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Thread Statistics | Show CCP posts - 15 post(s) |
Jenjuan
Gallente
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Posted - 2007.11.16 13:17:00 -
[391]
Originally by: TorTorden Edited by: TorTorden on 10/11/2007 17:05:42 I's sign off on all parts of this idea, Personaly ccp, stop mucking around with 'walking in stations' and FIX THIS HOPELESS MESS THAT IS POS'S. (sry bout the caps)
One reason why I would ccp might be aprehensive to do this would be the question of how to change all the hundreds of already anchored POS's. Would those suddenly become unanchored and offline, waiting for some corp member to come around and fix ?
Well this doesn't have to be a replacement, this could be T2 POS's. Make a requirement that once you anchor a T2 Tower, you can only use the new T2 Starbase Modules with it.
Another advantage to this design is that if CCP ever wanted to extend Ambulation to POS's, this design makes it possible. The existing design makes it a bit strange because you can't exactly walk over to your Silo's from the tower. [url=http://profile.xfire.com/jenjuan][/url] |
Maxpie
Cross Roads
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Posted - 2007.11.16 15:45:00 -
[392]
I love this idea. The first time I saw a POS, I asked my ceo, "where is it?" and he said "that's it." You mean all that stuff floating around in space? Oh..."
He put... creatures... in our bodies... to control our minds. He made us... say lies... do things. |
UniqPhoenix
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Posted - 2007.11.16 18:09:00 -
[393]
Ort Lofthus, your post gave me an idea:
The POS editor could be used to re-organize the current POSs when the new ones come out. It would work like this: At first the POS editor would be in test server (and POS designer in TQ) for quite a while, so people can try and change their POSes as they like when they have time. The changes would take effect immidiately or once a day. It would load all items currently anchored with your POS and allow you to use this to plan a new layout for your POS or could be used to try designing a good POS with any parts in the game.
Then every POS would get 1 chance to change in Tranquility. It would be updated at the next downtime (just no ships should be in the way ). No old type parts can be added, so people would have to change eventually. POS editor should stay in the game. It could be used to design POSes currently unaffordable and to make plans for future changes to your POS. This would give newer players some idea of the new POSes.
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Natalie Jax
Indecision Industries
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Posted - 2007.11.16 20:50:00 -
[394]
I like the fact that the devs are responding to this (well, dev at any rate). POS's are by far the most graphically disappointing aspect of this otherwise stunning game. They don't look anything at all like I would envision a starbase. Not even close.
To put it mildly, they look like crap. They also make no sense, which is another issue for me. Control Tower plus any amount of random, disconnected crap ... whee. Besides which, it takes so damn long to set up a POS, letting us futz with the placement of the next module to anchor would at least give us something fun to do.
With everything else in EVE getting an amazing facelift in the Trinity graphics engine, it's a pity that POS's have been left by the wayside. Please revamp the POS's graphically, appearances do indeed matter to many in this game!
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fireestria
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Posted - 2007.11.17 20:39:00 -
[395]
WoW, this is a fantastic idea and i hope it gets put into the game.
tho i was a bit taken aback to find it took a DEV 14 months to give a reply from the oridional post.
during the resent FF07 it was mentioned that with Ambulation you will be able to anchore structure to a pos so you can walk around inside them this might be CCp's way of hinting at this type of idea coming to fruition.
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Yilan Cheran
Gallente Galaxy Punks Terra Incognita.
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Posted - 2007.11.19 19:16:00 -
[396]
Originally by: fireestria WoW, this is a fantastic idea and i hope it gets put into the game.
tho i was a bit taken aback to find it took a DEV 14 months to give a reply from the oridional post.
during the resent FF07 it was mentioned that with Ambulation you will be able to anchore structure to a pos so you can walk around inside them this might be CCp's way of hinting at this type of idea coming to fruition.
Ooh, nice! That hint got me leafing through the thread- and reading that this idea has received the serious attention from the devs that it so well deserves made me smile broadly- Woot for Abathur
The though alone of combining it with ambulation almost actually made me drool... gawds, how brilliant that would be! On the inside pos'es like these would probably be a bit like X-com-like bases , and totally feasible to implement... way, way cool!
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high star
EARLS OF MAELSTROM
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Posted - 2007.11.26 11:20:00 -
[397]
Page 8 ouch
Just because we have had one dev answer this thread we should let this good idea fall off the radar.
Now i know that Trinty is to be launched soon, but we still do not really know if they are going to change anything.
So come on lets keep the pressure on as we want this change
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Esiel
Caldari
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Posted - 2007.11.26 20:02:00 -
[398]
I too have always thought that the floating blob's just looked terrible. Then I have done missions and have seen Control Towers connected with walls and stuff... I thought why couldnĘt we have that. I like the ideas the original poster put in but thought it was overkill. The simplest way I thought to do this was to simply let POS's have use of walls and barriers and such.
To keep people from creating lag only allow a certain amount of these connectors to be used. (Limit it by the size of the control tower. i.e. small towers only get a max of 5 connectors, medium 10 regular 15, this is only an estimate a better amount could be thought of in the future) The Control tower then can have a wall extend and connect to a structure, from the structure it can use a connector to connect to another piece so on and so forth. (Fly missions you get the idea of how this would work) All pieces need to be connected to the CT in order for them to work correctly. (Weapon platforms don't apply they work unless destroyed in fact there is no need for them to be attached except for aesthetics purposes)
PS for people that claim that this isnĘt worth the time because it only changes the look of something, you need to realize that the look of the game is very important to why people are attracted to a game. A great game with crappy graphics means a lot of people wonĘt play it so aesthetics are important. In the end there can be only one. |
Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2007.11.27 00:09:00 -
[399]
I never saw this one.
That is pure genius ! 2isk
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sg3s
Caldari O.W.N. Corp FREGE Alliance
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Posted - 2007.11.27 09:05:00 -
[400]
Originally by: Esiel
PS for people that claim that this isn’t worth the time because it only changes the look of something, you need to realize that the look of the game is very important to why people are attracted to a game. A great game with crappy graphics means a lot of people won’t play it so aesthetics are important.
If that is true noone would be playing WoW, it is, however, the reason I am not playing it.
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Syberbolt8
Gallente The Fated Interstellar Alcohol Conglomerate
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Posted - 2007.12.01 22:11:00 -
[401]
Originally by: Jenjuan
Originally by: TorTorden Edited by: TorTorden on 10/11/2007 17:05:42 I's sign off on all parts of this idea, Personaly ccp, stop mucking around with 'walking in stations' and FIX THIS HOPELESS MESS THAT IS POS'S. (sry bout the caps)
One reason why I would ccp might be aprehensive to do this would be the question of how to change all the hundreds of already anchored POS's. Would those suddenly become unanchored and offline, waiting for some corp member to come around and fix ?
Well this doesn't have to be a replacement, this could be T2 POS's. Make a requirement that once you anchor a T2 Tower, you can only use the new T2 Starbase Modules with it.
Another advantage to this design is that if CCP ever wanted to extend Ambulation to POS's, this design makes it possible. The existing design makes it a bit strange because you can't exactly walk over to your Silo's from the tower.
Lets not start the T2 pos thing, that would be a pain, already to much invention involved in the rest of the game, including the faction pos's,
Tier 2 maybe with a price hike, or maybe leave the current ones in game and remove them from the market, anyone that wants a pos will now have to sport one of these, instead of the current ones, while the current ones can stay up and be left alone or replaced.
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Jinx Barker
GFB Scientific
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Posted - 2007.12.02 00:23:00 -
[402]
I haven't been here in a while, and I agree with peeps above me, this thread should not just 'go away' because it has gold bars.
I would go for Tiered POS system actually. Another ISK sink for CCP, more toys for us. Where current POS stays the same, and there are "upgrades" available on the market to maker it a Tier 2 (not Tech 2) POS.
In addition, I would suggest actual Tier 2 POS modules on the market as well, this would give an opportunity to a long term POS owners to "upgrade" their current POS, and the new POS owner, or up and coming ones, to purchase a complete new Tier 2 POS.
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Mulco
Metalheads
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Posted - 2007.12.03 01:16:00 -
[403]
Cant belive i have missed this thread this is something ccp should take notice to and use in a future expantion.
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Malen Nenokal
Gallente Acheron Federation
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Posted - 2007.12.03 02:17:00 -
[404]
Brilliantly modeled example, I hope this gets some attention from CCP. Grid based design mechanic and interlocking parts would make for some easily built and dynamic looking POSes.
/signed
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2007.12.06 13:16:00 -
[405]
Trinity might have fixed the ships but what about POS'?
Is the guy who came up with the idea of a bubble with things strewn around inside it still working for CCP even, is the code encrypted or lost? I mean anyone can see that this is by no means a work of art.
Should/would/could have, HAVE you chav!
Also Known As |
Danton Marcellus
Nebula Rasa Holdings
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Posted - 2007.12.10 16:43:00 -
[406]
What was that interesting structure I saw in the Trinity trailer, a capital shipyard or something not yet ingame?
Should/would/could have, HAVE you chav!
Also Known As |
Esiel
Caldari
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Posted - 2007.12.16 08:18:00 -
[407]
I see that there is no improvements for the graphics of the POS - does this mean that they are planning on making some kind of change to them? I know you don't like to tell us something unless you are 100% sure of, but please do the modular or add the walls or something to allow us to connect our structures. (and tell us something like what are the problems or what is keeping it from happening. Not knowing is 100X worse than bad news)
(if you are worried about how to deal with exsisting POS's just simply have them randomly put together, then give people 1 week to change them with a drastically reduced unanchoring and anchoring time. after the week set it back to normal and if you missed out during this week you can allways change it just takes alot more time) In the end there can be only one. |
Aneroi
Amarr VIRTUAL LIFE VANGUARD Te-Ka
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Posted - 2007.12.16 11:47:00 -
[408]
Yay for flogging the dead horse and I hope CCP does this.
/flogged for the 4th time
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Viper G
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Posted - 2007.12.17 11:07:00 -
[409]
i agree with op.
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Morris 159
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Posted - 2007.12.30 00:59:00 -
[410]
Back on top you!
I want to have my poss look like the staion in the trinity trailer (Where you see the caldari dread)
Morris
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Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
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Posted - 2008.01.02 00:27:00 -
[411]
Edited by: Nicoli Voldkif on 02/01/2008 00:27:26 There is no reason this should be on Page 4...
That said what if instead of Anchoring the tower then running modules out to it you just have to input a one run BPC bought from the market and appropriate minerals and the tower builds the module you need. Have all towers start out as small and allow you to upgrade it as you go along instead of replacing the tower completely. Make the tower have certain requirements to upgrade it, and ideally towards the end be able to upgrade the tower to a full outpost.
Its really tiring as a small corp/alliance to not be able to gradually get to the larger stuff in the game.
As for the older tower designs just remove the items from being seeded on the market and let the older ones die out over time as they get blown up.
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sg3s
Caldari O.W.N. Corp
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Posted - 2008.01.02 02:10:00 -
[412]
As mentioned above, gradual upgrades would be neat, and therefor I'd like to exploit that a bit more. Lets take a simple example and go from there. I'm no POS builder/user or anything so I don't really know the structure names all the time so forgive me if I make mistakes.
You start of with a small tower, some hardeners on it, corp hangar, production facilities and a few silos.
Now you want to upgrade to a medium/large tower, with the idea of gradual upgrade this means you have several options 1. Buy a new tower, it will be ready for use and only needs to anchor. 2. Upgrade smller tower, wich will take a bit longer (normal build time of tower minus build time of current tower, basic values) but shields will never go down, it wont offline.
When upgrading your POS needs to have a configuration that allows expansion, ie structures can only be mounted on 2 sides of the tower in a corner so that the tower can expand on the other side... Also you need to have the correct blueprint, either something that can make you upgrade any tower to a bigger version at high expense or faction specific one that is specificly made for the type of tower you currently have, costs would need to be balanced to be in line of a normal production of the tower may it be mineral wise or blueprint wise, and should probably be a bit higher even. Then you need the materials to make it ofcourse and someone with the right skills needs to set the job active, then it should take atleast a day, maybe two (don't know what normal production times are for towers) to upgrade.
Something else that would be nice is a re-organise feature where you can swap arround structures mounted on the POS easily, giving you the ability to re arange the modules to your liking, ofcourse rearanging modules includes needing to offline everything that needs to move to make it possible.
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Nemtar Nataal
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Posted - 2008.01.02 09:21:00 -
[413]
I so like your idear and TBH i think this was the implementation CCP originally wanted to have. And i so hope this is the way the pos implementation will eventually be...
Anyway i can see why peopleargue why this doesnt have any real balancing and none have been suggested...however chaning the current POS system to somthing in the line of this would give some sort of balancing.
First of the POS forcefield should be removed and put onto sepret structures such that the subsystem/module targeting that was implemented would actually make sence.
Maybe change dread's so such that they could deal massive dammage to sevrel modules at one time (more of a broadsword solution). That way dreads would really be intended for destroying a base while bringing in BS, BC, Commandship, HAC, Recon ('s) ect. would be more of the strategic way of handling a POS problem hitting specific modules to cripple POS defences.
With the suggested implementation i would imagin that you would offline one section of the base by disabling the grid or junction that supplyed power to those modules. In other words you could offline a section of guns by shooting the right structures love it.
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Nicoli Voldkif
Caelli-Merced INC. Gunboat Diplomacy
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Posted - 2008.01.02 10:44:00 -
[414]
I'm not sure that removing the forcefield is a good thing unless you upgrade the POS to the point where its dockable. Though I have found it a little bit odd that when the shield is up you don't measure distance to shoot to the actual shield itself. That and the guns should be connected via pathways to the Tower and sit right on the edge of the shield. Which external stuff needs to have a limited placement location with 4 points (front,back,left,right) which guns may be fitted and will eventually form a ring if you fill it up (admit it it look awesome). Also the batteries should look like actual batteries with multiple guns to represent the High damage modifier(still count as a single shot so no extra lag.) Then EWAR/hardener modules could be placed on the top or bottom of the POS shield.
It would be nice if the ammo was stored in the tower and make the tower the one stop place in general for everything you need to do at the POS.
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Templar Adun
Dark-Rising
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Posted - 2008.01.04 18:42:00 -
[415]
Nice ideas mate, certainly seems like something that would make POS functionality much simpler and better. Props.
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Jinx Barker
GFB Scientific
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Posted - 2008.01.06 05:52:00 -
[416]
Since CCP seems to be locking threads with no posts for over 90 days, I do not want let this one die, and it will serve as a reminder to the Devs that we do want a complete and thorough POS overhaul.
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Syberbolt8
Gallente The Fated Interstellar Alcohol Conglomerate
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Posted - 2008.01.06 08:40:00 -
[417]
I agree, we need a pos overhual, from the way the anchoring gos, to the graphics, Pos's leave a lot to be desired and I have always believed you should be able to dock at them, they are smaller versions of outposts, without the major services, like medical, insurance, repair, and should have the anchoring time reduced, fueling made simpler, but at very least if none of the rest of this gets looked at, the modular designs are nice and should be something CCP looks in to using, a little bit of eye candy gos a long long way.
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Liara Dex
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Posted - 2008.01.10 11:38:00 -
[418]
This is a great idea OP, and good job on the illustrations. I agree that POS's need to graphically be brought up to par with the rest of the stunning graphics in Eve.
Two thumbs UP!
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Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.01.15 11:59:00 -
[419]
I endorse the Op and wonder why i havent seen this earlier.
Originally by: ISD Cortes You're at liberty to use the rolling sig you had, as long as there's no chimeras covering the nether regions of voluptuous females. |
Xaziar Nortocus
Knights of the Burger King YTMND.
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Posted - 2008.01.16 00:51:00 -
[420]
Page 2? That won't do!!
CCP Development Team:
Here is an idea that, while controversial (14 pages can't be wrong!), is brilliant. Free floating modules sitting within a bubble doesn't just contribute to lag, it drives the operators of these floating scrapheaps out of their collective minds!
There has been criticism stating that this will not change the current problems that plague POSes in general, but if performance has become an issue (and its blatantly obvious that it has), the community is speaking up, and asking for a change (and a beautiful change it would be!)
Modular components of a POS works for NPCs, why not us?? I think I have an explanantion. It's the collision system that currently exists. You get too close to a module, and you just bounce right off of it!! That needs to be removed from POS construction outright for this sort of recommendation to be used. Also, with EVERYTHING in one location, ammo and fuel replenishment would be in one easy to interpret interface.
Critics: While your input into current POS warfare and construction is duely noted by everyone here, there is one thing you are failing to see: This solution would ELIMINATE most of the current gripes that you have. But let's be realistic, the CCP dev/art team cannot get this right the very first time, and there will be issues, but then again, thats what a test server is for!!1
I just hope that this idea doesn't fade into the ether like most other ideas I have seen over the year+ since playing EVE.
Originally by: Ursula LeGuinn In other news, water still wet. Film at 11.
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