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Abandoned POS Tower Reclamation Mechanic & Ship

First post
Author
Grand Formage
The Planetary Baron Society
#61 - 2014-04-02 00:21:01 UTC
A potential Highsec solution.

CCP develops a method of determining if a tower's owners are in-fact long term (say 6 months) absentees and then allow a dust connection, contracting a team to fight for the aggressor and in-game mechanic builds a team for defence.

The activity would be multi-staged progressing from a siege point (access point of the tower) requiring combat and REAL puzzle hacking for stage completion. the hack for the aggressor would take down barriers and for the defenders to raise barriers.

For the love of money...

Hiring a dust team will have cost relevant to the tower size. Winning the contest will flip the ownership of the captured tower to the aggressor.

Defenders will be paid an amount relevant to the tower size plus a bonus relevant to the tower size. Awards will be given to the defenders.

If there are periods when no such towers exist moc stations can be developed with payouts of bonus amounts only. This will be like npc ratting but with live players.

For CCP, this development for Dust will assist in the advancement for the in station activities for EVE Online.

Hesod Adee
Perkone
Caldari State
#62 - 2014-04-02 00:51:40 UTC
Grand Formage wrote:
Re: High Sec space
It seems to me that people just want to find a "work around" that will allow them the ability to bypass the established system. In high sec, if corp abc123 drops a tower and corp/alliance xyz789 wants it removed, they must wardec the owners to prevent the involvement of concord and the adjustment of security standings. To do this, three things must happen, 1) a wardec is declared and a fee is paid, 2) a timer begins, 3) timer expires and the aggression against the towers begins with or without defenders. A non-shielded large or small tower will fall in a relatively short time.

Interesting how you mention security standings. The small hit they give when you start shooting does nothing to protect an offline tower. Why do you think it matters ?

How many hours of sitting around doing nothing, except watching for the defender to do login, does it take before it becomes more than a short time to you ?

Lets take an Oracle fit I built to remove POCOs as an example. All gank, no tank. 783 DPS with multifreqency crystals (if you have a better DPS, tell us. But be sure to calculate the cost of any consumables used).
Lets take a Gallente small tower, as the silo capacity bonus seems the most useful:
8.75 million shield HP. I'm ignoring the 25% thermal resistance.
2 million armor
2.5 million structure.
13.25 million total HP.
That will take me 4.7 hours to destroy. Ignoring shield regen.

Or lets look at the large:
35 million shield
8 million armor
10 million structure
53 million total.
18.8 hours to destroy, ignoring shield regen. Though if this page is accurate then peak regen will be 420 DPS. So I'm underestimating it by quite a lot.

Quote:
Aggressors just want an easy button. Screw you. if you want what is not yours, to take or to kill, you should have to work for it.


Why should any in-game system favor the person who isn't paying for his subscription over the person who is ?

The current system favors the unsubscribed guy in high sec. He doesn't need to do anything to keep his tower up. It's the attacker that needs to spend hours being bored and shooting the tower to destroy it. Assuming the attacker has even trained BCs with large weapons, which might not be the case for an industrial corp.
Hesod Adee
Perkone
Caldari State
#63 - 2014-04-02 00:54:02 UTC  |  Edited by: Hesod Adee
Grand Formage wrote:
A potential Highsec solution.

CCP develops a method of determining if a tower's owners are in-fact long term (say 6 months) absentees and then allow a dust connection, contracting a team to fight for the aggressor and in-game mechanic builds a team for defence.

The activity would be multi-staged progressing from a siege point (access point of the tower) requiring combat and REAL puzzle hacking for stage completion. the hack for the aggressor would take down barriers and for the defenders to raise barriers.

For the love of money...

Hiring a dust team will have cost relevant to the tower size. Winning the contest will flip the ownership of the captured tower to the aggressor.

Defenders will be paid an amount relevant to the tower size plus a bonus relevant to the tower size. Awards will be given to the defenders.

If there are periods when no such towers exist moc stations can be developed with payouts of bonus amounts only. This will be like npc ratting but with live players.

For CCP, this development for Dust will assist in the advancement for the in station activities for EVE Online.


That could work.

Determining long-term absentees wouldn't be too hard. Just keep track of how long it's been since the tower ran out of fuel.
Character activity or account status can't be relied upon because of W-Space where there will be offline towers that went offline because their owners couldn't find their way back to them.
Grand Formage
The Planetary Baron Society
#64 - 2014-04-02 02:16:03 UTC
Hesod Adee wrote:
Grand Formage wrote:

Interesting how you mention security standings. The small hit they give when you start shooting does nothing to protect an offline tower. Why do you think it matters ?


I was merely mentioning it as an element, not so much that it did or did not have a degree of importance.



Hesod Adee wrote:
Grand Formage wrote:
A potential Highsec solution.

CCP develops a method of determining if a tower's owners are in-fact long term (say 6 months) absentees and then allow a dust connection, contracting a team to fight for the aggressor and in-game mechanic builds a team for defence.

The activity would be multi-staged progressing from a siege point (access point of the tower) requiring combat and REAL puzzle hacking for stage completion. the hack for the aggressor would take down barriers and for the defenders to raise barriers.

For the love of money...

Hiring a dust team will have cost relevant to the tower size. Winning the contest will flip the ownership of the captured tower to the aggressor.

Defenders will be paid an amount relevant to the tower size plus a bonus relevant to the tower size. Awards will be given to the defenders.

If there are periods when no such towers exist moc stations can be developed with payouts of bonus amounts only. This will be like npc ratting but with live players.

For CCP, this development for Dust will assist in the advancement for the in station activities for EVE Online.


That could work.

Determining long-term absentees wouldn't be too hard. Just keep track of how long it's been since the tower ran out of fuel.
Character activity or account status can't be relied upon because of W-Space where there will be offline towers that went offline because their owners couldn't find their way back to them.


In wh space, if it has an active population (active tower) the residents will either remove them for their own reasons, or leave them as a placeholder they do not pay for. still apart of their strategic & tactical positioning. The difficulty is that if an aggressor takes on one that they did not drop, then they will not get the aggression notification. They will not really lose anything unless they feel the need to replace it if the aggressor decides to blow it up. Also, as the aggressor, killing a tower that does not "belong" to the residents gain the aggressor nothing but the killmail, and the knowledge that the residents might be inclined to drop another placeholder at sometime in the future. Unless the aggressor is going to clear the entire system for the sake of killing everything for the tears, and killmail, and maybe possession of the system, i doubt they will kill a random unassociated tower in a populated wh just to kill that tower. Most people don't want to invest that much effort for so little return.

I would say that if it is an unpopulated system, it could fall within the aforementioned Dust suggestion and such rules apply. if it is in a populated system, then, no modification from current system.
Justin Cody
War Firm
#65 - 2014-04-02 17:19:03 UTC
why not just allow a hacking module to un-anchor the offline tower?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#66 - 2014-04-02 17:42:28 UTC
I thought there was an existing mechanism for tower removal? Guns work well :D Seriously though if you can afford a tower you can probably afford to pay a merc corp to go eat the offending station...
Justin Cody
War Firm
#67 - 2014-04-02 20:15:28 UTC
Corraidhin Farsaidh wrote:
I thought there was an existing mechanism for tower removal? Guns work well :D Seriously though if you can afford a tower you can probably afford to pay a merc corp to go eat the offending station...


It's a terrible mechanic for use on an undefended structure. If you can't be bothered to fuel it (i.e. pay for it) then there should be an easy way to get rid of that structure. #didntwantthattoweranyway
Grand Formage
The Planetary Baron Society
#68 - 2014-04-02 21:03:10 UTC
Justin Cody wrote:


... then there should be an easy way to get rid of that structure.


Another person looking for the "easy" button. Isn't pressing F1 easy enough?
Rhavas
Noble Sentiments
Second Empire.
#69 - 2014-04-02 23:58:06 UTC
Grand Formage wrote:
Justin Cody wrote:


... then there should be an easy way to get rid of that structure.


Another person looking for the "easy" button. Isn't pressing F1 easy enough?


I'm not advocating an easy button. I think a month timer is frankly ridiculously long. How many unfueled towers do you have, and why can't you be bothered to fuel them if it's so important?

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

unimatrix0030
University of Caille
Gallente Federation
#70 - 2014-04-03 04:59:15 UTC
I like the idea!
CCP should look into this!

No local in null sec would fix everything!

Grand Formage
The Planetary Baron Society
#71 - 2014-04-03 08:23:09 UTC  |  Edited by: Grand Formage
Rhavas wrote:

I'm not advocating an easy button. I think a month timer is frankly ridiculously long. How many unfueled towers do you have, and why can't you be bothered to fuel them if it's so important?


As the owner of a wh, I have many non-fueled towers in place (hence the term placeholders) for tactical and strategical purposes. Their purpose is to prevent intruders from placing theirs, like placing a barricade to direct or prevent traffic. if you want to siege my wh and drop a tower, you are going to have to remove it. i am not an absent owner so there should be no means for you to "easily" remove it.

One the easy method discussion:
The 1st question that must be answered is whether or not the tower has been abandoned. Not having fuel CANNOT be the only qualification for progressing toward the determination of " if " a tower can be allowed to be removed by some future designed "easier" method.

Truthfully, the entire question is not about difficulty...it is about time investment. "I don't want to have to spend hours blowing up something". I suppose I can understand that. But, I don't feel that anything will actually be gained by a more expeditious removal. Yes, POS bashing can be quite boring when it is not defended, which is why I suggested the DUST514 connection.

hmmm, another thought hit me..... towers can have pos gunners. point being, a pilot, sorta, disengages his communication with the ship to control the guns.... how about a puzzle mechanic (a much better "thing" that relic data hacking) that requires a certain number of pilots to interact and complete in order siege the dead tower and take control. skills might even be created. for example, breaching the tower hulls.. getting in the door... racially typed.

With this mechanic and the association of the tower size, the puzzle difficulty will be scaled by general difficulty, the number of minimum pilots required to be involved in the puzzle "instance" (ie incursions) and a potential hazard such as if something fails badly, the pilot(s) is/are killed and sent to their med clones because they succeeded in blowing up the tower instead of capturing it and clone death was result of the explosion of the tower.

I will have to think this one out a little more.
Anthar Thebess
#72 - 2014-04-03 08:28:42 UTC
Why just not towers implode after some time with all modules and items stored inside of them.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#73 - 2014-04-03 08:52:15 UTC
A simple change would be to have the tower degrade naturally...Once it is powered down and unfuelled its shields go offline. Then it takes damage from space debris, gravitational wear and tear etc at a fixed rate that will eat it's armour and then hull in around a month.

This would naturally clear away old towers and make it much easier to remove a tower with guns if it's near the end of its structure and the owner hasn't realised yet.
Justin Cody
War Firm
#74 - 2014-04-03 13:07:47 UTC
Grand Formage wrote:
Rhavas wrote:

I'm not advocating an easy button. I think a month timer is frankly ridiculously long. How many unfueled towers do you have, and why can't you be bothered to fuel them if it's so important?


As the owner of a wh, I have many non-fueled towers in place (hence the term placeholders) for tactical and strategical purposes. Their purpose is to prevent intruders from placing theirs, like placing a barricade to direct or prevent traffic. if you want to siege my wh and drop a tower, you are going to have to remove it. i am not an absent owner so there should be no means for you to "easily" remove it.

One the easy method discussion:
The 1st question that must be answered is whether or not the tower has been abandoned. Not having fuel CANNOT be the only qualification for progressing toward the determination of " if " a tower can be allowed to be removed by some future designed "easier" method.

hmmm, another thought hit me..... towers can have pos gunners. point being, a pilot, sorta, disengages his communication with the ship to control the guns.... how about a puzzle mechanic (a much better "thing" that relic data hacking) that requires a certain number of pilots to interact and complete in order siege the dead tower and take control. skills might even be created. for example, breaching the tower hulls.. getting in the door... racially typed.

With this mechanic and the association of the tower size, the puzzle difficulty will be scaled by general difficulty, the number of minimum pilots required to be involved in the puzzle "instance" (ie incursions) and a potential hazard such as if something fails badly, the pilot(s) is/are killed and sent to their med clones because they succeeded in blowing up the tower instead of capturing it and clone death was result of the explosion of the tower.

I will have to think this one out a little more.


1) If you don't fuel it it should be a soft target for violence and right now it takes far too much effort to remove compared to time to set up. The anchoring mechanic for towers has, for a long time, been the best example of CCP not thinking things through all the way. They have reduced timers over the years for setting things up and taking them down but have yet to revisit these ancient systems in the game - which leads to problems in sov warfare that are difficult to resolve.

Now if you could hack the tower (as I suggested...yes sure through the mini-game rather than activate module and wait) perhaps it simply now allows you to fuel it. Then you have to online the tower...only to have to offline and unanchor it again. This adds in some time that one is forced to wait around (in null, low and w-space) and adds some element of risk during the hack process at least if one is doing this in a system like yours where you may retaliate.

2) The difficulty should be higher with larger towers and also faction towers (maybe someday t2 towers ccp?). I like your idea about the tower detonating...maybe a timer similar to the ghost sites is appropriate. Clone death is a bit much...but the damage should be significant. Certain unprepared ships should die...but clone death should require some additional player action rather than a big screw you from what amounts to an npc mechanic. You could lose your pod of course if you go sit next to a buddy in your pod who also fails...but cascading damage or insta-clone death is lame.
Jack Miton
School of Applied Knowledge
Caldari State
#75 - 2014-04-03 21:53:36 UTC
I've never liked the idea of just getting free POSs when theyre offline.
It's too easy and lame. There are many reasons to put a POS offline.

I agree that it should be easier to kill an offline POS than an online one, to which end ive always thought offline POSs simply should have zero shield HP *shrug*.
much simpler change that solves the same issue without you being able to get free crap in a game where things shouldnt be free.

no need to introduce a largely complicated mechanic on this one.

There is no Bob.

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Grand Formage
The Planetary Baron Society
#76 - 2014-04-03 23:25:43 UTC  |  Edited by: Grand Formage
Corraidhin Farsaidh wrote:
A simple change would be to have the tower degrade naturally...Once it is powered down and unfuelled its shields go offline. Then it takes damage from space debris, gravitational wear and tear etc at a fixed rate that will eat it's armour and then hull in around a month.

This would naturally clear away old towers and make it much easier to remove a tower with guns if it's near the end of its structure and the owner hasn't realised yet.



interesting idea, however, with that mechanism in place, all the various deralics in eve space should also vanish.

also, if anything would degrade to the point of vanishing, the mods are considerably of less mass so they would degrade to a point of non-viability long before the tower would... a law of tonnage kinda thing.
Grand Formage
The Planetary Baron Society
#77 - 2014-04-04 00:23:42 UTC
Justin Cody wrote:


1) If you don't fuel it it should be a soft target for violence and right now it takes far too much effort to remove compared to time to set up. The anchoring mechanic for towers has, for a long time, been the best example of CCP not thinking things through all the way. They have reduced timers over the years for setting things up and taking them down but have yet to revisit these ancient systems in the game - which leads to problems in sov warfare that are difficult to resolve.

Now if you could hack the tower (as I suggested...yes sure through the mini-game rather than activate module and wait) perhaps it simply now allows you to fuel it. Then you have to online the tower...only to have to offline and unanchor it again. This adds in some time that one is forced to wait around (in null, low and w-space) and adds some element of risk during the hack process at least if one is doing this in a system like yours where you may retaliate.

2) The difficulty should be higher with larger towers and also faction towers (maybe someday t2 towers ccp?). I like your idea about the tower detonating...maybe a timer similar to the ghost sites is appropriate. Clone death is a bit much...but the damage should be significant. Certain unprepared ships should die...but clone death should require some additional player action rather than a big screw you from what amounts to an npc mechanic. You could lose your pod of course if you go sit next to a buddy in your pod who also fails...but cascading damage or insta-clone death is lame.


Anchoring timers.
I am not sure I understand your point. the anchoring timers are the benefit (or bane) of ownership. as a hostile, you should have no such concern nor ability. even if CCP were to develop a siege mechanic which then turned control over to you, those timers should also apply. if anything, because it is a hostile action, i would suggest that the timing should be extended a small measure. just because you can take something that does not belong to you does not mean you should get it easily. Or quickly.

structure elimination
no. not a soft target. it is a building in space, not a box of tinfoil. it's mass, by nature, has a level of persistence. this persistence is identified by an unimproved shield/armor/hull rating. this rating is how "soft" it is when not fueled and activated. to lower these ratings is to reduce what it is. A Building. it is not a ship (or car). imagine our world's history. what would we have to mark that history if things like Pyramids were "softer". what would China be without the hardness of The Great Wall. Would we know anything of a Trojan Horse if Troy's walls were not so impenetrable. Things are hard for a reason. to prevent "EASY BUTTONS". so.... no... not soft. it is a freakin' building in space. so, yes, it will should take a considerable amount of resources and time investment to remove.

structure capture
acquiring the tower via siege should not be a one man/woman show. come on. lets try to have some sense of reality. the complexity of the operation should require at least five people. The brains (the "Skilled" hacker), the Ram (the "skilled" hull siege expert), and of course, the brawn (the security crew (lol... red shirts ...the hacker's defenders). remember, this is all happening inside the structure, not from your ship. it will take time getting from the command center back to the siege port. that is why there may be pod casualties for the intruders.

Pod death.
The reason for this is in reference to a point I made above, a tower is a building. to get where you need to go is probably somewhere near the middle of the "Building". An extremely large building. it will take time for you to get there and hence time to get out. odds are (or more likely to be) not everyone will make it out. i also agree that vessels within proximity should suffer damage of from the ensuing explosion if the "siege" is unsuccessful.

pod death lame?
boo hoo. risk vs reward. do you want it... or not. you are immortal anyway. you would just be annoyed that you are now in a med clone location and you ship may or may not be lost to you (oops, can't get back into that wh). besides... remember, if you can't afford to ... then...........
Grand Formage
The Planetary Baron Society
#78 - 2014-04-04 00:26:14 UTC
Jack Miton wrote:
I've never liked the idea of just getting free POSs when theyre offline.
It's too easy and lame. There are many reasons to put a POS offline.

I agree that it should be easier to kill an offline POS than an online one, to which end ive always thought offline POSs simply should have zero shield HP *shrug*.
much simpler change that solves the same issue without you being able to get free crap in a game where things shouldnt be free.

no need to introduce a largely complicated mechanic on this one.



i would agree to the no shield for an offline. only makes sense as it is a "generated" field.
Khoul Ay'd
The Affiliation
#79 - 2014-04-04 04:10:47 UTC
Largely I like your idea, however I see a potential stumbling block. If the offline POS has any modules it will be impossible to unanchor it. Any POS manager knows all modules must be offlined and unanchored before the tower can be taken down. Damn that stinking POS code! Evil

Anyhow +1 for an otherwise great idea.

The things we do today we must live with forever.... Think about it

Petrified
Old and Petrified Syndication
#80 - 2014-04-04 05:00:16 UTC
I still think the most effective way, while seemingly trivial in cost would prove ideal:
High Sec POS holders have to pay the respective empire the POS is located in with Star Base Charters whether the POS is online or offline. If unpaid (including missed payments) for 30 days, the tower and all modules are unanchored automatically - or more fun: the respective navy flies out and blows it away.

Anyone keeping an offline POS can still keep it and suffer potential war decs over it as normal, but the player that walks away from the game does not keep the spot and thus cause a hassle for other players.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

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