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Thread Statistics | Show CCP posts - 15 post(s) |

Abrazzar
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Posted - 2007.10.20 12:43:00 -
[1]
The idea of making the POS fit together in a modular style is exactly what is missing at the current POS design. The idea presented by the OP might be a bit too tightly packed but if walls, junctions and elevators were to be introduced a POS could be spread out farther and more conveniently organized/customized.
Every module would need a anchoring point, the tower maybe two or three levels of anchoring points, walls only anchor straight, junctions have four perpendicular points, elevators have two sets of four points and can be used to scale one level.
The interface would need to get a change in that modules are not just dropped in space but instead added to the construct by accessing an anchoring menu option. After selecting this option all open anchoring points are displayed (a sphere with an arrow or something) and the module can be dragged from the cargo hold onto the anchoring point (with a 'are you sure?! query to prevent oopsies). The module will then be placed and become working part of the POS after the anchoring delay has ticked off. Unanchoring works the same just the steps follow the other way around. A restriction might be that you need to be within 1500m of the anchoring point to install/uninstall a module.
So much for my little blurb. I think a modular POS system just *needs* to be implemented. Heck, I'm sure the level designers at CCP would just *love* to have such a simple station construction set available as this.
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Abrazzar
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Posted - 2007.11.10 14:18:00 -
[2]
You could avoid the need for new models by making the POS more in style to the deadspace complexes. Those are interconnected by walls, junctions and elevators. The POS won't be a solid mass of modules like in the idea of the OP but instead a gridwork of walls with attached modules.
The means and rules by which the gridwork is set up will be more of a programmer work than a artist work which might be a bit less time consuming. It'd be basically a POS-Editor that allows you to add new walls/modules at predefined locations in a certain orientation. The spots where the modules stick together would have to be defined on the models/objects and might need some graphical adjustments.
I think it would help greatly managing the POS if there was a a way to access and change all modules without having to get within a certain distance. Maybe have the player dock into the control tower with the pod to do so.
And while I'm talking about the POS, I'll add two ideas for modules. I'd love to have a warehouse module that can be used by a single player, much like a cargo container. Coordinating the personal effects of people with the corp hangar is rather awkward. Having the corp stuff only in the corp hangars and the personal stuff in a separate location at the POS would make things much more easy.
The second module I'd love to have at a POS would be a repair station. This one could be used to repair shields, armor and hull of a ship and also recharge the capacitor. Only one ship can be served at a time and only one kind of repair at once. This would allow a pit-stop at the POS after combat without having to cycle through the ship maintenance array for fitting repair modules.
Anyways, great to see getting the POS more attention. Curious how it'll turn out in 3-12 months. 
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Abrazzar
Equilibrium Inc. FOUNDATI0N
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Posted - 2008.03.26 15:13:00 -
[3]
I have come over a POS structure in a mission that quite perfectly shows how a POS should look like:
Approaching Total View
Maybe with a larger tower one could have more levels and connect them with elevators. Using walls, elevators and junctions would greatly improve the look of POSes and allow more precise positioning of the POS modules.
I want it!  -------- Ideas for: Mining Clouds
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Abrazzar
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Posted - 2008.05.01 12:37:00 -
[4]
Well, made two more sceenshots of POS structures in missions that might be some inspiration for the devs. 
POS Factory POS in Belt
-------- Ideas for: Mining Clouds
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Abrazzar
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Posted - 2009.03.26 14:01:00 -
[5]
This is how a POS should look like. -------- Ideas for: Mining
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Abrazzar
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Posted - 2009.03.27 14:08:00 -
[6]
Edited by: Abrazzar on 27/03/2009 14:07:56 1) How this transaction take place?
One method, albeit a probably "code dirty" one, would be to replace all POSes with a new one that offers both functionalities. So people can assemble their POSes while they are still working.
After 3-6 months after the replacement, the old functionality of the POSes gets removed and all modules not connected in the new way offline. As guns will probably not be required to be connected to the POS, they remain active even if the POS isn't updated in structure.
2) How do we go about education players on the new methods?
Make a Devblog. And another. And another if necessary. Also making an educational video and putting it on the CCP channel would go a long way. "POS Construction for Dummies"
Also think LEGO. If they manage to teach a 6 year old how to put a spaceship together with a simple row of images, so can the POS construction be explained to EVE players. It should be in no way more complex than the T3 thing.
3) "Phenomenal undertaking"
As POSes are a substantial part of EVE, they are, IMHO, worth the phenomenal undertaking to improve their functionality and make assembly them more convenient and looking at them more pleasant.
If you go the way to only use walls, junctions and elevators to stick the pieces together like it is done in most deadspace and mission sites, the need for additional models is drastically reduced.
It can be done. Get to it!   -------- Ideas for: Mining
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Abrazzar
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Posted - 2009.05.01 02:09:00 -
[7]
Originally by: Kenpachi Viktor The art team does not like changing stuff involving models. 
There is a way to add this system without recreating *any* model. Just using the existing models with existing wall models and such to have a LEGO POS will work at least in creating a coherent structure on the POS. -------- Ideas for: Mining
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