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Adhocracy statement on new POSes

First post
Author
Indo Nira
The Scope
Gallente Federation
#21 - 2012-09-25 06:48:47 UTC
Denidil wrote:
Oreamnos Amric wrote:


  • I don't want massively improved security - the trust issues are a large part of the W-space experience. Some improved security through increased granularity would be nice. e.g. roles on a per-POS basis would be more than enough.
  • .


    i do. having to expose all of your assets to some jackass corp thief in your corp shouldn't be a requirement to live out of a POS.

    obviously you cannot have unlimited private space - but you should have enough space to storage a reasonable number of ships in personal space, and mods and equipment.


    set up your own tower? with your own password, and own fuel?
    Meytal
    Doomheim
    #22 - 2012-09-25 13:26:56 UTC
    Captain Hellfest wrote:
    What if instead of docking inside the station you somehow docked while still in space? Kinda like the space shuttle docks with the international space station. Same interface you have while you are spinning in station except you are still in space.

    This would work and is the concept of "mooring" that was in the other threads ... as long as the player remains in multi-player space, instead of just having some placeholder ship object while the player is relocated to a single-player environment. I still think there should be some sort of proximity-based zone of protection around the new-POS, even if access to station services depends on mooring. I'd definitely love to know why they want to get rid of force fields; maybe we collectively could come up with possibilities for them to explore to make it efficient and streamlined.

    Stations came first, so the code is structured around stations. But since they're going to be touching the code, they should take the focus away from single-player environments and focus on the multi-player environment. You can always treat a single-player environment as a special case, but it's not as easy to make it work well the other way around.

    The only two things that we wouldn't have would be actual ship spinning -- especially if they take away force fields instead of reimplementing them to be something less hacked-on -- and Incarna. I haven't been able to think of a way to provide what w-space residents want out of w-space while still offering Incarna features, though I do admit to having an aversion to space barbies.

    Incidentally, if ships had to moor themselves to carriers, etc., before they could use the fitting and storage services, that would be an interesting development. I can see this happening if proximity-based access to "station services" was removed in favour of mooring. Are you in battle and want to re-fit your ship on the fly? You have to come to a full and complete stop for the duration :) (Detatching should propel the detaching ship some short distance away, instead of bumping the carrier in this case)

    Oreamnos Amric wrote:
    I don't want massively improved security - the trust issues are a large part of the W-space experience. Some improved security through increased granularity would be nice. e.g. roles on a per-POS basis would be more than enough.

    Either do it right, or don't do it. Since every corp is operated differently and has different needs, we need a robust and flexible system. Basing everything on a small number of pre-defined roles is not flexible enough. We have wedged the square pegs into the round holes, but it wasn't always as easy or efficient as it could have been. Eventually the shared-POS work-around will run out of spare moons.

    Like with station services, the simple needs would be a special case of the more complex offerings. Theoretically, you would be able to configure access based on Trials, Members, and Directors, and just use that for everything, while others would be able to define and provide more specific levels of access as needs dictate.
    Tarunik Raqalth'Qui
    Native Freshfood
    Minmatar Republic
    #23 - 2012-10-14 16:54:23 UTC
    @Indo: obviously, if you do that, sooner or later, you'll run out of spare moons in the current system (pay your mates in HTEL a visit if you want to see a system that is highly susceptible to moon shortages).

    On mooring: this seems like a good intermediate between the current "floating inside forcefield" system and having your ship disappear from space when you dock. It would raise the "two interfaces" question that CCP seems to want to avoid, but it seems like a necessity in order to not render the new starbase system unfit for purpose in W-space. (It would also allow the new system to elegantly handle the current "no docking" restriction on supercapitals.) Mooring to carriers and Orcas would be a natural extension of this mechanic as well.

    On T3 refitting in space: perhaps refitting a T3 could cause the starbase to 'suck' the ship into drydock, do the subsystem change(s), and then 'spit' it back out again in the new configuration, as if you had simply exchanged ships?

    On POS permissions: I do see a legitimate case being made for the need for fully general and granular permissions on starbase interactables (hangar divisions, factory/lab/refinery/reactor facilities, fuel bays, administrative controls, and starbase batteries). A system based on Access Control Lists could be implemented; however, ACLs tend to have a steep learning curve associated with them (sounds like a problem for FoxFour and the rest of CCP's UI people to chew on).



    Jhan Niber
    Brutor Tribe
    Minmatar Republic
    #24 - 2012-10-17 13:19:32 UTC  |  Edited by: Jhan Niber
    The only issues I have that weren't mentioned in the OP are permissions and management of items. It can be a real pain in the butt to find what I'm looking for because there isn't a way to search all the hangars in a starbase. There also needs to be better roles management. Ideally a POS would have a "locker" for each corporate member. It's only accessible by a single member as well as people with specialized roles, i.e. directors and CEO. You would, of course, have corp hangars as well, but the fact that we don't have lockers, quarters, or something for an individuals items is awful. Corporate theft and misplacing trust is something that is expected to happen even with the best security, but if you don't trust someone there's only one effective method to implement security in Anoikis space: kicking and podding them to hisec.
    TheGunslinger42
    All Web Investigations
    #25 - 2012-10-17 13:46:29 UTC
    Whatever the mechanics, they absolutely cannot allow it to end up the way stations currently are - i.e. one tiny specific area that ships pop out of, that enemies can sit 0m on and immediately open fire. It doesn't matter how you change the mechanics of pos defenses, any fleet capable of tanking the defenses long enough to take down the tower will sit right on 0 and it'd be crap. The current method of dumping bubbles everywhere is much better in that regard, as ships can attempt to find gaps, or race out the opposite side, all leave the safety of the shields together without praying to the lag gods / black undock screen, etc. So long as the mechanics they come up with allow a few similar kind of options to the people in the tower and don't leave them with just having to poop themselves out into a big ball of enemies at 0m, then it'll be ok

    As for limiting pos size/mods in smaller class wormholes: It's just a stupid, stupid idea.
    Tobiaz
    Spacerats
    #26 - 2012-10-21 09:04:10 UTC
    Improving life in WH is a two-edged sword. Yes it will make life in WH easier, but at the same time, these days it's mostly the inconvenience of living in a WH what keeps it 'hardcore'.

    For instance better corp hangar management will result in less risk of corptheft, but at the same time this is something that keeps a lot of corporations from settling in W-space. Yes, these more targets is always nice, but it would also mean a lot more competition on the market for T3 goods.

    So be very careful here, because convenience is death to the relevance of player skill and its rewards.

    Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

    Tobiaz
    Spacerats
    #27 - 2012-10-21 09:10:28 UTC  |  Edited by: Tobiaz
    TheGunslinger42 wrote:

    As for limiting pos size/mods in smaller class wormholes: It's just a stupid, stupid idea.


    I agree. Such arbitrary measures are almost always bad.

    Instead of trying to restrict C-1 to C-3 fortification itself, much better for CCP to make a counter-move like introducing new battle-cruiser size baby-dreadnoughts (that trade in siege for spider-tanking boost). This would also help with a more mass-efficient invasion of larger capital-heavy wormholes.

    Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

    YuuKnow
    The Scope
    #28 - 2012-10-21 18:34:57 UTC
    My main fear is that CCP will slowly morph WH to be more and more like Null Sec. There's more to the uniqueness of WHs than just no local and variable connectivity.

    The corporation structure that's needed to successfuly run a WH is unique. The business deals rely more on trust and word (as there are no contracts or market). *This* is a good thing in my opinion as it makes WH corps a tighter knit group than other Eve corps IMHO. The logistical challenges in WHs are challenging parts of the game and challenges players to capitalize on opprotunities more.

    There's a lot of uniqueness to WHs atm and I would hate to see CCP morph it into Null-sec without local.

    yk
    Mattalious
    Doomheim
    #29 - 2012-10-22 12:47:18 UTC
    YuuKnow wrote:

    There's a lot of uniqueness to WHs atm and I would hate to see CCP morph it into Null-sec without local.

    yk



    That would kill WH space for a lot of corps. No one wants to see another slice of Eve run by a handful of mega-alliances. The wonderful thing about WH is the feeling on Independence that being cut off from k-space gives. Yes, there's some large C5/C6 corps you have to be respectful of, but they're not charging us smaller corps for the privileged of trying to make a living in Eve.
    Tarunik Raqalth'Qui
    Native Freshfood
    Minmatar Republic
    #30 - 2012-10-22 13:18:36 UTC
    Tobiaz wrote:
    TheGunslinger42 wrote:

    As for limiting pos size/mods in smaller class wormholes: It's just a stupid, stupid idea.


    I agree. Such arbitrary measures are almost always bad.

    Instead of trying to restrict C-1 to C-3 fortification itself, much better for CCP to make a counter-move like introducing new battle-cruiser size baby-dreadnoughts (that trade in siege for spider-tanking boost). This would also help with a more mass-efficient invasion of larger capital-heavy wormholes.

    I think that fixing ECM would go a long way to making low-class WHs less intimidating; Tier3s should have been this counter-move, but were negated by dickstars :P
    TheGunslinger42
    All Web Investigations
    #31 - 2012-10-22 14:23:38 UTC
    I agree that fixing dickstars would go a long way to fixing any issues with lower class wormholes being "too fortified" or whatever (though really, there are plenty of towers getting burned in c2s according to the last numbers I saw on the issue). As would providing more reasons to actually fight over wormholes, considering how easy it is to find an unpopulated one that suits your needs currently.

    Though the idea of babydreads, say along the lines of the tier3 bcs but bumping up the scale - weak battleships with XL weapons - amuses me too
    YuuKnow
    The Scope
    #32 - 2012-10-23 00:12:54 UTC
    Mattalious wrote:
    YuuKnow wrote:

    There's a lot of uniqueness to WHs atm and I would hate to see CCP morph it into Null-sec without local.

    yk



    That would kill WH space for a lot of corps. No one wants to see another slice of Eve run by a handful of mega-alliances. The wonderful thing about WH is the feeling on Independence that being cut off from k-space gives. Yes, there's some large C5/C6 corps you have to be respectful of, but they're not charging us smaller corps for the privileged of trying to make a living in Eve.



    That and the fact that there's a variety of combat styles from the capitals based combat to mainly cruisers/frig combat all available depending on which class one chooses to inhabit. And thank goodness that Supercaps are out of the picture. CCP did it right when they made WH the first time, and for once this isn't something that they don't need to tweak much.

    yk
    Ossirrus
    Imperial Academy
    Amarr Empire
    #33 - 2012-10-23 02:31:40 UTC
    Dear ccp your captains quarters are wonderful..... Wormholes dont need them

    -Ossirrus

    P.S Dont fix stuff thats not broken... stay away from WH mechanics please.
    Siobhan MacLeary
    Doomheim
    #34 - 2012-10-25 17:15:27 UTC
    TheGunslinger42 wrote:
    Though the idea of babydreads, say along the lines of the tier3 bcs but bumping up the scale - weak battleships with XL weapons - amuses me too


    As someone who absofuckinglutely loves the glass cannon BCs, I say yes please to babydreads.

    Everything else in this discussion I also agree with, I'm in favor of a POS revamp but please oh please don't give us docking games. I'd much prefer a proximity-based forcefield, though I do admit the idea of being able to moor my ship to a POS and sit around with my corpmates' avatars while we shoot the **** on comms is attractive.

    That said, give us FiS first. WiS would be nice but is definitely not a need for WH space right now.

    Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.” - CCP Soundwave

    calaretu
    Honestly We didnt know
    #35 - 2012-10-25 18:56:29 UTC
    Is there any confirmed statements from ccp regarding POS revamp avaiable? I might be bad at google but woul like to know more about what ccp actually have in mind
    Wolvun
    The Scope
    Gallente Federation
    #36 - 2012-10-25 19:52:31 UTC  |  Edited by: Wolvun
    calaretu wrote:
    Is there any confirmed statements from ccp regarding POS revamp avaiable? I might be bad at google but woul like to know more about what ccp actually have in mind


    Considering there has been no word or update from CCP or the the CSM since the CSM summit it would be very good to get an update on how things are travelling or if design concepts have altered at all.

    An update would be good considering the massive amount of feedback this subforum has given on the changes, at most times in opposition to the views of our WH CSM rep.

    Perhaps said CSM rep could you know like update his blog every now and then...... Roll
    Evolution1979
    Hull Down Inc.
    #37 - 2012-10-26 07:37:38 UTC
    I couldnt be arsed to read everything here, but i have a small comment, wich imo is the best way to go.
    Delete pos as a whole from the game!
    Instead make small destructible stations, wich would use fuel (like posfuel) have the same kind of hp and maybe an outside scanner, wich you can use from inside the station, to see if there is something outside, before undicking from it.

    Obviously, people who are allready settled into a wh, would not like it to import a station there, so you could try to change it so that when this would hit tq, all existing pos will be tranformed into a station.

    Also these stations, would be able to anchor guns and stuff from it.

    Another advantage would be, that you dont have to deal with roles anymore, since everybody can keep their crap in their own hangar.
    If the station gets destroyed, then all in hangar will be lost or dropped obviously, this should keep people hauling crap out, so its not worth it to put everything you own in station, this should be in line with current ship maintenance and corp hangar arrays.

    For guns and mods, you have on a pos, you would still be able to anchor these, and the modules you now anchor inside shields, like hardeners, would be invulnerable for destruction until the station is dead or something like that.

    Well i just made this up when typing, didnt really think it over tbh, but it sounds pretty good in my head.

    Any ideas on this?
    TheGunslinger42
    All Web Investigations
    #38 - 2012-10-26 10:19:29 UTC
    Evolution1979 wrote:
    I couldnt be arsed to read everything here, but i have a small comment, wich imo is the best way to go.
    Delete pos as a whole from the game!
    Instead make small destructible stations, wich would use fuel (like posfuel) have the same kind of hp and maybe an outside scanner, wich you can use from inside the station, to see if there is something outside, before undicking from it.

    Obviously, people who are allready settled into a wh, would not like it to import a station there, so you could try to change it so that when this would hit tq, all existing pos will be tranformed into a station.

    Also these stations, would be able to anchor guns and stuff from it.

    Another advantage would be, that you dont have to deal with roles anymore, since everybody can keep their crap in their own hangar.
    If the station gets destroyed, then all in hangar will be lost or dropped obviously, this should keep people hauling crap out, so its not worth it to put everything you own in station, this should be in line with current ship maintenance and corp hangar arrays.

    For guns and mods, you have on a pos, you would still be able to anchor these, and the modules you now anchor inside shields, like hardeners, would be invulnerable for destruction until the station is dead or something like that.

    Well i just made this up when typing, didnt really think it over tbh, but it sounds pretty good in my head.

    Any ideas on this?


    Most of the issues mentioned already would apply to your idea - visibility, i.e. enemies being able to see how many people/what they're in, docking games, etc
    Casirio
    Aliastra
    Gallente Federation
    #39 - 2012-10-26 14:15:34 UTC
    TheGunslinger42 wrote:
    Evolution1979 wrote:
    ~snip~


    Most of the issues mentioned already would apply to your idea - visibility, i.e. enemies being able to see how many people/what they're in, docking games, etc


    this. I just dont know how they are going to prevent station games, and enemies being able to determine who's online in what ship type, like we can do now.
    Ethan Revenant
    Adhocracy Incorporated
    Adhocracy
    #40 - 2012-10-26 14:22:50 UTC
    calaretu wrote:
    Is there any confirmed statements from ccp regarding POS revamp avaiable? I might be bad at google but woul like to know more about what ccp actually have in mind


    I doubt they're devoting much time to a Soon(TM) feature behind the scenes when they have a little over a month left until Retribution. I'm hoping for an update sometime in February.
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