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[Summer 2014] Starbase tweaks

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Author
Zetaomega333
High Flyers
#421 - 2014-06-17 03:42:48 UTC
Katherine Raven wrote:
Just read the new Dev Blog on all the POS changes.

I would like you to know that I plan on abusing it.

1) Offline all my defenses
2) Online max number of assembly arrays for the type of job I plan on running
3) Start the job getting max benefit, but start all jobs from the same array
4) Offline all arrays except the one I started the jobs from
5) Online all defenses leaving only the one single array online
6) Repeat for other array types at the same tower if needed (there would be no reason to ever have more than 1 tower)

While I wouldn't mind taking advantage of this and leaving my POS as a massive ball of death should anyone come looking, it would mean two things: first, looking at a POS gives you zero indication of how much isk is currently going through it's arrays, making it impossible to assess the persons activities. Second, it allows you to minimize risk while maximizing reward, which makes no sense.

It would make sense to me if any module that provided a benefit to the job was locked in the online position until the job was either finished or cancelled. This would mean you'd actually have to leave them all running while the job is running. This would let people looking in get a feel for how much you're doing in the POS, as well as forcing you to make fitting decisions on your POS. It also opens up the possibility of having multiple POS' each one dedicated to a different assembly array type.



This is it. This mechanic where by stacking 10-20 or 50 in the case of the component array to get the max bonus is beyond ******** and in no way a proper counter to people only using one. Its an okish idea but the number of arrays to reach the max needs to be stupid lower. From what im getting all supercap builder swill need 3 csaa's. I will need a stupid amount of assembly arrays and just leave them offline for 99% of the time. How does this make it past quality check.
Ena Shardani
2 Days to Mine
The Worst Alliance
#422 - 2014-06-17 10:17:40 UTC
Any plan on rescaling the X-Large Ship assembly array?.

Just wondering because if we compare the size of ships made in that array, a rorqual doesn't fit in that structure, not mention if we take a dreadnought or a bulky carrier like the Thanatos.

In other things, i like the work you guys are doing, the ideas seems really interesting for avid small scale capital builders like me :D
Anthar Thebess
#423 - 2014-06-17 11:10:11 UTC
Online some starbase module ->
Put some materials to upgrade it from LVL 1 to 10 * , each upgrade increase CPU / grid usage and reduces material needs.
Less modules on grid , you cannot abuse it like someone just stated to offline and online structures


*depending on the module
Anthar Thebess
#424 - 2014-06-17 11:10:58 UTC
Ena Shardani wrote:
Any plan on rescaling the X-Large Ship assembly array?.

Just wondering because if we compare the size of ships made in that array, a rorqual doesn't fit in that structure, not mention if we take a dreadnought or a bulky carrier like the Thanatos.

In other things, i like the work you guys are doing, the ideas seems really interesting for avid small scale capital builders like me :D


Undock naglafar from a station ;)
Joraa Starkmanir
Station Spinners United
#425 - 2014-06-17 13:12:20 UTC
Anthar Thebess wrote:
Online some starbase module ->
Put some materials to upgrade it from LVL 1 to 10 * , each upgrade increase CPU / grid usage and reduces material needs.
Less modules on grid , you cannot abuse it like someone just stated to offline and online structures


*depending on the module

From what i read, its job cost that gets a reduction with multiple modules.
27% material reduction would be nice thoRoll

Job cost is around 3-4% of the value, possibly going down to 2.2-2.9% (lazy math as this include station tax that POS dont pay)
The overall effect of this is small, it may be the whole profit margin on some items but since stuff is already sold at a loss i dont see that as a problem until its the whole profit margin for most items
Yazzinra
Scorpion Ventures
#426 - 2014-06-17 23:46:59 UTC
I'm not seeing an increase in the m3 of personal hangar arrays. Any chance we can get that while we're at it?

Grarr Dexx
Blue Canary
Watch This
#427 - 2014-06-19 01:11:21 UTC
so now anybody can start dscanning for thukker arrays to beat on entities/players smaller than them

guaranteed ******* jackpot with billions of isk in investment in cap bpos

great idea
Kusum Fawn
Perkone
Caldari State
#428 - 2014-06-19 05:16:31 UTC
SalubriousSky Rinah wrote:
Removing deadsticks is already possible, as stated by other posts in this thread.

To reiterate, you simply get in a big ship, load some big ammo into big guns, gather a big group of players and open fire at said big target. Then sit back on comms, ping d scan, share war stories and adult content, crack open some beer and 12 hours later watch the said POS explode.

If CCP want to make this easier for players to remove offlined towers without making it a simple 'right click on offlined tower and scoop to cargo mechanic', then why don't they just reduce the hull resists on offlined towers...instead of the bizarre 99% resists they have at the moment.

Sal



While i too want a way to steal offline towers, I never understood why offline towers still had shields. I mean the pos bubble doesnt appear till after a password is set, but that seems a weird difference, the POS bubble is the expansion of the tower shield to cover modules and a particular area. since it goes offline when there is no more fuel, why does the tower structure retain it after?

seems to me that offline structures shouldnt have any shields. armor resits are fine i guess as those (like on ships) are not cap or fuel dependent but supposedly built into the structure itself.

Hull resists are weird as the only way to get them on ships is through Damage control modules which require cap, It should likewise be dependant on the tower having fuel, even when getting bashed i suppose, as long as there is fuel in the bay there should be resists and as long as the tower is onlined, shields. but they should both drop when the tower is naturally offlined.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Bugsy VanHalen
Society of lost Souls
#429 - 2014-06-19 16:45:37 UTC
Kusum Fawn wrote:
SalubriousSky Rinah wrote:
Removing deadsticks is already possible, as stated by other posts in this thread.

To reiterate, you simply get in a big ship, load some big ammo into big guns, gather a big group of players and open fire at said big target. Then sit back on comms, ping d scan, share war stories and adult content, crack open some beer and 12 hours later watch the said POS explode.

If CCP want to make this easier for players to remove offlined towers without making it a simple 'right click on offlined tower and scoop to cargo mechanic', then why don't they just reduce the hull resists on offlined towers...instead of the bizarre 99% resists they have at the moment.

Sal



While i too want a way to steal offline towers, I never understood why offline towers still had shields. I mean the pos bubble doesnt appear till after a password is set, but that seems a weird difference, the POS bubble is the expansion of the tower shield to cover modules and a particular area. since it goes offline when there is no more fuel, why does the tower structure retain it after?

seems to me that offline structures shouldnt have any shields. armor resits are fine i guess as those (like on ships) are not cap or fuel dependent but supposedly built into the structure itself.

Hull resists are weird as the only way to get them on ships is through Damage control modules which require cap, It should likewise be dependent on the tower having fuel, even when getting bashed i suppose, as long as there is fuel in the bay there should be resists and as long as the tower is onlined, shields. but they should both drop when the tower is naturally offlined.

I agree 100%. Off line towers should have 0 shields. They have no power, it is either turned off, or out of fuel, no power should mean no shields. If they want to increase structure hit points to keep them from becoming to easy to pop, fine, but a derelict starbase floating in space with no power should have no shields. You will still have to bash it, it just won't take the same amount of time as an online tower.

True online towers can use hardeners, but still, offline towers should not be able to sustain shields. At the very least have shields slowly degrade when the power goes off. Just like it takes a long time for a tower coming out of reinforcement to regenerate its shields if not being repped. shields could slowly power down over several days when the tower goes offline.

This would allow for a buffer for players to get to there tower, refuel, and put it back online before losing the shields, but derelict towers that have been offline for months, or years, will be easier to take down.
Rowells
Blackwater USA Inc.
Pandemic Horde
#430 - 2014-06-19 16:56:02 UTC
wrong forum
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#431 - 2014-06-19 17:31:13 UTC
Grarr Dexx wrote:
so now anybody can start dscanning for thukker arrays to beat on entities/players smaller than them

guaranteed ******* jackpot with billions of isk in investment in cap bpos

great idea



Not so much. Only an idiot would keep the results in the array. Or the materials to build the entire thing. I'd expect to see people shuttling materials back and forth from a station with these. No more than a few hundred million in them, and mostly in installed jobs (which means no drop, iirc)

People minimizing their risk.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Rowells
Blackwater USA Inc.
Pandemic Horde
#432 - 2014-06-19 18:43:03 UTC
Steve Ronuken wrote:
Grarr Dexx wrote:
so now anybody can start dscanning for thukker arrays to beat on entities/players smaller than them

guaranteed ******* jackpot with billions of isk in investment in cap bpos

great idea



Not so much. Only an idiot would keep the results in the array. Or the materials to build the entire thing. I'd expect to see people shuttling materials back and forth from a station with these. No more than a few hundred million in them, and mostly in installed jobs (which means no drop, iirc)

People minimizing their risk.

not to mention bpcs are much less ricky and flexible. Aren't they getting somewhat buffed as well as far as cost to make?
Captain Davy
Aliastra
Gallente Federation
#433 - 2014-06-19 20:26:49 UTC  |  Edited by: Captain Davy
The material waste multiplyer is currently -25% on test server, it is supposed to be -2% correct?

also i dont understand how the "Structure cost scaling" works the devblog says that is good to have multiple arrays on the same pos.

"This bonus is going to be a flat reduction on the whole job cost price, whose amount and total bonus varies depending on the Starbase structure itself."

this will apply to materials cost or what?

If this is related to the cost of installing a job on a pos. why there is a cost at all?? shouldnt it be free?? we are already paying for the pos fuel anyway.
Lady Rift
His Majesty's Privateers
#434 - 2014-06-19 21:33:37 UTC
Bugsy VanHalen wrote:
Kusum Fawn wrote:
SalubriousSky Rinah wrote:
Removing deadsticks is already possible, as stated by other posts in this thread.

To reiterate, you simply get in a big ship, load some big ammo into big guns, gather a big group of players and open fire at said big target. Then sit back on comms, ping d scan, share war stories and adult content, crack open some beer and 12 hours later watch the said POS explode.

If CCP want to make this easier for players to remove offlined towers without making it a simple 'right click on offlined tower and scoop to cargo mechanic', then why don't they just reduce the hull resists on offlined towers...instead of the bizarre 99% resists they have at the moment.

Sal



While i too want a way to steal offline towers, I never understood why offline towers still had shields. I mean the pos bubble doesnt appear till after a password is set, but that seems a weird difference, the POS bubble is the expansion of the tower shield to cover modules and a particular area. since it goes offline when there is no more fuel, why does the tower structure retain it after?

seems to me that offline structures shouldnt have any shields. armor resits are fine i guess as those (like on ships) are not cap or fuel dependent but supposedly built into the structure itself.

Hull resists are weird as the only way to get them on ships is through Damage control modules which require cap, It should likewise be dependent on the tower having fuel, even when getting bashed i suppose, as long as there is fuel in the bay there should be resists and as long as the tower is onlined, shields. but they should both drop when the tower is naturally offlined.

I agree 100%. Off line towers should have 0 shields. They have no power, it is either turned off, or out of fuel, no power should mean no shields. If they want to increase structure hit points to keep them from becoming to easy to pop, fine, but a derelict starbase floating in space with no power should have no shields. You will still have to bash it, it just won't take the same amount of time as an online tower.

True online towers can use hardeners, but still, offline towers should not be able to sustain shields. At the very least have shields slowly degrade when the power goes off. Just like it takes a long time for a tower coming out of reinforcement to regenerate its shields if not being repped. shields could slowly power down over several days when the tower goes offline.

This would allow for a buffer for players to get to there tower, refuel, and put it back online before losing the shields, but derelict towers that have been offline for months, or years, will be easier to take down.



A tower can have fuel and not a POS bubble. The fuel only allows use of the POS bubble. shields run off something else or else I want every ship I cap out to lose all shield instantly cause they have no more energy to keep them going.
Sigras
Conglomo
#435 - 2014-06-20 02:57:15 UTC
Honestly it still seems better for arrays to give a significant (say 20% discount) to job cost and then have a +2% job cost per job already in the array.

This would allow a significant bonus and of course the optimal strategy would be to have only one job per array, but at the cost of CPU PG and tedium of moving materials around.

This would allow small corps to grow organically as they needed/wanted additional arrays.
Torg Rann
Tor Industrials
#436 - 2014-06-20 18:56:41 UTC
Add two new modules.

One that adds 1000 cpu and uses 4 blocks of fuel.

One that adds 1,000,000 power grid and used 4 blocks of fuel.

Place a limit of 2 on a small POS, 5 on a medium POS, and 10 on a large POS.

This gives the owners of small and medium POSs more CPU and power grid without having to move to the next size tower. For the owners of large POSs it gives them the option to go crazy!
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#437 - 2014-06-20 19:26:33 UTC
Torg Rann wrote:
Add two new modules.

One that adds 1000 cpu and uses 4 blocks of fuel.

One that adds 1,000,000 power grid and used 4 blocks of fuel.

Place a limit of 2 on a small POS, 5 on a medium POS, and 10 on a large POS.

This gives the owners of small and medium POSs more CPU and power grid without having to move to the next size tower. For the owners of large POSs it gives them the option to go crazy!


Would that not detract from the need to take more moon space by force?
Joraa Starkmanir
Station Spinners United
#438 - 2014-06-20 22:52:55 UTC
Hakan MacTrew wrote:

Would that not detract from the need to take more moon space by force?


It would, it would also make a large POS that more painfull to attack. Remember that highsec dont have dreads doing 10-15k dps, but are left with 1k or less per ship in a reasonable pvp fit.
SalubriousSky Rinah
Cryptic Spear
#439 - 2014-06-21 01:24:23 UTC  |  Edited by: SalubriousSky Rinah
Bugsy VanHalen wrote:
Kusum Fawn wrote:
SalubriousSky Rinah wrote:
Removing deadsticks is already possible, as stated by other posts in this thread.

To reiterate, you simply get in a big ship, load some big ammo into big guns, gather a big group of players and open fire at said big target. Then sit back on comms, ping d scan, share war stories and adult content, crack open some beer and 12 hours later watch the said POS explode.

If CCP want to make this easier for players to remove offlined towers without making it a simple 'right click on offlined tower and scoop to cargo mechanic', then why don't they just reduce the hull resists on offlined towers...instead of the bizarre 99% resists they have at the moment.

Sal



While i too want a way to steal offline towers, I never understood why offline towers still had shields. I mean the pos bubble doesnt appear till after a password is set, but that seems a weird difference, the POS bubble is the expansion of the tower shield to cover modules and a particular area. since it goes offline when there is no more fuel, why does the tower structure retain it after?

seems to me that offline structures shouldnt have any shields. armor resits are fine i guess as those (like on ships) are not cap or fuel dependent but supposedly built into the structure itself.

Hull resists are weird as the only way to get them on ships is through Damage control modules which require cap, It should likewise be dependent on the tower having fuel, even when getting bashed i suppose, as long as there is fuel in the bay there should be resists and as long as the tower is onlined, shields. but they should both drop when the tower is naturally offlined.

I agree 100%. Off line towers should have 0 shields. They have no power, it is either turned off, or out of fuel, no power should mean no shields. If they want to increase structure hit points to keep them from becoming to easy to pop, fine, but a derelict starbase floating in space with no power should have no shields. You will still have to bash it, it just won't take the same amount of time as an online tower.

True online towers can use hardeners, but still, offline towers should not be able to sustain shields. At the very least have shields slowly degrade when the power goes off. Just like it takes a long time for a tower coming out of reinforcement to regenerate its shields if not being repped. shields could slowly power down over several days when the tower goes offline.

This would allow for a buffer for players to get to there tower, refuel, and put it back online before losing the shields, but derelict towers that have been offline for months, or years, will be easier to take down.


As far as I understood it, the 'POS bubble' is the 'forcefield' that prevents any unauthorised players from entering the enclosed area. It is the fuel that allows for this 'forcefield' to be set in place. The shields have nothing to do with 'fuel', just as in the ships that we fly (i.e. the shields do not depend on capacitor or any fuel). Hence, it is reasonable for POSes offlined or online to posses shields.

What is not reasonable, is to give offlined POS towers 99% hull resists...the only advantage is of course to grant the ability to dead stick moons, which is valuable in itself. How this ability equates to high sec life remains debatable in my opinion.
Kusum Fawn
Perkone
Caldari State
#440 - 2014-06-21 04:41:46 UTC
SalubriousSky Rinah wrote:

As far as I understood it, the 'POS bubble' is the 'forcefield' that prevents any unauthorised players from entering the enclosed area. It is the fuel that allows for this 'forcefield' to be set in place. The shields have nothing to do with 'fuel', just as in the ships that we fly (i.e. the shields do not depend on capacitor or any fuel). Hence, it is reasonable for POSes offlined or online to posses shields.

What is not reasonable, is to give offlined POS towers 99% hull resists...the only advantage is of course to grant the ability to dead stick moons, which is valuable in itself. How this ability equates to high sec life remains debatable in my opinion.



Lady Rift wrote:

A tower can have fuel and not a POS bubble. The fuel only allows use of the POS bubble. shields run off something else or else I want every ship I cap out to lose all shield instantly cause they have no more energy to keep them going.


These are both valid points, The towers shield is not directly tied to the fuel use/disuse. It is the structure itself that retains these properties. Wat i am saying is that, currently there is no significant difference between bashing an online defenselss pos and an offline tower in terms of HP (ignoring reinforced ). This is the part that i feel needs to be changed. With the vast majority of a towers HP in shields, the only part that recharges hp, dropping the towers shield when offline would be a significant change to clearing offlined towers without making it too easy to clear. It is still someones property and should have some resilience to uncoordinated attacks.

If shields are dropped, I think that structures should retain hull resists, as that does not regenerate over downtime and a partially bashed tower will stay partially bashed until it is either repped or taken. They do not have the same significance in bashing that shield regen does.

As to hacking towers for stealing. I was thinking that This would be a perfect use for Strontium in an offline capacity. A large tower has a 50,000 m/3 strontium bay which at max capacity can hold 16,666 strontium units. An odd number when towers use stront in 100, 200 or 400 unit increments and equals 41 hours of rf timer, (1 day 17 hours).
Allow offline towers to be hacked, using the hacking minigame mechanics, a successful hack will remove 600 stront from the bay and render the tower immune to further hacks for one day. An unsuccessful hack will remove 200. This means that it will take 28 successful hacks to empty a large towers fully filled stront bay and it will take 84 unsuccessful hacks. This provides tower owners, those that are still around, to return from vacations or whatever to refuel their towers and defend it. this also provides ways to take possession of abandoned towers but not without ample time for others to notice and attempt to steal the tower themselves. These timers and the amount of stront left within the tower should not be viewable. This should be scaled to the size of the tower to be of equal times.

Large 50,000 m/3 -16,666 stront, 600/200 - 28/84
Medium 25,000 m/3 - 8,333 - 300/100 - 28/84
Small 12,500 m/3 - 4,166 -150/50 - 28/84

these two proposals when used together should offer options that will be used in different situations. variability in stront filling will randomize the theft vulnerability of towers to some degree as will the lowering of recharging hp make them more open to destruction. Neither option makes it too easy, in my mind to kill offline towers and doesnt affect defended towers.

I am also in favor of all structure shields being 0 when offline, and improving online modules shields. although i do not know how well that will work if mods ever get the power rebalance they need.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.