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Thread Statistics | Show CCP posts - 36 post(s) |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
608
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Posted - 2013.04.02 16:22:00 -
[1] - Quote
Camios wrote:Ahem. I'm sorry to break this lovely atmosphere of joy, but REFINING ARRAYS STILL SUCK! Can you please do something about it? Or at least explain briefly the rationale behind them sucking so hard. In my opinion losing 30% or so of what you mined does not make any sense.
Go here .... Push for this low-hanging, candy picking, get-r-done easy one ??? HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
608
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Posted - 2013.04.02 16:41:00 -
[2] - Quote
CCP Fozzie wrote:Another quick note, Refining Arrays are definitely on our list of starbase issues. I can't say at this time when a fix will come though.
You're awesome, Fozzie !!!
Thanks.... HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
610
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Posted - 2013.04.02 20:11:00 -
[3] - Quote
bruestle2 wrote:I love all these POS changes!
However, 10k-40k m3 is a TINY amount per person. If you are a miner, you can fill that up in under an hour with one barge! When combined with the 3 hour cycle time of the Intensive Refining Array, I don't see how this will work for WH miners.
Also, can we do something about the intensive refining array? It takes up 4k cpu and 750k pg, takes 3 hours to run, refines at 70% (unaffected by skills), can only refine one type of ore at a time, and doesn't even have tabs! The medium intensive is identical except it takes 1/2 the fitting (still at ton), takes 1.5 hours to run, and holds 1/8th as much.
Agreed, 10 - 40k is a tiny amount. You could, alternatively, just anchor another CHA and drop stuff into a tab that you have access to (all players maybe, or something similar)?
Go here ... and support the refinery cause!!! HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
612
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Posted - 2013.04.08 05:29:00 -
[4] - Quote
Ranger 1 wrote:Quote:Since POS's affect everyone in game, whether it's because you fly a T2 ship which is manufactured from Moon goo, or you need somewhere to hide when you siege your rorqual, I believe POS's are one of the critical game mechanics, and their overhaul is way overdue. Which would explain why: 1: It's taking a while to rework, as it touches on so many critical aspects of the game and is therefore very complicated. 2: The rework is being planned carefully, and will require a total rewrite of the system. 3: They are fixing what they can now to make life easier until the large project is done. ^^ This.
It wouldn't suprise me at all to know that these "seemingly" small changes are simply CCP's way of digging into the old code to really start to figure out how it works while not breaking anything "big" and giving us a carrot at the same time.
I'm looking forward to these updates -- even if it's small ... it's better than we've had for a looooong time with POSs. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
615
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Posted - 2013.04.08 16:14:00 -
[5] - Quote
Minerus Maximus wrote:Previously I apologize for the google translation Quote:Ships and containers cannot be repackaged since that could be used to overflow the array. I strongly disagree with the fact that the ship repackaging overflow the ship assembly array. Remember that in advanced ship assembly array for construction T2 ships are used repackaged T1 ships as the incoming component. In W-space this leads to the necessity of the production of T1 ships on the same POS as the T2 that is very inconvenient and not always possible. If you don't want to allow ship assembly arrays to repackaging ships - go ahead. But advanced ship assembly arrays must have ability to repackaging ships. What is being referred to is this:
I have a container with 500 items in it. My hangar array already has 700 items in it. Knowing that I have a 1000 item limit, if I'm allowed to repackage the container, all of the items will end up in the hangar, which now is at 1200 items, thus, overflowing the array.
The same goes for ships. Repackage a ship, where do the modules go? Into your local hangar.
A proper implementation of this should be: a) Do I have enough room in the hangar / array for the items & modules in the ship / container?
If yes: b) Repackage container / ship, modules & items to into the hangar
if no: c) Do not allow the container / ship to be repackaged. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
617
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Posted - 2013.04.10 15:49:00 -
[6] - Quote
Chris Winter wrote:Frying Doom wrote:As you are working on POS can you change the refining arrays so they are better than NPC stations?
A POS owner pays for his POS, an NPC station user doesn't pay for refining. In honesty I think 100% is good. IMO remove the 75% cap, and set the base refine to be something such that you reach 100% with all relevant refining skills (on the person who starts the refining process) to 5.
This is the the thread that you're looking for. Bump it and let's get an easy itteration on refining into June's expansion! HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
628
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Posted - 2013.06.10 21:47:00 -
[7] - Quote
Lavayar wrote:IMHO X-large SMA needs visual size reduce.
By at least 50% ! HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
634
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Posted - 2013.07.01 16:37:00 -
[8] - Quote
xttz wrote:CCP Fozzie wrote:Alx Warlord wrote:CCP Fozzie, I know that the plan is to go slow with the POS system upgrade, but there are still plans to upgrade it until it becomes as EPIC as the modular POS? I mean, over the next 5 or 10 years? are these in the to do list? (soon tm list): - Modular POS (not floating buildings) - Removing the buble force field - Docking in POS - Market inside POS - Clone facility in POS - Jump with POS (Starbase jump drive) - mooring supercaps to POS - Battlestations- Logistic "guns" - Growing endless size POS- POS Construction UI. - POS Cloaking device - POS Jump bridge Generator. - Micro POS (personal level POS) - EPIC POS (Alliance size, Station size POS)' - Art/shape customization in POS ???? o/ We're taking this one step at a time for now. If you want to take smaller steps that have a larger positive impact on players, some good options are: a) Rebalancing starbase weapons as discussed earlier in this thread, to bring them in line with modern ships. Largely a case of tweaking stats rather than any real coding. b) Extending the existing starbase logs available to GM's to players, allowing them to see which spy is messing with their precious towers. That should help reduce paranoia somewhat when managing large numbers of structures. I'll have to agree with this.
Long ago, for those vets still around that remember, a deathstar setup made fleets cringe and they would think twice about coming near one. A properly setup tower could handle several dreads. Now? A couple of dreads can reinforce a large deathstar tower.
+1 to the POS weapon rebalancing. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
655
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Posted - 2013.08.20 22:58:00 -
[9] - Quote
xttz wrote:Infinite Force wrote:xttz wrote:CCP Fozzie wrote:
We're taking this one step at a time for now.
If you want to take smaller steps that have a larger positive impact on players, some good options are: a) Rebalancing starbase weapons as discussed earlier in this thread, to bring them in line with modern ships. Largely a case of tweaking stats rather than any real coding. ... I'll have to agree with this. Long ago, for those vets still around that remember, a deathstar setup made fleets cringe and they would think twice about coming near one. A properly setup tower could handle several dreads. Now? A couple of dreads can reinforce a large deathstar tower. +1 to the POS weapon rebalancing. Bump for POS weapons - Fozzie, please tell us this is coming in Odyssey 1.1. I saw a perfect reminder of why this is needed earlier this week. While using multiple alts with SDM V trained and faction pos weapons, it was nearly impossible to kill subcaps bigger than frigates. Back in 2006, before manual pos-gunning even existed, starbases were a threat to even dreadnoughts due to the sheer damage power. Small capital fleets had to draw fire away from dreads by throwing frigates on the field to distract the weapons, or dreads could quite easily explode. Now we have subcaps that not only have many times the EHP* that dreads had back in 2006, but they can also be easily remote-repped by fleets that commonly field dozens of logi cruisers. POS guns don't do anymore damage, don't track any better, and take ages to lock these targets. Even if you are incredibly lucky and manage to shoot the one battleship who forgets to broadcast for reps, chances are you'll only be able to lock half-a-dozen targets in total before the fleet has achieved their objective (shooting the jumpbridge, TCU, etc). Please Fozzie, we want our fully armed and operational deathstars back. * even some cruisers have more EHP than 2006-era Dreadnoughts
This, this and more of this.
If the only place we have to store ships is at a POS (WH's, station-less low / null systems), that system must be able to defend against an invasion. Obviously a 100 man fleet is going to make short work of a POS regardless of how it's setup.
Let's get these POS systems back to being feared again by small to medium sized fleets.
No more of this single dread coming along and reinforcing a tower .. just because. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |
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