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Thread Statistics | Show CCP posts - 4 post(s) |

Morgan Dinn
The 20th Legion Mildly Sober
0
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Posted - 2012.05.04 11:16:00 -
[121] - Quote
+1 !!! |

NoxiousPluK
Abyssal Frontier Jovian Empire
25
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Posted - 2012.05.04 11:39:00 -
[122] - Quote
Does anyone still have the images from the OP?
Edit: nvm, they seem to work again.
Also see my post with an alike-system on the previous page. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
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Posted - 2012.05.04 12:06:00 -
[123] - Quote
Wolodymyr wrote:Andy Landen wrote:So? War-decs only matter to pos's in high sec anyway, so.. Yeah but it's pretty important. No structure that can be anchored in highsec should be anchorable by any entity that is immune to wardecks and always has concord protection. Basically these structures would go up but there would be no way to take them down because there would never be a way for people to shoot it down without getting Concorded. letting individual people own a POS (or any anchorable structure) is a good idea. But if they every go into an NPC corp the POS can't come with them.
Then I propose that CCP allow people to wardec individuals when they are in NPC corps. Even a noob can join a player corp for protection. Or hire mercs to dec the dec'ers and rep the pos. |

Flamespar
Woof Club
364
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Posted - 2012.05.04 12:36:00 -
[124] - Quote
Oh. And I also want a dead horse for my CQ I can post on a forum, therefore I represent everyone. |

Kusum Fawn
State War Academy Caldari State
50
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Posted - 2012.05.08 03:40:00 -
[125] - Quote
sooo.. where are we on this? |

Accki
Toxic State Terra Axiom
0
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Posted - 2012.05.08 11:43:00 -
[126] - Quote
Bump back to the top,
Was it just me or did the Dev response on page 3 sound like he was taking the **** out of us?
more work, less talking/fanfests untill completed :) |

Skipper Auscent
Altus Ventures
0
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Posted - 2012.05.11 23:42:00 -
[127] - Quote
these are cool ideas +1 |

Cygnet Lythanea
World Welfare Works Association
58
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Posted - 2012.05.12 00:43:00 -
[128] - Quote
Kusum Fawn wrote:sooo.. where are we on this?
The same place we have been since 2006: devs with their fingers in their ears saying 'We can't hear you, la la la "
I did however, work out a way that POS could be docked with, as a work around to the current issue of POS being non-permanent structures.
Basically the POS becomes two structures. The first structure, which is permanent, is the Concord claim marker, which is an asteroid that the POS is built on. The second, which is the POS tower, is the destructible portion. Once the tower is online, the player docks with the tower (in reality the asteroid) and begins configuring the POS. The individual modules appear on the surface of the asteroid, and as current are either online or offline.
Yes, this does mean that the POS guns, etc, are back inside the shield. However, when the POS is destroyed, all the items players have stored in their hangers there are jettisoned, meaning a larger possible payout in highsec, where players leaving major items in it is more likely. In 0.0 and lowsec, you have dreadnaughts, use them.
Players docked with a POS that is destroyed are launched in thier pods and warp out, and are untargetable if they are not logged in. (yes, this has possibilities for abuse, but they still have to log back in at some point. and may have a long way to go in their pods.)
The reduction in objects however means that lag around POS will be reduced, and also allows that new POS moduals could be created.
Example:
Drone Hive: Proportionate bonus to the drones compared to other POS weapons. Lower power, higher CPU compared to same sized missile battery)
Small: five medium drones. Medium: Five Large drones Large: Five Fighters (yes, that means if you warp out, they chase your ass)
Non Nobis Domine Non Nobis Sed Nomine Tua Da Na Glorium |

xCabalx
Eve Engineering Finance Eve Engineering
3
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Posted - 2012.05.13 02:59:00 -
[129] - Quote
Connecting modules to each other (reminds me a bit of X-COM) would be a nice and better sight for every eye in EVE! +1+ |

Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.13 13:56:00 -
[130] - Quote
Ship hangar array should work like station ship hangar. Each player sees the ships that they docked with and have access to nothing else. Unless they transfer that ship to the public section. POS control should completely rest with the pos owner, which initially is the player that anchored the pos. That player can transfer control/pos ownership to another player. The pos owner would have access to all ships, of course. Same with the corp hangar array. All pos modules come together to act like a station with the player docked to it in their CQ managing their own assets and jobs. |
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Kusum Fawn
State War Academy Caldari State
70
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Posted - 2012.05.21 20:23:00 -
[131] - Quote
Andy Landen wrote:Ship hangar array should work like station ship hangar. Each player sees the ships that they docked with and have access to nothing else. Unless they transfer that ship to the public section. POS control should completely rest with the pos owner, which initially is the player that anchored the pos. That player can transfer control/pos ownership to another player. The pos owner would have access to all ships, of course. Same with the corp hangar array. All pos modules come together to act like a station with the player docked to it in their CQ managing their own assets and jobs.
I can only guess you mean Corp CEO when you say "owner", and mean people with the correct roles to transfer and move things between hangers.
oh btw bump. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
Ships to goo calc - https://forums.eveonline.com/default.aspx?g=posts&t=107898 |

Andy Landen
Tartarus Ventures Surely You're Joking
27
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Posted - 2012.05.22 22:22:00 -
[132] - Quote
Kusum Fawn wrote:Andy Landen wrote:Ship hangar array should work like station ship hangar. Each player sees the ships that they docked with and have access to nothing else. Unless they transfer that ship to the public section. POS control should completely rest with the pos owner, which initially is the player that anchored the pos. That player can transfer control/pos ownership to another player. The pos owner would have access to all ships, of course. Same with the corp hangar array. All pos modules come together to act like a station with the player docked to it in their CQ managing their own assets and jobs. I can only guess you mean Corp CEO when you say "owner", and mean people with the correct roles to transfer and move things between hangers. oh btw bump.
If the pos was anchored for the corp, then yes. I am asking CCP to allow the pos to be anchorable for the individual as well, so that the owner would be the player that anchored the pos, or whoever he transferred ownership to. I would not allow roles for transferring ships between hangars, but if someone has the role to offline the ship maintenance array and unanchor it, then all ships would pop out and be accessible by anyone in the pos, of course. So, on second thought, even allowing the pos owner to move ships out of personal areas of the hangar is a bad idea. So by access and control, I guess what I really mean is view only, or unanchor first and then have access, and control. But if players put their ships in the corp area of the array, then anyone can access and control them.
Might add in something about pos charters for high sec only being given to players anchoring for a player corp. |

NuclearSunset
TooLEGIT.
0
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Posted - 2012.05.30 08:21:00 -
[133] - Quote
+1 |

Clara Xavier
Orion's Fist Test Alliance Please Ignore
0
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Posted - 2012.09.12 19:15:00 -
[134] - Quote
Yes. I am 100% ready to be flamed out of the forums. Bring it girls!
So eveyone says "OMG POS's are terrible and need to be revamped, etc... etc...". I have an option that I think would really make a lot of people very happy.
1. New POS Modules:
Personal Hangar Array (Lower CPU, Powergrid than Corporate Hangar Array, Lower storage and not tabbed based on corporation) Personal Ship Maintenance Bay (Lower Powergrid than Ship Maintenance Bay, Lower storage, maybe take away the fitting option aka require a regular SMA for ship refits)
2. Access Control Lists.
This is partially implented in theory. If you access the management window of a POS you can go to the Structures tab then the Access tab and you can set Corporation Roles that have 3 basic functions for using a POS mod. Those include: View, Take, Use. My main issue with this is that they are tied to corporation roles. This creates major security issues if you want to lock down how ships or resources are stored or used because it because a corporation wide item (with the exception of tabs within a CHA.
Currently the only way to bypass this is strictly control Config Starbase roles in a corporation and setup a unique POS per access group (or person) and give them there own tower with a password only they know.
So If I have your interest I will explain a little farther. In the computer world we have these things called access lists. Access lists are populated with a unique ID that represents a user or group in a system or directory (AD, LDAP, local users/groups). Why not take that system and adapt it how corporation roles are allocated (like titles almost currently) and how functions of a tower are controlled.
Ok that was a lot. Let's look at this piece by piece. Let's go back to our tower and under the Access tab. Imagine instead of having the basic options of Config Starbase, Starbase Fueling, Alliance, and Corporation you could go one step further and specify a list of groups or corporation members to have that function? OMG that would be great right. I would also like a little UI redesign so you could specify more than 1 user or group per View, Take, Use role. This would allow a high degree of granularity if necessary or still give the blanket option that a CEO could have a Directors or Everyone group that he just drops in to allow more generic access to something.
3. Ok so what does that have to do with #1 and new POS modules again ...
So we implement some stuff that can use less grid (aka therefore a few of them per small tower). And each wormholer or remote system liver can be given permissions to his one little piece of storage that is sizeable enough to actually make life decent along with the piece of mind that his **** won't go walking off to any random person in the corporation with no logging.
4. O s**t he said "logging"
Wouldn't it be great to have logging on POS modules if you wanted. CCP says o well don't risk what you can't lose. This is 2012 and your users are intelligent. You can implement systems that keeps say the last 24 or 48 hours of access to a POS module. Make it an option that has to be explcitly turned on for all I care but give us the option. Purge the data without a backup after the said small window as well. At least give leadership a leg to stand on when trying to identify a thief.
5. Some Minor Adjustments.
A. You are able to refine items in refining arrays.
This would allow trash loot to be refined in a POS and provide those few alternate minerals a remote corporation might need to produce replacement ammunition or drones without relying on mining alone. (I'm neither for or against adjusting the refinement amount. Personally I think with max skills you should get at most 80% in a POS and 100% of ice).
B. Allow the production of all types of everything in a POS
In particular I only know of not being able to build POS mods in a POS. This would greatly help a corporation or small group of players getting themselves established in any space. It's easy to sneak a BPC around. It's not so easy trying to sneak 20 medium gun batteries, 2 warp disruptor batteries, 2 stasis web batteries around. If there is any other things you can't produce in a tower fix it so you can. That is the only one I now of right now.
C. Allow POS services to be rented out easier.
Tie production and research modules to the new Personal Hangar Array and also allow research to be started from a persons local hangar. This would secure blueprints to a person. It also would allow corporations to have a unique tax on research or production services that may not otherwise be available. This would be amazing across the board. Imagine if you could have a research POS that instantly can be rented out to pubbies in high-sec looking for a slot. You set the price. If they're willing to pay for it so be it otherwise they wait for a slot to become available. In 0.0 - lowsec it simply allows a player to accomplish something they would already be able to do but with theft security that normally requires a lot of layers to effectively protect against. All in all if you have a director level spy I think it should still be able to access stuff like this via changing a tower password, cancelling the job and taking from the array or the corp hangar ins station or however you would have secured it before.
D. Can T3's refit in POS's yet? I'm not in a position to test this at the moment.
6. Final and mostly un-related gripe. Take sov mechanics away from Starbase Config and give them new roles.
In Closing ...
All in all I don't think a complete POS replacement is necessary just a major dose of TLC. I also do not think that you need to implement some nature of psedo outpost that needs to be probed down by hostiles. POS's are annoying enough for an alliance of any size to bash and they are relatively easy to setup and affordable to run even the most remote of systems. |

Omnathious Deninard
Extrinsic Operations
97
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Posted - 2012.09.12 19:21:00 -
[135] - Quote
There have been many many threads on this topic I don't think we need another. Plus CSM has said CCP has what they want to do in mind and ask speculation be kept to a minimum, and comment when the prototype data is presented. https://forums.eveonline.com/default.aspx?g=posts&m=1909550#post1909550 Drone Improvement Ideas |
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
390

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Posted - 2012.09.12 19:25:00 -
[136] - Quote
Please use any of the 5+ other POS revamp threads to propose your idea. Your proposal will still be out there for evaluation and we can keep the boards clutter free for any other ideas other players have. Starting a new thread for something that's already so well discussed serves very little purpose, unfortunately.
Thread locked for redundancy. ISD Dorrim Barstorlode Lieutenant Community Communication Liasions (CCLs) Interstellar Services Department |
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CCP Phantom
C C P C C P Alliance
2198

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Posted - 2012.09.12 20:13:00 -
[137] - Quote
Thread was automatically locked for inactivity and now has been unlocked again. CCP Phantom - German Community Coordinator |
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Alx Warlord
Security Task Force
155
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Posted - 2012.09.12 22:12:00 -
[138] - Quote
I have written some things rellated to the new POS system, maybe a good place to harvest some Ideas. Please take a look!
[Discussion] - New POS System (Construction Block Built - Starbasecraft) [Discussion] - New POS System (Construction Block Built - Starbasecraft) |

Souisa
WESCORP 2.0
7
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Posted - 2012.09.13 04:32:00 -
[139] - Quote
This suggestion was 6 years ago. And it was a damn good one. Nothing has really changed since tho. What the hell are CCP doing? ... |

Mike Voidstar
Voidstar Free Flight Foundation
0
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Posted - 2012.09.14 18:42:00 -
[140] - Quote
To start with they should just sticky this, or better yet find the original and sticky that. A lot of good thought went into this, and i dont think I've ever seen an idea with more universal support from freaking everybody. |
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Bael Gar
Russian SOBR SOLAR FLEET
11
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Posted - 2012.11.03 22:43:00 -
[141] - Quote
Too long without posting |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
4
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Posted - 2012.11.04 12:24:00 -
[142] - Quote
I love this. So much better than the current system.
I know that CCP are talking about having POS's that can be made to look like anyhting, but IMO that will just end up with a load of giant dicks in space. Look at spore!
Awesome sauce to the OP +1 |

Altrue
Exploration Frontier inc
56
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Posted - 2012.11.04 17:43:00 -
[143] - Quote
Upcoming changes with Retribution expansion are good, but that kind of changes to POS would be amazing ! *Yelling "Manticooore !" on teamspeak* |

Zarak1 Kenpach1
Aperture Harmonics K162
51
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Posted - 2012.11.19 23:16:00 -
[144] - Quote
bump hurry the f up CCP |

Beta Miner
COBRA Logistics Outer-Haven
1
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Posted - 2012.11.20 00:17:00 -
[145] - Quote
+1 |

Dreadful Bride
Pator Tech School Minmatar Republic
2
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Posted - 2012.12.08 22:45:00 -
[146] - Quote
After doing searches for what people would like from the POS revamp I decided to put in what i would like rather than spending weeks going through it all. So here is what I like from what I`ve read and what if come up with.
Existing Modules
Control Towers to be Power Cores that supply PG/CPU and have fuel and stront bays that stack without penalty. Armor will stack without penulty but shields will have a stacking penalty. Each Core will use fuel depending on size and 1 charter per hour in hisec. You can dock or anchor once at least 1 core is online which will be like docking in an NPC station and allows access to station functions. POS modules can be linked to the tower but not onlined if more than a set number of links away from a Core. I like the idea of limiting deep space POSes to Small or Medium at most or any combination like 2 Smalls = 1 Medium anything larger than that will have to be anchored at a moon.
Ship Maintainence Array allows ship switching only if there is enough space to store the ship you are leaving. The storage space will be a Corp Ship hanger that will only be acessable if you are granted the correct roles the storage will stack without penalty. The array will be reuired to switch subsytems on T3 ships.
Corp Hanger Array will stack without penalty and still work the same way it is now.
Maufacturing/Science Arrays will add slots for what they allow to be built and their storage will add to the Corp Hanger for the station without penalty. I would like a POS to offer repeating production/copy/invention jobs if the materials are there to support it. Each Slot can be set to allow Corp Member, Corp, Alliance or Public access with varying charges Corp Member access is for private jobs by the corp members and allows corps to charge its members for private jobs.
Refining Array could use a few changes for Anchoring in hisec then each array will require 1 Charter per hour for 0.5 2 for 0.6 and 3 for 0.7. For the refining amount I would suggest a new skill that has high requirements and a high price tag it would only be as effective as an NPC station at level 5. I would keep the time for the refining to be finished but possibly have 2 or 3 refineing lines this means for a hisec pos you would need 2 or 3 arrays to be able to feed production lines.
Moon Mining I have not done Moon Mining so the only suggestion i can think of is converting the silos, transfer arrays etc into a Materials Warehouse where the storage capacity stacks without penalty.
POS Weapons/Ewar I think that a weapons control array would help here where you can control limited groups of identical weapons or ewar. For each level of starbase defence you can control 1 array if there is no one controlling the weapons then they behave in their current random manner. Each weapon controlled by an array must have identical ammo type and amount. the control array has to be within a number of links from a core but the weapons can be placed as they are now to cover a range of defence. When a pilot activates an array they are shown an outside wiew of the station. I`m unsure wether these should work as a group or have the choice of single weapons.
New Modules
Member Hanger Array is a stackable hanger for member usage with an option for lockout by someone granted the proper roles if someone is hogging all the space this will allow them to remove but not place items in their hanger.
Ship Repair/Module Repair Arrays these arrays allow access to repair functions similar to NPC stations. These modules should have a high PG/CPU cost so that running them will either force the powering off of other arrays or onlining another core.
Medical Facility Array will allow clone facilities probably best to have this lowsec and below or have a charter cost like the refining array. If the array should go offline then any stored jump clones will be lost and Medical Clones moved to the nearest NPC station.
Targetting Array each POS should have a limited targetting ability these arrays are to increase the number of targets a pos can aquire up to the pilots maximum and the targets are pooled between the controlling pilots.
Logistics Arrays can provide support to pilots that are not docked or anchored. These modules should be similar to capital modules and each one counts towars a pilots Starbase defence limit and the towers targetting ability.
Alliance Array will provide access to alliance members and limited access to POS services depending on how the access is set up. Each array will have a small hanger similar to the Member Hanger.
Open Array is like an Alliance Array but for members of the public.
Starbase Jump Drive has been suggested but i see it only being outside of highsec for a single powercore POS the cycle starts by pulling in any weapons or other external modules.
Starbase Destruction
Should the starbase defences and armor be overcome then the modules will become acessable through starbase hacking something that will require a new skill and a new high slot hacking module I see similarities to how the ice miner works cycle wise. You will need to hack each module to see what has been dropped in it with ship arrays holding random ships, corp arrays with corp property and personal with pilot property for the hacking purpose manufacturing and science arrays are treated as corp arrays |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
219
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Posted - 2012.12.09 02:12:00 -
[147] - Quote
Dreadful Bride wrote:After doing searches for what people would like from the POS revamp I decided to put in what i would like rather than spending weeks going through it all. So here is what I like from what I`ve read and what if come up with.
Most of the community is willing the same thing.... And most of it is in the last CSM minnutes and the last CSM letter to CCP... Take a look at this tread: https://forums.eveonline.com/default.aspx?g=posts&t=143764&find=unread Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Andy Landen
Exploring Eagles
64
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Posted - 2012.12.09 07:28:00 -
[148] - Quote
Did I mention that I want Player Owned Starbases? I mean it, I want Player Owned Starbases. Literally, make them Player Owned. For Corp Owned Starbases (COSs), we already have stations. And let wormholers have their own COS's (stations). Since stations are tied to the next issue of sovereignty, let's get into that a little too.
Let wormholers have sovereignty AND stations (COSs) too, already. What else are they going to do with sov (besides feeling a sense of ownership in their unknown system)? Build supers? Fine, let them. The supers will never make it back into known-space and the wormholes will have an ISK sink and will be very happy to sink their ISK there. Make the wormholers happy; why not? Worried about increased challenges to wormhole invasion (as if that is really a big deal ..), then fine, add a wormhole stabilizer module for the command ship. More toys for wormholers, I say.
Since POSs have defenses, it makes sense that players should manage CPU and PG with stations, I mean COSs, in building defenses and other structures. The time required to take a POS should probably be similar to the COS, AND the ability to take the POS instead of destroying it should follow the mechanics established by the station/COS.
Lastly, allow COSs in sov space to be anchored at stargates, planets, and asteroid belts for basic defense, logistics, and other roles. The corporations did after all earn their sovereignty over that space so they ought to be able to defend key parts of those systems as desired. Remember, every defense structure is not just a deterrent to smaller groups, but also a target for larger groups. |

Zarak1 Kenpach1
Guild of the Faceless Men
53
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Posted - 2012.12.27 02:46:00 -
[149] - Quote
bump because CCP cannot let this go auto lock. which i am sure they would love to happen |

Infernatil
Gravity Core
2
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Posted - 2012.12.27 05:20:00 -
[150] - Quote
BUMP,
Keep it alive people |
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