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

Grek Forto
Malevolent Intentions Dark Solar Empire
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Posted - 2009.04.23 06:44:00 -
[1081]
This thread, is win.
Originally by: Stitcher It's "Caldari", not "Caldarians". One Caldari, three Caldari, all the Caldari are doing Caldari things using Caldari tools in a Caldari way.
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Tressin Khiyne
Minmatar The Tal'Shiar
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Posted - 2009.04.24 04:27:00 -
[1082]
/signed --
There are 10 kinds of people in this world; Those who understand binary, and those who don't.
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Siri Blue
Gallente Arachnea Phoenix Battalion Hoodlums Associates
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Posted - 2009.04.24 12:01:00 -
[1083]
I approve of this thread/idea(s)
People for Stuff Raffle - No ISK needed
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Erovicious
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Posted - 2009.04.24 17:56:00 -
[1084]
As POS's are one of the most important parts of this game, especially in relation to any life outside Empire, it is cataclysmic failure for this thread to be this old with so little attention from the devs.
Please stop making our rocks look prettier, and increasing the 'shadows' that play off the ships and give us some coding that means something to the actual game play - a POS revamp.
*Ero*
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Siri Blue
Gallente Arachnea Phoenix Battalion Hoodlums Associates
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Posted - 2009.04.25 03:18:00 -
[1085]
Eh, the rocks are prettier now? I don't think so - the old rocks looked better...
lots of wasted ISK there on CCP's part 
People for Stuff Raffle - No ISK needed
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Esiel
Caldari
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Posted - 2009.04.27 00:59:00 -
[1086]
Originally by: Esiel For people who want this to happen there are several campaigns going that you can support if you would like
First is the CSM, there are 2 threads asking for CSM to have this brought up the original thread asking for it in the first place, and a second thread that ask the CSM to re-visit the idea and get a better answer than was given the first time.
Secondly is the hope that people attending fanfest will bring this up and let CCP know how much we would like to see this.
Finally there is this thread itself, as long as people like the idea post and let others know. (Kick the dead horse one more time)
Feel free to do any or all of the above ideas if you like this and lets not let the dead horse die {English teachers hate me}
I love quoting myself... Anyways it has been a while so I thought I would remind people there are ongoing campains to bring this up to CCP *
Beat the dead horse |

Jinx Barker
Caldari GFB Scientific
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Posted - 2009.04.28 02:01:00 -
[1087]
More dead horse whipping on page 37!
::::Click The Signature For the Blog::::
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Sir Substance
Minmatar Deep Black Industries House of Mercury
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Posted - 2009.04.28 02:25:00 -
[1088]
*flogs*
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Kal Shanai
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Posted - 2009.04.29 17:01:00 -
[1089]
bump
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Anubis Xian
Reavers
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Posted - 2009.04.29 17:17:00 -
[1090]
This hasn't been implemented yet? WTF?
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
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msu320
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Posted - 2009.04.29 21:12:00 -
[1091]
/Signed
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Commander Lorne
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Posted - 2009.04.30 11:47:00 -
[1092]
Signed hoping this system will be implemented along with ambulation.

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Syberbolt8
Gallente Gen Tec Arcos Alliance
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Posted - 2009.04.30 15:10:00 -
[1093]
this thread was on the wrong page, so I moved it to the first again.
Still the best idea for pos's since 2006 Support the DEAD HORSE POS's |

Rellik Sadab
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Posted - 2009.04.30 15:36:00 -
[1094]
"With the current state of the interstellar economy, capsuleers deserve better than this. They deserve small module stations that are easy to support. CCP needs to look into this."
I am Rellik Sadab and I approve this message.
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.04.30 15:58:00 -
[1095]
there is something in it... Hm... |

Marcus Rodriguez
Armaments and Hammers
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Posted - 2009.04.30 23:07:00 -
[1096]
A nice revamp of the POS system is definitely needed. Perhaps the change does not need to be exactly as described in this thread, but I hope the basic concepts of organization and practicality are integrated.
As old as this thread may be, I think its necessary to keep dragging this idea around until CCP gets its.
Personally, when I think of a POS, I think of a miniature station that is not quite as big or functional, but still centered and customizable. CCP meets those standards (for me at least), but the POS is still in disarray.
If CCP is still concerned about the "look and feel" of this game then I think they should revise the POS system first and foremost. |

Kenpachi Viktor
Gradient Electus Matari
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Posted - 2009.05.01 00:47:00 -
[1097]
This is from a Naglfar thread; in response to the calls for a graphics/modal change.
Originally by: CCP Whisper Hi. So I just had Abathur and Greyscale and a bunch of other people come into my office asking me how many polygons the Naglfar has and how long it takes us to create a new model. I'm not in the art department but I have to deal with obtaining art resources with every project I take on. The short answer to the first question first: 10098 polygons.
How long does it take to make a ship model or modify an existing one? Anywhere from six months to a year, depending on the size and complexity. First we have to concept the ship or modification. This has to pass review by the lead artists (Asgeir being the main one of those) and believe me, the standards for art quality and concepting are extremely high. Then the accepted concepting proposal goes into extended concepting, detailing all angles of the proposed object. Not just how it is meant to look, but how light should fall on it, how it reflects, what sort of textures are where. How do the thrusters fire? Where are the turrets located? Do we want moving parts? Do we need faction variants? This is an incredibly detailed and complicated process because it has to be. Otherwise we deliver a concept for a battleship to the outsourcers and get a flashlight back. Yes, similar things to that have happened.
There then follows a lengthy process of back and forth between CCP and its outsourcers where models are tweaked, adjusted and finished. Then it comes back to us for more adjustment by the in-house art team. Shaders and such need to be generated and applied. If we want faction variants, that needs to be done several times. Then the whole model is baked and integrated into the client. Where it is tested for appearance. And changed based on testing. Which requires repetition of some of the steps above. All throughout this there are numerous reviews of the work by the lead artists. The whole process is a little bit more complex than firing up google sketch and hitting the magic "Put Into Game" button after half an hour of putzing around.
And all that I have described above takes place for every single thing we make and none of it is optional. At any given time we have several dozen objects at various stages of the process, requiring review, supervision and control. The entire process is in and of itself almost worthy of an hour-long documentary film. So things like "JUST ADD ANOTHER TURRET SLOT" are quite a bit more complex than copy pasting some textures.
OH! I almost forgot: Dreadnoughts are special because they have animations and this adds yet another chunk of work to be completed. That work needs to be done by the team up in the graphics cell, who would much rather work on optimising and improving the graphics engine to play better, stronger, faster, etc. So getting time from them is like pulling teeth. So for adding another turret slot to a dreadnought, add about another six to eight weeks for core graphics deliverables and associated QA.
And just for comedy value: When we asked the art department whether they couldn't just cut the Naglfar in half and use copy/paste to add a third turret bit, they threatened us with large rulers, scalpels and various other dangerous implements that artists like to surround themselves with in case someone from game design comes in and asks them a stupid question. I love my job. Really I do.
Perhaps now we can get some more constructive feedback and suggestions that build up on the several good comments that have already been made? Preferably ones that do not require us to rebuild the ship model in order to balance it.
The art team does not like changing stuff involving models. 
===============
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Tramov
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Posted - 2009.05.01 00:52:00 -
[1098]
Edited by: Tramov on 01/05/2009 00:52:16 2006..2009 , 37 pages of comments
Bit of a historical thread really.
See if this makes it to 2020. 
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Abrazzar
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Posted - 2009.05.01 02:09:00 -
[1099]
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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Windryder
Caldari BlackScope Black Scope Project
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Posted - 2009.05.01 07:04:00 -
[1100]
I love the idea. I have myself called for certain functionalities in POS modules (clone vat bay, modular lab slots) but this is just awesome.
It strikes me that your modular system could become *extremely* expandable by allowing more than one control tower in the structure.
This would allow the creation of enormous POS complexes - imagine multiple refineries and reactors feeding into a ship assembly array to produce T2 ships from the BPCs generated by the research labs.
I'm sure there's good reasons NOT to do it (super-deathstars possibly) but from the perspective of someone who managed an 18 tower network in one system I like the idea that there may be a step *between* the large tower and the outpost...
But in the form you present here... win.
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Bishop120
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Posted - 2009.05.02 01:48:00 -
[1101]
I love this idea.. even though its old I would still support it! I have a few ideas for this..
1) Rather than adding multiple control towers I would create a powergrid module and a CPU module that can be added to the structure. Stacking penalties apply :-)
2) Each module should be individually targetable and independantly destructable.
3) You shouldnt be able to add modules that you cant power.. all items should be online all the time.
4) You should be able to dock with the structure like you dock in stations
Just preliminary for now.. I have more ideas to fix spam-alots in 0.0 and the current state of the large alliances..
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Thresh Avery
Best Path Inc. Ethereal Dawn
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Posted - 2009.05.04 05:16:00 -
[1102]
Evel, if you're even still playing, i think this is an amazing idea!
I am one of the few people in the game atm that doesn't mind the current style of POS, but only because i appreciate how being able to stay in a forcefield and view things going on around you changes the way fighting occurs at a POS. Otherwise we'd just have "fighting at stations" scenarios again, and also people undocking and being blasted to smithereens because they didn't pay attention to local etc, but that's a whole other story right there.
So what i would say is: CCP, employ this man if you haven't already. Implement the idea!
- If you want to make POSes dockable, then perhaps have a module that creates a forcefield around the POS, at a 20km radius from its point of placement.
So using your modular system, it would be just a small beacon tower emitting a forcefield from the centre of the module. The great thing about this is that you can dock and be safe undocking, and play the current POS game (so being able to see enemies whilst "at a station").
- Using the same idea, you could have a Stealth Emitter module, which would be the same thing and it literally just cloaks the whole POS. It would use a huge amount of either CPU or powergrid, and also fuel. It would be a fantastic addition for a corp trying to operate in 0.0 where they don't own sov, therefore quietly operating in a neutral alliance's space. Also it would be highly effective in a war, and setting up a POS with a stealth emitter in enemy territory so you can base out there.
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Zaiyo Modi
Minmatar Republic University
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Posted - 2009.05.04 07:00:00 -
[1103]
I think the current *visual* design with the round force shield enclosing the spike-like control-tower is a nice design in its simplicity and clarity.
Just saying that I would like to see a complete concept drawing including any shields or auxillary structures before giving anything thumbs up. |

Lancard
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Posted - 2009.05.04 07:10:00 -
[1104]
Revamp POS /signed
Our corp consists of a bunch of not too intelligent (perhaps mostly r3tarded) pirates who are based out of low-sec and 0.0 sec. We are incapable (equally dumb and lazy) of properly maintaining a POS. Although, we might be more motivated if the interface was more user friendly and perhaps the POS was actually shiny or at least a bit more polished (IQ factor again).
We have had a POS deployed in the past but have taken it down due to headache issues involving roles, fuel, and "wtf does this thing do, anyway?" Additionally, the fact that the POS is vastly outsourced by the 0.0 NPC stations brought us to our final decision of kicking it to the curb.
TL;DR version: Suggestions for POS:
- Make it shiny
- Make it easy to use
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Backdaft
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Posted - 2009.05.05 01:00:00 -
[1105]
At least the current POS is a little easier to deal with now that the interaction range has jumped from 1500 to 2500. Still I often find my ship, sitting near the CHA, heavily surrounded by labs, reactors, and assemblies, so I can easily drag supplies from one to another. And yet at times I still which I could make my ship STRETCH a little, so I wouldn't have to keep nudging it around trying to get in range of all the modules at once. And nevermind the pain when a resupply freighter gets tangled up in the mess.
And really! Do equipment assemblies and ship assemblies need to be that FRICKIN huge? You pull them in as close to the CHA as possible, anchor them, and already they are a mile away. What we really need is a mineral depot that all assemblies can pull from -regardless of range, and each assembly just links into it. Maybe it's a CHA hangar, that should be an option too. But POS manufacturing really gets to be a pain. Right now I have mineral supplies in every single one of them -and I have to keep a spreadsheet to track them so I know when I'm running low. I'd be nice if there was just one location for the mins, or a production screen that would sum them up for you. One that was also accessable when you weren't at the POS.
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Dzil
Caldari Second Quadrant Ice Division
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Posted - 2009.05.06 04:03:00 -
[1106]
This tractor is sexy.
signed
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Zaiyo Modi
Minmatar Republic University
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Posted - 2009.05.07 00:24:00 -
[1107]
Here's a design idea for a modular pos: image
No point fully designing it here without having a new and visionary framework to base it on.
Modules is to be placed around in a circle, but may be stacked vertically or radially. The various shield states are supposed to illustrate optional efficiency vs fuel burn choices, where the outer weaker shield lasts the longest without taking fire.
Warp-in's to the pos may get complicated/tricky if they warp to a position outside the current shield border.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2009.05.07 05:32:00 -
[1108]
I think this one deserves another kick from me also. Has been a while.
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Zaiyo Modi
Minmatar Republic University
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Posted - 2009.05.07 20:24:00 -
[1109]
Edited by: Zaiyo Modi on 07/05/2009 20:27:21
Here are three images showing a POS-tower having its shield generated by an adjustable pos-shield-generator.
Image 1 Image 2 Image 3
The point here is to have the freedom to move the pos shield off center, to almost any position inside a bubble, while having someting sensible structure to act as a plausible shield generator.
Usage: Anchor the tower, then anchor the generator anywhere around the tower within a certain range, then when activating the shield, the generator would tune into the tower, and rotate towards the tower into its final position, before generating the pos shield.
Hitting the tower or the shield generator on warp in would result in a bump as usual.
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ShadowDraqon
The Quantum Company
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Posted - 2009.05.07 21:19:00 -
[1110]
Another idea: You know how all the structures in missions have these walls linking them? ... You know where I'm going with this... since something floating freely 10 km away yet still using the PG and CPU of the tower doesn't make sense.
Also, multi-tower POS complexes sounds interesting.
Anyway... *gets stick to flog that horse some more*
~ MED-SEC ~ AND The Blatantly Obvious |
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