| Pages: 1 2 3 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 4 post(s) |

Braaage
Laborius Chapter
|
Posted - 2007.08.05 11:49:00 -
[1]
Note these changes are currently on SISI (test server) and are subject to change/removal/dev manipulation before hitting TQ 
Currently on Sisi the Control Tower Fuel and Strontium are split into 2 bays. When you right click the control tower you have access fuel and access strontium bays.
This means you can no longer "tinker" with fuel and strontium amounts.
This means you can fuel a control tower to it's max without having to worry about strontium changes
This means you can MAX fuel both strontium and fuel in a tower all the time.
This means the MAX strontium in it's current form is 3333 (on a large tower) which is a max reinforced time of 22 hours.
In my opinion this is a good thing for POS management but is 22 hours enough?
Discuss
PS Please note the green bit at the top --------------------------------------------------------------------------------------- www.eve-guides.com POS, Outpost and Sovereignty info |

ToxicFire
Phoenix Knights Dark Nebula Galactic Empire
|
Posted - 2007.08.05 12:20:00 -
[2]
16 hours on a normal large pos, ouch find it weird that they use a 10'000m3 stront bay when stront is a 3m3 size bay should be a multiple of 3. Sig removed as it lacks EVE-related content. Mail [email protected] if you have questions. -Hango
|

DirtyHarry
Caldari Reikoku Band of Brothers
|
Posted - 2007.08.05 14:38:00 -
[3]
good change imo
Havocide - DirtyHarry |

Carniflex
Caldari Fallout Research Fallout Project
|
Posted - 2007.08.05 15:24:00 -
[4]
1 day should be enough to get defense operation going. Main idea of strontsium reserves is to make sure you get your word in on the defense front of it and wont get just ganked when your timezone is sleeping.
Current 3d 6h timer is indeed a bit silly (altho it opened up some possibilities of say - outmanuevering enemy dread pilots if you know they are at work inside week).
Overall good change so you will be able to maintain normal fuel levels without sacrificing your defece (by having to keep enough stronts in main area to be able to respond should it get attacked).
|

Serenity Steele
Dynamic Data Distribution Ministry of Information
|
Posted - 2007.08.05 19:53:00 -
[5]
Interesting. Thanks for pointing it out.
Makes sense that it would not be possible to tinker with the fuel/strontium ratio, however it doesn't suggest you can't tinker with strontium amounts? Is it no longer possible to remove strontium?
I could imagine that 22hrs will make a lot of POS alot more vulnerable, as it will no longer be up to the pure size of the defending force, but the speed at which they can gather up a group to defend.
At I guess, I'd say there are many who maintain stront at levels of 2-3 days in order to account for the reaction time and notice required by of their alliance/corp.
 Eve Strategic Maps - Outpost Alert - Sovereign Systems - Alliance Rank |

Braaage
Laborius Chapter
|
Posted - 2007.08.05 22:17:00 -
[6]
Yeh sure it's just like the fuel bay and you can remove strontium, but the max it will hold is 22 hours (large tower with Sov) or 16 hours (large tower without sov). --------------------------------------------------------------------------------------- www.eve-guides.com POS, Outpost and Sovereignty info |

Verite Rendition
Caldari AUS Corporation CORE.
|
Posted - 2007.08.05 22:52:00 -
[7]
Originally by: Serenity Steele
At I guess, I'd say there are many who maintain stront at levels of 2-3 days in order to account for the reaction time and notice required by of their alliance/corp.
22 hours is too short. 48 hours would seem to be the sweet spot, you get a whole day to plan/move assets, and then however much time you need for the clock to roll around to the time you want to fight at. ---- AUS Corp Lead Megalomanic |

deadtear
GoonFleet GoonSwarm
|
Posted - 2007.08.05 23:06:00 -
[8]
Originally by: DirtyHarry good change imo
So your poses only last for a day instead of 3? Isn't this counterintuitive to the way bob has been working lately?
Anyway no, it's not enough time, 48 hours, if not longer would be infinitely better.
|

HydroSan
GoonFleet GoonSwarm
|
Posted - 2007.08.05 23:26:00 -
[9]
Agreeing with 48 hours as a maximum.
|

Elmicker
The Phoenix Rising FreeFall Securities
|
Posted - 2007.08.06 01:29:00 -
[10]
Originally by: deadtear So your poses only last for a day instead of 3? Isn't this counterintuitive to the way bob has been working lately?
Leave the CAOD **** in CAOD.
This is actually a very, very good change.
It allows the system defender the advantage of exact choice of defense time, while limits the system attacker to under 16 hours, putting them at a serious disadvantage.
Also makes POS spamming harder, as you wont be able to keep the same POS holding the same moon for 2 days simply on stront.
|

Galston
|
Posted - 2007.08.06 06:31:00 -
[11]
Edited by: Galston on 06/08/2007 06:32:08
Originally by: DirtyHarry good change imo
Not surprising that you do. BoB has shown itself completely incapable of destroying even a single large POS of their enemies in weeks, while losing dozens and dozens themselves. This has been in large part due to the Coalition's ability to provide defensive support round the clock, something aided by the ability to time stront(which BoB has apparently consistently failed to do)
It has been repeatedly confirmed by BoB leadership that BoB higher-ups talk directly to CCP developers through IMs. BoB has defended this by saying that they use it to give "feedback" and "suggestions".
Given BoB's well demonstrated penchant for metagaming, bending rules, and breaking them to gain an advantage in-game, why is it so absurd to think that when dbp or Dianabolic or Sirmolle are chatting up the devs on MSN, they don't pass along suggestions that are meant to help BoB while labelling them as things that are good for the game as a whole?
I'm not saying that's how this decision came about. It is a rather bizarre change however, as it makes POS defense vastly more difficult, just after CCP rolled out an entire new sov system designed to do the exact opposite. And it does come after weeks of BoB being unable to take out a single RedSwarm POS while losing 50 or more of their own.
Even if there wasn't any BoB (mis)influence on the developers pushing for this change, it's still a bad one, and it still shows the dangers of favoritism.
Anyways, the point of stront timing is to make certain that the attackers can't simply use alarm clock ops and timezone differences to destroy enemy POSes without real resistance. This change makes that much more difficult, and is completely unnecessary. 48 hours could be workable, but 22 is far too short. |

Hrin
Minmatar Merch Industrial We Are Nice Guys
|
Posted - 2007.08.06 07:01:00 -
[12]
This is a horrible change. Its just not enough time to organize a fight. The stront timers were incorporated so that you wouldn't wake up one morning with all your poses destroyed with no chance to defend them. 22 hours is the max if you have SOV. So, for attackers, they get a max of 17 hours. Honestly, this makes defending a POS much more difficult.
Is this CCP's answer to the server lag in huge fights? Are they trying to eliminate those huge fleet battles by giving each side less time to marshal forces? This is a poor solution.
|

Arenis Xemdal
Amarr Evolution Band of Brothers
|
Posted - 2007.08.06 07:07:00 -
[13]
I could cool my Dual Giga Beams through many siege cycles with all the carebear tears in this thread.
|

pardux
The Collective Against ALL Authorities
|
Posted - 2007.08.06 07:12:00 -
[14]
Originally by: Arenis Xemdal I could cool my Dual Giga Beams through many siege cycles with all the carebear tears in this thread.
HI DIGI
|

sliver 0xD
Cosmic Odyssey YouWhat
|
Posted - 2007.08.06 07:13:00 -
[15]
Originally by: Hrin This is a horrible change. Its just not enough time to organize a fight. The stront timers were incorporated so that you wouldn't wake up one morning with all your poses destroyed with no chance to defend them. 22 hours is the max if you have SOV. So, for attackers, they get a max of 17 hours. Honestly, this makes defending a POS much more difficult.
Is this CCP's answer to the server lag in huge fights? Are they trying to eliminate those huge fleet battles by giving each side less time to marshal forces? This is a poor solution.
totaly agree.
at 2:00 eve time i go sleep. at that point the pos gets attacked. 8 hours later i wake up and go to work for 8 hours. after i come back there will be 6 hours left if i check my eve. and then we have to start to organize a counter attack ?
this wont get any fights. this will only result in allot of pos loss.
48 hours is much beter. |

Mahrin Skel
Imperium Technologies Firmus Ixion
|
Posted - 2007.08.06 08:33:00 -
[16]
This would hand one hell of an advantage to the agressor in a territorial conflict. Right now the only advantage the defender has is that he can choose the time of the second fight for a POS with a lot of flexibility to create the maximum inconvenience for the attacker. It takes a lot of time to organize a fleet op where capitals are involved, time the attacker is going to have (because he can do it all before the attack) and the defender is not (because he'd have, at most assuming Sov and high-grade Faction towers, 37 hours to get ready). We're going to see a *lot* of stations trading hands in blitz attacks. A day and a half is simply not enough time to organize a defense, call for allies, have them arrive, etc.
Combined with the new Sov rules and the uber-gimp POS guns we have now (a fleet of 40BS should not be able to take out a fully-fitted large POS, no matter how much time they have, in fact with enough time and stront a *single* dread could do it because even a maxed-out POS cannot kill a well-fitted Dread in siege), we're going to see large swaths of no-man's-land, where nobody is allowed to hold space long enough to establish Sov 3 or 4, seperating a comparative handful of alliances (less than a third of the current number of territorial alliances) that have Sov 3-4, jumpgate networks, etc. Those that live in that space will be much like those that live in NPC regions, trying to keep a low profile while living in space they can never actually own.
--Dave
|

Raphael Scoria
Caldari GoonFleet GoonSwarm
|
Posted - 2007.08.06 08:33:00 -
[17]
Edited by: Raphael Scoria on 06/08/2007 08:36:01 Hehe, how extraordinary that the first major change to PoS warfare for years happens as a certain alliance are getting hammered in a PoS war.
Anyway, for all that it makes things a lottery, it's probably a positive change for the coalition in the long run. People are going to have to depend for PoS defence on their allies in different time zones. We have RA and TCF. Bob have Rise, Corm, Soco and RMF. Contrast and compare.
Edit: Oh, and Mahrin is right about the effects, at least as far as a certain over-extended alliance is concerned. FREGE showed brilliantly how vulnerable such a group are to simultaneous attacks on resources in many different locations.
|

Zombie Network
|
Posted - 2007.08.06 09:00:00 -
[18]
Originally by: sliver 0xD at 2:00 eve time i go sleep. at that point the pos gets attacked. 8 hours later i wake up and go to work for 8 hours. after i come back there will be 6 hours left if i check my eve. and then we have to start to organize a counter attack ?
This cannot be stressed enough. With good timing, this makes it possible to kill a tower before the defender even has a chance to rally the troops.
It also messes with cross-timezone conflicts. Hit a tower at 4am, and it will come out at 2am or if you have someone online at that time to time the stront you could set it to 9-10pm that day, but considering that most people (including leadership) won't get home from school/work and login to find out what is happening until around 7pm, that only gives 2 hours to arrange a system defense and get everybody into position.
I don't think ANYONE likes the idea of logging on in the evening to find all your towers coming out of reinforced in the next few hours.
The 'standard' amount of stront I have seen people use for timing is either 36 or 48 hours depending on circumstance. This allows the defender enough time to organise a defense in their timezone. Considering the cost and vulnerability of towers, 48 hours seems like a good upper cap, no this 16-22 crap which is going to end up with alliances falling before they realise they have been attacked.
CCP have put a lot of work recently into allowing alliances to secure their territory, a change like this which doubles the vulnerability of systems to suprise sieges seems counter-intuitive. I would love to know their thoughts behind this change.
|

zykerx
Pegasus Mining and Securities R0ADKILL
|
Posted - 2007.08.06 09:03:00 -
[19]
i remember the day when i did put 4 days strontium in a tower 
man were the enemies disapointed  .
"MY COMMENTS IN NO WAY REFLECT MY CORP OR ALLIANCE"
|

Redback911
Malevolent Intentions Chaos Incarnate.
|
Posted - 2007.08.06 09:07:00 -
[20]
48 hrs required, if only to allow for 36 hour ranges - shift timezone and allow for defence deployment.
|

Hohne
Antares Fleet Yards SMASH Alliance
|
Posted - 2007.08.06 09:12:00 -
[21]
Edited by: Hohne on 06/08/2007 09:13:00 ?
22hrs ? Ok, so go declare war on a corp with an empire POS,... do nothing for a few weeks, then put their POS into reinfoced.
22hrs will not be enough time for them to get allies to dec the attacking corp.
This will also mean that people can attack a POS with the knowledge that if they time it right, it can come out on what can still be a weekend for them, but not for their enemy.
TBH I don't think 36 hours is unreasonable, and IMO is the bare minimum. 4 days is pretty extreme, but I think that option should be available.
|

Kayl Breinhar
Gallente GoonFleet GoonSwarm
|
Posted - 2007.08.06 09:14:00 -
[22]
Originally by: Arenis Xemdal I could cool my Dual Giga Beams through many siege cycles with all the carebear tears in this thread.
And I can't decide which post is less productive. Your pitiful attempt at an RP troll, or Raphael's tinfoil post.
I'm actually leaning towards Raph, but it's an infinitesmal lean.
|

The Medusa
Minmatar DarkStar 1 GoonSwarm
|
Posted - 2007.08.06 09:53:00 -
[23]
hmm... This favors the side that can log in 500+ pilots right after DT...
I think I might have to get a VPN to my home network now so I can put my 6 rifter-alts with protocloaks into any system that needs defending....
yarrrr!!!
|
|

CCP Greyscale

|
Posted - 2007.08.06 10:37:00 -
[24]
The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
|
|

Ifni
Applied Eugenics
|
Posted - 2007.08.06 11:21:00 -
[25]
Shorter POS reinforced times = win.
With higher levels of sovereignty its already hard to get an established alliance into trouble for their space. By reducing the amount of time they can ignore the impending doom for, means the quicker you can get on with conquering them.
Less timesinks = win.
You take what is offered. And that must sometimes be enough. |

StarCommWraith
Gallente GoonFleet GoonSwarm
|
Posted - 2007.08.06 11:41:00 -
[26]
Ifni I think that was the dumbest thing you ever posted because 22 hours is very very hard to organize a defense. I do not see how any rational person could think otherwise but I dunno maybe you should try POS warfare before you make opinions on the matter.
|

Shin Ra
Origin Unknown.
|
Posted - 2007.08.06 12:28:00 -
[27]
Originally by: CCP Greyscale The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
So how big can we expect each bay to be?
|

Braaage
Laborius Chapter
|
Posted - 2007.08.06 12:34:00 -
[28]
Edited by: Braaage on 06/08/2007 12:35:09 I did emphasise the fact this was on Sisi and may probably change before hitting TQ.
I like the idea of a separate Stront bay but the reason I posted was personally I thought 16-22 hrs was too short.
36ish hrs somewhere would be much better.
Oh and make the bay divisable by 3  --------------------------------------------------------------------------------------- www.eve-guides.com POS, Outpost and Sovereignty info |

Gragnor
Ordos Humanitas FREGE Alliance
|
Posted - 2007.08.06 12:38:00 -
[29]
The big issue is how do we prevent POS spamming. When will there be a finite level to which POS's cannot be spammed any further to stop the CVA/UK debacle where I heard some 54 moons ended up with a tower on them?
The restriction on POS tower fuel bay strontium size is fair compared to Sovreignty Level 3 advantages (cyno jamming).
|

Ifni
Applied Eugenics
|
Posted - 2007.08.06 14:49:00 -
[30]
Originally by: StarCommWraith Ifni I think that was the dumbest thing you ever posted because 22 hours is very very hard to organize a defense. I do not see how any rational person could think otherwise but I dunno maybe you should try POS warfare before you make opinions on the matter.
Right. Yes. I have absolutely no idea what I'm talking about. Just ignore me and my posts on all topics relating to POS' and their ilk.
Or, you could actually stop thinking you know everything about me and what I've done in my EVE career, and consider the impact of the changes. 22 hours, if that is what it will be, reduces the protracted waiting period for POS warfare. Sure, as the defender, it makes life harder, but then as the aggressors yourselves does it not help you?
Nothing will stop the POS pingpong since each side drags the other down to the lowest common denominator, this being Sov 1, and then fights there. By limiting the amount of fuel in the POS' you are limiting the amount of time spent sitting on your backsides building upto a giant fleet which eventually crashes the node and makes it unplayable, for attacker and defender alike.
I won't deny, it means that if you have a Titan in build, and it comes under siege on a Wednesday night, it is going to be hard to gather people to defend it for the Thursday night. But, what it also means is that when you do the same to your enemies, the chance of you succeeding in destroying the target POS is higher too. By having it suddenly hit the fan, it's limiting the potential prep period for a node crashing megablob, on both sides, and actually encouraging you to fight without tsaid megablob ruining it for everyone.
What works against you, works against your enemies, and vice versa.
You take what is offered. And that must sometimes be enough. |
|

CCP Greyscale

|
Posted - 2007.08.06 14:53:00 -
[31]
Edited by: CCP Greyscale on 06/08/2007 15:05:01
Originally by: CCP Greyscale The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
The main change here is to fuel bay sizes, which are roughly doubling in capacity. In order to accommodate this without making strontium loads ridiculous, we're implementing a separate strontium bay. Due to the need to move all strontium into its own bay during the patch, the strontium bay has to be as big as the current starbase fuel bays. If we get the opportunity to revisit reinforcement timers in future they may be adjusted down slightly, but for now we're constrained by circumstance.
If we do revisit reinforcement timers, it's unlikely right now that we'll use them to swing the balance of starbase warfare massively in favour of the attacking alliance as that doesn't look like it would improve starbase warfare.
|
|

Braaage
Laborius Chapter
|
Posted - 2007.08.06 15:21:00 -
[32]
Greyscale we were talking about this yesterday in IRC and there is a way it could be implemented with a reduced strontium bay capacity.
On a large tower the fuel bay is the same size as it is on TQ.
So, why not set the strontium bay size to a fixed level and move the strontium across into the bay. If however, there is more strontium in the fuel bay than the strontium bay can hold then the excess is left in the fuel bay, but it will not be used when a tower goes into reinforced mode.
This then leaves the POS owner with the ability to remove the excess so he could use the full fuel bay for fuel. --------------------------------------------------------------------------------------- www.eve-guides.com POS, Outpost and Sovereignty info |

ElfeGER
Black Nova Corp Band of Brothers
|
Posted - 2007.08.06 17:18:00 -
[33]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 06/08/2007 15:05:01
Originally by: CCP Greyscale The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
The main change here is to fuel bay sizes, which are roughly doubling in capacity. In order to accommodate this without making strontium loads ridiculous, we're implementing a separate strontium bay. Due to the need to move all strontium into its own bay during the patch, the strontium bay has to be as big as the current starbase fuel bays. If we get the opportunity to revisit reinforcement timers in future they may be adjusted down slightly, but for now we're constrained by circumstance.
If we do revisit reinforcement timers, it's unlikely right now that we'll use them to swing the balance of starbase warfare massively in favour of the attacking alliance as that doesn't look like it would improve starbase warfare.
how about moving the excess stront into the fuel bay on patch day? reinforce only from stront bay stront in the normal fuel bay can only be removed or allow ppl to store stront in there but it's ignored
|

Dal Thrax
Multiverse Corporation The Core Collective
|
Posted - 2007.08.06 17:37:00 -
[34]
Originally by: CCP Greyscale The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
If stront is in it's own separate bay, how about letting the defender pick the time the POS comes out instead of having to fiddle with the stront?
Dal
Originally by: Seleene It seems to me that 'independence' is a relative term these days, determined mainly by the size and number of your guns.
|

Donathan Slade
Kay Korporation Knights Of the Southerncross
|
Posted - 2007.08.06 17:50:00 -
[35]
Edited by: Donathan Slade on 06/08/2007 17:52:42 I still liked to decide how much stront I want in my tower. If I want 12 hours, fine. if I want 1d16h (6000 stront with sov in large) then I should be able to do so. This way I can put how much I WANT with respect to how often I want to refuel my tower... or how little(for people who want less stront).
It should be our choice, not limited to CCP saying you can only use so much stront. What about those people who are in empire and have no need for stront? This will make them be able to store less fuel. Now, I'm in 0.0 and I don't care, but its still an issue from both sides.
Edit:
I didn't read CPP response on the 2nd page. Ok, double fuel bay, thats nice. HOWEVER! Why not have us move all the fuel and just design it so that it only burns stront from the stront bay and not the fuel bay? So, if there is stront in the fuel bay, it doesn't get used. And if you were to move, only move to max and still implement the same feature.
If you don't deal with this now, a full bay is still like... god aufull 4+ days of stront. Meaning, thats insane!
|

KHEN
New Horizons
|
Posted - 2007.08.06 17:55:00 -
[36]
Edited by: KHEN on 06/08/2007 17:55:33
Originally by: CCP Greyscale
The main change here is to fuel bay sizes, which are roughly doubling in capacity.
Some of the Major improvements done in EVE till now (Thank you so much) : - Warp to 0 - Freighters at POS - WCS Nerf - Gallente Silos Fix
Improvements in progress : - Fueling POS once per 2 weeks, once per 18+ days for faction towers, yeah ! 
Remaining to do for POS (please): - Onlining more than one structure at once ! - Decrease unanchoring timer or allow to unanchor more than one structure at once
|

Donathan Slade
Kay Korporation Knights Of the Southerncross
|
Posted - 2007.08.06 18:34:00 -
[37]
Whats wrong with the universal 1 Minute un-anchoring time for ALL modules?
|

iqplayer
Caldari Dragon's Rage Intrepid Crossing
|
Posted - 2007.08.06 19:41:00 -
[38]
Edited by: iqplayer on 06/08/2007 19:41:57
Originally by: CCP Greyscale Edited by: CCP Greyscale on 06/08/2007 15:05:01
Originally by: CCP Greyscale The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
The main change here is to fuel bay sizes, which are roughly doubling in capacity. In order to accommodate this without making strontium loads ridiculous, we're implementing a separate strontium bay. Due to the need to move all strontium into its own bay during the patch, the strontium bay has to be as big as the current starbase fuel bays. If we get the opportunity to revisit reinforcement timers in future they may be adjusted down slightly, but for now we're constrained by circumstance.
If we do revisit reinforcement timers, it's unlikely right now that we'll use them to swing the balance of starbase warfare massively in favour of the attacking alliance as that doesn't look like it would improve starbase warfare.
I think some are missing the points of what Greyscale is saying here in relation to how CCP sees the balance of Stront timers.
This change is NOT to remove the possibility of 4 day stront timers, it's to increase the other fuel times. The *easiest* way to do this without changing the current reinforced values is to make the new stront bay the same size as the whole fuel bay now.
Given the 2nd comment, CCP also feels that reducing the Stront timer would favor the attacker (and many have already commented on this) and that they don't see a need to give the attacker any more ground than they've already got - which makes sense, because even with this change, the attacker still has the choice of when to attack, while the defender doesn't get that chance unless they are online for the attack and tweak stront during the attack. Really, I think it would be very fair for CCP to implement a 4 day stront timer *and* allow the defender to pick the exact time of reinforcement ending on the last day (though this time could be set ahead of time, and unable to change during the attack). This would balance nicely, as for the first attack, the attacker has as much time as they need/want to prep the attack, and can choose whatever time they like to engage. Then the defender would have up to 4 days (which should be plenty to arrange defenses) and get to pick the exact time of the final battle.
Would it make a successful attack harder? Certainly. Still, I think it would be more balanced. Would it lead to defenders always setting 'off hours' final battles? Possibly, but that would be a risk as well, since if the attackers chose to attack at the off hours time, there would be noone around to defend. The system isn't perfect, as RL demands like work/school/sleep can still be manipulated in attack/defense, but at least this way both sides would have the same potential to excercise the tactic.
|

zykerx
Pegasus Mining and Securities R0ADKILL
|
Posted - 2007.08.06 20:56:00 -
[39]
Edited by: zykerx on 06/08/2007 20:56:24
Originally by: CCP Greyscale Edited by: CCP Greyscale on 06/08/2007 15:05:01
Originally by: CCP Greyscale The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
The main change here is to fuel bay sizes, which are roughly doubling in capacity. In order to accommodate this without making strontium loads ridiculous, we're implementing a separate strontium bay. Due to the need to move all strontium into its own bay during the patch, the strontium bay has to be as big as the current starbase fuel bays. If we get the opportunity to revisit reinforcement timers in future they may be adjusted down slightly, but for now we're constrained by circumstance.
If we do revisit reinforcement timers, it's unlikely right now that we'll use them to swing the balance of starbase warfare massively in favour of the attacking alliance as that doesn't look like it would improve starbase warfare.
thats cool, when is it coming ?
as refeuling posses is rly a boring timesink i hope this bigger feulbay comes sooon
btw also fix the unanchoring times, thats yust nuts .
"MY COMMENTS IN NO WAY REFLECT MY CORP OR ALLIANCE"
|
|

CCP Greyscale

|
Posted - 2007.08.06 20:58:00 -
[40]
To be completely clear, we're not saying that we will never change the maximum reinforcement length. We did in fact discuss a reduction of timer length as part of this change, but technical considerations have prompted us to shelve that discussion for now. The context of the discussion though was in terms of reducing the defender's ability to delay everything by loading as much strontium as possible, not in terms of reducing or removing the defender's ability to stage a decently-prepared defence in a timezone of their choosing.
|
|

Murukan
Minmatar Infortunatus Eventus Cruel Intentions
|
Posted - 2007.08.06 21:08:00 -
[41]
22 hours is perfect imo. Ignore the goon tears. With the silly defenses pos can reach nowadays making it easier to kill them is a definate plus.
Manlove by Zaphod Jones
|

KHEN
New Horizons
|
Posted - 2007.08.06 23:51:00 -
[42]
Originally by: Donathan Slade Whats wrong with the universal 1 Minute un-anchoring time for ALL modules?
it's not universal 
|

Jurgen Cartis
Caldari Interstellar Corporation of Exploration
|
Posted - 2007.08.06 23:55:00 -
[43]
Originally by: CCP Greyscale
The main change here is to fuel bay sizes, which are roughly doubling in capacity.
I think you just made every POS logistics director in eve love you. -------------------------------------------------- ICE Blueprint Sales |

Xeliya
Eternity INC. Mercenary Coalition
|
Posted - 2007.08.07 00:13:00 -
[44]
Need to allow 48 hours otherwise the attacking force will have a HUGE upper hand of already being assembled.
Otherwise this is a long over due change.
Any news on fixing POS lock times?
|

DeltaH
NOBODY Inc.
|
Posted - 2007.08.07 00:20:00 -
[45]
22 hours is awesome change. It speeds things up. In POS war there are no attackers and defenders. If you want to capture a system both sides put POS out, so both sides play by the same advantages and disadvantages. The only one sided advantage would be given to the current sov holder who has the fuel bonus.
Don't be timid, make the change!
|

Neurotic Cat
Gallente Sharks With Frickin' Laser Beams Mercenary Coalition
|
Posted - 2007.08.07 00:32:00 -
[46]
Double the fuel capacity 4tw!!!!! This will cut my pos fueling time in half and give us all more time to *play* the game. 
Hurry up and get this onto the production servers!
|

Atrisha
Sharks With Frickin' Laser Beams Mercenary Coalition
|
Posted - 2007.08.07 00:34:00 -
[47]
My take on Strontium Clathrates so far has been the following:
When a POS is put into reinforced, two time periods follow (for the defender):
1. The "rally the troops" period. 2. The "wait until a favorable time of day" period.
Because period 2 can be as short as just a few hours, which is not enough time to incorporate period 1, my suggestion is to allow people 24 hours for period 1. Period 2, which allows you to pick the time of day that you want the POS to come out of reinforced, can be as long as 22 or 23 hours. Therefore, I think Strontium bays should have enough room for 48 hours of reinforced mode.
That said, I'm not sure which tower configuration should get 48 hours. Large towers without sovereignty certainly should not have that space (as it would be extended with sovereignty). I would be inclined to have "normal" large towers with sovereignty give 48 hours maximum, with faction towers with sovereignty getting a little bit extra. On the other hand, you could have faction towers with sovereignty getting the full 48 hours (more incentive to buy them!), and the give the rest shorter maximum periods. I'm also a fan of the idea that the strontium bay gets locked when the POS comes under attack.
Either way, I'm happy about the fuel bay size change. 
|

WarMongeer
|
Posted - 2007.08.07 01:43:00 -
[48]
Originally by: Ifni Shorter POS reinforced times = win.
With higher levels of sovereignty its already hard to get an established alliance into trouble for their space. By reducing the amount of time they can ignore the impending doom for, means the quicker you can get on with conquering them.
Less timesinks = win.
So says the boy with nothing to defend. This change would punish everyone but the attacker. It'd be especially dificult as stated above multiple times to people who work full time and can only play once a day, and who have corpmates with similar situations in the same timezone.
Increase to 36 hours at least.
|

mamolian
M. Corp M. PIRE
|
Posted - 2007.08.07 02:20:00 -
[49]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 06/08/2007 15:05:01
Originally by: CCP Greyscale The authoring changes required to support the code changes here haven't made it onto SiSi yet, so the bay sizes are incorrect.
The main change here is to fuel bay sizes, which are roughly doubling in capacity. In order to accommodate this without making strontium loads ridiculous, we're implementing a separate strontium bay. Due to the need to move all strontium into its own bay during the patch, the strontium bay has to be as big as the current starbase fuel bays. If we get the opportunity to revisit reinforcement timers in future they may be adjusted down slightly, but for now we're constrained by circumstance.
If we do revisit reinforcement timers, it's unlikely right now that we'll use them to swing the balance of starbase warfare massively in favour of the attacking alliance as that doesn't look like it would improve starbase warfare.
Thank god.. Increased capacity in fuel bays, a change to POS that Directors everywhere will rejoice at.. And as for the strontium changes.. Please don't nerf the Defenders ability to marshal its forces.. It can take many many hours, or even days to get the numbers, and logistics in place to match a force thats been planning an attack for weeks.
-------------------------------
|

sliver 0xD
Cosmic Odyssey YouWhat
|
Posted - 2007.08.07 02:22:00 -
[50]
Edited by: sliver 0xD on 07/08/2007 02:23:08
Originally by: Atrisha My take on Strontium Clathrates so far has been the following:
When a POS is put into reinforced, two time periods follow (for the defender):
1. The "rally the troops" period. 2. The "wait until a favorable time of day" period.
...
Either way, I'm happy about the fuel bay size change. 
i agree with atrisha on many points. and that was also my inention to point out in my firstpost.
and i love the idea of seperate fuel bays becouse stronium amounts are important. i dont want corp members to fool around with it to get more days of normal fuel :P so unprofecional :P
i totaly agree on the idea of giveing a pos with sov bonus the litle bit of extra time. tho i think that 48 hours should be the absolute max. an assault on a space should not be delaied becosue someone tought it was fun to put 3 or 4 days strontium in the pos.
also keep in mind a assault on a pos starts at 0 hours and the pos goes into siege 1 or 2hours later. u can reduct about 2hours to faivor the attacker so that the max filled pos will come out of reinforce the exact same time as the attackers began. being there main timezone this will benefit the attacker.
ow and i wanted to add. keep in mind that its not about the pos but about the fight over the pos. see the pos as a way of makeing a agrement with the rivals to do a fleet batle. (or maybe u dont want us to fleet batle due to lag :P)
sure you will find a nice amount :P grtz, |

Howling Jinn
Kongsberg Vaapenfabrikk Amarr branch.
|
Posted - 2007.08.07 03:46:00 -
[51]
Originally by: Neurotic Cat
Double the fuel capacity 4tw!!!!! This will cut my pos fueling time in half and give us all more time to *play* the game. 
Hurry up and get this onto the production servers!
Originally by: Xeliya Edited by: Xeliya on 07/08/2007 00:25:28
Need to allow 48 hours otherwise the attacking force will have a HUGE upper hand of already being assembled.
Otherwise this is a long over due change.
Any news on fixing POS lock times or fixing external mods being a pain in the butt to kill after the tower is gone which has resulted in the most annoying POS spam. Should just make all the mods go pop then the tower dies TBH.
Originally by: Murukan 22 hours is perfect imo. Ignore the goon tears. With the silly defenses pos can reach nowadays making it easier to kill them is a definate plus.
|

Ifni
Applied Eugenics
|
Posted - 2007.08.07 11:19:00 -
[52]
Originally by: WarMongeer
Originally by: Ifni Shorter POS reinforced times = win.
With higher levels of sovereignty its already hard to get an established alliance into trouble for their space. By reducing the amount of time they can ignore the impending doom for, means the quicker you can get on with conquering them.
Less timesinks = win.
So says the boy with nothing to defend. This change would punish everyone but the attacker. It'd be especially dificult as stated above multiple times to people who work full time and can only play once a day, and who have corpmates with similar situations in the same timezone.
Increase to 36 hours at least.
This boy used to run a series of POS' in lowsec churning out t2 comps. The load was spread across myself and some friends, but I perfectly understand the complaints being levelled at the reduced timer. I still think it's better since it encourages a more dynamic situation.
Not everyone has a hard on for node crashing gangs.
You take what is offered. And that must sometimes be enough. |

Nyphur
Pillowsoft
|
Posted - 2007.08.07 17:08:00 -
[53]
Edited by: Nyphur on 07/08/2007 17:09:13 This looks like the first step to (hopefully) increasing fuel capacity of POS so they can hold a month's fuel at a time. That would make frieghters incredibly useful and help stop POS being a second job. If they did increase fuel tank sizes by a factor of about four and split strontium into a second tank, they'd also need to increase silo sizes by a factor of four to stop emptying and filling THOSE being a second job.
EDIT: Didn't read page 2, so fuel bays are doubling. That's fine but double isn't good enough. I'd have to refuel every two weeks instead of one, that just halves the workload on refueling but doesn't affect the workload on silos at all.
Eve-Tanking.com - We're sorry, something happened. |
|

CCP Greyscale

|
Posted - 2007.08.07 18:00:00 -
[54]
Boosting the fuel bay size of a large tower to the intended size of 110,000m3 gives you ~19 days fuel without sov, ~25.5 days with sovereignty level 1 and ~27 days with constellation sovereignty. We were aiming at a maximum fuelling interval of four weeks, and these numbers put us in the right area. I'll have a look at the silo situation tomorrow, but that's a purely industrial matter so it'll need to be looked at just from an industry perspective.
|
|

Flora Chase
|
Posted - 2007.08.07 18:48:00 -
[55]
I'd like to join with others in applauding the increase in fuel capacity of POS.
But about reinforced mode: If we all lived in the eve universe all the time (or had time to play 16 hours a day) then a 12 or 18 hour reinforced mode period would be fine, giving time for assembling a fleet to defend perhaps. But in reality the players of EVE live busy lives, across the globe; those factors shouldn't be exploitable as a game mechanic.
Players are separated by the twin factors of time zone and RL commitments. In order to mitigate this POS need to allow for both time to organize defense (short) and time to move aside RL commitments and adjust for time zones. The suggested on 48 hours would probably be ok.
|

ghosttr
Amarr ARK-CORP FREGE Alliance
|
Posted - 2007.08.07 19:00:00 -
[56]
I like the idea of less grind for fueling poses, and limiting the amount of time a tower can stay in reinforced. But if your going to remove the grind you should also do a little to fix the pos warfare.
Most people are saying 48 hours, but i think thats still too long. The thing that makes pos warfare so bring is that you can attack on friday and the stront wont run out till 4am on wednesday.
Need a maximum of 36 hours, that should give ample time. POS strategy should be more than 'wait till the weekend is over' . Do not read this thread!!!
|

Peri Helion
Amarr Omega Whiskey Tango Foxtrot Curatores Veritatis Alliance
|
Posted - 2007.08.07 19:25:00 -
[57]
Originally by: CCP Greyscale Boosting the fuel bay size of a large tower to the intended size of 110,000m3 gives you ~19 days fuel without sov, ~25.5 days with sovereignty level 1 and ~27 days with constellation sovereignty. We were aiming at a maximum fuelling interval of four weeks, and these numbers put us in the right area. I'll have a look at the silo situation tomorrow, but that's a purely industrial matter so it'll need to be looked at just from an industry perspective.
Thank you. If someone at least evaluated the impact on the game balance if this were to occur and made a statement to the effect "we looked at it and we [are] or [are not] increasing the silo capacity by x amount" I would be very happy.
|

Amerame
Section XIII
|
Posted - 2007.08.07 19:59:00 -
[58]
I think shorter reinforced timer will encourage massive blobbing during the weekend, with less than 48 hours stront you could just get everyone you can for 1 weekend and take 1 system that way, you'll get massive slugfest involving 1000+ pilots during the weekend to clean a system. All alliances can get the most numbers during the weekend, it's much easier to have people from all time zone online at any given time during the weekend.
So, to avoid the massive weekend blobbing blitzkrieg, you need at least 60 hours of strontium, anyway a siege is supposed to be long, with constellation sov not dropping for a week, the PoS spam limitation, I think CCP has been moving constantly toward spreading the battle over the time (which is good) rather than incitating players to blob 1 day to achieve objectives, those are definitely things that can significantly reduce the blob.
|

Nyphur
Pillowsoft
|
Posted - 2007.08.08 16:32:00 -
[59]
Edited by: Nyphur on 08/08/2007 16:34:35
Originally by: CCP Greyscale Boosting the fuel bay size of a large tower to the intended size of 110,000m3 gives you ~19 days fuel without sov, ~25.5 days with sovereignty level 1 and ~27 days with constellation sovereignty. We were aiming at a maximum fuelling interval of four weeks, and these numbers put us in the right area. I'll have a look at the silo situation tomorrow, but that's a purely industrial matter so it'll need to be looked at just from an industry perspective.
Thanks :D. 4 weeks with max sov is a good idea as it gives benefits to 0.0 and reduces the workload of people running sov-keepers but keep in mind that people run reactors in lowsec and those currently need to be tended to at the very longest weekly, both on fuel and silos. Even on a gallente towers with the silo size bonus, they fill up far too quickly, in my opinion. It's become like a second job for a lot of people :/.
Eve-Tanking.com - We're sorry, something happened. |

Lance Mercer
|
Posted - 2007.08.08 17:43:00 -
[60]
Originally by: Mahrin Skel This would hand one hell of an advantage to the agressor in a territorial conflict. Right now the only advantage the defender has is that he can choose the time of the second fight for a POS with a lot of flexibility to create the maximum inconvenience for the attacker. It takes a lot of time to organize a fleet op where capitals are involved, time the attacker is going to have (because he can do it all before the attack) and the defender is not (because he'd have, at most assuming Sov and high-grade Faction towers, 37 hours to get ready). We're going to see a *lot* of stations trading hands in blitz attacks. A day and a half is simply not enough time to organize a defense, call for allies, have them arrive, etc.
Combined with the new Sov rules and the uber-gimp POS guns we have now (a fleet of 40BS should not be able to take out a fully-fitted large POS, no matter how much time they have, in fact with enough time and stront a *single* dread could do it because even a maxed-out POS cannot kill a well-fitted Dread in siege), we're going to see large swaths of no-man's-land, where nobody is allowed to hold space long enough to establish Sov 3 or 4, seperating a comparative handful of alliances (less than a third of the current number of territorial alliances) that have Sov 3-4, jumpgate networks, etc. Those that live in that space will be much like those that live in NPC regions, trying to keep a low profile while living in space they can never actually own.
--Dave
Your saying a large maxed out POS cant take out a dread in seige?? does this also include the skill starbase defense operations.. you know the ability to actually operate these guns we spend million on to defend our space...I was thinking that a few 3-4 large AC or artiliry batteries could do the job just fine.. go ahead and let him drop into seige mode that means for 300secs hes stuck, allowing me to focus fire all these guns on his silly bum. 40BS!!! thats alot of fire power 3-4 MED AC's will widdle that down nicelly when controlled by a player. I admit the whole control tower randomelly moving targets is a pain in the ass thats why I spent 2 months training to defend my billion ISK investment. now I understand the that reaction time is critical, SO why is it that a corp or Allaince is stuck to one time zone? My corp or allaince is comprised of about half and half US and EURO players... theres a reason for that.
|

Roemy Schneider
BINFORD
|
Posted - 2007.08.08 17:55:00 -
[61]
Edited by: Roemy Schneider on 08/08/2007 18:00:37 with consumption unchanged ('cept faction towers) and giant secures no longer "jump'able", it's still (very roughly) 20% more work than a couple of weeks ago - the actual fueling is not that big a deal with (offline) hangar arrays. can't wait for the ORE cap ship though :o
anyway; i wouldn't mind 16h/22h/24h reinforced timers... (20h/27h/30h for "commander" towers)
but 18.000m¦ stronz-bay would be as far as i'd go: 30h/40h/44h (37h/50h/55h for "commander" towers) - putting the gist back into logistics |

Hohne
Antares Fleet Yards SMASH Alliance
|
Posted - 2007.08.08 18:58:00 -
[62]
So wait, the summary is that:
Stront will be status quo, or infact better (being as it won't be taking fuel space) Fuel will be more than 2x as long more so due to not having stront in there.
WIN
As for silos, maybe increased, though you still want the amarr/gallente silo bonuses to mean something. And what I'd really really like is a reduction in complex material physical size.
|

Nyphur
Pillowsoft
|
Posted - 2007.08.08 22:40:00 -
[63]
Originally by: Lance Mercer Your saying a large maxed out POS cant take out a dread in seige?? does this also include the skill starbase defense operations.. you know the ability to actually operate these guns we spend million on to defend our space...I was thinking that a few 3-4 large AC or artiliry batteries could do the job just fine.. go ahead and let him drop into seige mode that means for 300secs hes stuck, allowing me to focus fire all these guns on his silly bum. 40BS!!! thats alot of fire power 3-4 MED AC's will widdle that down nicelly when controlled by a player. I admit the whole control tower randomelly moving targets is a pain in the ass thats why I spent 2 months training to defend my billion ISK investment. now I understand the that reaction time is critical, SO why is it that a corp or Allaince is stuck to one time zone? My corp or allaince is comprised of about half and half US and EURO players... theres a reason for that.
Siege mode lasts for 10 minutes (600 seconds), not 300 seconds. Focusing POS guns requires anchoring level 5 as a pre-requisite of the skill used, meaning it's not something that's accessible to most people. Additionally, only one gun per level can be controlled so you can't just point all the guns at him unless you have several pilots in your corp who have trained the skill. Are you seriously suggesting that a requirement for owning POS should be that you have a dozen people online at every timezone with the starbase defence skill trained?
Even controlling 3-4 large guns and directing them at a single sieging dread, you won't even put a dent in his tank without a stack of neut batteries thrown in. Currently, a single dread can tank an entire large "death star" set up POS. If it uses neut batteries, however, he'll need capacitor support. And all this assumes that he doesn't simply disable your guns or that you have carriers online and in place to repair them.
Eve-Tanking.com - We're sorry, something happened. |

Verite Rendition
Caldari AUS Corporation CORE.
|
Posted - 2007.08.09 00:00:00 -
[64]
Originally by: Nyphur Edited by: Nyphur on 08/08/2007 16:34:35
Originally by: CCP Greyscale Boosting the fuel bay size of a large tower to the intended size of 110,000m3 gives you ~19 days fuel without sov, ~25.5 days with sovereignty level 1 and ~27 days with constellation sovereignty. We were aiming at a maximum fuelling interval of four weeks, and these numbers put us in the right area. I'll have a look at the silo situation tomorrow, but that's a purely industrial matter so it'll need to be looked at just from an industry perspective.
Thanks :D. 4 weeks with max sov is a good idea as it gives benefits to 0.0 and reduces the workload of people running sov-keepers but keep in mind that people run reactors in lowsec and those currently need to be tended to at the very longest weekly, both on fuel and silos. Even on a gallente towers with the silo size bonus, they fill up far too quickly, in my opinion. It's become like a second job for a lot of people :/.
Just how bad is it with the Gallente bonus? I'm looking at my mining operations right now, and it doesn't seem like it would be too hard to adapt by switching to the Gallente towers or adding another silo here and there. ---- AUS Corp Lead Megalomanic |

Ramblin Man
Empyreum
|
Posted - 2007.08.09 02:02:00 -
[65]
Originally by: Verite Rendition
Originally by: Nyphur Edited by: Nyphur on 08/08/2007 16:34:35
Originally by: CCP Greyscale Boosting the fuel bay size of a large tower to the intended size of 110,000m3 gives you ~19 days fuel without sov, ~25.5 days with sovereignty level 1 and ~27 days with constellation sovereignty. We were aiming at a maximum fuelling interval of four weeks, and these numbers put us in the right area. I'll have a look at the silo situation tomorrow, but that's a purely industrial matter so it'll need to be looked at just from an industry perspective.
Thanks :D. 4 weeks with max sov is a good idea as it gives benefits to 0.0 and reduces the workload of people running sov-keepers but keep in mind that people run reactors in lowsec and those currently need to be tended to at the very longest weekly, both on fuel and silos. Even on a gallente towers with the silo size bonus, they fill up far too quickly, in my opinion. It's become like a second job for a lot of people :/.
Just how bad is it with the Gallente bonus? I'm looking at my mining operations right now, and it doesn't seem like it would be too hard to adapt by switching to the Gallente towers or adding another silo here and there.
Carbides, which I think are the worst, are 500 m3/hr, which gives you 40 hours in a Caldari/Minmatar and 80 hours in a Gallente. Tbh, they really need more expensive "double-silos" or the like, as there's usually just that one that fills twice or three times as quickly as everything else.
|

Malachon Draco
eXceed Inc. INVICTUS.
|
Posted - 2007.08.09 07:26:00 -
[66]
Silos could certainly benefit from some love. Or even better, change the reactions a bit. If you reduce the size of complex reaction output to a 3rd to a quarter of the current size per unit, you solve the silo-size problem at the same time as you solve the problem that transporting all those complex reactions take a ****ton of logistics.
And while you are at it, could you look into letting the silos be emptied while online? Its an annoyance having to offline 3 silos, empty one, fill the other two with materials, and then have to sit there another 6 mins to start onlining the other 2... Pointless timesink to be honest.
------------------------------------------------ Murphy's Golden Rule: Whoever has the gold, makes the rules.
|

Nyphur
Pillowsoft
|
Posted - 2007.08.09 11:12:00 -
[67]
Edited by: Nyphur on 09/08/2007 11:18:26
Originally by: Verite Rendition Just how bad is it with the Gallente bonus? I'm looking at my mining operations right now, and it doesn't seem like it would be too hard to adapt by switching to the Gallente towers or adding another silo here and there.
Even using multiple silos in an inefficient setup, you need to tend to your POS weekly. The intermediary silos fill weekly and the output can be emptied roughly every 16 days if you have enough output silos. This is why I'm asking for silos to be doubled in capacity, it would put them in line with the new fuel usage rates.
Originally by: Malachon Draco Silos could certainly benefit from some love. Or even better, change the reactions a bit. If you reduce the size of complex reaction output to a 3rd to a quarter of the current size per unit, you solve the silo-size problem at the same time as you solve the problem that transporting all those complex reactions take a ****ton of logistics.
And while you are at it, could you look into letting the silos be emptied while online? Its an annoyance having to offline 3 silos, empty one, fill the other two with materials, and then have to sit there another 6 mins to start onlining the other 2... Pointless timesink to be honest.
The biggest possible godsend to industrial POS would be to allow the linkage of corporate hangers to input or even just output. It'd be amazing even just to have the reactor output link to a silo which then links to the corporate hanger. We can do this manually with an alt in a shuttle but with one output silo (in an efficient setup), it just means that someone has to log in EVERY SINGLE DAY to do it, which is not exactly fun. I did that in 0.0 for over a year. I remember being at a friend's house and stressing out over my POS, asking if I could go on his computer and download the eve client so I could spend 10 minutes emptying the output silos into corp hangers with an alt.
It might be a bit much, of course, and it does devalue the gallente and amarr silo bonus as size matters most on output. So I don't see it happening ever but I can dream ^^;.
Eve-Tanking.com - We're sorry, something happened. |

Vyktor Abyss
The Abyss Corporation
|
Posted - 2007.08.09 11:30:00 -
[68]
Other people have said it already, but longer periods between fuelling is excellent news. I might actually invest in POSes again now they aren't so much of a nightmare to keep fuelled. Good job.
Glad to hear that you're not messing with overall strontium timers. A reduction would invariably hurt smaller, less active corps more than big alliances anyway.
- Ideas are my business...maybe thats why I'm always skint! Please read my ideas |

zacuis
Darkest Knights
|
Posted - 2007.08.09 18:57:00 -
[69]
i have to say this is probably the best thing i hear from the devs in a long long long time thank u so much i will be naming my first born after u. plz at least triple the silo having to log in every day to empty silos is frankly not fun in the slightest ever 3 days would be much improved.
well never get corp hanger as imput or output as im guessing it would be to much to code but just triple silo capacity would be a hell of a leap forward
|

Tumbles
Blue Labs Knights Of the Southerncross
|
Posted - 2007.08.09 22:36:00 -
[70]
Yeah!!!!
I like the proposed changes as long as the stront bay stays big.(i.e 3 day range) I know most POS managers are prob leaping out of their chairs and doing the goofy "dry-humping while spinning in a circle" dance. (which is kinda scary to visualize) but good work CCP this change sounds great.
-Tumbles
|

Aleksandr Cirtus
Caldari Stronghold corp Curse Alliance
|
Posted - 2007.08.10 01:17:00 -
[71]
Indeed, it does...... *snicker*
Aleksandr Cirtus Senior Knight and Ghost Fleet Pilot of Stronghold Curse Alliance |

Jaden Icer
Gallente Icerian Technologies
|
Posted - 2007.08.11 01:32:00 -
[72]
Quote: 22 hours is too short. 48 hours would seem to be the sweet spot, you get a whole day to plan/move assets, and then however much time you need for the clock to roll around to the time you want to fight at.
If you can't defend your space while its being attacked, and you can't defend it within 22 hours, then you are probably too extended and you need to either gain members or loose space.
If its going to be longer than 22 hours, I'd say no longer 28 hours, since that would give people in different time zones 1 full day + 4 hours past the time it was attacked the day before to let people get home from work.
|

Kerdrak
3B Legio IX Atlas Alliance
|
Posted - 2007.08.11 09:33:00 -
[73]
Edited by: Kerdrak on 11/08/2007 09:34:06 What about a BPO for Trade Goods? This way you build with a "Control Tower consumables BPO" batchs of "Control Tower Consumables" instead calculating/hauling separately each trade good...
This way you "only" have: - Control Tower Consumables - Heavy Water - Liquid Ozone - Isotopes
And less items in POS hangars... ________________________________________
|

Waldorf
Black Nova Corp Band of Brothers
|
Posted - 2007.08.12 18:41:00 -
[74]
I hope this change comes through - anything that speeds up and promotes PvP is a good thing in my opinion. Also anything that helps to reduce the blob and the lag that comes with it is a good thing in my opinion.
This is a long overdue change to the way POS warfare is carried out.
|

Admiral Nova
Strike Team Nova
|
Posted - 2007.08.14 00:49:00 -
[75]
Hmm compression array like a coupling array between reactor and silo? compressed titanium carbide anyone? :o
|
| |
|
| Pages: 1 2 3 :: [one page] |