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Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
140
|
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
|
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.
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
142
|
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
|
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
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
146
|
Posted - 2012.08.24 17:07:00 -
[31] - 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? |

Revolution Rising
Native Freshfood Minmatar Republic
359
|
Posted - 2012.08.24 20:10:00 -
[32] - Quote
Alx Warlord wrote: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?
Well they are going to be making stations destructible anyhow - and people will still lose the upgrades etc for that.
My suggestion is this - from my own thread that others pointed out - create some isk sinks.
My idea was similar to yours with the exception of the contstruction blocks. It had more to do with modules.
1. Have a base structure which gave PG/CPU, more of this base structure could be added on, but there are scaling fees required at the time of connection of upgrades - but they can be added in an infinitely scalable way - allowing for large alliances to create huge starbases (100b+) which act as their version of a city for the alliance to use. VFK for goons might be a good example.
2. Modules could be added in a scalable way.
A plain example - My starbase has a market module, but it's only level 1, and allows no taxes to be collected from market transactions, perhaps I add a 2nd market module. At the time of connection I need to pay 1b isk (cash money, not resources - thus the isk sink) to add the 2nd module, and it only allows a 1-2% tax on market transactions.
3. Low barrier to entry for small corps - refineries, offices, repair, storage, labs and factories - these should be able to be added to the POS at low levels for reasonably similar prices as the current prices are.
4. All current station services transfer to POS modules. Remove stations and replace all NPC stations with equivalent POS.
This all doesn't have to be done at once by CCP obviously, it would need to change over time - there's a lot of work there.
Lots of advantages to all this - it gives CCP *1* structure to develop instead of the current 2. Stations become destructible. POS become modular and far more scalable. A large ISK sink when the POS is destroyed.
I'm more interested in those 3 points becoming a reality than any given specific module or system.
From my perspective I'm interested in being able to START a corp anywhere and be self sufficient - even if the POS has no great bells and whistles. As a miner in a small corp you are often being held hostage by larger alliances who own the local stations to refine at. If they decide they can't really justify your existence in their station - you have zero alternatives. (This doesn't really effect me anymore, as I have a rorq but this is the kind of thing CCP has overlooked for a long time). CSM7 Skype Leak
|

GeeShizzle MacCloud
190
|
Posted - 2012.08.24 21:22:00 -
[33] - 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! |

Revolution Rising
Native Freshfood Minmatar Republic
359
|
Posted - 2012.08.25 06:01:00 -
[34] - Quote
GeeShizzle MacCloud wrote: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 count 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!
I love this, but please keep in mind realistically - ccp will do their own thing. The concept is awesome however.
I'd love to see them far more scalable, configurable and still capable of housing a small corp, a mining corp, a trade corp or a large alliance.
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. CSM7 Skype Leak
|

Tibearious
Killing In The Nude Entropy Alliance
0
|
Posted - 2012.08.25 06:41:00 -
[35] - Quote
My two bits for POS defensive weapon systems. Currently POS defenses are very stupid and are just there to buy you time to make popcorn before the attacking fleet light show begins.
Battle computers with upgraded combat logic, similar to how lvl 4's are different from incursions or sleeper sites.
As a counter to over arming an automated death machine, the POS has a bandwidth limit, similar to drones. It can only effectively coordinate X amount of weapon systems by itself, add player POS gunners to the mix to improve the stations performance.
I also keep playing with the idea of being able to knock out, in-cap if you will, sections of the station in order peel the onion of defenses and capture the POS if you so choose. Of course I also like the idea of overloading the reactor for an old school dooms day smart bomb explosion that destroys the POS and what ever else that can't survive the hit. |

GeeShizzle MacCloud
198
|
Posted - 2012.08.25 11:21:00 -
[36] - 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. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
146
|
Posted - 2012.08.27 04:44:00 -
[37] - 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
|
Posted - 2012.08.29 16:24:00 -
[38] - 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) |

GeeShizzle MacCloud
199
|
Posted - 2012.08.29 16:38:00 -
[39] - 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.
|

Susiqueta Muir
24th Imperial Crusade Amarr Empire
26
|
Posted - 2012.08.30 10:17:00 -
[40] - Quote
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".. :) |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
151
|
Posted - 2012.08.30 16:05:00 -
[41] - 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) |

Two step
Aperture Harmonics K162
2153
|
Posted - 2012.08.30 19:57:00 -
[42] - Quote
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. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

GeeShizzle MacCloud
203
|
Posted - 2012.08.30 20:40:00 -
[43] - 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. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
152
|
Posted - 2012.08.30 23:10:00 -
[44] - 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) |

Beezon
Cosmology Deadly Unknown
0
|
Posted - 2012.09.03 07:33:00 -
[45] - Quote
I support the idea of POS improvements. They should offer some level of comfort and 'home feeling' to people who live in space. Right now it looks like soap bubble with needle in the center and fleas around it. |

Centurax
Eve Engineering Authority Eve Engineering
5
|
Posted - 2012.09.11 13:52:00 -
[46] - Quote
With the Ideas Alx Warlord has suggested I think they are an excellent start,
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.
Access:
It would be helpful if the Starbases could also be better configured for Alliance use. But there are many other options that could be applied, such as Public Access if you want to use it as a sales office or provide services like refineries in systems that have none, or rent out factories and labs to non corporation or alliance members.
It would also be a useful feature to Buy, Sell or Rent towers, having that feature would make new market for Pilots or Corporations that taken the time to grind Faction Standings to deploy these structures, and maybe benifit, from it by being able to Sell or rent towers to individuals, Corps or Alliances. Terms of contracts could include a specified amount of ISK per month to providing the POS fuel and ISK.
UI:
The UI for towers needs a huge upgrade along with the structures, it would be helpful to remote view information on the structures status and see what is happening out at any tower being used by the corporation wherever it might be. Fuel levels being the main thing, the Calendar updates are good but tend not to be very reliable way of checking, more information in game would be helpful.
Structures:
Maybe rather than having a large number of different arrays, maybe have a configurable structure, that maybe hides what is being run on the structure so you have to scan a tower to know what is going on there. For example you want to add a Lab to a structure, you might start by adding a Large Configurable Structure once that is added it could give you 3 slots to use and you place a Lab Module into it and then activate the Lab to use it. Different facilities/modules, might have different requrements for fitting.
Defence and Weapons Grids:
First part of this will be to use the same weapons we currently use on ships, this will give a wider range of defence options to towers, and allow for better adaptation to where the tower is located.
Weapons Grids would be set up in groups of 8 to 10 weapons, not necessary of the same type. Once grouped pilots with Starbase Defence Management skills could take control of up to 5 groups (numbers here are arbitrary and just how it could work). Weapons Grids could also have slots for ECM , Webs and Warp Scramblers etc..
Drone Control, it might be interesting to have a small number drones available to either defend the tower, or just as remote rep the Starbase or friendly ships, or even use the new salvage drones to collect the wrecks of anyone who thinks it was a good idea to shoot the tower.
Starbase Shield, Armor and Hull booster modules could be fun to make the lives of defenders easer.
Subsystems, to make Starbases more of an tempting target in wars or for small fleets, is to allow attackers to target specific subsystems, like weapons, labs, factories or reactors.
Industry:
Refineries and Reactors: Being able to deploy a refinery or reactor in high sec would be helpful, Being able to refine or process moon goo in Empire will not move it out of 0.0 or low sec completely if done correctly. With reactors simple solution is make the less efficient, so they run for 2hours instead of 1 per cycle, so in empire you have to run larger more expensive Starbases to get the same results. With refineries, in high sec , if you can deploy a tower there you already have a perfect refine somewhere in that corner of empire, so why no make them available. Also with a Starbase refinery make them work instantly, or if they have to have a significantly shorter processing time.
Jumpclone:
Having a Clone facility on a Starbase even in WHs and Empire, it could increase the operativeness for combat which is probably the point here.
Other stuff
Please, Please, let us have Starbase Jumpdrive and Cloaking, if nothing else.
Starbase Accessories/customization, if we can fit items like solar panels to a Starbase then they should be practical, they should at least provide power to a tower, maybe even enough to power a small Starbase if there are a few attached.
Also would be good to have Computer Centre Structure/Module to boost a Starbases CPU.
|

Alx Warlord
Security Task Force
155
|
Posted - 2012.09.11 15:35:00 -
[47] - 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) |

Centurax
Eve Engineering Authority Eve Engineering
5
|
Posted - 2012.09.12 19:16:00 -
[48] - Quote
Alx Warlord wrote: This is nice contribution!!!! I hope that some Devs are tracking this, because all Ideas you gave sounds awesome to me!!!!
Thanks
Forgot about this one 
Industry:
Labs and Factories: It would be helpful if the labs and factories came in blocks of 10, instead of the random mess we currently have. So you would buy ME, PE, Copying, Invention, Reverse Engineering, labs separably in blocks of 10, so you only get what you want and not waste a load of lab space. Factories would be the same you install blocks of 10, but they can be used to manufacture anything, rather than being specialized, as the current system is just messy to use at times, and build slots are at times insufficient to justify even buying that type of array. The main exception to the factories in the new system would probably be a separate super capital construction array.
Hanger Arrays: it would good if the Starbase only had a Single, Corporation, Alliance or Personal hanger to store stuff, as the current system again is messy. The main idea for this would be if you add factories or labs to a Starbase, is that it gives a % bonus to the hanger array capacity, instead of adding another separate hanger which you will have to transfer stuff into to complete a job every time.
These changes would significantly speed up a lot of industry, |

Mars Theran
Caldari Provisions Caldari State
278
|
Posted - 2012.09.13 00:03:00 -
[49] - Quote
I'm sorry, I don't think I properly read this the first time. What?
..that's about the worst idea I've ever heard. I can't believe you put that much effort into it. Sure, it's just my view, but it's worth something to someone.
I think I saw modular pos and thought, "Hey, there's that thread that got posted in my thread about a similar subject, which was followed by the poster telling me to **** of or something and stop stealing ideas, or about that anyway." Then I went, "whatever, it's what people want I guess;" "that much was obvious from the last time I posted on the subject."
So yeah, I didn't read it until just now, and having read the first 3 lines of the first paragraph and quickly skimmed through the next six, and noticed the next seven to 10 while observing the new pages and headers and titles, I have just concluded that you wasted a lot of time.
This is not Minecraft. I don't want it to be Minecraft. I don't even play Minecraft; I wouldn't waste that much time on something so senseless.
That being said and lego aside, I like the idea of modular POS, and I like the idea of Starbases and Starbase construction, and I like customization and the ability to configure things. This is why I like Tech 3s, even if I haven't played with them in awhile.
It's just that lego and stackable components seems like a very bad idea. I have deleted and cleared my signature 7 times and it still won't go away. |

Alx Warlord
Security Task Force
156
|
Posted - 2012.09.13 04:59:00 -
[50] - 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) |

Bagrat Skalski
Poseidaon
14
|
Posted - 2012.09.13 12:22:00 -
[51] - Quote
I would like to have my small asteroid and some structures added to it. Where i could park my ship and keep stuff. Optionally i could add raffinery where people could refine ore, medical facility to keep clones, laboratory to make drugs. Also i would like to go inside it and watch people working there, i could give them orders and feel like a baws with cigar bigger than my... never mind, I don't like cigars. |

Bagrat Skalski
Poseidaon
14
|
Posted - 2012.09.13 12:23:00 -
[52] - Quote
doubled post |

Alx Warlord
Security Task Force
163
|
Posted - 2012.09.23 00:39:00 -
[53] - 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! |

Asuka Solo
Stark Fujikawa Stark Enterprises
1694
|
Posted - 2012.09.23 07:04:00 -
[54] - Quote
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 |

Alx Warlord
Security Task Force
168
|
Posted - 2012.09.25 22:31:00 -
[55] - 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! |

Luc Chastot
Moira. Villore Accords
7
|
Posted - 2012.09.25 22:59:00 -
[56] - Quote
I really like the idea, or most of it at least.
Expect starbases shaped like... yeah. |

Tasadare
Illium Society La Division Bleue
1
|
Posted - 2012.09.30 07:30:00 -
[57] - Quote
I'm supporting most of your idea. CCP really need to improved and take time on POS ASAP. They are a huge part of the game and excepted for fuels, they haven't been honenstly revamp at all. They can add a lot fo contents for POS and they need to update it, spceially for Planetary Interaction.
They could even make PI available for moons with a Control Tower, why not?
I'm probably one of the biggest fans of PI and I think your idea are great. CCP just need to revamp their POS system and keep them linked with moon and planet. Not only for easy income who's moon mining actually. |

Alx Warlord
Security Task Force
172
|
Posted - 2012.10.05 00:19:00 -
[58] - 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! |

Ridic Poison
Alpha Strategy In Umbra Mortis
0
|
Posted - 2012.10.06 14:36:00 -
[59] - Quote
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. |

Alx Warlord
The Scope Gallente Federation
176
|
Posted - 2012.10.07 06:37:00 -
[60] - 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! |

Vanessa Vansen
Cybermana
48
|
Posted - 2012.10.07 07:14:00 -
[61] - Quote
Some ideas are also collected in the following thread
How to improve a nomadic lifestyle |

Alx Warlord
The Scope Gallente Federation
176
|
Posted - 2012.10.07 22:26:00 -
[62] - 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! |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
656
|
Posted - 2012.10.31 14:33:00 -
[63] - Quote
The creativity here shows what players want to see.
This is not a simplistic arena game, where we have a highly limited cookie cutter set of choices to play with. This is EVE. This is the legendary sandbox other MMOs are afraid to touch.
We know they are planning on changing POS design.
Modular approaches like this are logical, and user friendly on many levels.
We are losing shields, but gaining mobility. We are not going to be locked into just orbiting a moon.
I think there is room for more than one approach to this, depending on how you choose to defend your POS. (It moves, it cloaks, it has so many guns noone dares approach, etc...)
Even my own version which could be compared to a deadspace pocket, would work quite well with a practical building approach like this.
+10
Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Kollyn
Inferno Technologies 1ST GERMAN POPPLERS
0
|
Posted - 2012.11.12 05:51:00 -
[64] - Quote
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? |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
193
|
Posted - 2012.11.12 15:07:00 -
[65] - 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
|
Posted - 2012.11.20 00:16:00 -
[66] - 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
|
Posted - 2012.12.05 12:55:00 -
[67] - 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 |

Shalua Rui
Rui Freelance Mining
8369
|
Posted - 2012.12.05 13:29:00 -
[68] - Quote
Cool stuff... but it gives me that "oh gods, this game will never be finished" wibe...  "Ginger forum goddess, space gypsy and stone nibbler extraordinaire!"
Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM) |

Andy Landen
Exploring Eagles
64
|
Posted - 2012.12.09 07:55:00 -
[69] - Quote
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. |

Droidyk
Maniacal Miners INC The Omega Industries
15
|
Posted - 2012.12.09 09:05:00 -
[70] - Quote
Shalua Rui wrote:Cool stuff... but it gives me that "oh gods, this game will never be finished" wibe...  Yeah, well they said it themselfs, by adding new features they are just opening things that already exist in the EVE Universe. So there's so many things they could open that its just impossible to finish it. Its like you would like to copy a real world.
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
223
|
Posted - 2012.12.09 12:22:00 -
[71] - 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
|
Posted - 2012.12.14 15:33:00 -
[72] - 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 |

lisa 8
KISIN Enterprises
1
|
Posted - 2012.12.24 17:34:00 -
[73] - Quote
1. i'd like to see a option for individuals to be able to control a POS rather than a corp, after all they are called Player Owned Structures, not Corp Owned Structures. 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. Now thats outa the way; I think the re-working of Sov mechanics & the issue of moon goo/ ring mining has to be done first. Before we go too far down the track of reworking & defining what we want from a POS. Only then will you have a clear idea of what role POS's are to serve & hence what functionality is really needed from them. 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. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
280
|
Posted - 2013.01.16 13:18:00 -
[74] - 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 |

Roime
Shiva Furnace
1651
|
Posted - 2013.01.16 13:50:00 -
[75] - Quote
Fully supported!
Being able to build sandcastles in the stars would be one of the best additions to the game.
Humans have always built monuments, cathedrals, palaces and castles. While many serve functional purposes, they are built to impress. Things to be proud over. The very opposite of mass-produced sticks and bubbles, who are just disposable tools.
Emotional value. It's huge, and unfortunately neglected aspect of EVE as a whole, and I'd love to see it come to starbases and other structures as well as ships. "We built this, and it looks better than yours".
Corp logos on the poses and ships <3
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Octoven
Phoenix Productions Headshot Gaming
40
|
Posted - 2013.01.16 14:07:00 -
[76] - Quote
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.
However, I do like the jump drive capability. Although I don't use jump drives that often, the idea of a nomadic pirate base seems appealing lol. The ability to launch a station core should be on a personal, corp, or alliance level irregardless of the size of the core. As it stands, most large control towers fuel cost can be paid by a single player. If a player wishes to foot the bill for a large structure...let him. If an Alliance wants to share the fuel cost of a smaller structure...let them. This is EVE where the possibilities is only limited by how much you play and how far your willing to go.
The cloaking array seems like a nice way of hiding your structure. I wander though would the trade off for such an array mean significantly higher fuel cost or would it just take up more CPU/Powergrid? |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
281
|
Posted - 2013.01.16 15:06:00 -
[77] - 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
|
Posted - 2013.01.16 21:21:00 -
[78] - 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 |

Octoven
Phoenix Productions Headshot Gaming
44
|
Posted - 2013.01.16 21:41:00 -
[79] - Quote
The T3 approach is better than the current system but yes, adjusting to that type of system would dramatically hinder the freedom of personalized starbases. CCP said they want players to make this structure their own; however, they should stick to the ideas put forth in the CSM meeting last summer. I like the idea of having centralized cores with attachable module blocks to place anywhere you want. The whole idea of the high, med, low slot equivalents are a bit redundant in my opinion. The structure will only support what the CPU/grid allows it to.
One other thought is that it was suggested that perhaps multiple starbases could be anchored on the same grid and could share power and cpu with each other. At first glance one may see this as a means of getting around the limitation of cpu and grid for modules. However, if you are compounding starbases on the same grid to essentially create cities and it becomes harder to take them down, then it makes the take down more gratifying in the end. :)
Part of what makes ships so predictable is knowing their fittings, if CCP took a T3 approach then it will be easy to determine a starbases' strengths and weaknesses without even attacking and testing those defenses. I like the mystery of an unlimited number of variable rather than just 20-30. |

Celly Smunt
Viziam Amarr Empire
14
|
Posted - 2013.01.17 00:19:00 -
[80] - Quote
OK, too many great Ideas and suggestions and changes/tweaks here and there in this thread.. so let me just say this.
"I like this idea and agree that some restrictions should be placed on certain items, (IE. no capital modules in High Sec except to build freighters and orcas, ect ect) I see needing skills for a new POS an ok trade off for being able to build your own palace, and I think the over all idea of changing them from a stick in space to something more appealing to the eye would be awesome especially if there were added features as well"
Can we have our own bar there on the edge and make it publicly accessible?, have a parking lot where our patrons could dock to watch the show, or grab a drink?
so much potential there if it all doesn't end up being a coding nightmare for the devs...
o/ Celly
Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or be singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
298
|
Posted - 2013.01.17 12:49:00 -
[81] - 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 |

Rees Noturana
Red Rock Mining Company
148
|
Posted - 2013.01.17 15:20:00 -
[82] - Quote
I should have know someone would start a good thread along the ideas that I have. Here is what I was going to post in another. Work calls so I'll try and catch up in a bit. I'm sure I'm repeating ideas of others now: ___
Starbase 2.0: A foundational technology.
Starbases have been the subject of a great many discussions over the years. When CCP started talking about a total revamp I started thinking about what I would like to see in them. When the CSM minutes indicated that they had been delayed or sidelined entirely for the foreseeable future I thought I'd go ahead and post my ideas to the forums for future reference. I see starbases as a foundational technology that reaches across many domains in EVE and was disappointed to hear that CCP didn't feel the same way.
I'm repeating some ideas from other sources, such as Greyscale and other forum posts because I've lost track of where I heard them first. I'm also busy at work so I'm writing them in a loose requirement format.
The starbase could form the core platform of most space anchored installations. The only item I can think of at the moment that could remain to be based on a different platform is an outpost. Even that could be transferred over.
Starbases will provide a baseline amount of power grid and CPU. Additional power and CPU will require modules.
Starbases should be ownable by individual pilots or corporations.
There should be a means to transfer ownership of a starbase between pilot, corporation and other corporations.
Starbases should be anchorable in more places than just moons. More than one starbase should be anchorable on a grid to form a community.
Starbases should not have forcefields due to issues that they cause. This have been discussed by Greyscale.
Starbases should have the option of adding a variety of sizes of hangars. A pilot can then dock and possibly have access to the CQ (hot topic, but I'm pro avatar). It should replicate the current station environment but with size limitations for both ships and items.
Starbases will have a variety of modules available to replicate not only the current POS modules but add in sovereignty markers and form the basis of infrastructure hubs. Sovereignty type modules would be useable on corporation owned starbases only.
IHub starbases can become an installation useable by pilots instead of just supplying bonuses to systems.
New skills may be introduced to handle management of starbases and module types. Being a starbase manager could be a better defined profession.
My personal favorite idea is to allow for the anchoring of starbases in deadspaces. This will allow for the creation of mass limited acceleration gates which will in turn allow for smaller organizations to survive longer outside of high sec. -á |

Danny Centauri
Huzzah Industries
65
|
Posted - 2013.01.20 19:44:00 -
[83] - Quote
Interesting ideas very interested to see where CCP take all of the good ideas being formed, hopefully there are some surprised faces over at CCP who realise that we actually care about POS's and their future. |

Alx Warlord
SUPERNOVA SOCIETY Fade 2 Black
375
|
Posted - 2013.03.07 17:32:00 -
[84] - 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
|
Posted - 2013.04.07 03:19:00 -
[85] - 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
|
Posted - 2013.04.19 04:43:00 -
[86] - 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
|
Posted - 2013.04.24 20:31:00 -
[87] - 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 |

Ruze
Next Stage Initiative Trans-Stellar Industries
127
|
Posted - 2013.04.26 01:49:00 -
[88] - Quote
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. If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

Alx Warlord
SUPERNOVA SOCIETY
423
|
Posted - 2013.04.26 02:59:00 -
[89] - 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 |

Anthar Thebess
REPUBLIKA ORLA C0VEN
96
|
Posted - 2013.04.26 07:46:00 -
[90] - Quote
There will be no POS revmap - CCP don't care - read leaked skype logs. http://evenews24.com/2013/04/24/purportedly-leaked-csm7-skype-logs-go-public/ As your Customers - we thank you - CCP. [1/17/2013 11:21:16 AM] seleene_ge: I don't even understand why CCP has a forum. No one at CCP reads it. <---- True Story. |

dm2
Caldari Provisions Caldari State
1
|
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 .
|

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
427
|
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
|
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
|
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
|
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
|
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
|
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
|
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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