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

xttz
GoonWaffe Goonswarm Federation
19
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Posted - 2013.04.02 15:41:00 -
[1] - Quote
Great to see we're getting some love for starbases.
Can you also confirm if any of these ideas are being looked into (perhaps as later Odyssey patches)?
a) Starbase weapon rebalancing We could use a fresh look at the various weapons that haven't been touched in 7+ years. Starbase mods were all balanced around fighting ships as they were in 2005/2006. Obviously ships have moved on a lot since then, but the starbase weapons have never been revisted to keep up. A perfect example is the way the SDM skill and Energy Neuts were introduced to counter dreadnoughts, then supercaps made them obsolete* a short while later. There's also the matter of missile and hybrid comedy-weapons, which are currently used as a metric to determine when someone has no clue what they're doing with a starbase.
b) Centralised ammo mananagement A way to check from the starbase window if all the weapons on the tower have sufficient ammo/crystals, without needing to fly over to each one. Unless of course the 'access modules within the shield' change affects this somehow.
c) Starbase Defense Management UI Why do I need to click the guns one. at. a. time. to control them? What's wrong with shift clicking several at once to grab control?
d) Auditing I'm sure the logs always show something these days, but it would be really nice if we could see them too. If starbases wrote to a central log for that corporation which allowed directors to see the latest happenings, e.g:
18 Apr 2013 12:10:11 - Jita Planet 1 Moon 1 GÇô Silo offlined by xttz 18 Apr 2013 12:10:43 - Jita Planet 1 Moon 1 GÇô Control tower unanchored by xttz 18 Apr 2013 12:11:23 GÇô CCP-US Planet 4 Moon 2 GÇô 405 Fuel Blocks removed by xttz
I imagine this would also save a fair few requests for GM's to investigate 'bugs' with starbases.
e) Standings-based Forcefield Access Yep I went there.
*outside of wormholes of course |

xttz
GoonWaffe Goonswarm Federation
29
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Posted - 2013.04.03 07:52:00 -
[2] - Quote
Seems to have been some love for this post - any chance it could get a response from Fozzie or Masterplan?
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xttz
GoonWaffe Goonswarm Federation
29
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Posted - 2013.04.03 11:33:00 -
[3] - Quote
CCP Fozzie wrote:Anthar Thebess wrote:Why not just add 2 checkboxes to this "personal tabs". 1. Allow access for CEO/Directors 2. Allow access for ALL
Problem solved. Adding the checkboxes would be really easy. Making the checkboxes do anything is the challenge. 
A checkbox poll on every POS mod! |

xttz
GoonWaffe Goonswarm Federation
37
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Posted - 2013.05.03 13:19:00 -
[4] - Quote
CCP Fozzie wrote:Mark Blema wrote:My question revolves around extra fuel storage. Where.... Because as I see it if I want to store more than 1 month of fuel in the pos I have to use the cha, with personal space now going to be an issue where can I stuff extra fuel with out putting it in the pos or having a bijillion silos hanging about? You can continue using a CHA. We're not removing CHAs.
Is there any chance you can take a quick look at the capacity of Component Assembly Arrays? Some capital components use crazy amounts of trit and will only let you fit runs of ~60 units at a time. Even a small capacity boost would be greatly appreciated. |

xttz
GoonWaffe Goonswarm Federation
37
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Posted - 2013.05.04 21:54:00 -
[5] - Quote
Gull Dumar wrote: I think it would great to make the POS a dockable station somewhat like an Outpost
Nobody in the history of Eve has ever suggested this before! Well done! |

xttz
GoonWaffe Goonswarm Federation
38
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Posted - 2013.05.07 07:45:00 -
[6] - Quote
Vas Vadum wrote:I heard somewhere that CCP was thinking about removing Starbase Shields. Removing the bubble of protection that players have. Can you verify if this is true or false? In my opinion, this would be incredibly dumb. I can't see CCP even considering this.
This is true, it came out at one of last year's Fanfest round tables. Removing forcefields is definitely on CCP Greyscale's wishlist, to avoid dealing with that code anymore. He complained at length about how they can't determine when ships are inside tower shields for the purposes of logs/reimbursment because the code is so bad. However he didn't really seem to have a good grasp on what to do instead to ensure ships aren't just vulnerable in space.
The trouble is that the whole starbase system needs pulling out and rewriting from scratch, but CCP are scared to commit so many resources to one feature after the Incarna debacle. |

xttz
GoonWaffe Goonswarm Federation
43
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Posted - 2013.05.08 23:28:00 -
[7] - Quote
CCP Fozzie wrote:Latest Update:
The arrows for placing structures in starbases now scale with your zoom level so that they should never be too small to use. This is also on SISI.
It might be a minor point, but the arrows for huge modules like the CSAA and XLSMA are bigger than the screen now... |

xttz
GoonWaffe Goonswarm Federation
62
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Posted - 2013.05.11 14:58:00 -
[8] - Quote
I know it's too late for this release, but I'm gonna try and sneak in some ideas for a later Odyssey patch...
Can we get a review of Starbase weapons please? Specifically:
a) Starbase Defense Management is very much a relic of 2007. The UI forces you to control/drop one module at a time (which often takes longer than the enemy needs to run away), and there's no grouping of similar modules. Plus you need at least 15 modules to be effective in a fight which means 3-4 characters with the right roles + skills in the right place at the right time. Being able to group up weapons then control 1 group per level of the skill would be a step in the right direction.
b) Starbase weapons have never been reviewed in line with ship balancing changes. Most still do levels of damage on par with ship hitpoints in 2005. Ewar mods take the best part of a minute to lock many subcaps, during which time the target has easily moved out of range or off-grid. And the less said about Hybrid or Missile weapons the better...
c) We could really use something that acts as a threat to supercaps. Starbases used to tear up unprepared dreads and carriers, now they just get swept by fighter-bombers in under a minute. Bring back scary neuts or give us a counter to supercarrier tides.
Pretty please :) |

xttz
GoonWaffe Goonswarm Federation
67
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Posted - 2013.05.13 15:22:00 -
[9] - Quote
EvilweaselSA wrote:CCP Fozzie wrote:Soko99 wrote:Sorry if the question is a repost.. Reading through the last 30 pages I may have missed it, and in all honesty I did skip a few..
As far as the new personal hangar arrays for the POS. How will the security officer role affect them? Ie. Will they be able to see and take from a person's hold as per normal station hangars?
Nobody will be able to take from another character's personal hanger. What about see?
I can see into your hangar right now... wish I didn't |

xttz
GoonWaffe Goonswarm Federation
82
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Posted - 2013.05.18 15:15:00 -
[10] - Quote
CCP Fozzie wrote:xttz wrote:I know it's too late for this release, but I'm gonna try and sneak in some ideas for a later Odyssey patch...
Can we get a review of Starbase weapons please? Specifically:
a) Starbase Defense Management is very much a relic of 2007. The UI forces you to control/drop one module at a time (which often takes longer than the enemy needs to run away), and there's no grouping of similar modules. Plus you need at least 15 modules to be effective in a fight which means 3-4 characters with the right roles + skills in the right place at the right time. Being able to group up weapons then control 1 group per level of the skill would be a step in the right direction.
Pretty please :) Considering the cursing I've been hearing from across the room from Veritas whenever his code somehow intersects with starbase weapons, things like grouping may be a fairly involved process. However changes to the attributes of the weapons would be a much smaller project and might be something we can get in as a change to the current system in a later patch.
I had a thought on this which may save some headaches...
How about anyone with Starbase Defense Management 1 (plus the corp role) can control up to 8 modules (corresponding to F1-F8 as with ships). Then for each level of SDM trained, it improvesmodule scan resolution and/or reduces RoF by a certain percentage. That would mean single characters could use enough modules to be effective in a fight, and still give an incentive to train the skill higher. We can already boost POS modules with modules like remote tracking links / sensor boosters, so it can't be too hard to buff them in this manner.
But most imporantly, please fix the UI so we can assume/drop control of several modules at once. I'm starting to think CCP are heavily invested in some expensive treatment for repetitive strain injury... |

xttz
GoonWaffe Goonswarm Federation
86
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Posted - 2013.05.18 19:47:00 -
[11] - Quote
Phoenix Jones wrote:Pos's become somewhat unsiegeable. I don't like saying that I do t like an idea, but Pos gunners is not the most massive issue in eve ATM, cause right now 2 gunners can really fk up a unprepared fleet.
I'd argue that 2 gunners absolutely should be ruining an unprepared fleet. The larger issue is that prepared fleets walk all over towers without worry, and this wasn't always the case. |

xttz
GoonWaffe Goonswarm Federation
110
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Posted - 2013.06.21 11:05:00 -
[12] - Quote
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.
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xttz
GoonWaffe Goonswarm Federation
113
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Posted - 2013.07.01 11:53:00 -
[13] - Quote
Also - Warp Scrambling Batteries (and disruptors) do not prevent use of Micro Jump Drives, meaning it's virtually risk-free to use battleships near towers with one fitted. |

xttz
GoonWaffe Goonswarm Federation
152
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Posted - 2013.07.23 11:33:00 -
[14] - Quote
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 |
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