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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
|
Posted - 2012.08.13 23:15:00 -
[3] - Quote
002 |

Velicitia
Open Designs
1070
|
Posted - 2012.08.14 02:22:00 -
[4] - Quote
some of it's alright ... other bits are just daft (e.g. the usage of extra isotopes for some things). |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
141
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Posted - 2012.08.14 14:00:00 -
[5] - 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 |

Selak Zorander
Mord-Sith
0
|
Posted - 2012.08.14 19:01:00 -
[6] - Quote
I like the idea you have but it sort of glosses over one of the desired goals of the ccp starbase re-work.
They want the POS to scale between personal, corporation, and alliance sizes. A system where it all starts with the same thing and its only a matter of proviing some amount of resources allows for expanded functioning but not true scaling.
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.
basically there should be three generic starbase core structures. One personal sized, one corporation sized, and one alliance sized. You can put basic restrictions on the cores based on that size (like alliance one is 0.0 only and requires launching corp to be in an alliance). You can also then give varied benefits based on the orginal size as well like different amounts of dock volume and item storage space.
In order to get the core ready for launch though it would need some number of sub-systems that would define its powergrid, cpu, bonuses, type of fuel usage, hitpoints, and fitting. This sub-systems would be racially based but work with each other. For example: Each race would make a racial personal starbase powercore and that would define powergrid and fuel usage and some of the fitting slots. then may the Defensive sub-system would grant a racial weapon bonus and add further fitting slots. These subsystems could partly define the appearance of the starbase.
The final fitting would be like the modules on a ship but would grant the various functions one might need or want like refining, manufacturing, weapons, ewar, laboratories, and other things that current starbases can do. These fitting items could be broken up into 3 different levels (like high, mid, and low power slots on a ship) and grouped so that you can not have everything you want but must pick and choose what to fit. Certain modules that get added through this fitting style inteface could then further alter the appearance of the starbase allowing further customization.
I have a long idea on stabases (following what I posted above) but also covering much of your ideas, as well as ideas on how to handle distruction and reinforcement of these starbases. Even included is ways to allow public docking should you desire to do that.
I think the true beauty of a system like i have thought of is that it is easily expandable. you want starbases to have a possible new function, all you have to do is make a new module for it. What to have a starbase provide a new bonus for some activity? Design new racial sub-systems around the idea. I would have posted what i have but i have not fully finished what i wanted to have finished before posting, and its currently at about 15,000 characters or so of just high level ideas. I have not even gotten into looking at specific functions other than having them granted through the fitting choosen. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
141
|
Posted - 2012.08.14 20:52:00 -
[7] - 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...
|

Selak Zorander
Mord-Sith
1
|
Posted - 2012.08.14 22:40:00 -
[8] - Quote
in terms of customizing the looks, i was thinking that the subsystems would affect the central core looks, while the various modules fit to it like the manufacturing lines or dock modules or whatever, would add additional features to the starbase. then you could even have multiple types of manufacturing modules that gave different benefits like one with ltos of lines, or one with fewer lines but better time efficiency. Then they could even be racial so maybe there are 4 types of equipment assembly modules and each one provides a different external change to the starbase so that you could mix and match racial looks or go all strictly one race. I think that full customization in terms of place this module there or that module here will end up being too complex of a system.
The other thing with spliting up the bases into three sizes is you can put different restrictions on the central core.
For instance, I would not expect the various empires to like alliance towers going up in thier space because maybe they feel it gives too much power to the capsuleers. While maybe they will allow corporate starbases in certain areas as long as a certain faction standing is achieved for the corporation. Players on the other had could have more areas to place starbases with somewhat relaxed restrictions because what is the threat to the empire from one capsuleer.
Now if that one capsuleer can launch the tower and eventually turn it into a huge alliance sized tower I think the empires would not be happy about that, but how do you prevent that game mechanic wise if all you need to upgrades is put materials in the tower and hit upgrade without making the upgrade function more complex and open to break or be gamed? I mean if it can be done then sure CCP could do that. I would rather start smaller and less complex and see how that goes and then build on it from there.
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. |

Mars Theran
Caldari Provisions Caldari State
259
|
Posted - 2012.08.15 07:29:00 -
[9] - Quote
Those meeting minutes were terrible. I think I read/skimmed through 10 pages and closed IE randomly somewhere along the way.
I have deleted and cleared my signature 7 times and it still won't go away. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
|
Posted - 2012.08.15 16:18:00 -
[10] - 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!!! |
|

Selak Zorander
Mord-Sith
1
|
Posted - 2012.08.15 17:49:00 -
[11] - Quote
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. |

Velicitia
Open Designs
1073
|
Posted - 2012.08.15 18:08:00 -
[12] - Quote
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...
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
|
Posted - 2012.08.15 18:40:00 -
[13] - 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
|
Posted - 2012.08.15 19:13:00 -
[14] - 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
|
Posted - 2012.08.17 20:49:00 -
[15] - 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.... |

Hawkeye2816
Open Designs Emergent Avionics
0
|
Posted - 2012.08.18 09:52:00 -
[16] - Quote
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.
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. |

AzzA Amilupar
Aragus Creations Unlimited Industrial Miners United
0
|
Posted - 2012.08.18 13:16:00 -
[17] - Quote
This ider is i don't know maby a bit off topic and stupid but for the last few weeks i was thinking it would be kool is there where no stations in null and everything was all run out of POS it would add that bit more danger to null and almost force people to work together more.
As i said sorta stupid ider but i just wana throw it out there. |

Velicitia
Open Designs
1083
|
Posted - 2012.08.18 13:41:00 -
[18] - Quote
AzzA Amilupar wrote:This ider is i don't know maby a bit off topic and stupid but for the last few weeks i was thinking it would be kool is there where no stations in null and everything was all run out of POS it would add that bit more danger to null and almost force people to work together more.
As i said sorta stupid ider but i just wana throw it out there.
IIRC, they touched on that in the CSM Minutes. |

Vasya Kosyakov
X-Exclusion-X Massa Interitum
9
|
Posted - 2012.08.18 19:25:00 -
[19] - Quote
I like the ideas being suggested here, I do believe that it needs to have some serious thought put into it.
It should be accessible to everyone but not without having to do something to achieve it. There should be standings requirements and skills involved. Imagine release day if these were not in place.... the servers would fall over and die as every man and his dog starts throwing these structures up....
There should also be due consideration to the combat effectiveness of these "bases", they need balance so as not to be indestructible alliance super-cap havens cus they spent hundreds of billions on it.
They should also require some defence by player interaction, for example... when a base is reinforced it should go into a "lock-down" mode. Nothing can be un-anchored, un-moored or removed.
The owner should have to either defend it with a fleet or maybe re-initialise the star-base by introducing some energy by way of cap transfer or delivering cap boosters.
This in turn starts a timer running, say 30 mins in which the base becomes vulnerable to attack and requires a proximity to be maintained by the owner corp / alliance like the faction warfare style hubs.
If you defend by proximity for the 30 mins your tower goes back on-line at full health, if you loose proximity the timer resets or if the aggressor manages to wear your tower down then you loose the tower, this should destroy the core and then, like kill mails, randomly destroy modules and contents.
*Obviously there needs to be a period of reinforcement, which I believe needs to be based on the mechanic of the POCO to give the owner a chance at defending it.
Null Sec
* Null sec should have no traditional stations (other and NPC Null)
They should all be player built,
Capital Outpost - Suitable for a corp size of say 100 people good defences and basic services such as clone, repair, basic 4 station guns (standings based aggression) nothing more.
Super Capital Outpost (Alliance grade accommodation with basic services as standard and then upgradeable modules such as market, insurance, production, refinery, etc based on number of slots. You could then allow a certain number of offensive slots for defensive modules above the standard 2 station guns it would have.
These stations should be transferable, purchasable and even ransom-able... as well as being able to be destroyed, you should also have the ability to attack the services of the station to weaken the ability of the owner to operate effectively.
I think the whole POS / Outpost thing needs to ensure that there is motivation to put them up but also motivation / requirment to defend them. Current POS's are often not worth trying to defend unless your lucky enough to have a tech moon and more isk and super caps than sense.
I would love to open up my own outpost / stare-base in low-sec to sell my black market vodka and salvaged ship parts to fellow pirates.....
Just some ideas, You got some great stuff going on here, you got me interested in a forum post and I contributed and not trolled it ........
;-) |

GeeShizzle MacCloud
182
|
Posted - 2012.08.18 21:41:00 -
[20] - 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
|
Posted - 2012.08.19 13:39:00 -
[21] - 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! =) |

Aniqua Moliko
Pator Tech School Minmatar Republic
0
|
Posted - 2012.08.19 17:56:00 -
[22] - Quote
like the mock up pic u made. very cool! =)
ohh... and go for hexagons!!!! woop! |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
|
Posted - 2012.08.20 02:15:00 -
[23] - 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... |

LiBraga
Unknown Soldiers Soldiers Of New Eve
7
|
Posted - 2012.08.20 19:12:00 -
[24] - Quote
Not bad... You're right when you say it's familiar to my previous suggestion https://forums.eveonline.com/default.aspx?g=posts&t=142837
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.
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". |

GeeShizzle MacCloud
183
|
Posted - 2012.08.20 19:26:00 -
[25] - 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. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
|
Posted - 2012.08.20 19:47:00 -
[26] - 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. |

Vasya Kosyakov
X-Exclusion-X Massa Interitum
10
|
Posted - 2012.08.21 07:08:00 -
[27] - Quote
GeeShizzle MacCloud wrote: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.
Dont be a troll, u just answered your own problem. Make sure the fuel / minerals are not the basic highsec stuff.
For null based outposts make it nullsec sorced stuff, lowsec should be lowsec sorced stuff.
The thread is about ideas and working things out... constructive criticism...
|

Sephiroth CloneIIV
Vitriol Ventures Tribal Band
127
|
Posted - 2012.08.23 04:18:00 -
[28] - Quote
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.
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Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
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Posted - 2012.08.23 05:11:00 -
[29] - 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.... : ) |

Revolution Rising
Native Freshfood Minmatar Republic
356
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Posted - 2012.08.24 09:48:00 -
[30] - Quote
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. CSM7 Skype Leak
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