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GeeShizzle MacCloud
182
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Posted - 2012.08.18 21:41:00 -
[1] - Quote
since reading the csm minutes on the POS rework i always envisaged the new starbases to be of only 1 size. i get the impression with the talk of simplification and customisation that there will only be one size and that additional modules will allow more power and CPU at a faster fuel consumption.
Whether the new system will have tower fuel bay expanders is questionable, as if u start adding power plants and fuel bay expanders... where does it end?
i can imagine the typical un-customised tower to have a very limited docking functionality, only allowing say 3 active players to be docked at any one time. this would allow a hauler to dock with modules to expand the towers functionality without some fiddily right click in space menu, opting for a better one that utilises the docked menus and screen reel-estate.
the tower can have limited expansion of its major systems (power, cpu, fuel bay) and could use the current ship fitting module screen to do the fittings. with these expansions being something that doesnt require customised placements. (in the same way as adding low slots to your ship doesnt appear on your ships model)
would be cool to have like a 3 level system to the tower, top mid and low, where you can place expansion modules that you can move to using keyboard arrow keys, but in the style of placing mods currently,
im trying to photoshop together a mockup of what im thinking of right now bt having singularity offline has kinda hindered my ability to jump in and throw towers and screens around to get stuff how i want. |

GeeShizzle MacCloud
183
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Posted - 2012.08.19 13:39:00 -
[2] - Quote
heres a mockup image of what im on about
Description:
- The tower has 5 levels, this corresponds to the 5 midslots in the fitting window.
- Expansion Collars in the mids in the example allows additional modules to be attached.
- The highest level midslot has been used up by a subcapital ship docking bay (adding space for 100 subcap ships)
- If the tower didnt have a docking bay there would be space for only 3 ships (default).
The highslots add powerful functionality, in this case it has a jump drive (using up substantial CPU/PG). This mod has a substancial spool up timer so to not abuse reinforcement timers.
Other highslots can add for example:
- An additional midslot level to the tower for increased functionality and module expansion.
- Cloaks
- Remote resource transfer (to other towers in range, required to receive resources)
- SuperCapital Docking collars (3 collars per module)
Low slots add local resource expansions to the tower for example:
- Auxillary Power Reactors (adding 500k MW per mod)
- Processing Mainframes (adding 10% per mod for t2 - subject to stacking penalties)
- Fuel Bay Expanders (adding 17% per mod for t1 - subject to stacking penalties)
Low Slot Power and CPU expansion reduce the number of consecutive timers the tower has. An unfitted tower has 5 reinforcements. every 2 low slots used reduces the reinforcement by 1. A fully maxxed out tower has 1 reinforcement timer. A tower cannot use active highslot modules when in a reinforcement timer (eg cloaks / jump drives)
Midslot expansions The hexagonal grid of the midslot expansions allows customised looks and functionality whilst providing a basis for ease of coding and artwork. having a a modular system means you need scalability and simplicity, so basing all modules on a standard sized template or multiples of it is the best option.
why hexagons? cause theyre cool, and theyre the most efficient structure in physics, which is why they appear in nature soo much (groups of bubbles / bee hives etc..) they also have the ability to make cool structures too!
comment away! =) |

GeeShizzle MacCloud
183
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Posted - 2012.08.20 19:26:00 -
[3] - Quote
Li all thatd mean is null sec alliances would have a couple more things to buy on jita runs, itd be safer and easier to buy whats required for maintenance costs in highsec than sourcing them locally.
especially if its low grade materials from PI or from Mining. |

GeeShizzle MacCloud
190
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Posted - 2012.08.24 21:22:00 -
[4] - Quote
well ive been playing about with a hex form of a modular POS system to see how 'interesting' you could make it.
tbh ive made this with the initial idea of a pos with a top and bottom... and approx 6-8 levels that have the option of being expanded with various modules and connection parts.
of course this is very low polygon type but the idea is the modular parts are based on a hex template. that doesnt mean it HAS to be hex shaped.. but it has to fit in some form into a hex grid, be it a single hex, or multiples.
the picture has a top layer being the top of the pos with various random details.. then under that a subcapital docking level that would hold 100 ships. after that its various shaped mods and connectors. some allowing modules to be placed on top and below. dependant on how many expandable faces it has.
the max expandable module has 8 sides, 6 around the sides and above/below.
hope u like! |

GeeShizzle MacCloud
198
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Posted - 2012.08.25 11:21:00 -
[5] - Quote
heres an idea to help with the idea of not having a POS shield anymore. many people have issues cause they believe it'll create POS docking games with some form of subcap docking mod and no shield.
add a mechanic to eve whereby 1 item in space can mask anothers signature. this is entirely dependent on the 2 tiems having a shared property being within a certain ratio. If they are, the smaller signature is masked and the ship disappears off other peoples overviews. concurrently of course if the ships signature is masked, then the ship in question cannot target things itself due to insufficient power to overcome the external interference caused by close proximity to an overly huge object.
this was a brainstormed idea that came up in another thread, if you apply it to POS's then ships wouldnt be able to lock and fire on ships undocking. it could also be added to stations to stop docking games too (if so desired - cue the tears). though bombers wouldnt be affected as bombs are essentially dumb unguided items, so there would still be some docking game interplay. |

GeeShizzle MacCloud
199
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Posted - 2012.08.29 16:38:00 -
[6] - Quote
no cause no starbase will ever die
would be better to put a big spool up and cool down timer on them (24h spool up / 24h cool down) so that they can be sieged and not just run away at the sight of a big fleet. Would also be beneficial to have certain mods like the jump drive to become inactive when in reinforced.
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GeeShizzle MacCloud
203
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Posted - 2012.08.30 20:40:00 -
[7] - Quote
yahh basically dont design something thats a ***** to use... if it takes less clicks to use than the current system thats good... if something isnt completely intuative to use right away then its not intuative at all and needs to be simplified - in that case it can have more clicks to use.
in terms of Security: there are systems out in RL that CCP can model that works very well (custom user groups)
example - processes tab in POS manage window. that needs a major overhaul so its not fiddily / aggravating to use / overly mind boggling.
im also in the mind that POS's are boring PvP when not POS gunned. that stems from the fact fleets tend to incap all offensive mods and then reinforce the POS.
very linear gameplay.
If guns dont incap and just die, when a POS is online and not incapped it can continually replace those guns (as long as it has guns to replace them) and a fleet will have to make a decision whether it kills the guns etc.. that come online until there are none left, or reinforce the POS under fire from the guns etc...
contracting an anchored POS to someone else would also be a cool touch.
so would allowing other people to POS gun, instead of just corpies with the roles and skills. |
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