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Thread Statistics | Show CCP posts - 6 post(s) |

Corraidhin Farsaidh
Hello-There
61
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Posted - 2013.12.31 15:01:00 -
[1] - Quote
more of a deployable item than a mobile one, covert drop-ship for smuggling PI goods planet-side or vice-versa. If deployed within range of the POCO owners sensors you become suspect. Tied with this could be mobile sensor arrays for POCO owners to deploy (up to a limit). Means a POCO owner has to patrol to enforce customs effectively, and a good smuggler can find sites with no sensor coverage (maybe with an adapted scanning mini game to find the blind spots). |

Corraidhin Farsaidh
Hello-There
70
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Posted - 2014.01.05 12:09:00 -
[2] - Quote
How about replacing current POS structures with mobile deployables, meaning you literally build the station like a big mechano set. Need more CPU? hook in another processor unit, not enough power? Hook up another solar array (lower power but takes more space for less CPU cost) or reactor core (higherpower output but takes CPU). This could make stations more flexible and allow the mobile structure POS to gradually replace the old POS structures (and code).
For those with BPO's for control towers etc these would need to be traded out for the BPO's for the equivalent modules.
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Corraidhin Farsaidh
Hello-There
72
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Posted - 2014.01.07 12:01:00 -
[3] - Quote
mr roadkill wrote:>>I would like to see a Mobile reactor core.
The mobile reactor core has a connection points on each side representing a port where another mobile deployable can be docked. I.E mobile office, Storage facility, shield generators and Mobile Labs and mobile docking level.
The labs can be used to research,
<...snip...>
Rather than racial stations... They should initially be more generic in appearance like the mobile depot.
This would replace the current antiquated pos mechanics.
>> Also I like the idea of a temporary Planetary gantry that must be anchored in a system and lore says it uses drones to move PI stuffs from a planet thus bypassing the Customs office albeit at a slower rate of collection and annoying people that own the local customs offices with high tax rates... all in the same spirit as the siphon unit.
Ties with my suggesting for revamping POS as structures built from mobile modules. Modules would have racial bonuses allowing the constructor to really fine tune the base. Also how about being able to anchor starbase structures in open space without requireing empire permission. Downside would be needing additional attitude control/grvitational units to make the station usale, upside is you aren't tied to planetary orbit anymore.
Switching POS functions to mobile structure constructed bases would allow a move from the old POS code too. |

Corraidhin Farsaidh
Hello-There
78
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Posted - 2014.01.08 10:22:00 -
[4] - Quote
At least the deployables can just be cut from being sold if they don't work out. In fact using the mobile structures for these ideas is a good plan since they can be added and dropped easily (or amended for rebalance).
I'm liking the 'idea' of mobile structures more than the current structures themselves. I have no problem with the tractor unit per-se, the noctis will still be much faster at salvage in large rooms since the tractor only does one wreck at a time and there is a 10 second cycle time. Not used the mobile depot yet but think I probably will do once I get into exploration.
Not so sure about the new structures...will have to see how they pan out but can't see them adding too much yet based on the comments above.
The idea of using mobile structures for POS is growing on me more, it would reflect the true complexity of a POS in terms of how to build one, would give the min-maxers a field day and everyone else a much more flexible structure.
This could easily be tested by using them to build stations outside of planetary anchoring. Then if it works roll it out as POS replacement. If not simply remove the ability to build them un-anchored (A concord crackdown with re-imbursement of cost to keep capsuleers sweet would do the trick).
This could also be used in a series of missions/events to introduce them too. Have capsuleers produce the station items firstly via PI/mining/maunfacture, then position them somewhere for a given reason (and have 'defend the station' missions), set missions for explo based around the station locations, introduce anti-rat missions, lead up to live events... |
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