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Dev blog: Odyssey summer expansion: Starbase iterations

First post First post
Author
Two step
Aperture Harmonics
#481 - 2013-04-09 13:29:28 UTC
CCP Fozzie wrote:
Update on our current progress:

  • The Private Hangars have a usable version completed, with the key functionality working. Work is remaining on peripheral issues so the structure is not yet in a shippable state but a lot of progress has been made.
  • Taking your feedback so far into account, the Private Hangar currently has a storage size of 50,000 m3 per character, slightly larger than had been discussed before. We are interested in your opinions about that change.

  • Repackaging modules in Starbase arrays is done and shippable.

  • Accessing modules everywhere in the shield is done and working for inventory look, give and take actions.

  • The CSMA anchoring change is completed and the structure has been renamed to "Extra Large Ship Maintenance Array" for clarity.

  • As usual your feedback is welcomed.


    Thanks for the update, that all sounds great. 50K m3 per person sounds pretty reasonable to me, especially because people can either anchor another PHA or just use a CHA.

    CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

    CCP Fozzie
    C C P
    C C P Alliance
    #482 - 2013-04-09 13:31:19 UTC
    GeeShizzle MacCloud wrote:
    err 2 quick questions about the change to pos mod handling...

    do you have to be inside the shield to do so or @ 0m to the shields (but can still be outside) ?

    if you're unable to go in due to the pos having a private pw can u still access and use the mods? (anchor / unanchor / etc..)


    You must be a slight ways inside the bubble.

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Caleb Ayrania
    TarNec
    Invisible Exchequer
    #483 - 2013-04-09 13:34:29 UTC
    Awesome to hear things are moving forward at a, to a bitter vet, impressive speed.

    I seriously think you should discuss the issue of capacity of storage in all EVEĀ“s game mechanics.

    As i see it its really going against the fundamental difference between EVE and other games.

    If things arent moving, there is no need for limitations, except for a server/db load argument, or the issue of players being able to hoard huge amounts of assets in bunkered down locations. The latter is actually a positive thing, since if game mechanics exist to obtain knowledge of such vast resources location, then its a lot more strategically interesting. Using time sinks like in PI delay is much more valid, and these should be considered as queue-able function. So when moving things basically via npc/server-side mechanic its more like timers in anchoring and onlining. Especially if mechanics would allow almost batch like queueing a lot of the click fest would feel less frustrating. It a horrible comparison, but it would be more like farmville and still retain the balance functions.

    Maybe we need to consider having a spying and thus scanning functionality specifically for hangars? That would be a rather huge game changer, and ofc some sort of countermeasures would be needed.

    The potential added strategic element would however make it a valid concept to consider.

    Also could you please comment on the issue of take roles towards corp.. I think its time ccp looked at this and upgraded to a bit more realist functionality.. The hangar mechanics have been fundamentally unchanged for quite a lot of years..

    Artctura
    SUNDERING
    Goonswarm Federation
    #484 - 2013-04-09 13:37:50 UTC
    CCP Fozzie wrote:
    GeeShizzle MacCloud wrote:
    err 2 quick questions about the change to pos mod handling...

    do you have to be inside the shield to do so or @ 0m to the shields (but can still be outside) ?

    if you're unable to go in due to the pos having a private pw can u still access and use the mods? (anchor / unanchor / etc..)


    You must be a slight ways inside the bubble.


    Is this change going to affect SMA's as well or do we still need to get on top of them?
    Hannott Thanos
    Squadron 15
    #485 - 2013-04-09 13:38:52 UTC
    CCP Fozzie wrote:
    GeeShizzle MacCloud wrote:
    err 2 quick questions about the change to pos mod handling...

    do you have to be inside the shield to do so or @ 0m to the shields (but can still be outside) ?

    if you're unable to go in due to the pos having a private pw can u still access and use the mods? (anchor / unanchor / etc..)


    You must be a slight ways inside the bubble.

    So if we ram ourselves into the shield and quicky try to access something before we bounce back, will it work? Twisted

    while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

         _myShip.FireAllGuns(CurrentSelectedTarget);

    }

    Caleb Ayrania
    TarNec
    Invisible Exchequer
    #486 - 2013-04-09 13:43:21 UTC
    How soon can we expect to test these new nice things on Sisi?

    Also can parts of it be added to TQ sooner than others? I am thinking the range access thing specifically..

    GeeShizzle MacCloud
    #487 - 2013-04-09 13:43:37 UTC
    CCP Fozzie wrote:
    GeeShizzle MacCloud wrote:
    err 2 quick questions about the change to pos mod handling...

    do you have to be inside the shield to do so or @ 0m to the shields (but can still be outside) ?

    if you're unable to go in due to the pos having a private pw can u still access and use the mods? (anchor / unanchor / etc..)


    You must be a slight ways inside the bubble.


    glad to hear it Fozzie, Team Five-0 kicking ass and taking names yet again! \o/
    CCP Fozzie
    C C P
    C C P Alliance
    #488 - 2013-04-09 13:44:36 UTC
    Artctura wrote:
    CCP Fozzie wrote:
    GeeShizzle MacCloud wrote:
    err 2 quick questions about the change to pos mod handling...

    do you have to be inside the shield to do so or @ 0m to the shields (but can still be outside) ?

    if you're unable to go in due to the pos having a private pw can u still access and use the mods? (anchor / unanchor / etc..)


    You must be a slight ways inside the bubble.


    Is this change going to affect SMA's as well or do we still need to get on top of them?


    In the current version it does not affect range required to refit from SMAs. We are considering changing that but undecided atm.

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Artctura
    SUNDERING
    Goonswarm Federation
    #489 - 2013-04-09 13:48:18 UTC
    CCP Fozzie wrote:
    Artctura wrote:
    CCP Fozzie wrote:
    GeeShizzle MacCloud wrote:
    err 2 quick questions about the change to pos mod handling...

    do you have to be inside the shield to do so or @ 0m to the shields (but can still be outside) ?

    if you're unable to go in due to the pos having a private pw can u still access and use the mods? (anchor / unanchor / etc..)


    You must be a slight ways inside the bubble.


    Is this change going to affect SMA's as well or do we still need to get on top of them?


    In the current version it does not affect range required to refit from SMAs. We are considering changing that but undecided atm.


    Thanks. I personally think the 3 big things that were missed (At least as far as I saw) are:


    1. Refitting on an SMA from anywhere within the shield.
    2. Allowing shield access based on standings, in addition to corp/alliance. Similar to the way fleets can be created.
    3. Queuing the online/offline functions. I know this one is more complex and requires some additional tweaks to prevent it from becoming overpowered, but I'd definitely like to see it.
    Desert Ice78
    Gryphons of the Western Wind
    #490 - 2013-04-09 14:15:14 UTC
    CCP Fozzie wrote:
    Update on our current progress:

  • The Private Hangars have a usable version completed, with the key functionality working. Work is remaining on peripheral issues so the structure is not yet in a shippable state but a lot of progress has been made.
  • Taking your feedback so far into account, the Private Hangar currently has a storage size of 50,000 m3 per character, slightly larger than had been discussed before. We are interested in your opinions about that change.

  • Repackaging modules in Starbase arrays is done and shippable.

  • Accessing modules everywhere in the shield is done and working for inventory look, give and take actions.

  • The CSMA anchoring change is completed and the structure has been renamed to "Extra Large Ship Maintenance Array" for clarity.

  • As usual your feedback is welcomed.


    CCP Fozzie, for what its worth, I really like these changes and am looking forward to their eventual release. But also, don't forget the vision of the original "Flogging the dead horse" POS thread.

    o7

    I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg

    CCP Zulu: Came expecting a discussion about computer monitors, left confused.

    CCP Masterplan
    C C P
    C C P Alliance
    #491 - 2013-04-09 14:46:07 UTC
    For all you players asking about the roles for cancelling jobs (and this applies to regular station jobs also) I'm going to have a look and see if there is something we can do about it. Take this with a hefty slice of Expectation Management Pie, but one simple possibility I'm thinking of is restricting the ability to cancel corp jobs to director roles only. With just the Factory-Manager role, you'd still be able to cancel your own corp jobs, but not those corp jobs belonging to your corpmates.
    What do you think about this idea? Be aware this is a very specific, focused fix to an problem that has come up a few times. Please don't feature-creep on me, or there's simply no scope for it happening!

    "This one time, on patch day..."

    @ccp_masterplan  |  Team Five-0: Rewriting the law

    AspiB'elt
    Les chevaliers de l'ordre
    Goonswarm Federation
    #492 - 2013-04-09 14:47:20 UTC
    Hi,

    Also if that will be possible to make some modification on the laboratory.

    Make one module you call master laboratory (or the name you would like). When you need more slot, you add the slave laboratory.

    Advantage : When you search your laboratory you see only the master laboratory (the slave add only some slot to the master).

    That will be very useful. Because now it's really a lot of individual laboratory for nothing.


    PS : If some people would like more than one master. it's still possible to put 2 or three master with different right.

    Marcel Devereux
    Aideron Robotics
    Aideron Robotics.
    #493 - 2013-04-09 14:58:01 UTC  |  Edited by: Marcel Devereux
    CCP Masterplan wrote:
    For all you players asking about the roles for cancelling jobs (and this applies to regular station jobs also) I'm going to have a look and see if there is something we can do about it. Take this with a hefty slice of Expectation Management Pie, but one simple possibility I'm thinking of is restricting the ability to cancel corp jobs to director roles only. With just the Factory-Manager role, you'd still be able to cancel your own corp jobs, but not those corp jobs belonging to your corpmates.
    What do you think about this idea? Be aware this is a very specific, focused fix to an problem that has come up a few times. Please don't feature-creep on me, or there's simply no scope for it happening!


    Just to clarify my understanding. Canceling other members jobs will become restricted to directors only. If you have the Factory-Manager role, you will be able to still cancel your jobs. If you do not have the Factory-Manager role and you are not a director, then you will not be able to cancel any jobs, including your own.

    Is this the correct interpretation?
    James Amril-Kesh
    Viziam
    Amarr Empire
    #494 - 2013-04-09 15:07:22 UTC
    CCP Fozzie wrote:
    As usual your feedback is welcomed.

    But not exceedingly simple yes or no questions, apparently.

    Enjoying the rain today? ;)

    CCP Fozzie
    C C P
    C C P Alliance
    #495 - 2013-04-09 15:22:39 UTC
    James Amril-Kesh wrote:
    CCP Fozzie wrote:
    As usual your feedback is welcomed.

    But not exceedingly simple yes or no questions, apparently.


    Mainly because the answer isn't yes or no. We can't make the call on subsystem swapping in carriers and other ship bays until we are further along with the process for that story.

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    CCP Masterplan
    C C P
    C C P Alliance
    #496 - 2013-04-09 15:35:56 UTC
    Marcel Devereux wrote:
    CCP Masterplan wrote:
    For all you players asking about the roles for cancelling jobs (and this applies to regular station jobs also) I'm going to have a look and see if there is something we can do about it. Take this with a hefty slice of Expectation Management Pie, but one simple possibility I'm thinking of is restricting the ability to cancel corp jobs to director roles only. With just the Factory-Manager role, you'd still be able to cancel your own corp jobs, but not those corp jobs belonging to your corpmates.
    What do you think about this idea? Be aware this is a very specific, focused fix to an problem that has come up a few times. Please don't feature-creep on me, or there's simply no scope for it happening!


    Just to clarify my understanding. Canceling other members jobs will become restricted to directors only. If you have the Factory-Manager role, you will be able to still cancel your jobs. If you do not have the Factory-Manager role and you are not a director, then you will not be able to cancel any jobs, including your own.

    Is this the correct interpretation?

    Correct

    "This one time, on patch day..."

    @ccp_masterplan  |  Team Five-0: Rewriting the law

    Marcel Devereux
    Aideron Robotics
    Aideron Robotics.
    #497 - 2013-04-09 15:37:42 UTC
    CCP Masterplan wrote:
    Marcel Devereux wrote:
    CCP Masterplan wrote:
    For all you players asking about the roles for cancelling jobs (and this applies to regular station jobs also) I'm going to have a look and see if there is something we can do about it. Take this with a hefty slice of Expectation Management Pie, but one simple possibility I'm thinking of is restricting the ability to cancel corp jobs to director roles only. With just the Factory-Manager role, you'd still be able to cancel your own corp jobs, but not those corp jobs belonging to your corpmates.
    What do you think about this idea? Be aware this is a very specific, focused fix to an problem that has come up a few times. Please don't feature-creep on me, or there's simply no scope for it happening!


    Just to clarify my understanding. Canceling other members jobs will become restricted to directors only. If you have the Factory-Manager role, you will be able to still cancel your jobs. If you do not have the Factory-Manager role and you are not a director, then you will not be able to cancel any jobs, including your own.

    Is this the correct interpretation?

    Correct


    Sounds good to me.
    Caleb Ayrania
    TarNec
    Invisible Exchequer
    #498 - 2013-04-09 15:53:53 UTC
    CCP Masterplan wrote:
    For all you players asking about the roles for cancelling jobs (and this applies to regular station jobs also) I'm going to have a look and see if there is something we can do about it. Take this with a hefty slice of Expectation Management Pie, but one simple possibility I'm thinking of is restricting the ability to cancel corp jobs to director roles only. With just the Factory-Manager role, you'd still be able to cancel your own corp jobs, but not those corp jobs belonging to your corpmates.
    What do you think about this idea? Be aware this is a very specific, focused fix to an problem that has come up a few times. Please don't feature-creep on me, or there's simply no scope for it happening!


    Could it not be based on ejection access?

    So if a job is started from hangars the person trying to cancel does not have rights to the job is not cancelled?

    Note this ties into the solution suggested about Personal Hangars being accessible by CEO, and potentially the idea of differentiating between a truly private and a corporate private hangar.

    Something along these lines would create a lot of "hack-like" solutions to current flaws and long wanted features?

    With the new UI making 2 different types of personal hangars should be a lot easier then it was before? Or is the old code too borked for such workarounds?

    Sinzor Aumer
    Planetary Harvesting and Processing LLC
    #499 - 2013-04-09 16:01:42 UTC
    CCP Fozzie wrote:
    As usual your feedback is welcomed.

    Will we be able to run jobs from inside of private hangar? Like researching BPOs, etc.
    Gilbaron
    The Scope
    Gallente Federation
    #500 - 2013-04-09 16:28:00 UTC
    CCP Masterplan wrote:
    For all you players asking about the roles for cancelling jobs (and this applies to regular station jobs also) I'm going to have a look and see if there is something we can do about it. Take this with a hefty slice of Expectation Management Pie, but one simple possibility I'm thinking of is restricting the ability to cancel corp jobs to director roles only. With just the Factory-Manager role, you'd still be able to cancel your own corp jobs, but not those corp jobs belonging to your corpmates.
    What do you think about this idea? Be aware this is a very specific, focused fix to an problem that has come up a few times. Please don't feature-creep on me, or there's simply no scope for it happening!



    that's one of the biggest, but still of many things that stop people from doing large scale industry in corps.

    fixing that will change something, but don't expect it to fix everything