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Player Features and Ideas Discussion

 
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[Discussion] - New POS system ( SAND CASTLES - Blackbuilt)

First post
Author
Alx Warlord
The Scope
Gallente Federation
#81 - 2013-01-17 12:49:02 UTC
Rees Noturana
Red Rock Mining Company
#82 - 2013-01-17 15:20:34 UTC
I should have know someone would start a good thread along the ideas that I have. Here is what I was going to post in another. Work calls so I'll try and catch up in a bit. I'm sure I'm repeating ideas of others now:
___

Starbase 2.0: A foundational technology.


Starbases have been the subject of a great many discussions over the years. When CCP started talking about a total revamp I started thinking about what I would like to see in them. When the CSM minutes indicated that they had been delayed or sidelined entirely for the foreseeable future I thought I'd go ahead and post my ideas to the forums for future reference. I see starbases as a foundational technology that reaches across many domains in EVE and was disappointed to hear that CCP didn't feel the same way.

I'm repeating some ideas from other sources, such as Greyscale and other forum posts because I've lost track of where I heard them first. I'm also busy at work so I'm writing them in a loose requirement format.

The starbase could form the core platform of most space anchored installations. The only item I can think of at the moment that could remain to be based on a different platform is an outpost. Even that could be transferred over.

Starbases will provide a baseline amount of power grid and CPU. Additional power and CPU will require modules.

Starbases should be ownable by individual pilots or corporations.

There should be a means to transfer ownership of a starbase between pilot, corporation and other corporations.

Starbases should be anchorable in more places than just moons. More than one starbase should be anchorable on a grid to form a community.

Starbases should not have forcefields due to issues that they cause. This have been discussed by Greyscale.

Starbases should have the option of adding a variety of sizes of hangars. A pilot can then dock and possibly have access to the CQ (hot topic, but I'm pro avatar). It should replicate the current station environment but with size limitations for both ships and items.

Starbases will have a variety of modules available to replicate not only the current POS modules but add in sovereignty markers and form the basis of infrastructure hubs. Sovereignty type modules would be useable on corporation owned starbases only.

IHub starbases can become an installation useable by pilots instead of just supplying bonuses to systems.

New skills may be introduced to handle management of starbases and module types. Being a starbase manager could be a better defined profession.

My personal favorite idea is to allow for the anchoring of starbases in deadspaces. This will allow for the creation of mass limited acceleration gates which will in turn allow for smaller organizations to survive longer outside of high sec.

_ _

Danny Centauri
Sebiestor Tribe
Minmatar Republic
#83 - 2013-01-20 19:44:37 UTC
Interesting ideas very interested to see where CCP take all of the good ideas being formed, hopefully there are some surprised faces over at CCP who realise that we actually care about POS's and their future.

EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

Alx Warlord
The Scope
Gallente Federation
#84 - 2013-03-07 17:32:22 UTC  |  Edited by: Alx Warlord
and fan-fest is coming again. I hope that CCP will say something related to POS development in it.

The "TWO STEP" tread in Jita Park Speakers Corner reached more then 136 Pages with over 2700 Posts asking for the revamp, so this gives me hope that something will happen. And this Hiatus of dev blogs and dev posts probably means that they are getting developments done for the big day, where they show what have being done and what will be.
Alx Warlord
The Scope
Gallente Federation
#85 - 2013-04-07 03:19:37 UTC
The last Dev Blog related to POS rework proposed:

-Private Starbase Hangar
-Repackaging modules in starbase arrays
-Swapping and fitting Strategic Cruiser subsystems at a starbase
-Accessing starbase arrays from anywhere within the shield
-Starbase setup UI improvements
-Removing the sovereignty requirement from Capital Ship Maintenance Arrays

These features are something really god. and will help allot. But this is a small part of the needed. I think A unified inventory for every structure in the pos, the modularity, the dockability, market, battlestations and the rest are still verry needed. I hope that we keep seeing this upgrades in the next expansions! Meanwhile this is a victory!!!
Alx Warlord
The Scope
Gallente Federation
#86 - 2013-04-19 04:43:23 UTC
NEWS: DUST514 DEV BLOG

Depending on the districts of the planets in the system controlled by an alliance, the surrounding POSes will have reduction on fuel consumption!

Maybe it is not too far a district that will fire on Spaceships above it! A good way to increases a POS defense!
Alx Warlord
The Scope
Gallente Federation
#87 - 2013-04-24 20:31:21 UTC  |  Edited by: Alx Warlord
NEWS: Poetic-Discourse-Don't-Bother-Asking-About-a-POS-Revamp

New article in EVE news saying how CCP is managing to don't Revamp the POS, Going against the will of the players turning EVE into just a corporate money machine.
Ruze
Next Stage Initiative
#88 - 2013-04-26 01:49:01 UTC
A definite improvement over the current POS mechanics. Though it seems to me as if your modular POS is actually superior to outposts in nearly every way.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Alx Warlord
The Scope
Gallente Federation
#89 - 2013-04-26 02:59:04 UTC
Ruze wrote:
A definite improvement over the current POS mechanics. Though it seems to me as if your modular POS is actually superior to outposts in nearly every way.


Indeed. If you take a Ultra Huge and expensive POS it would definitely be better then an outpost in most aspects.

Although, the POS continues with limited storage space; It is up-gradable, but still limited. Also they are destructible, despite the new option to "run away" using the jump drive.

I think part of the plan is to make outposts somewhat obsolete since CCP is having a hard time to deal with them. Since people always discuss if they should be destructible objects as any other EVE player owned stuff or not.

Also this will give more flexibility to small alliances leave hi-sec.

Thx for your feedback!!
Anthar Thebess
#90 - 2013-04-26 07:46:03 UTC  |  Edited by: Anthar Thebess
There will be no POS revmap - CCP don't care - read leaked skype logs.
http://evenews24.com/2013/04/24/purportedly-leaked-csm7-skype-logs-go-public/
dm2
Doomheim
#91 - 2013-04-26 14:23:11 UTC
a lot players feel the need to build thyre own castles .
ok , we all like nice things .

we have 2 things , a pos , and a outpost .
a pos cost a few 100 mil max
maybe 1 bil with a lot of extra
an outpost cost 45 bil +

we cant ask ccp for a pos that have all the benefits of an outpost .
but we have the most .
a pos is capeble to invent , build , doing it all .
we cant ask for medical , reprocessing , Insurance , repairshop jumpclone , and more .

the idea to build the new pos with blocks , its the same now , we use bloks and hanging them where thy belong .

i dont like the idea of a pos takeover , after the enemy wins the fight .
we want explosions .

in this case , do we want to make a pos stronger and give it more ehp ?
more blocks to give it more firepower ?
do we want it to fly ?

i dont think



we need a posebility for each member to store assets and ships , only the owner can take .


but i now , a lot of people want 1 construction , a shipsbay and all the other mods hanging on the tower .
so you change the look of the tower with each mod you anchor or fit to the tower .

not the look of the tower itself , but like the shipsbay is hanging directly on the tower and it looks like 1 bigger structure .
then it looks more like a station everybody like to have , but it stays a pos .
Alx Warlord
The Scope
Gallente Federation
#92 - 2013-04-26 18:56:31 UTC
AWESOME NEWS: The Next EVE Expansion will be something like "Build your Empire", The Hope is Back!!!!

They even showed construction of stargates!!!! We will probably get an starbase revamp!!! Soon tm
Robert71
Finanzamt Hannover-Mitte
#93 - 2013-04-30 17:49:17 UTC  |  Edited by: Robert71
Just my Ideas:

Why differnent sizes?
One sice - and maybe extended by players. But has some "internal" restrictions like
- maximum power link lengths: Creating to big structures the outer modules got no power?
- limited length for processing lanes: Outer modules may only get limited cpu ower any may not operate properly (ractors/labs need more and more time to finsh...)
- the "internal" restriction may be modified by Skills and beeing a Player-, Corporation- or Alliance-Starbase.

So: Depending on the current Size of the Starbase you need just a Player, a Corporation or an Alliance to operate/control is. (so a single Player may never take over an full blown big Starbase build by an Alliance)

Another really neede funny module would be the:
Long Distance Jump Bridge:
- Allow ships to be bridged far far away...
- up to 25 LY for frigs
- up to 18 LY for cruiser
- up to 11.5 LY for battlecruiser
- up to 7.5 LV for BS
- but needs 2x lo than a regular jump bridge per m² and distance
- destination may be a cyno (one way jump) or another starbase
- manager may specify tax rate for jumps per used LO (but must still provide the LO)
- you may also use this bridge to jump into WH or out of WH systems when in range :-)

For Construction of the Starbase:
- No "slot" system! Able to free build in all 3 dimensions - so it's on you to build a beautifil starbase, place the shield generators at strategic locations and you sentries wise! ... this yould be the only way to bring Minecraft to EVE (and get all their players Twisted)

To achieve this
- there sould be hull-upgrades: They increase sig and forms the model shown from space and define the available space inside the starbase for...
- ... interiour-upgrades: This are Hangars, Labs, Offices, ... which are placed inside the hull!
- ... and last but not leasd: Space-upgrades (Cyno jammer, Shield generators, Jump Drives, ...) which have to be placed outside or on top of the hull.
- Space-upgrades would also be sentries. They can be placed around the Starbase (10..80km?) but have to be controlled by player and need alot of energy (or what ever to operate...)
- Another Space-Upgrades would be defensive Modules (Jammer, Webber, Neut, ...)
- to upgrade the hull where a space-upgrade is already mounted you have to unanchor the module first.
- ... player may control max two small or one large guns and max two defensive modules.
--> it should be a team challenge to defend a starbase (so xlarge sentries will need two player to operate Evil)!

Solarsystem-Limitations:
- Only one Starbase can be at one solar system at the same time...or the sun would collapse Cool. Maybe max two for twin star systems?
- Starbase should really have one or more RF-Phases...
- Shooting the Starbase completely down should not blast it up but leave is as wreck in Space!

The Starbase-Wreck:
- ...can be repped and than take over by any new player/corporation/allicance (depending on it's current size!)
- ...only has very limited functionality. Maybe any hangar may be hacked by any player, everyone can dock, jump clones still work but you cannot install new clones...
- ...also occupies the System so no other Starbase may enter.
- ...the Starbase cannot be jumped, disassembled, destroyed or moved outside of the system: must be repaired first! Even no other Starbase may enter this system.
- ... (a big fat) maybe: The starbase collapses when beein a wreck and no player activities for more than one month. In this case some of the stored items are dropped and spead over the solar system.
Alx Warlord
The Scope
Gallente Federation
#94 - 2013-05-09 00:14:03 UTC
Robert71 wrote:
Just my Ideas:

Why differnent sizes?
One sice - and maybe extended by players. But has some "internal" restrictions like
- maximum power link lengths: Creating to big structures the outer modules got no power?
- limited length for processing lanes: Outer modules may only get limited cpu ower any may not operate properly (ractors/labs need more and more time to finsh...)
- the "internal" restriction may be modified by Skills and beeing a Player-, Corporation- or Alliance-Starbase.

This is a good way to restrict the size. Like real life installations there is power loss across long distances, so you would need to increase the generator power if you want to put "blocks" further from the cores. Although it don't prevent the starbase to reach epic sizes. But assure the Epic Prices for them.

Robert71 wrote:

Another really neede funny module would be the:
Long Distance Jump Bridge:

The current one is already Overpowered don't you think?

Robert71 wrote:
For Construction of the Starbase:
- No "slot" system! Able to free build in all 3 dimensions - so it's on you to build a beautifil starbase, place the shield generators at strategic locations and you sentries wise! ... this yould be the only way to bring Minecraft to EVE (and get all their players Twisted)
[/qoute]
Indeed I would be verry sad if CCP made a slot system...

[quote=Robert71]
Solarsystem-Limitations:
- Only one Starbase can be at one solar system at the same time...or the sun would collapse Cool. Maybe max two for twin star systems?
- Starbase should really have one or more RF-Phases...
- Shooting the Starbase completely down should not blast it up but leave is as wreck in Space!

The Starbase-Wreck:
- ...can be repped and than take over by any new player/corporation/allicance (depending on it's current size!)
- ...only has very limited functionality. Maybe any hangar may be hacked by any player, everyone can dock, jump clones still work but you cannot install new clones...
- ...also occupies the System so no other Starbase may enter.
- ...the Starbase cannot be jumped, disassembled, destroyed or moved outside of the system: must be repaired first! Even no other Starbase may enter this system.
- ... (a big fat) maybe: The starbase collapses when beein a wreck and no player activities for more than one month. In this case some of the stored items are dropped and spead over the solar system.


I don't know about the limiting 1 per system. This cut allot of game play, also it would be a step back.

But The wreck!!!

This would be awesome if you could send DUST514 mercenaries inside a wrecked star base to recover/ fixing or end it. This would add a huge dept to the game play. And thinking about all the zones that a star base could have. An Epic Starbase could take a couple of weeks to be put online again. On a set of epic DUST514 events.!!!
Alx Warlord
The Scope
Gallente Federation
#95 - 2013-05-15 06:47:06 UTC
http://evenews24.com/2013/05/14/kirith-kodachi-an-economy-on-the-rocks/

Since that huge amount of complains against CCP not revamping POS, it looks like CCP wants to reduce the amount of POSes in the game...

maybe because they want to get rid of it...

or maybe because they want less people complaining when they change it...
Robert71
Finanzamt Hannover-Mitte
#96 - 2013-05-20 14:30:33 UTC
Alx Warlord wrote:
Robert71 wrote:

Another really neede funny module would be the:
Long Distance Jump Bridge:

The current one is already Overpowered don't you think?

Not necessarily...
- you may use the LDJB to connect to a secondary outpost in an wh-system. just for bridging exhumers and cruisers?
- you may use it to bridge you covert ops fleet deep into enemies line?
- you may use it to save you member to another region (evac)?
- but almost: to know you are not save just because you are 5 LY away from your enemies :-)


Alx Warlord wrote:
Robert71 wrote:

The Starbase-Wreck:
- ...can be repped and than take over by any new player/corporation/allicance (depending on it's current size!)
- ...only has very limited functionality. Maybe any hangar may be hacked by any player, everyone can dock, jump clones still work but you cannot install new clones...
- ...also occupies the System so no other Starbase may enter.
- ...the Starbase cannot be jumped, disassembled, destroyed or moved outside of the system: must be repaired first! Even no other Starbase may enter this system.
- ... (a big fat) maybe: The starbase collapses when beein a wreck and no player activities for more than one month. In this case some of the stored items are dropped and spead over the solar system.


But The wreck!!!

This would be awesome if you could send DUST514 mercenaries inside a wrecked star base to recover/ fixing or end it. This would add a huge dept to the game play. And thinking about all the zones that a star base could have. An Epic Starbase could take a couple of weeks to be put online again. On a set of epic DUST514 events.!!!


Sure... DUST514 should be more useful even for non FW players. But I think to repar starbases ist not a challenge for DUST player. Also it may be difficult to adapt the DUST client to play inside a starbase.

I think it would be better to drop the mercenaries onto the nearest planet to to build or defend anything there - which is needed to repair the starbase! (or to massive speed up the repair process)

---
Building epic sice starbases is rather a nice idea... Like+1
Alx Warlord
The Scope
Gallente Federation
#97 - 2013-06-06 03:51:38 UTC  |  Edited by: Alx Warlord
ODYSSEY brought up some improvements towards the current system:

  • We added Personal Hangar Array. This is similar to the Corporate Hangar Array, but, as the name implies, is for personal storage only. The PHA has a storage capacity of 50,000.
  • We adjusted the arrows and camera when positioning POS modules, to make it less of a hassle.

  • CCP is doing things slowly, but they are doing. I just hope that the POS system reaches this EPIC state that we want someday, ( and get closer to it in the next expansion)

    OBS: Probably they will put CCP Fozzie in this task! I hope so!
    Alx Warlord
    The Scope
    Gallente Federation
    #98 - 2013-07-16 19:41:54 UTC
    Its being a long time since I pointed the need for a pos revamp and a sov revamp last time.... my corp just disbanded our last POS... Finaly people got tired of it.... I will wait sited for the next update.... I hope to subscribe again in the future.... o/

    o7