These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Idea: POS/Starbase] Making it more appealing to the industrialists

Author
Hexatron Ormand
Center for Advanced Studies
Gallente Federation
#1 - 2014-07-27 08:33:26 UTC
Hello,

i personally think that the crious patch made having a POS as an industrialist more of a chore/punishment, than giving a feeling of achievment or having reached something big.

I can remember that the first POS we put up 2 years ago as a corporation made us feel really proud, and have some sort of "yeah we were able to do it" kind of feeling to it. Currently having a POS doesn't save you any costs (more the opposite actually), doesn't give you a slots advantage anymore, and it has storage restrictions in place on every assembly array - in short, it would be lazier, and most likely also cheaper, to produce/research/invent on a station instead. It for sure is more risk free to do so, as i don't need my expensive BPOs in a starbase. Especially if you got a new one and want to research it up, using the time bonus of a POS array (the only viably thing it still has). This may often be also a decision were you have to go: nope can't do that, this BPO needs forever to research, is expensive at hell, and will be locked up for months to come in a POS array that can be shot down - i'll use the station instead.


One of the main things i really disliked, are the enourmous install costs you pay at a POS on top of the fuel block costs, they are barely any lower than if you would use a station in the same system, so this is where i feel something shouls happen. So this is the idea i just had:


How about giving a POS something similar to the "strategic index" you have in nullsec sov? Using the 28 days cycle of the system index average time to advance. Like, you put up a POS it has level 0, then after 28 days it has level 1, and so on, till reaching level 5. Each of those levels giving 10% reduction in install cost price. So that after a time of close to ~6months of POS online time, you would get a 50% reduction in install cost price. This would also add another factor of not wanting to offline the POS, as offlining it would reset this counter, rewarding those that keep their POS online all the time, and in the same position in space. It may also decrease the "just remove POS during wartime" thinking, as it may cause the owner to lose their 50% job install cost bonus.

I feel that a POS is an investment, something planned "longer term". So let it reward those that use POSes longer term, and permanently. So this would make "owning a POS" worthwhile again, and it would give you a sense of achievement once more, if you have it running long enough to get to enjoy this sort of bonus.



tl;dr:

Add a "strategic level" like timer on a POS as soon as it gets onlined, letting this level raise based on passed time, for example every 28 days as this seems to be the chosen time for system index average. Giving a POS a 10% bonus on the job install costs per level. Offlining a POS would reset this level. Reward those that keep the POS up and running permanently, and decrease the wartime removal of POS.
Clara Tironis
C AND N Enterprises
#2 - 2014-07-27 09:53:12 UTC  |  Edited by: Clara Tironis
I very much like your suggestions. It will be important that POS users see strong incentives to use a POS, especially in hisec where there is precious little so far following Crius.

To make it more attractive and defendable to use, perhaps we should also have:

1) Better and more easy to use defences - we desperately need a rebalance.
2) The POS gunner should be able to focus all weapons not blocked by the force field at a designated target with a single command/click.
3) The turrets / ECM should be more survivable.
4) A single large input / output hanger that can be linked to all assembly arrays / labs to simplify job installations (like the moon silos but better - in fact, lets get rid of silos and coupling arrays completely).
5) A buff to low end moon mining so that it actually becomes economic to extract and refine goo from the 0.4 moons.
6) While we're at it: Hisec moon mining - lets break the stranglehold of the big CONglomerates and make having a POS more profitable than sitting in a station!
7) A place in your POS to dock up for the night (WHolers, I take it you would like this?).
Clara Tironis
C AND N Enterprises
#3 - 2014-07-27 09:58:15 UTC  |  Edited by: Clara Tironis
Oh - and Concord should just ignore you if you shoot at an offline tower in Hisec. And what about: if a tower goes offline, after a timer, anyone should be able to loot and unanchor the posdules?

Why can't we extract 2 moon goo materials and do simple and complex reactions to make composite materials in one large tower(could be a faction tower minimum).

Or have ancillary power and cpu enhancing posdules (exploration site BPC drops?)
James Baboli
Warp to Pharmacy
#4 - 2014-07-27 11:42:27 UTC
The ancillery power and CPU bits would be abused t hell and gone. If you could trade at 2:1, you can hit full faction super carrier DPS that applies well to battleships with a particular pos setup. Worse if you can trade at a better margin, still broken @ 5:1.
As for more useful, current bonuses should be stacking, but apply current stacking penalties, thus soft capping the cost reductions below CCPs origional caps on cost reduction, but still below the insane numbers some people have suggested.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Paikis
Vapour Holdings
#5 - 2014-07-27 13:40:28 UTC
Hexatron Ormand wrote:
Currently having a POS doesn't save you any costs snip in short, it would be lazier, and most likely also cheaper, to produce/research/invent on a station instead.


Your premise is incorrect. POS installations give very nice bonuses.
James Baboli
Warp to Pharmacy
#6 - 2014-07-27 14:33:21 UTC
Paikis wrote:
Hexatron Ormand wrote:
Currently having a POS doesn't save you any costs snip in short, it would be lazier, and most likely also cheaper, to produce/research/invent on a station instead.


Your premise is incorrect. POS installations give very nice bonuses.

They are however, less than the fuel costs for single researchers or producers.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Jaro Essa
Dahkur Forge
#7 - 2014-07-27 14:57:33 UTC
Hexatron Ormand wrote:
One of the main things i really disliked, are the enourmous install costs you pay at a POS on top of the fuel block costs, they are barely any lower than if you would use a station in the same system, so this is where i feel something shouls happen.


"[S]tation in the same system" is the key phrase there. You're no longer bound to systems that have stations with research facilities and offices available to rent. You can erect a POS in a stationless system anywhere in highsec and pay a pittance for your install fees - with the potential to hugely increase your margins.

I think you undervalue the POS speed bonuses also. In the same way that a POS pre-Crius only came to represent good value when you had enough characters doing industry there to keep the available slots saturated, so will a POS post-Crius come to represent good value when you have enough characters to maximise throughput. With the lowered barriers to entry, abolition of slots and the replacement of the old ME skill with the new Advanced Industry (which is to be buffed, with hints of more skills to come), throughput is going to be what sets skilful industrialists apart, and POS speed bonuses are essential to this.
Paikis
Vapour Holdings
#8 - 2014-07-27 15:05:54 UTC
James Baboli wrote:
Paikis wrote:
Hexatron Ormand wrote:
Currently having a POS doesn't save you any costs snip in short, it would be lazier, and most likely also cheaper, to produce/research/invent on a station instead.


Your premise is incorrect. POS installations give very nice bonuses.

They are however, less than the fuel costs for single researchers or producers.


If the bonuses aren't enough to pay for fuel and then some, then you aren't doing enough industry to justify a POS. For someone like me who has several alts all running jobs pretty much constantly, the bonus easily covers fuel for two or three towers.

Any changes made to make POSes attractive for people like you, someone who seems to be dabbling in industry, will be imbalanced for people like me who are building so much stuff that the bonuses already in game easily cover running costs for 2 towers (and probably a third).
Inzax
#9 - 2014-07-27 15:09:37 UTC
I would like to dock at my POS. Station in system smells funny.
Joraa Starkmanir
Station Spinners United
#10 - 2014-07-28 00:06:35 UTC  |  Edited by: Joraa Starkmanir
You dont need alot of industry to cover a small tower, and why should a part time industrialist use a large tower? (or what should a large industrial corp use in that case?)

EDIT:
Every assembly array have 2% ME bonus and 25% time bonus, time alone means you manufacture 33% more each hour.

For manufacturing this means that a small tower is making you more money than station @ around 500k/hr profit (station numbers). IF your humming along with anything less than that for your industrial work, your not the kind of player that should use a POS in the first place.
Decarthado Aurgnet
Imperial Combat Engineers
#11 - 2014-07-29 08:16:57 UTC
Having a POS tower is a decision for economic scaling reasons. Unless you've hit a threshhold where you feel cranking out a lot of things would make the fuel blocks worth it ... then you probably really are at a point where a POS just isn't for you.

The sense of achievement would've been reduced somewhat in Crius regardless of the scale of your operation because of the removal of standings requirements, so the thing to look at now is whether your corp has grown enough to need one rather than whether it's at a point where it can just *have* one. Think of it this way, as a newbie you could choose to buy PLEX and fit yourself a PvE battleship in relatively short order ... but would it be wise at that point? At what point do you feel that sense of accomplishment when that marauder really starts to pay off after you know you've put in the SP's to make it really kick ass?

Remove T2 BPO's or make them inventable at extreme cost.