new and interesting dynamics, and more reasons for supercapitals to be relevant.
This is very interesting! This putts another layer of fun to the game, and mostly allow for the jump drive to have a short dellay between jumps, and the possibility to use it to "escape" with the POS, unless tackled. So the defenders would try to kill the tackler, while the attacker would try to kill the defenses and keep the POS pinned down...
CCP Fozzie talked in other tread about the possibility to create ships that can't warp, these would be great addition to the deffensive system of the POS... whille there would be 1 player for Battle station, there would also be inexpensive defensive ships for the POS defense...
This would be allot of fun... Way better then the current bash the way it is now... Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
229
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Posted - 2012.12.14 15:33:00 -
[29] - Quote
I found that the POS revamp could also be the solution for other big issue, the corp management issues :
Quote:The Corporation item management issue
As did with orca
It is impossible to do things globally, as everyone admins stuff in its own way. So Split It ! The management is NOT a tree anyway, it is a WEB! Remember that a NASA janitor have acess to places that not even the president have....
And the biggest problems in the Corp management is ITEM management. so:
REVAMP POS: it is the biggest problem for the inventory, now we have many structures with (many x allot) tabs spread among them... we should make it simple. 1 dockable structure with 1 x N tabs...
Then every Station and POS should have an local and single Corporation Hangar with no tabs. and IN THERE the corp manager could place Secured Station Container.
REVAMP CONTAINERS: Every Secured container should have a list of players that can open it. You should also be able to select grup of chars. (Lets says that you corp are split into "vets" and "noobs" so there would be a simple UI where you could sellect who goes to what group) and then in the can you could do: permission> corp> vets > yes and then permission>corp> noobs> no. And all problems are solved.
Then allow the corp CEO and who he really trust to have remote acess to the containers security UI.
And almost All problems solved.
But there is also the POS management roles!!
Easy, give the POS a Owner, a player that will keep the POS. and he can manage the pos Building UI and Fuel. He can give individual permission to others to acess the tabs. If the owner is the corp. then the CEO have the ownership of the POS. Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
280
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Posted - 2013.01.16 13:18:00 -
[30] - Quote
lisa 8 wrote: 2. I'd like to see as mentioned at fanfest the ability introduced to be able to hack offline POS's or at the very least a Offline POS have its resistances and HP halved.
Maybe could be some interaction with dust in this... sending a mercenary group to invade and capture/destroy/stell assets from a POS from inside
lisa 8 wrote: I also have concerns with POS's being given jump abiltiy, for the following reasons: You dont want POS's to be come the new fleet warfare , where by Hostile upgraded POS "A" lands next to not upgraded friendly Pos "B" and subsequently is used to attack and reinforce/destroy it, without any requirement for a fleet/ fleet fight of some type to be used to achieve the result. If ring mining is introduced, you dont want a POS to be able to land next to a ring and have harvetors used to extrac the goo/moon minerals either. Im not against POS's being given the jump ability, just that you dont want to put the cart before the horse and have to live with the consequenses down the track. Which in other words is like CCP saying; we will bring in this u beaut thing in and years later we are still waiting on fixes for problems, which should have been thought of first.
That is why CCP should first revamp the system and then slowly introduce the new structures. Also to jump the POS there should be a new kind of cyno, that have restrictions on where to activate.... It can easily be balanced this way. Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
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Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
281
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Posted - 2013.01.16 15:06:00 -
[31] - Quote
Octoven wrote:Im not too much of a fan of the T3 approach. Even with dozens of subsystems and modules, you still have a limited approach to visual customization. I want the ability to shape my structure into a doughnut, sphere, cube, triangle, or countless others. T3 mods are attached directly and would limit that design to a single superstructure directly connected to each other.
That is the main point of this topic... It would be really a shame If CCP goes for the T3 like POS... despite the fact that the T3 POS is better then the actual system... it lacks the freedom that everyone wants... People wants to Build, not to assembly....
Probably the T3 Like POS would end up having some standards builds that everyone uses... and things will get as boring as today...
also, thx everyone for the suport! I hope some Dev end up looking at this tread and get inspired to do it.
Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
282
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Posted - 2013.01.16 21:21:00 -
[32] - Quote
The last CSM minnutes just got released:
Quote: Unifex stated that what CCP did was spend effort and prototype what would make a good POS system. It would, however, only affect the group of people who manage POSes. Focusing that amount of time and effort on some small singular aspect of the game and delivering only that GÇ£is what will kill the businessGÇ¥.
The atmosphere was notably tense at the point.
Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
298
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Posted - 2013.01.17 12:49:00 -
[33] - Quote
EVERY ONE THAT IS FAVORABLE TO THE POS REVAMP PLEASE READ THIS
http://twostep4csm.blogspot.com.br/2013/01/i-am-small-portion-of-community.html
AND THEN SAY HERE
https://forums.eveonline.com/default.aspx?g=posts&t=194625 Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Alx Warlord
SUPERNOVA SOCIETY Fade 2 Black
375
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Posted - 2013.03.07 17:32:00 -
[34] - Quote
This is an old tread, and fan-fest is coming again. I hope that CCP will say something related to POS development in it.
The "TWO STEP" tread in Jita Park Speakers Corner reached more then 136 Pages with over 2700 Posts asking for the revamp, so this gives me hope that something will happen. And this Hiatus of dev blogs and dev posts probably means that they are getting developments done for the big day, where they show what have being done and what will be. Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Alx Warlord
SUPERNOVA SOCIETY
384
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Posted - 2013.04.07 03:19:00 -
[35] - Quote
The last Dev Blog related to POS rework proposed:
-Private Starbase Hangar -Repackaging modules in starbase arrays -Swapping and fitting Strategic Cruiser subsystems at a starbase -Accessing starbase arrays from anywhere within the shield -Starbase setup UI improvements -Removing the sovereignty requirement from Capital Ship Maintenance Arrays
These features are something really god. and will help allot. But this is a small part of the needed. I think A unified inventory for every structure in the pos, the modularity, the dockability, market, battlestations and the rest are still verry needed. I hope that we keep seeing this upgrades in the next expansions! Meanwhile this is a victory!!! Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Alx Warlord
SUPERNOVA SOCIETY
407
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Posted - 2013.04.19 04:43:00 -
[36] - Quote
NEWS: DUST514 DEV BLOG
Depending on the districts of the planets in the system controlled by an alliance, the surrounding POSes will have reduction on fuel consumption!
Maybe it is not too far a district that will fire on Spaceships above it! A good way to increases a POS defense! Please read these! > New POS system > New SOV system |

Alx Warlord
SUPERNOVA SOCIETY
415
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Posted - 2013.04.24 20:31:00 -
[37] - Quote
NEWS: Poetic-Discourse-Don't-Bother-Asking-About-a-POS-Revamp
New article in EVE news saying how CCP is managing to don't Revamp the POS, Going against the will of the players turning EVE into just a corporate money machine. Please read these! > New POS system > New SOV system |

Alx Warlord
SUPERNOVA SOCIETY
423
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Posted - 2013.04.26 02:59:00 -
[38] - Quote
Ruze wrote:A definite improvement over the current POS mechanics. Though it seems to me as if your modular POS is actually superior to outposts in nearly every way.
Indeed. If you take a Ultra Huge and expensive POS it would definitely be better then an outpost in most aspects.
Although, the POS continues with limited storage space; It is up-gradable, but still limited. Also they are destructible, despite the new option to "run away" using the jump drive.
I think part of the plan is to make outposts somewhat obsolete since CCP is having a hard time to deal with them. Since people always discuss if they should be destructible objects as any other EVE player owned stuff or not.
Also this will give more flexibility to small alliances leave hi-sec.
Thx for your feedback!! Please read these! > New POS system > New SOV system |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
427
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Posted - 2013.04.26 18:56:00 -
[39] - Quote
AWESOME NEWS: The Next EVE Expansion will be something like "Build your Empire", The Hope is Back!!!!
They even showed construction of stargates!!!! We will probably get an starbase revamp!!! Soon tm Please read these! > New POS system > New SOV system |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
458
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Posted - 2013.05.09 00:14:00 -
[40] - Quote
Robert71 wrote:Just my Ideas:
Why differnent sizes? One sice - and maybe extended by players. But has some "internal" restrictions like - maximum power link lengths: Creating to big structures the outer modules got no power? - limited length for processing lanes: Outer modules may only get limited cpu ower any may not operate properly (ractors/labs need more and more time to finsh...) - the "internal" restriction may be modified by Skills and beeing a Player-, Corporation- or Alliance-Starbase.
This is a good way to restrict the size. Like real life installations there is power loss across long distances, so you would need to increase the generator power if you want to put "blocks" further from the cores. Although it don't prevent the starbase to reach epic sizes. But assure the Epic Prices for them.
Robert71 wrote: Another really neede funny module would be the: Long Distance Jump Bridge:
The current one is already Overpowered don't you think?
Robert71 wrote:For Construction of the Starbase:- No "slot" system! Able to free build in all 3 dimensions - so it's on you to build a beautifil starbase, place the shield generators at strategic locations and you sentries wise! ... this yould be the only way to bring Minecraft to EVE (and get all their players  ) [/qoute] Indeed I would be verry sad if CCP made a slot system... [quote=Robert71] Solarsystem-Limitations:- Only one Starbase can be at one solar system at the same time...or the sun would collapse  . Maybe max two for twin star systems? - Starbase should really have one or more RF-Phases... - Shooting the Starbase completely down should not blast it up but leave is as wreck in Space! The Starbase-Wreck:- ...can be repped and than take over by any new player/corporation/allicance (depending on it's current size!) - ...only has very limited functionality. Maybe any hangar may be hacked by any player, everyone can dock, jump clones still work but you cannot install new clones... - ...also occupies the System so no other Starbase may enter. - ...the Starbase cannot be jumped, disassembled, destroyed or moved outside of the system: must be repaired first! Even no other Starbase may enter this system. - ... (a big fat) maybe: The starbase collapses when beein a wreck and no player activities for more than one month. In this case some of the stored items are dropped and spead over the solar system.
I don't know about the limiting 1 per system. This cut allot of game play, also it would be a step back.
But The wreck!!!
This would be awesome if you could send DUST514 mercenaries inside a wrecked star base to recover/ fixing or end it. This would add a huge dept to the game play. And thinking about all the zones that a star base could have. An Epic Starbase could take a couple of weeks to be put online again. On a set of epic DUST514 events.!!! Please read these! > New POS system > New SOV system |
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Alx Warlord
SUPERNOVA SOCIETY Extinction Level Event.
465
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Posted - 2013.05.15 06:47:00 -
[41] - Quote
http://evenews24.com/2013/05/14/kirith-kodachi-an-economy-on-the-rocks/
Since that huge amount of complains against CCP not revamping POS, it looks like CCP wants to reduce the amount of POSes in the game...
maybe because they want to get rid of it...
or maybe because they want less people complaining when they change it... Please read these! > New POS system > New SOV system |

Alx Warlord
SUPERNOVA SOCIETY
476
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Posted - 2013.06.06 03:51:00 -
[42] - Quote
ODYSSEY brought up some improvements towards the current system:
We added Personal Hangar Array. This is similar to the Corporate Hangar Array, but, as the name implies, is for personal storage only. The PHA has a storage capacity of 50,000.
We adjusted the arrows and camera when positioning POS modules, to make it less of a hassle.
CCP is doing things slowly, but they are doing. I just hope that the POS system reaches this EPIC state that we want someday, ( and get closer to it in the next expansion)
OBS: Probably they will put CCP Fozzie in this task! I hope so! Please read these! > New POS system > New SOV system |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
485
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Posted - 2013.07.16 19:41:00 -
[43] - Quote
Its being a long time since I pointed the need for a pos revamp and a sov revamp last time.... my corp just disbanded our last POS... Finaly people got tired of it.... I will wait sited for the next update.... I hope to subscribe again in the future.... o/
o7 Please read these! > New POS system > New SOV system |
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