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Thread Statistics | Show CCP posts - 4 post(s) |
Esiel
Renegade Serenity The Cool Kids Club
0
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Posted - 2011.09.12 20:28:00 -
[1] - Quote
This post is to continue the longest running and best idea ever posted on Eve's Feature & Ideas Discussion Boards. All credit goes to Evelgrivion for this great idea.
Quote:Originally Posted by: Evelgrivion on 2006.09.08 22:54:00 Last Edited by: Evelgrivion on 29/05/2011 04:48:41 Images have been replaced. Unfortunately, I lost the originals with the forum debacle, but the ones that were linked are an acceptable substitute. To put it simply, the current POS system is Butt-ugly, lagtacular, overpowered, underpowered, and completely, totally whacky, and fails to live up to the expectations of those who wish to see them for the first time. This proposal at the very least aims to solve the first and last two issues, whilst providing a way for those who do not have 30 billion to blow on a station to get a suitable level of infrastructure for new 0.0 operations. In a nutshell, its a modular POS with most of the functionality of a station, depending on the modules attached. How would this all go together? Today's idea comes with pictures! The heart of the system is a simple interconnecting module. From this modular structure, all modules are referenced, attached, and based within a simple grid system. Exhibit AThe four corridors allow for easy expansion of the station, and scalable infrastructure can grow with the needs of the corporation. or alliance in possession of it. Exhibit BMuch like the current POS system, the heart and soul of the station would remain the control tower. For this example, let me introduce Exhibit C, for a small Caldari styled control tower. Exhibit CFrom this control tower, everything else on the POS is referenced. Instead of giving us exact XYZ coordinates of every module in space, they can be instead referenced to the tower and the layout grid on which it is based. After deployment of the control tower, you can begin adding additional structures to the POS to give it the functionality you want it to have. Allow me to present Exhibits D and E. Exhibits D & E (Large File)Exhibit D is a storage container module; these provide the storage capabilities for the POS. Exhibit E is a refinery module, which would obviously provide refinery capabilities for the station. Up a certain point, additional refinery modules would provide additional refinery efficiency, though logarithmically decreasing with each one while consuming the same amount of poewr. This could allow larger, more powerful, and more expensive designs to have a place in the universe. Up to this point, the accessibility remains the same as it is for the current POS, with one user hovering outside the module at a time. To alleviate the issues inherent in that, I present exhibit F; the hangar module. This system is not limited to 1x1 modules, and "supermodules" are a distinct possibility with this system. Exhibit F -Providing a certain quantity of hangar space (Meters-¦) depending on size (and expense), the hangar module provides an interface to POS management just like standard stations, allowing simple refining, manufacturing, and possibly even clone bays, depending on the modules that you have installed. Put it altogether, and you get a simple POS that is easy to manage, expandable, and ranging in capabilities and expense. In its most basic form, I present Exhibit G. Exhibit GHere is an optional, more contraversial change that this system would make. If CCP wishes, they could integrate much of a POSs defense into this module system; rather than having free floating, invincible guns, large weapons battery modules could be introduced to the station. Presenting Exhibit H. Exhibit H Fully realized, Exhibit I. Exhibit I (Fully Realised Modular POS) While this is just a simple example, the potential is there for leagues more complex and powerful bases than those demonstrated here.
I know other threads have started about this idea but they didn't credit the creator or start with his great idea. If Evelgrivion ever re-posts his idea I encourage everyone to go to his post to continue the thread and let this one die.
Original thread found at http://www.eveonline.com/ingameboard.asp?a=topic&threadID=391410 |
Demon Azrakel
Defiant.. Narwhals Ate My Duck
18
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Posted - 2011.09.13 00:03:00 -
[2] - Quote
+1 |
Sir Substance
Suddenly Ninjas Tear Extraction And Reclamation Service
11
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Posted - 2011.09.13 01:38:00 -
[3] - Quote
Already posted here:
https://forums.eveonline.com/default.aspx?g=posts&t=6552&find=unread |
Ciar Meara
Virtus Vindice
63
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Posted - 2011.09.13 08:13:00 -
[4] - Quote
Updated POS by Evilgrivion, basicly the sum of the parts of the years of discussion:
Evelgrivion wrote:[edit]Edited by: Evelgrivion on 04/11/2009 14:37:42[/edit] For the past three years, there has been a tremendous show of support for the old GÇ£Flogging the Dead HorseGÇ¥ post regarding a proposed re-design of the Player Owned Structure system. The two biggest reasons for support are that players hate what they look like GÇô a bunch of scrap floating in space, and they hate the interfaces that are used to interact with them on a daily, weekly, monthly, and yearly basis. Enter the Modular StarbaseAesthetically, people want to see an end to the era of junk floating inside and in the immediate vicinity of force field bubbles. A series of geometrically interconnected structures, such as squares or hexagons, make up the design of the proposed replacement system. The abilities of the facility are enhanced with each newly attached component. Weapons would be placed on extensions to the top and bottom or even the sides of the tower, emerging from the force field. These weapons systems would remain vulnerable to attack like they are today. Strategically, it would be possible to force players to pick and choose between the placement of weapons systems and jump bridges, as the number of available attachment points is limited. Whether or not the design is implemented this way is up to game design, but it is an intriguing possibility. Mechanically, the basic uses of Player Owned Structures donGÇÖt change; they will still serve as industrial complexes and staging areas. However, the management of these facilities is in dramatic need of improvement. The amount of time required to set up a Starbase is obnoxious and unnecessary, and make up a considerable portion of ideas provided in addendum to the original modular starbase concept. The solution to this thorny issue is to introduce an onlining queue, and to allow the anchoring and onlining of more than one module at a time. Either one of these options would be appreciated by those who operate facilities in space. Players desire the ability to freely swap out control towers to upgrade their operations without having to dismantle the entire facility one structure at a time. The ability to freely swap one tower for another has been repeatedly requested by the community. If different sizes of towers remain in use, these features should be implemented. In-situ facility upgrades have also been proposed. To upgrade the starbase, raw materials and blueprints would allow operators to initiate construction of new facilities and operational capabilities directly onto the structure, rather than hauling a complete module from their points of distribution to null-security space. A single, unified interface is desired for the structure. If a docking facility is provided, players would have access to the entire starbasesGÇÖ configuration and settings (based on permissions of course) when inside the base. From this in-structure interface they would organize production chains and initiate manufacturing jobs. Standings would be configured, and other basic functions such as loading ammunition into the weapons systems could be handled from this interface, without making your way to each module and interacting with their separate interfaces. Docking at these facilities would not replenish shields or capacitor, as they are not equipped to do so. If so desired, on site repairs could just as easily remain un-obtainable. However, with the right modules in place, the starbase could serve as a ship storage facility, and could serve as a location for refitting your ship. A Super Capital Mooring Point should be introduced as an optional attachment for the starbase as well. These would allow players to secure their super capital ships within the starbase without making them vulnerable to corporate thieves, but simultaneously leave them vulnerable to capture or destruction by marauding fleets that lay siege to the tower. - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
Vanessa Vansen
Ore Hogz Rolling Thunder.
1
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Posted - 2011.09.14 16:36:00 -
[5] - Quote
some ideas I posted ...
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Xiese
Federal Defence Union Gallente Federation
0
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Posted - 2011.09.15 20:09:00 -
[6] - Quote
I'll keep this alive as it is and was worth it on the old forum and on this new forum |
T'bilisi
Renegade Serenity The Cool Kids Club
0
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Posted - 2011.09.20 20:34:00 -
[7] - Quote
Is CCP going to do this? |
hellwarz
Rising Thunder
0
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Posted - 2011.09.22 21:06:00 -
[8] - Quote
Long live the dead horse (hope not to much longer) |
hellwarz
Rising Thunder
0
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Posted - 2011.09.22 21:06:00 -
[9] - Quote
dubl post |
Vanessa Vansen
Ore Hogz Rolling Thunder.
4
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Posted - 2011.09.28 07:52:00 -
[10] - Quote
and there we go again go to 2nd incarnation |
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Esiel
Renegade Serenity The Cool Kids Club
3
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Posted - 2011.10.01 02:18:00 -
[11] - Quote
I know people don't like to read but I did post this for a reason and not put it in the other thread. Please read my comments at the bottom of the orginal post.
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Brooks Puuntai
Nomadic Asylum
130
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Posted - 2011.10.02 01:07:00 -
[12] - Quote
Don't know which thread should be the main one for this idea, but bumping both to make it happen. |
Mekela
Vinyl Roid
0
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Posted - 2011.10.06 23:08:00 -
[13] - Quote
Bump because it deserves it. |
Eoin Donovan
The Soul Society Pax Romana Alliance
0
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Posted - 2011.10.07 01:44:00 -
[14] - Quote
Yes, god yes! Bring this in immediatly if not sooner!!!
the only question I would have is how (and this may turn out to be the thing that kills this idea)
How do you implement it?
Its all well and good saying, oh, you can do this and add this and itll all be great,
But what about poses that are already in position? How will they be changed? How would the new system be implemented to existing structures?
The only thing i can think of is to not change existing poses, but any new modules would come in this form (Meaning that people can just take down their existing modules and re-anchor them to obtain the new design)
Or maybe set it up so that the game does all the placement for you. I.E the game assembles the pos automaticly just tacking on one module at a time (although i really cant see this idea being very popular) |
Smofuggra
Creep Factory Interspacial Dynasty
1
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Posted - 2011.10.07 02:00:00 -
[15] - Quote
To impliment it is simple really.
When the patch goes live the pre-existing modules will still be running and in place, they'll still be in their configuration left by the builder. When they log in after patch the textures will have update and the player will be given the option to offline and re-align the objects, with a snap-to configiration in place to facilitate faster re-working of the structure. Alternatively if CCP decides to impliment an onlining que for the modules it would also help facilitate faster recovery and additionaly alleviate the mind-numbing hours of onlining modules.
Yes you'd still have to offline everything and re-organize it but at least in this way you can do at your leisure. |
Spr09
Purdue Engineering and Technology Talocan United
0
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Posted - 2011.10.07 02:05:00 -
[16] - Quote
oh my god, imagine being able to have dust 514 players run around killing each other in a modular pos like this! ccp would be fools not to make something like this and letting dust 514 people destroy POSs placed by eve players! |
Eoin Donovan
The Soul Society Pax Romana Alliance
0
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Posted - 2011.10.07 02:07:00 -
[17] - Quote
Smofuggra wrote:To impliment it is simple really.
When the patch goes live the pre-existing modules will still be running and in place, they'll still be in their configuration left by the builder. When they log in after patch the textures will have update and the player will be given the option to offline and re-align the objects, with a snap-to configiration in place to facilitate faster re-working of the structure. Alternatively if CCP decides to impliment an onlining que for the modules it would also help facilitate faster recovery and additionaly alleviate the mind-numbing hours of onlining modules.
Yes you'd still have to offline everything and re-organize it but at least in this way you can do at your leisure.
Yeah, that was my first option, your just more eloquent than i am
lol |
Smofuggra
Creep Factory Interspacial Dynasty
2
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Posted - 2011.10.09 01:20:00 -
[18] - Quote
Third page again?! Unacceptable!!! |
Nova Fox
Novafox Shipyards
24
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Posted - 2011.10.09 01:45:00 -
[19] - Quote
this one is to be supported at least |
Zuteh
Infinite Improbability Inc
2
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Posted - 2011.10.09 16:15:00 -
[20] - Quote
CCP need to do this idea right now
Right now!! |
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Tahna Rouspel
BWE Special Forces
7
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Posted - 2011.10.09 17:54:00 -
[21] - Quote
This would definitely be an amazing feature for a Winter expansion. *wink wink*
Ah, if only. |
Headerman
Quovis Shadow of xXDEATHXx
170
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Posted - 2011.10.09 23:48:00 -
[22] - Quote
The science and industry windows need a massive overhaul as well.
I wish there could be just one tab created for every designated corp member, and from there you should be able to easily move anything from one module to another, be it BP research, construction or refining.
How long has this modular POS setup been asked for now? [img]http://i53.tinypic.com/bebnf8.jpg[/img] |
Jenshae Chiroptera
32
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Posted - 2011.10.10 01:50:00 -
[23] - Quote
I would just be happy with some bug fixes things that are there to work properly. Alliance options and processing ore should take skill level into account not just be a flat -25% no matter what. CSM - Do you think? You see if they ruin high sec and WHs, you are ripping the newbie uterus out of EVE and feeding it to the big alliances. When it is gone, they will starve and die. |
Echo Mande
0
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Posted - 2011.10.10 12:42:00 -
[24] - Quote
I'll take a swing at the dead horse.
Regardless of how the final result will look, be it a single structure or the current cloud of modules, changes ought to tbe made to how the various industrial arrays provide resources to players. What I propose is the following:
Instead of the current variety of different lab, manufacturing, shipbuilding, reaction and silo modules, there should be several sizes (call it small to XXL) of generic lab, manufacturing, shipbuilding and reaction arrays, each of which can be tailored to the wants and needs of the players by POS logisticians.
Each of the various arrays would have the capacity to install different types of modules, which would consume grid and CPU while providing one or more slots of one type (or other abilities) to users. Installing slots would take some time, but would not be permanent (uninstall slots to reconfigure the array) or maybe even require materials. For instance, a lab array could install modules to provide ME, PE, invention, copy or reverse engineering slots. Perhaps T1, T2 and T3 manufacturing slots could have their own modules, with 'incorrect tech' production in that slot being at least slower than optimal. The current penalties to POS T2 shipbuilding should be removed. Whether the array's hangar size is dependant on the array size or on the installed modules (perhaps an 'expanded hangar' module could be provided) is something that should be looked at.
Some current modules would be subsumed in the new setup and some new abilities could be added. For instance manufacturing arrays could have the ability to install some different 'refinery' modules (quick and dirty or slow and clean; with percentage cap removed), POS module building modules and even 'ore compression' modules (with a time penalty over the rorq). Similarly the various silos could be redone as modules in the reaction arrays, with each module representing a single silo. Shipyard arrays could have the ability to install ship maintenance array modules, with multiple modules representing a larger SMA.
While the arrays might not have a security requirement, installable modules would. For instance the current sov requirement for capital SMAs would vanish but XL and capital shipyard modules would need respectively sov<0.5 and player sovereignty to install. Moon harvesters (installable in/on reactor arrays) and possibly the entire reactor array would only be allowed in sov<0.4.
Whether these changes should or should not be carried through to the shield, ewar and weapons arrays is a matter for discussion. A large weapons array bristling with small guns has some appeal but might not be terribly efficient.
Commentary is very welcome. |
Xiese
Federal Defence Union Gallente Federation
0
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Posted - 2011.10.11 19:31:00 -
[25] - Quote
Untill CCP does something with the POS - Long live the dead horse |
Esiel
Renegade Serenity The Cool Kids Club
9
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Posted - 2011.10.14 20:21:00 -
[26] - Quote
I often wonder why I am so determined to keep the dead horse alive. Then I fly out to my POS and I just despise it. I see the potential of how cool it could be, I mean I am here because it is a sci fi sim and the POS just seems so blah to downright crap. So I keep bumping this idea, watching waiting and hoping. |
T'bilisi
Renegade Serenity The Cool Kids Club
0
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Posted - 2011.10.21 20:00:00 -
[27] - Quote
found on Page 8, have people given up on the dead horse? |
Eoin Donovan
The Soul Society Pax Romana Alliance
0
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Posted - 2011.10.22 00:15:00 -
[28] - Quote
never!!! |
Bael Gar
Russian SOBR SOLAR FLEET
9
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Posted - 2011.10.26 06:18:00 -
[29] - Quote
Dead horse needs love |
Gremoxx
The Ostrogoths Curatores Veritatis Alliance
1
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Posted - 2011.10.26 10:26:00 -
[30] - Quote
+1
When I started to play EvE my dream was to put up and run POS..... HOW DISSAPOINTED WAS I !!!!!!
Current incarnation of POS is dull, lacks style, and is mother of all time-wasters in EvE. I mean, for all the hassel of putting up the damn thing you get - Stick with blobs around it.
And why cant you upgrade them with Power mods or CPU mods ???? Or have Clone vat bay ???
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