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new POSes and wormholes - what do w-space dwellers need?

First post
Author
Gnaw LF
Viziam
Amarr Empire
#41 - 2012-08-06 15:29:00 UTC
Two step wrote:
CCP has their reasons for not wanting to have forcefields anymore. The exact reasons got NDA'd out of the CSM minutes, but they are reasonable. As for sitting outside a new POS's docking point, you might be able to do that, but they might also have webs, points and guns to cover that exit. So if you attack that person undocking, they can just dock back up and let their defenses attack you.

I do agree that having some sot of indication via scan probes or d-scan of a pos being offline/out of fuel would be a good thing. I also agree that showing how many people are docked or maybe even what ships they have active would be a really important part of a new system. Frankly, if I have to give that up to get all the other benefits, I think it is worth it though.



If there is a technical reason why they want to remove Force Fields, that is fine. However, like stated all around this thread CCP will need to incorporate numerous features in order to compensate for lost functionality. Another feature is d-scan, if everyone is docked at a POS how are we to check the d-scan to figure our if hostiles or scan probes are present in our system? Also, this idea of having multiple POSes on grid is terrible if there should be any sort of defense guns present.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#42 - 2012-08-06 15:37:24 UTC
Terrorfrodo wrote:
It hasn't been ****** up yet, so we'd better be constructive here. If this thread degenerates into an endless rant, no one important will read it.

Ok maybe nobody will read it anyway, but there's still a chance Blink


Right now we have very little solid information, and even CCP's reasoning behind the changes is officially under NDA. That means we don't even know what they consider problems to be fixed, much less how they propose fixing them. It's hard to be constructive when we're that in the dark.

Founding member of the Belligerent Undesirables movement.

jonnykefka
Adhocracy Incorporated
Adhocracy
#43 - 2012-08-06 16:34:24 UTC
FloppieTheBanjoClown wrote:
Terrorfrodo wrote:
It hasn't been ****** up yet, so we'd better be constructive here. If this thread degenerates into an endless rant, no one important will read it.

Ok maybe nobody will read it anyway, but there's still a chance Blink


Right now we have very little solid information, and even CCP's reasoning behind the changes is officially under NDA. That means we don't even know what they consider problems to be fixed, much less how they propose fixing them. It's hard to be constructive when we're that in the dark.


The goal I had going into this thread was that we could be constructive without details in 2 ways:

1. What do we want to keep from the current POSes?

(The most frequent answer to this seems to be a force field or some alternative that retains the transparency and lack of docking games)

2. What can current POSes NOT do that wormhole dwellers would like to see new POSes do (especially things that are particular to w-space)?

Right now there's a lot of talk about (1) and almost none about (2), which makes some sense, as (2) applies to the universe as a whole and not just to us. Still, I encourage people to think about it.

As I said in the first post, I understand CCP wanting to get rid of FFs. They are cludgy, buggy, and I expect quite a bit of load on the server. However, I feel more confident than ever in saying that their replacement needs to preserve transparency.
WolfeReign
Caldari Provisions
Caldari State
#44 - 2012-08-06 16:40:21 UTC  |  Edited by: WolfeReign
I'd prefer more of a spacedock design instead of an actual station you fly into. this would allow d-scan to pick up active (online) ships at the pos. Now sense its going to be a modular design you add a module that adds x number of docking bays to the pos and the number of bays controls how many people can be docked at the pos at one time. Then you just say that docked ships are protected by the spacedock's shields and now we have docking but d-scan still shows players who are at the pos




Example, except extend the bay sides to past the end of the ship and pretend the station itself is bigger. so you have this big station with large dry-docks sticking out the side of it
WolfeReign
Caldari Provisions
Caldari State
#45 - 2012-08-06 16:43:43 UTC
And if docking games is a problem you can either buff pos guns, put a warp drive on a pos with a large spin up timer, create a traffic control delay of 2min or so when you undock, or make RR pos modules. That's just a few suggestions
Jack Miton
School of Applied Knowledge
Caldari State
#46 - 2012-08-06 21:03:27 UTC  |  Edited by: Jack Miton
Gnaw LF wrote:
Also, this idea of having multiple POSes on grid is terrible if there should be any sort of defense guns present.


^this is also an excellent point.
many WH groups have 20+ POSs in their system.
what's going to happen if you put up 20 deathstars on the same grid? will be impossible to take out with anything you can field in a WH.
definitely needs limits.

as for the basic question: what changes do we actually need?
TBH, the only things I can come up with are personal ship and mod storage and scalability from a personal POS to an alliance level POS.
that's it as far as my list goes.
T3 sub refitting also needs to be there.
none of those things need any sort of docking or 'mooring' crap.


PS: also, having smaller POSs harder to take out then larger POSs is on the same intelligence level as incarna.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

GordonO
BURN EDEN
#47 - 2012-08-06 21:35:31 UTC
Re-Packaging and being able to switch T3 subs would be great in a POS, especially in a WH.

... What next ??

Arox Dax
Empire of Decadence
Empire of Decadence.
#48 - 2012-08-06 21:56:17 UTC
I quite like Wolfreigns idea of a docking platform type of thing, could be something like a mooring system, as he said, use the modular system to be able to allow more ships to be moored alongside, but put a cap on it, this should be easily achievable using powergrid/cpu constrictions on the mooring module, it has the advantage of the ships being visible from outside (by cloaky ship or on d-scan) and pilots can see out, but if they are gonna get rid of the FF then they have to come up with something that does a similar job to the FF

I think the problem for CCP is that WH dwellers are pretty unique in the way they utilise POS's compared to the rest of the Eve universe, now I know that some Null entities "endure" the hardship of living out of a POS, but generally that's only when they are on "deployment" in a staging system, and it's generally short lived, there are also the few intrepid explorers who will live out of a POS in "hostile" areas for a few weeks, but only in WH's have the inhabitants used the "outposts" as they were possibly intended and live in them full time in the farthest reaches of space. Maybe CCP don't just have to look at POS's, but also look at what they can do for the WH dwellers without interfering with the fundamentals of WH life, we live here because we don't like docking games, null sec politics, blobs etc, so don't bring it to us.

As for jonnykefka asking about what do we want POS's to do, well not much really, fitting and repackaging seems to be a popular theme, not a long list of demands, but there seems to be a stronger voice saying, don't bring docking games to WH's, and that voice seems to be growing, so I hope Two step reads this thread, takes note and passes it on to CCP, though I won't hold my breath on them getting it right.
Tommassino Preldent
Aliastra
Gallente Federation
#49 - 2012-08-06 22:19:38 UTC
What I would like from the new POSes:
* Storage - private, corporation, alliance
* Being able to repackage modules and fit subsystems
* Better services - renting researching slots, refining, polymerization, deliveries to private hangars, etc

What I think is important that shouldnt change:
* Grid - i think you should be on grid while using the POS, everybody should see you are in the POS.
* Being able to find a POS by dscanning, cause its pretty important in getting intel.

Basically, something like a station, except you actually are in space instead ship spinning/in captains quarters.
I dont really care if you gonna call it spacedock or whatever, im looking at the features, not how its gonna look.

Now the question is, why would anybody not use a POS, if it works like a station except gives you more intel about your surroundings...
GordonO
BURN EDEN
#50 - 2012-08-07 00:32:25 UTC
Tommassino Preldent wrote:
What I would like from the new POSes:

* Being able to find a POS by dscanning, cause its pretty important in getting intel.
.


Not this Cry... WH's are supposed to be dangerous unknowns.. next thing someone is going to ask to have populated because intel is important..

... What next ??

Kalel Nimrott
Caldari Provisions
#51 - 2012-08-07 04:43:01 UTC  |  Edited by: Kalel Nimrott
Well, for what I have read so far, the most important feature that FF works or "feels" as a sort of buffer that lets you interact with the system that you are currently at. A key feature I should say. So, how do we mantain this feature without a FF?
Couple of thoughts on the fly.
Improve Pos Defences. Make them stronger, faster and overall better.
Built in Pos Defences, to work alongside Pos Defences, so to make exit campings a real bitc*.

Terrorfrodo wrote:
The real way forward would be to create some kind of station environment that still leaves you in space. Zoom in to see your ship hangar and indulge in ship spinning, zoom out and see the space surrounding the POS/station. Including access to d-scan.

And when viewing such a POS, we can see a 'guest list' like in a station from the outside.

If there has to be POS-docking, one way to go could be to give POSes multiple undock tubes we can select, like up, down, left, right, front, rear if it's cubicle-shaped. That way in a siege the attackers would have to block all six undock tubes to prevent the inhabitants from undocking.


Also this, with a little of mine :P

What I think is that the most important thing in the new pos system is not to lose the balance of pos sieging mechanics and the in space mechanichs that a POS offer. Other than that just make an station and be done with it.

Bob Artis, you will be missed.

O7

TheGunslinger42
All Web Investigations
#52 - 2012-08-07 07:30:32 UTC
I can't think of anything you could do to prevent docking games on a pos that wouldn't mess things up - buffing pos defenses, extended timers, etc that have been suggested here would cause huge issues in other areas.

There may be some mysterious NDA'd reasons why they'd like forcefields to go, but if it introduces docking games in any way then gg ccp, you'll see a metric **** tonne of complaints and unsubbing

The big floating "cities" with multiple pos on grid sounds cool and would look amazing... but it's a terrible idea. People pulling together twenty deathstars into a giant city of deathstars would be horrific
Meytal
Doomheim
#53 - 2012-08-07 13:08:36 UTC
W-space works, and works well. The style of PvP and hunting is probably the best in the game, because it depends on superior strategy, planning, and old fashioned scouting; you can't just drop a blob on someone out of nowhere and win through sheer strength of numbers. Naturally they need to fix that. We also haven't had the Incarna crap shoved down our throats enough, so they need to fix that as well.

I suspect CCP doesn't know how to live and hunt in w-space, so it's only a matter of time before they break everything for us.

The changes mentioned sound interesting, if you're discussing outposts. Leave the discussed changes in the realm of outposts, keeping them in sov space. Leave w-space alone. In fact, get rid of POSes everywhere except w-space. Or, add this "changed POS" as a new kind of structure that we can choose to have instead of a "regular POS". The POS isn't perfect, but it's better than the alternatives.

There are only a handful of smaller issues that really need to be fixed, and they are not wormhole space-specific:

1) Fix permissions. Add the ACLs that someone mentioned some time ago. Think of how your network equipment, your servers, etc. work, and let us do that with POSes. We can grant access based on three or four roles/memberships. That's not sufficient.

2) They've created this [redacted] Unified Inventory, and it treats all containers, hangars, etc. as branches in a tree. Allow us to create arbitrary sub-categories and then apply the aforementioned ACLs to each sub-category. Let us grant a maximum amount of m3 to a category, or to a user. Remove the artificial limitation of seven divisions in the corporate hangar.

3) Let us assemble T3s and change their subsystems at a POS. Let us move packaged ships to a SMA. As long as we have subsystems in some storage entity within looting range, list them when assembling T3s. Assemble the T3 in the SMA if there's room, and eject it if there isn't. When changing subsystems, have the old ship graphic fade out, and the new one fade in, as if cloaking and uncloaking.

4) Let us repackage ships and modules at a POS.


Two Step, if you think bringing the docking games into w-space is a good idea, you just lost a lot of respect.

I know AHARM is a large w-space entity, but you guys aren't really on the hunt (anymore). In July, for example, your alliance only had 94 total kills, and only 42 of those in w-space. You were sixth from the bottom, where the top killer (CRIT) had 1605 total kills, and the top w-space killer (LOST) had 620 w-space kills! CRIT and LOST probably had more kills in a few minutes than AHARM did that whole month.

Defer your judgement to those who actually shoot stuff, especially those who shoot stuff in w-space. The amount of ISK destroyed in w-space isn't inconsequential. You're about to break the game for a lot of people, many of whom have already left the other regions to get away from the crap you're trying to introduce.


And everyone joking about turning w-space into nullsec ... please don't. CCP doesn't understand sarcasm. They'll actually do it, thinking we asked for it!
Ethan Revenant
Adhocracy Incorporated
Adhocracy
#54 - 2012-08-07 13:11:25 UTC  |  Edited by: Ethan Revenant
Two step wrote:
I do agree that having some sot of indication via scan probes or d-scan of a pos being offline/out of fuel would be a good thing. I also agree that showing how many people are docked or maybe even what ships they have active would be a really important part of a new system. Frankly, if I have to give that up to get all the other benefits, I think it is worth it though.


I don't.

I'm willing to give up new and shiny tools for POSes that work. I don't think new and shiny is synonymous with working. If CCP wants to add functionality by introducing new shiny, then for the love of Bob please remind them that functionality needs to be preserved with their new shiny too. Since this is a "when it's done" feature (as far as I can tell) then I am willing to wait for it to be done right. Thus far, I haven't seen anything that I want omgthatmuch. Maybe it looked better in person, but in text it simply isn't that appealing.

What I want to keep:
- The ability to log in and see my bros! Friendly intel is good too when you're figuring out what you want to do that day. Likewise, the ability to chillax in space at the POS.
- The ability to be a creepy voyeur watching other people at their POSes. It's really nice to see what other people are doing and what ships they're flying. As long as I can see all active pilots at a POS, what ships they're flying, and what POS mods they're interacting with as applicable, it's fine if you add an animation where the ships tap-dance around our new deathstar overlords. I'd like to be able to see the ships on dscan too.
- The ability to jump into a wormhole and see whether POSes are online or offline at a glance.
- The ability to find POSes without dropping probes.
- POS gunning! I have a soft spot in my heart for this (and it's really cool and useful, though the interface is not cool at all).
- Shared hangar and item space.

What I want that we don't have:
- A way to enable audit logging or some other record of ships taken out/put into SMAs or whatever their replacements may be.
- Better roles! The amount of access you need in order to do industry is silly. More granularity in allowing access to various things is much desired.
- Refitting T3s at POSes somehow. A special module, some way of doing it while it's in the hangar, anything.
- Refining with the tools we have available sucks. This doesn't need to be addressed with POSes, but it sucks.
- Better personal item storage. Cans and ship cargo holds get tedious.
- Springboarding off of the former, better blueprint identification. They don't have to be locked to a person, but some way of putting a "this is mine!" or "this is for corp!" tag on it aside from everyone having to use a separate hangar division/all the cans in the world would be excellent.
- POS interfaces that don't make people suffer.
- Inspired by post above me: repackaging things at POSes!
edit: Two more things I thought of:
- Some kind of vending machine where corp/alliance members can purchase goods directly from the corp/alliance without having to go through the rigamarole of finding the right item and figuring out the correct price and putting it in the right wallet division.
- Once establishments come out, establishment modules where you can moor/move into their sphere of access and do establishment-y things. This won't be relevant until establishments happen, because I'm pretty sure no one wants a module that lets them walk around a mostly empty room and look at a door that they can't open.

That's all I can think off of the top of my head; I may remember some other stuff later.

I don't want docking in lieu of force fields. I don't want to replace POS guns with "station guns". I still want the environment we have with POSes. I just want these POS improvements to make things more better, not stations lite. Make the super docking thing with an undock something that you can't anchor in w-space or without sov or something if you really want that.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#55 - 2012-08-07 13:38:58 UTC
Ethan Revenant wrote:
Two step wrote:
I do agree that having some sot of indication via scan probes or d-scan of a pos being offline/out of fuel would be a good thing. I also agree that showing how many people are docked or maybe even what ships they have active would be a really important part of a new system. Frankly, if I have to give that up to get all the other benefits, I think it is worth it though.


I don't.

I'm willing to give up new and shiny tools for POSes that work. I don't think new and shiny is synonymous with working. If CCP wants to add functionality by introducing new shiny, then for the love of Bob please remind them that functionality needs to be preserved with their new shiny too. Since this is a "when it's done" feature (as far as I can tell) then I am willing to wait for it to be done right. Thus far, I haven't seen anything that I want omgthatmuch. Maybe it looked better in person, but in text it simply isn't that appealing.

What I want to keep:
- The ability to log in and see my bros! Friendly intel is good too when you're figuring out what you want to do that day. Likewise, the ability to chillax in space at the POS.
- The ability to be a creepy voyeur watching other people at their POSes. It's really nice to see what other people are doing and what ships they're flying. As long as I can see all active pilots at a POS, what ships they're flying, and what POS mods they're interacting with as applicable, it's fine if you add an animation where the ships tap-dance around our new deathstar overlords. I'd like to be able to see the ships on dscan too.
- The ability to jump into a wormhole and see whether POSes are online or offline at a glance.
- The ability to find POSes without dropping probes.
- POS gunning! I have a soft spot in my heart for this (and it's really cool and useful, though the interface is not cool at all).
- Shared hangar and item space.

What I want that we don't have:
- A way to enable audit logging or some other record of ships taken out/put into SMAs or whatever their replacements may be.
- Better roles! The amount of access you need in order to do industry is silly. More granularity in allowing access to various things is much desired.
- Refitting T3s at POSes somehow. A special module, some way of doing it while it's in the hangar, anything.
- Refining with the tools we have available sucks. This doesn't need to be addressed with POSes, but it sucks.
- Better personal item storage. Cans and ship cargo holds get tedious.
- Springboarding off of the former, better blueprint identification. They don't have to be locked to a person, but some way of putting a "this is mine!" or "this is for corp!" tag on it aside from everyone having to use a separate hangar division/all the cans in the world would be excellent.
- POS interfaces that don't make people suffer.
- Inspired by post above me: repackaging things at POSes!

That's all I can think off of the top of my head; I may remember some other stuff later.

I don't want docking in lieu of force fields. I don't want to replace POS guns with "station guns". I still want the environment we have with POSes. I just want these POS improvements to make things more better, not stations lite. Make the super docking thing with an undock something that you can't anchor in w-space or without sov or something if you really want that.

Yeah. A mooring mechanic should be the "default" way to allow ships to use starbases; the drydock module can simply require sov, just like a CSAA.
Maker Atavuli
Atavuli Exploration Society
#56 - 2012-08-07 21:33:51 UTC
Wow I really hate to hear that station games will be headed into WH space. My corp was war-deced three times by four to five man corps. These guys didn’t want to fight just run in and out of high sec stations. So we moved into a wormhole to avoid the whole grief dec kiddy game thing. As for POS are they really broken? I suppose I look at the POS in a different light, I live on and in the unknown fringes of space. I do NOT expect nor want to see the EVE version of a fricking Mc-Mansion on the dangerous unknown edges of space. If we want outposts, stations and all of the crap that comes with it we would move to 0.0. PLEASE I have no problem with change, but the entire development team that is going to make these changes should move into a nice C4 and live there for two months. Then come back HERE to the forums and discuss this with the folks who pay to live in the wonderful universe you guys work so hard to create and maintain.

I am NOT crazy they made me take my medication this morning!

Frothgar
State War Academy
Caldari State
#57 - 2012-08-07 22:27:29 UTC  |  Edited by: Frothgar
What I want from the new system:

Better industrial services. Its kind of silly that many of the POS related industrial services have a massive material pentalty, they should be usable and make sense.

Better RnD services: Pos research should have the same inherent vulnerabilities of current POS research, but less opportunities for corp theft. Have it so the BPOs drop if the Pos goes boom, but make it more like outpost research.

Better services: I like the idea of docking, fitting and even management from inside a POS. Big + here.

New services for POSes available. Gotta say it: Installing a small amount of clones to choose from in a POS, keep the 1 day cooldown. EG if you get podded you can jumpclone back to an existing clone, install a new clone, and then return. However if you get podded again, you need to wait 24hrs before jumpcloning back to the POS.

More secure hanger options. Make a personal hanger option for personal ships/modules. Nothing too massive, also these should drop of the POS goes boom.

Docking Yes, but POS guns should be less horrible to subcaps, and possibly more horrible to Capitals.

Edit: I don't think docking games will be too awful, its certainly better than watching things in a POS bubble knowing that there isn't anything you can do about it.
Veryez
Hidden Agenda
Deep Space Engineering
#58 - 2012-08-07 23:20:30 UTC
Good and bad points here. As far as intel goes, most of us would just log off in space in a recon or bomber, thus enabling us to cloak when we came back. Like most wh dwellers, I have plenty of safe's in my home system, so I can work around the intel issue.

Bringing docking games into wh's would be horrible, nobody likes this style of gaming. So I am against stations in wh's for this alone.

Lastly POS gunning can make a real difference in wh's, I am not in favor of removing this part of the game in any way.

It's been said before, and it's still true. CCP created a nearly perfect enviroment in wh's. Yes it's tough and yes it's dangerous, but there are many of us who thrive out there and love it. CCP needs to stop being so narrowly focused in 0.0. You are pandering to a clear minority of your population, to the detriment of the rest.

Wh's are the true home of small gang PvP in EvE. If you really need to remove force fields/POS's from the game, fine. But replace it with something that keeps the best aspects of POS's, not something that brings some of the lame aspects of the game to wh space.
IgnasS
Pator Tech School
Minmatar Republic
#59 - 2012-08-08 09:41:32 UTC  |  Edited by: IgnasS
Frothgar wrote:
What I want from the new system:

...

Edit: I don't think docking games will be too awful, its certainly better than watching things in a POS bubble knowing that there isn't anything you can do about it.


If you don't think docking games are awful then it's available in hi / low / null right now. I think that docking if implemented in WH would reduce the WH population so much that you would barely find any small entities in unknown space. Or they stay docked up and still you won't be able to do anything about it without bringing a large fleet to destroy the station, same tactic can be used with existing POS & Shield mechanics if you don't like them staying inside the shields.

Many ideas in this thread would make life in WH much better, docking games is certainly not one them.
IgnasS
Pator Tech School
Minmatar Republic
#60 - 2012-08-08 09:59:08 UTC
Ethan Revenant wrote:
[quote=Two step]

...

What I want that we don't have:
- A way to enable audit logging or some other record of ships taken out/put into SMAs or whatever their replacements may be.
- Better roles! The amount of access you need in order to do industry is silly. More granularity in allowing access to various things is much desired.
- Refitting T3s at POSes somehow. A special module, some way of doing it while it's in the hangar, anything.
- Refining with the tools we have available sucks. This doesn't need to be addressed with POSes, but it sucks.
- Better personal item storage. Cans and ship cargo holds get tedious.
- Springboarding off of the former, better blueprint identification. They don't have to be locked to a person, but some way of putting a "this is mine!" or "this is for corp!" tag on it aside from everyone having to use a separate hangar division/all the cans in the world would be excellent.
- POS interfaces that don't make people suffer.
- Inspired by post above me: repackaging things at POSes!
edit: Two more things I thought of:
- Some kind of vending machine where corp/alliance members can purchase goods directly from the corp/alliance without having to go through the rigamarole of finding the right item and figuring out the correct price and putting it in the right wallet division.
- Once establishments come out, establishment modules where you can moor/move into their sphere of access and do establishment-y things. This won't be relevant until establishments happen, because I'm pretty sure no one wants a module that lets them walk around a mostly empty room and look at a door that they can't open.

That's all I can think off of the top of my head; I may remember some other stuff later.

I don't want docking in lieu of force fields. I don't want to replace POS guns with "station guns". I still want the environment we have with POSes. I just want these POS improvements to make things more better, not stations lite. Make the super docking thing with an undock something that you can't anchor in w-space or without sov or something if you really want that.


I want this ^^^ , thanks Ethan, your thoughts are spot on.

Terrible ideas presented in CSM minutes and what I don't want :
- Multiple POS'es on grid cause it would impossible to destroy any well thought out establishment;
- Any mechanic in any way that would allow docking games <-- belongs to kspace