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CSM7 Summit Topic: Starbase / POS Re-Work

First post
Author
Silvrsurfr
Nova Echo
#61 - 2012-06-09 19:49:02 UTC  |  Edited by: Silvrsurfr
Some decent ideas for POS's (if not a bit dated...):
http://community.eveonline.com/ingameboard.asp?a=topic&threadID=456400

Also, alliance permissions and access to a POS are just not functional at this point...

We shouldn't have limitations like this:
http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1486399

~ Silvr

EVE residents: 5% WH; 8% Lowsec; 15% Nullsec; 72% Highsec. CSM 7: 1 highsec resident out of 14. CSM demographics vs EVE demographics, nothing to worry about...

Grumpy Owly
Imperial Shipment
Amarr Empire
#62 - 2012-06-11 03:10:48 UTC
I only hope CCP are considering the significant investments various pilots may have already put into current POS module production both in terms of the BPOs required to produce POS modules and also other associated relevant infrastructure like PI etc.

As such I'm encouraged that CCP might be expanding on the existing POS model, but I'm hoping (somewhat predicting) that this is an additional expansion to the existing items in game which will continue to be utilised in any future designs?

As such I think it is very important to have this particular concern addressed by CCP so it wont have a serious impact to this specialised area of industry?
Mara Rinn
Cosmic Goo Convertor
#63 - 2012-08-05 22:36:18 UTC
Seleene wrote:
Quick update - This session happened yesterday and was led by CCP Greyscale. TLDR on this: by far one of the most interesting and promising sessions of the summit. CCP isn't going to do this halfway and some of the ideas were quite surprising and exciting. I'll be doing a blog detailing what I can while the summit minutes are being worked on sometime next week once I'm away from volcano land.


The minutes discuss a lot about reworking the actual POS structure, but mention very little about roles. There is a passing reference on p69, "CCP Greyscale asked more about what was specifically blocking player recruitment for wormhole corps and Two step explained the various security measures that wormhole corps use." There is also a brief discussion about roles on 90–91 about using roles to apply custom access rights (esp. when used with "Based At").

The role that gives researchers the greatest headaches is "manager" since you need that role to cancel jobs, and cancelling jobs is all-or-nothing: you can either cancel anyone's jobs (cancel their ME research, steal their BPO) or noone's (not even your own, when you set up a 30 PE run instead of a 30 ME run because you were drunk/tired/drunk).

One nice workaround would be to be able to research BPOs from your own hangar, rather than requiring the BPO to be taken from and deposited to the corporate hangars.
Nofearion
Destructive Brothers
Fraternity.
#64 - 2012-08-06 02:07:04 UTC
I will keep this brief as many have commented on the same things. lets put it into a summery of like by all the people I have chatted with

Rework pos command, access, and use roles to allow for better security and ease of manufacturing by all members of a corp, alliance, Blues or the general public and charge fees based on standing or affiliation.
The lego block idea is great expand on that
POS jumping with the 24 hr timer for spool up and a 24 hr timer cool down. (48hr between jumps) is a most excellent idea
ship mooring is great, as long as ships are protected, would be nice to not only fit ships but to repair as well.
Cloaking POS is way cool. although a mechanism where the pos become uncloaked and scanable as ships arrive and leave
ease of use for manufacturing, example instead of 6 ship arrays to build basic TI and TII ships frig -BS have one array or block with upgrades for slots and type.
the anchor anywhere (within reason ... not on a gate for example) would go a long ways to proliferate space.

Everyone I think most agrees the access and roles have to be fixed before anything else.

Mara Rinn
Cosmic Goo Convertor
#65 - 2012-08-06 02:43:01 UTC
Oh yeah: fees should be payable by the individual or from their corpmwallet if they are allowed to do so. No reason to have junior research members having access to the special R&D corp wallet which always has 0 balance.
GeeShizzle MacCloud
#66 - 2012-08-25 00:33:18 UTC  |  Edited by: GeeShizzle MacCloud
a LOT of people have issues with what greyscale said when he didnt want to have POS shields anymore cause the coding is a bit iffy here and there and makes some peculiar game breaking situations occur (see cynoing inside pos's etc..)

i came across an idea in another brainstorming thread that could offer a way of providing some of the safety net of a pos shield without an actual pos shield per say.

what it boils down to is the creation of a new mechanic known to be signature masking. and how it works is dependent on the relationship between 2 objects in space and their properties.


Mechanic
if one of the objects is monumentally huge, for example in sig radius, compared to the other (within a certain size ratio of one another), then so long as the other object is within a certain distance from the 1st object, its signature would be masked and would disappear off a scouting ships overview, even though the ship would still be visable in space.

Application to Dockable POS's
so how this applies to the new POS's is dependant on the size and complexity of the modular POS, certain undocking ships (almost all subcaps) would be able to undock or orbit the pos at a pretty tight distance and remain unlockable. providing that undocking and regrouping mechanic that POS shields currently allow. but without a definable barrier that can be abused.

Bumping
of course the idea of bumping is still an issue. could possibly be solved by some kind of omnidirectional repulsor shockwave that can be installed and manually activated to ward off anyone what hasnt "dialed in" the correct frequency to not be affected by the shockwave.


this could prevent docking games too if applied to stations, and could add other interesting tactics dependant on the mechanics balance and applied ratios.
Frying Doom
#67 - 2012-08-25 10:36:38 UTC
When I find myself in times of trouble
The Great BoB comes to me
Speaking words of wisdom, let us dock.
And in my hour of darkness
She is standing right in front of me
Speaking words of wisdom, let us dock.
Let us dock, let us dock.
Whisper words of wisdom, let us dock.

And when the broken hearted people
Living in space agree,
There will be an answer, let us dock.
For though they may be parted there is
Still a chance that they will see
There will be an answer, let us dock.
Let us dock, let us dock. Yeah
There will be an answer, let us dock.

And when the nebula is cloudy,
There is still a light that shines on me,
Shine on until tomorrow, let us dock.
I wake up to the sound of music
The Great BoB comes to me
Speaking words of wisdom, let us dock.
Let us dock, let us dock.
There will be an answer, let us dock.
Let us dock, let us dock,
Whisper words of wisdom, let us dock

Ripped of from The Beatles (Lennon/McCartney)

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Revolution Rising
Last-Light Holdings
#68 - 2012-08-25 10:43:07 UTC  |  Edited by: Revolution Rising
Yeah, just to add to the thread. I wouldn't specify any particular mechanics as I know CCP will sit around doing that themselves.

I would like to see some goals reached in terms of the POS however.

1) Make the POS scalable so that the same structures will be used if you need a 500m isk tower or a 100b isk tower - the upgrades should have a sliding scale of isk to install the module (install fee), but the module remains the same kind in terms of buying on market.
2) Extend the use of the POS to start to cover station systems - cloning, offices, refinery, etc.
3) Make POS defenses likewise scalable so that 20 ships + logi don't find the POS trivial to take down as is the case at present - if you want to pay for it - both the defensive module and the PG/CPU, the defenses should be very scalable. (Drones as well as guns/missiles?).
4) Create an open POS environment, so that neutrals can take advantage of the pos services - so you can make money from them - again this is part of not having trivial defenses.
5) Create isk sinks in the upgrades of modules - refineries, cloning, market, etc - something the game needs terribly at the moment - 50-75% of the total module cost after installation (install fee) could end up being isk sink.
6) Fix current POS systems, so they are not nerfing types of gameplay. Your 75% refinery output for instance - this just makes people stick to empire even more - such a bad idea.

These things have many advantages.

  • CCP only has 1 structure to develop instead of 2 - getting rid of stations instead of just making them destructible could be a lot better in the long run.
  • ISK Sink every time a POS is blown up.
  • EVERYONE can own a station - play with settings etc, this could be a new profession (Just call me Lando Calrissian).
  • Small corps and alliances can band together and defend their systems even if they are not specifically aligned - they can make small bases in 0.0 even if they are not aligned with local station owners - this could create more wars.
  • Markets in low-sec could become a lot better, lowsec in general could suddenly become a lot more usable.
  • Any MMO Currently being developed always has 1 question asked over and over by users - what about player housing? - this is a great marketable selling point for CCP - the more effort you put into this the better off you'll be.

.

Frying Doom
#69 - 2012-08-25 10:50:48 UTC
^^ like this one

I would like to be able to scale my defenses of the POS by adding modules and subsequently running costs to the POS allowing me to be as paranoid as I want to pay for.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Revolution Rising
Last-Light Holdings
#70 - 2012-08-25 10:56:10 UTC  |  Edited by: Revolution Rising
Frying Doom wrote:
^^ like this one

I would like to be able to scale my defenses of the POS by adding modules and subsequently running costs to the POS allowing me to be as paranoid as I want to pay for.


Precisely.

A big part of EVE is about money being power, not arbitrary gameplay limits put there by scaremongers.

.

Malcanis
Vanishing Point.
The Initiative.
#71 - 2012-08-26 18:56:35 UTC
Frying Doom wrote:
^^ like this one

I would like to be able to scale my defenses of the POS by adding modules and subsequently running costs to the POS allowing me to be as paranoid as I want to pay for.



Agreed. Ultra rich organizations like the CFC should be able to leverage that wealth into making their cyno jammer POS functionally invincible.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Revolution Rising
Last-Light Holdings
#72 - 2012-08-26 21:36:31 UTC  |  Edited by: Revolution Rising
Malcanis wrote:
Frying Doom wrote:
^^ like this one

I would like to be able to scale my defenses of the POS by adding modules and subsequently running costs to the POS allowing me to be as paranoid as I want to pay for.



Agreed. Ultra rich organizations like the CFC should be able to leverage that wealth into making their cyno jammer POS functionally invincible.



Well idk about invincible, but certainly FAR from trivial.

I'd like to see weapon platforms configurable and instead of taking control of a particular gun, a pos gunner could take control of a weapons array for each level instead. A POS gunner with level 5 skill should be able to take control of a starbase completely.

A weapons platform could just be a ship-style chassis with slots to put guns/ECM/missiles/whatever.

Could fit on the pos or in space as CCP requires - I think it'd be hard to fit ALL the modules on the pos itself. Although, that'd be preferred to me.

Smaller shield/armor, but MUCH larger amount of defenses that cannot be taken offline until the POS is dead - making the whole procedure of taking down a large well endowed (heh) pos like this, inherently dangerous the whole time an enemy stays in aggressed and in range.

A lot of this could actually be made to happen - not by MORE guns, but by better gun systems, guns/drones should be able to focus fire when unmanned instead of firing at random targets.

.

Hans Jagerblitzen
Ice Fire Warriors
#73 - 2012-08-26 22:48:16 UTC
Malcanis wrote:
Agreed. Ultra rich organizations like the CFC should be able to leverage that wealth into making their cyno jammer POS functionally invincible.


I see what you did there. Twisted

CPM0 Chairman / CSM7 Vice Secretary

Revolution Rising
Last-Light Holdings
#74 - 2012-08-26 23:34:30 UTC  |  Edited by: Revolution Rising
Hans Jagerblitzen wrote:
Malcanis wrote:
Agreed. Ultra rich organizations like the CFC should be able to leverage that wealth into making their cyno jammer POS functionally invincible.


I see what you did there. Twisted


These kinds of comments aren't helpful to the conversation.

Point is here that every time a POS is lost due to it sitting somewhere someone else doesn't like, "ultra rich" organisations either lose it easily, or it's an ultra expensive isk sink that's harder than the current system to fight against.

Thise whole system of "We've taken out 5 guns, the rest of it is useless now" is absurd.
The risk against an unmanned pos that someone spent 5b on right now, is also absurd, the guns should focus fire on a random target, not just fire at everything so that it's easily tanked.

Actually beginning to expect this from the CSM now... attitudes since voting week seem to have changed drastically.

.

Revolution Rising
Last-Light Holdings
#75 - 2012-08-27 00:35:47 UTC  |  Edited by: Revolution Rising
The entire POS mechanic could be a silver bullet for eve in many different ways.

It would be great to see what CSM thought on the issue as they were the ones that brought it up.

Right now there are a plethora of attitudes towards people considered "risk averse" however I put this idea to you.
http://www.youtube.com/watch?v=wK3WNR84D0s&feature=g-upl
This video shows a CFC drake fleet engaging a PL titan fleet (pre nerf) on a tech tower which I made about 6 months ago.

Have a good think about this video as it is actually showing a rather common occurance.
People suggest that miners sit in empire because they are risk averse.

Is this video not a display of risk averse behaviour by both large 0.0 alliances?

Just as an example, what if they were made so that subcap fleets just no longer could be used to bring down POS at all? You required a marauding capital fleet to do it.

That's just an example of the far reaching gameplay the pos system could change - I'm not saying it's a good or bad idea, just an example.

POS could well change the game in many ways. Low-sec, 0.0, wormholes, empire carebearism, it could create better or more interesting marketplaces, it could given the right system even allow the main game market to move from jita.

This particular topic could have amazing consequences.

It effects everyone.

It would be good to see what CSM thought in terms of redoing the POS system and their ideas of what CCP think on the subject.

If it's just another pat on the head then we're wasting our breathe with some of these ideas, it would be better to know now rather than later.

.

Frying Doom
#76 - 2012-08-27 00:38:32 UTC
Malcanis wrote:
Frying Doom wrote:
^^ like this one

I would like to be able to scale my defenses of the POS by adding modules and subsequently running costs to the POS allowing me to be as paranoid as I want to pay for.



Agreed. Ultra rich organizations like the CFC should be able to leverage that wealth into making their cyno jammer POS functionally invincible.

Actually one of the things I suggested in a F&I post was that things like cyno jammers, moon miners, guns, ecm ect.. not be part of the POS structure but still remain as separate entities. This way preventing the need to be able to lock a specific part of the POS.

When I said defenses I was implying the ability to increase the POSs armour and hull points with modules. If they could implement it so you could target external modules like a cyno jammer with it as part of the pos that would be nice but unless they can be separately targeted I believe they should just be separate.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Revolution Rising
Last-Light Holdings
#77 - 2012-08-27 00:50:03 UTC  |  Edited by: Revolution Rising
Frying Doom wrote:
Actually one of the things I suggested in a F&I post was that things like cyno jammers, moon miners, guns, ecm ect.. not be part of the POS structure but still remain as separate entities. This way preventing the need to be able to lock a specific part of the POS.

When I said defenses I was implying the ability to increase the POSs armour and hull points with modules. If they could implement it so you could target external modules like a cyno jammer with it as part of the pos that would be nice but unless they can be separately targeted I believe they should just be separate.


I'm thinking more along the lines of changing the damage.

With the shields gone, the ships outside need some defences. A POS could be set to defend all neutral/blue ships in range - so there's no ganking going on outside - no more sitting on station games.

I'd rather beef up the damage than make the taking down of the POS itself a 5 hour long process.

.

Frying Doom
#78 - 2012-08-27 00:56:27 UTC
Revolution Rising wrote:
Frying Doom wrote:
Actually one of the things I suggested in a F&I post was that things like cyno jammers, moon miners, guns, ecm ect.. not be part of the POS structure but still remain as separate entities. This way preventing the need to be able to lock a specific part of the POS.

When I said defenses I was implying the ability to increase the POSs armour and hull points with modules. If they could implement it so you could target external modules like a cyno jammer with it as part of the pos that would be nice but unless they can be separately targeted I believe they should just be separate.


I'm thinking more along the lines of changing the damage.

With the shields gone, the ships outside need some defences. A POS could be set to defend all neutral/blue ships in range - so there's no ganking going on outside - no more sitting on station games.

I'd rather beef up the damage than make the taking down of the POS itself a 5 hour long process.

Ok my F&I post to show better what I was saying it was actually on POS skills

Frying Doom wrote:
With the eventually coming new POSs I would like to propose a new skill tree for them.

With the modular design they are considering I would like to see both T1 and T2 modules.

For example I would like to have modules for the following

Base module
Power Plant (providing extra power)
CPU module (giving extra CPU)
Docking
Refining
Research
Invention
Reverse engineering
Armor plating (to increase the armor of the POS)
Hull plating (as above except with Hull)
Corporate Hangers
Personal Hangers
Reactors
Ship Maintenance Arrays (as I would like a separate module to dock and one so you can fit while docked)
System Scanning array (That would produce local in systems with gates, registring only gate travel)

I am sure people could think of more modules.

Items like Gun batteries, moon harvesters, silos, cyno jammers ect to be separate modules away from the POS, allowing them to be attacked without messing around with making parts of the POS lockable.

On to the skills, I would like each of these to have a skill with anchoring as its requirement for instance Anchoring (Docking) needed to lvl 1 for the basic unit, lvl 4 for a officer or faction module and lvl 5 for a T2 version.

This would mean that people could just get the basics or specialize in POS deployment. It would also mean an increase in the LP stores products as well as providing new BPO's for isk sinks and invention opportunities.


Naturally enough with the docking module allowing you to control who is able to dock and who is shoot on sight Smile

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Revolution Rising
Last-Light Holdings
#79 - 2012-08-27 01:41:13 UTC  |  Edited by: Revolution Rising
Yeah I'm not sure what to do about guns, I'd like for the guns to be harder to take down... I really dislike the current system which gives the attacker ALL the power.

They take out 4-5 guns, and suddenly the pos just can't defend itself AT ALL.
The damage is easily tankable and the guns are changing targets like a drunk man on "no cover charge for women" night.

I'd still like to add a Market module and perhaps a reprocessing module (seperately) to that list.

.

Frying Doom
#80 - 2012-08-27 06:47:36 UTC
On this note I found this on twitter

http://www.reddit.com/r/Eve/comments/ypde9/im_seleene_former_ccp_game_designer_and_current/?limit=500

Comments by Seleene on the new POS setup.

Why I need to check twitter for something EvE related I don't know.

They really need a bloody CSM website.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!