
zahter
Imperial Shipment Amarr Empire
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Posted - 2014.04.30 13:40:00 -
[1] - Quote
"CCP Greyscale" wrote:We are totally open to suggestions for what to do with starbases as they relate to industry. In particular, if anyone who does starbase work can spend a few minutes outlining the *simplest* changes they think would be sufficient to keep starbases in a reasonable place for this release, we're very interested in hearing them. Yes, we know "throw it out and start over" would be great, but we're not getting that done between now and the summer release, no matter how much we'd like to.
There are some very good suggestions on POS issue but they are temporary. They are mostly relying on the existing POS industry system. I support them with all my heart. These solutions will look odd in a new industry system. The centre of problem is the old untouchable POS code. You want to get rid of them, we capsulers hate them but all of us have to live with them. The main solution relies on a gradual dismissal of starbases.
CCP already started doing something on the issue. Mobile structures are implemented. Why don't you extend the variety of mobile structures. Introduce mobile structures similar to POS modules; assembly arrays, labs, shield generators, mobile guns. You have absolute freedom to play with mobile structre code. It is not dangerous and scary like the old POS code.
Here is my long term solution for starbase industry. Mobile industry hangar; every job runs here like a station. runs on fuel Mobile assembly arrays and labs; giving bonuses for industry, nullifying production/research/copy/invention costs required in a station. Gives bonus to ME, TE, invention success, copy time etc. They will run on fuel. As much as you can stand. Mobile shield generator; protects our structres, runs on fuel. (shield generation needs to be close to (celestial bodies-plantes/moons) to prevent abusing it in other places). There is no limit to the number of shield genereators near a celestial body. Fuel silo; stores fuel. Can form links to other mobile structures to deliver fuel they need. fuel consumption increases greatly with every added assembly arrays and labs of same type.This will mean the second assembly array will require more fuel than the first one.
When jobs starts on industry hangar, fuel usage will increase depending on the number of jobs.
This still feels like slots on a pos but whole system is completely depends on your limit of fuel expenses.
New "team" system also allow this mobile structures to work effectively. You can divide your big array/lab structures into small production nodes located in star systems which have good teams working on. your bonus/advantage level is dependent on your fuel usage.
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