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dm2
Caldari Provisions Caldari State
1
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Posted - 2013.04.26 14:23:00 -
[91] - Quote
a lot players feel the need to build thyre own castles . ok , we all like nice things .
we have 2 things , a pos , and a outpost . a pos cost a few 100 mil max maybe 1 bil with a lot of extra an outpost cost 45 bil +
we cant ask ccp for a pos that have all the benefits of an outpost . but we have the most . a pos is capeble to invent , build , doing it all . we cant ask for medical , reprocessing , Insurance , repairshop jumpclone , and more .
the idea to build the new pos with blocks , its the same now , we use bloks and hanging them where thy belong .
i dont like the idea of a pos takeover , after the enemy wins the fight . we want explosions .
in this case , do we want to make a pos stronger and give it more ehp ? more blocks to give it more firepower ? do we want it to fly ?
i dont think
we need a posebility for each member to store assets and ships , only the owner can take .
but i now , a lot of people want 1 construction , a shipsbay and all the other mods hanging on the tower . so you change the look of the tower with each mod you anchor or fit to the tower .
not the look of the tower itself , but like the shipsbay is hanging directly on the tower and it looks like 1 bigger structure . then it looks more like a station everybody like to have , but it stays a pos .
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Alx Warlord
SUPERNOVA SOCIETY Last Resort.
427
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Posted - 2013.04.26 18:56:00 -
[92] - 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 |

Robert71
Finanzamt Hannover-Mitte
1
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Posted - 2013.04.30 17:49:00 -
[93] - Quote
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.
So: Depending on the current Size of the Starbase you need just a Player, a Corporation or an Alliance to operate/control is. (so a single Player may never take over an full blown big Starbase build by an Alliance)
Another really neede funny module would be the: Long Distance Jump Bridge: - Allow ships to be bridged far far away... - up to 25 LY for frigs - up to 18 LY for cruiser - up to 11.5 LY for battlecruiser - up to 7.5 LV for BS - but needs 2x lo than a regular jump bridge per m-¦ and distance - destination may be a cyno (one way jump) or another starbase - manager may specify tax rate for jumps per used LO (but must still provide the LO) - you may also use this bridge to jump into WH or out of WH systems when in range :-)
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 )
To achieve this - there sould be hull-upgrades: They increase sig and forms the model shown from space and define the available space inside the starbase for... - ... interiour-upgrades: This are Hangars, Labs, Offices, ... which are placed inside the hull! - ... and last but not leasd: Space-upgrades (Cyno jammer, Shield generators, Jump Drives, ...) which have to be placed outside or on top of the hull. - Space-upgrades would also be sentries. They can be placed around the Starbase (10..80km?) but have to be controlled by player and need alot of energy (or what ever to operate...) - Another Space-Upgrades would be defensive Modules (Jammer, Webber, Neut, ...) - to upgrade the hull where a space-upgrade is already mounted you have to unanchor the module first. - ... player may control max two small or one large guns and max two defensive modules. --> it should be a team challenge to defend a starbase (so xlarge sentries will need two player to operate )!
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. |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
458
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Posted - 2013.05.09 00:14:00 -
[94] - 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 |

Alx Warlord
SUPERNOVA SOCIETY Extinction Level Event.
465
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Posted - 2013.05.15 06:47:00 -
[95] - 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 |

Robert71
Finanzamt Hannover-Mitte
2
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Posted - 2013.05.20 14:30:00 -
[96] - Quote
Alx Warlord wrote:Robert71 wrote: Another really neede funny module would be the: Long Distance Jump Bridge:
The current one is already Overpowered don't you think? Not necessarily... - you may use the LDJB to connect to a secondary outpost in an wh-system. just for bridging exhumers and cruisers? - you may use it to bridge you covert ops fleet deep into enemies line? - you may use it to save you member to another region (evac)? - but almost: to know you are not save just because you are 5 LY away from your enemies :-)
Alx Warlord wrote:Robert71 wrote: 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.
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.!!!
Sure... DUST514 should be more useful even for non FW players. But I think to repar starbases ist not a challenge for DUST player. Also it may be difficult to adapt the DUST client to play inside a starbase.
I think it would be better to drop the mercenaries onto the nearest planet to to build or defend anything there - which is needed to repair the starbase! (or to massive speed up the repair process)
--- Building epic sice starbases is rather a nice idea... Like+1 |

Alx Warlord
SUPERNOVA SOCIETY
476
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Posted - 2013.06.06 03:51:00 -
[97] - 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 -
[98] - 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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