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Dev blog: Back Into the Structure

First post First post
Author
Max Kolonko
Caldari Provisions
Caldari State
#181 - 2015-03-22 00:35:32 UTC
Torgeir Hekard wrote:
Dev blog mentions entosis-only capture mechanic for L-size structures and damage-only for M-size.

Does it mean you have to babysit those structures 24/7 since there's no reinforce mentioned anywhere?


Entosis link at least in SOV version cause reinforcements. Entire section during the presentation called "Structure defense" had one big bullet point: UNDER DISCUSSION

Lena Lazair
Ministry of War
Amarr Empire
#182 - 2015-03-22 00:36:07 UTC
Nyctef wrote:

The biggest problem for me is service slots. It feels really weird to change the role of a structure by adding something to it - like changing a frigate into a hauler by adding a module. It sounds like the intent is to have one-size-fits all structures, and to discourage stacking several structures in the same area. I'd love to go in the opposite direction - separating out structure roles into individual structures that players could arrange in their own way and fly around would add a lot in terms of customisability and immersion. Undocking from a mooring structure and heading over to the insurance structure would feel a lot more like being a space pilot rather than just pressing buttons in a station services menu. I also think making structures smaller and more focussed would make them more flexible and easier to iterate on individually in the future.

tl;dr being able to put together a small town of individual structures would make me feel more like I'm building a home rather than just renting someone else's


Ugh, no. Honestly I could not disagree more. This is exactly what we have now and what it feels like is not a town or a home. It feels like a disconnected pile of space junk.

A home is an artistically unified space station structure we can customize. Not a pile of disconnected parts.
marly cortez
Ministry of War
Amarr Empire
#183 - 2015-03-22 00:47:51 UTC
Lot of interesting stuff here, Lot of frenzied enthusiasm also however there is also a lot of trepidation regarding the implementation of all of this new age material from a lot of players that is not mentioned here.

Question is why is all this necessary, Modular PoS systems have been mooted before, they have potential I agree, but as a game content generator, doubtful and I can see the idea of all these new 'Destroyable' structure theories becoming very old very quickly returning EVE to it's current state.

Recent changes in game have had nothing but a detrimental effect on player generated content for a number of very basic reasons that seem to have been overlooked by CCP when designing these changes, nothing here appears to change any of the negative so called positives they offer, Travel changes have left large areas of EVE as under utilized deserts, New structures will do nothing to change this in my view, why should players engage with them if the very reasons they currently don't engage with structures and areas of space still apply, Others looking to move into that space will have the same problems to deal with and soon loose interest when they too find most of there play time eaten up simply to get from one location to another.

New Sov systems proposed mean less rather than more incentive towards permanency and security of tenure in any location, add in the travel nerfs already in place and why would anyone want to invest time and money owning anything in a system and I still don't buy into this 'All work together' BS, no incentives worth players time is the bottom line here, fleet up to go mining or ratting, well those that are left actually doing it after CCP nerfs might do, but it's a big ask to have people just fleet up to protect those doing that, just not going to happen.

Again I ask why is all this required, why have the instant download system introduced, the new sov system, new structures system and why now all in a short space of time, seems to not only myself but a good number of others that we have every right to be concerned regarding the direction that CCP is taking EVE currently, This Own nothing, build nothing, plan nothing destroy everything type of FPS instant gratification mentality does not look good for a long term future for this game as turning it into one gigantic Jita 4-4 un-dock scenario seems to be there given intent and that as stated before will get very old very quickly for most established EVE players and drive them out in favor of the younger 'Credit Card' brigade far more amenable to the 'Pay to Win' type of MMO established on other platforms.

For the above reasons and others not mentioned this lot gets a resounding No from me at least.

Humanity is the thin veneer that remains after you remove the baffled chimp.

Internet Knight
Brothers of Tyr
Goonswarm Federation
#184 - 2015-03-22 00:54:51 UTC
Are we still limited to anchoring these things near moons and planets? Or can we anchor them anywhere?

What about so-called deathstars; can we still configure the new structures to require large fleets to be conquered?

If I have materials trapped in nullsec now and the existing outpost is destroyed, then what? Am I then able to recover it without docking (since I cannot dock now because I no longer have access to the station...)?
Sabriz Adoudel
Move along there is nothing here
#185 - 2015-03-22 00:59:04 UTC  |  Edited by: Sabriz Adoudel
This is... interesting.

You definitely need to keep the restrictions against NPC corps anchoring structures, and you need to think out how players leaving a corporation impacts structures they owned. The present system ("the structures are owned solely by the corporation") works. It's not the only viable option.

Player owned trade hubs will be extremely interesting if they can get off the ground. I don't think they will unless the NPC hubs have tax increases though - present taxes are a small price to pay for knowing that the tax will be the same tomorrow, and that the station is indestructible.

These should be anchorable at the Lagrange points of each planet. That's a few dozen points in each system, some off grid from everything else.

I support the New Order and CODE. alliance. www.minerbumping.com

Richecko
University of Caille
Gallente Federation
#186 - 2015-03-22 01:07:13 UTC
Some thoughts as a player who intends to permanently stay in an NPC corp and misc comments for the dev team to think about...

The Mobile Depot, and MTU were welcome additions both for their functionality and because all players could use them. The only oversights I've noticed with the MTU is that it can not be configured to have tractor on/off and to set the tractor to retrieve only personal assets when you are in a fleet (or the fleet boss can not set MTU's deployed by fleet members into personal-only mode". The fleet mode is convenient when all fleet members are working on a shared goal, and not convenient in a public ad-hoc fleet.

The new structures could learn from the Orca's Fleet on/off and Corp on/off switches. They make for effective permanent and ad-hoc use with a group of players in the same corp, different corps, or all NPC players and those positive benefits should be considered in the details of the structures.

I've been in my NPC Corp since 2009, my community is other players have been there longer than me (and we all happily chat in corp chat and have for years). I pay the same for my subscription as players who choose to join player corps and would like new content to consider me an equal rather than a 2nd class citizen. It would actually be nice to balance things out and let NPC corp members have some benefits player-corp capsuleers do not have since they have many game functions I do not have access too. Assuming player corps is the only source of community is outdated thinking.

Many Eve players fly multiple toons either as second accounts or as alts in order to specialize those other toons and it would be nice if the new structures expected this common use case and that a single Eve Online Subscriber may have a "group" of toons who work together. An example oversight in the shipping structures: Now with POCO's there's no easy way for your alt to pick up your PI results. This is inconvenient if, for example, you're a wormhole explorer and often 20-30 jumps from your PI system.

In this line of thinking of "consider you and your alts as a group", the current POS feature has no easy mechanism to transfer cargo in and out of a POS from a 2nd account that is in a different corp. You end up using something fleeting up and using an Orca or T2 Industrial Fleet Hanger as an analog to the station "trade" function , or Containers permanently floating inside the POS shield owned by different toons as an analog to contracts - and you use the POS shield as a way to safely endure setting off the "suspect" mechanic when the only efficient way to move cargo between toons is looting cans in space. An example use case is moving 1000 ice blocks from a NPC character to a character with access to a POS for refining purposes.

It would be nice if all new structures better considered this use case as a built-in (rather than optional) feature and worked as well as functions like Station Trading, Give Money, Courier & Item Exchange Contracts allow moving ISK and Assets between your toons via NPC stations.

Small POS'es are currently used in a similar way to deployables (brought by someone in your ad-hoc group or an alt in a 1-man player corp), for example to be able to temporarily provide compression service or a place to park a fleet booster, when mining away from your home system so the Ore can be trucked back to your home system using an Industrial instead of a Freighter. The new structures plan should have a successor to the Small POS and expect their both as an entry into structures at a 'personal' cost level, and their use in the "mobile" or short-term deployment case (< 1 week). Now it looks like the structures plan only has a successor to the Large POS.

As others have noted - support for w-space and shattered w-space should be explicitly considered and capability specified rather than overlooked.

If a Rigs mechanism is being used you don't want to have to destroy your rigs every time you scoop and move your mobile structure. Some deployables (like the Enormous Freight Container) can be deployed in a small ship yet need a Freighter to retrieve. There is no function in space to package it for transport. How the new structures work in this case should be purposefully thought through and designed since ships like freighters have a long training investment.

Some of the requests in the thread for more flexibility could be solved by specifying the # of slots in a deployable and letting the player choose the layout of High / Med / Low etc... (and change it after deployment in space). The current POS mechanic with it's offline/online capability is extremely flexible and that flexibility is not obviously preserved in the new structures proposal. Some players use POS like the new T3 Destroyers, switching between peacetime operations with defenses on standby and other functions fully active and combat operations when offense & or defense are prioritized.

Compression is not mentioned in the presentations and is very valuable to miners (especially ice miners).

It would be convenient if the new player structures could be a contract destination for courier contracts. This feature is missed about POS'es.

It would be nice if the new structures had a role that could add fuel but not remove it which could be permanently or temporarily assigned. That would facilitate helping maintain structures while new corp members gain trust of the POS owner.

Easier abandoned structures cleanup / removal is a natural extension of a salvaging career for a character with senior salvaging skills.

Can a POS and successor starbase be anchored on the same grid if they are somehow designated as successors during the transition period?

The material mentioned structure profiles. It would be nice if these could be shared, imported, exported like ship fits.

Is remote management of structures range eve-wide, region-limited?
Phlebas the Phoenician
Caldari Provisions
Caldari State
#187 - 2015-03-22 01:14:33 UTC
Hey guys, these are some nifty new ideas. Some of them, the observatory array in particular, seem to have the potential to substantially increase the home-field advantage of a sovereign nullsec system. Now, I'm picturing the capability to effectively disable dscan and cloak for a significant period of time, so take this feedback in that context.

While on the surface it might seem like a good idea to add to home field advantage, it seems like a solution in search of a problem. The defending alliance already has substantial advantages, such as a shorter travel distance for reships, the ability to react to an invading doctrine, etc. I wonder about the potential of that change to have a chilling effect on travel to systems not owned by your alliance.

Meanwhile, as someone who day trips to null, this would seem to substantially increase my risk. I rely on dscan, starmap, and cloak to have even a modicum of safety. If these became unavailable in null, it's hard to say whether it would be reasonably possible to travel through null as an independent agent. Perhaps it is as designed that it should be even more dangerous to travel through null, but it is already fairly depopulated, and one can make a reasonable argument that the danger of the space is a big part of why it is this way.

Again, these are just ideas about the changes as I am picturing them. Perhaps you're considering the capability instead to turn off dscan for a short window, with a warning going out in the system. Perhaps the resolution of the cloak-penetrator would require a substantial time to lock. Perhaps the starmap shroud would show up on the map (so I could know not to go to any such shrouded systems). These would all somewhat mitigate the added risk.

Before you implement any of the proposed features, I personally would be really curious about what problems they are solving. Is the home field advantage not already sufficient, that it needs to be increased? Are dscan, cloak, etc. causing problems that might be able to be fixed via a more surgical measure?

I feel like null population can be modeled as a pipe, where the diameter of the pipe is related to the danger of operation in null, and the viscosity of the fluid is the reward. Constricting the pipe by adding more danger and homefield advantage seems, with the little knowledge I have, like it could only decrease the number of people living or traveling out there.

Thanks for your consideration.
Rena'Thras
Aliastra
Gallente Federation
#188 - 2015-03-22 01:15:22 UTC
FT Diomedes wrote:
Poena Loveless wrote:
Peonza Chan wrote:
Quote:

E. Observatory arrays
... act as solar system wide D-scan blockers ...

I hope you are not considering to bring this into WHs

I hope they aren't planning on bringing this to EVE period.

D-scan is vital for players finding each other.

While the overall direction you are going in is good, I think pretty much every suggestion for "Observatory arrays" so far is horrible.

Blocking star map filters (namely the data of contextual player activity they provide) and blocking D-scan is a really bad idea.
In a game built around the vastness of (mostly empty) space, we need tools that encourage people to find each other and give us the tools and mechanics to do so.


The tools and mechanics to find other players are already in game. They are called spaceships. Checking Dotlan or the in game map to look for ratting activity, cynosural fields, etc. needs to die in a fire. Make people get out in space and be active to get intelligence. Same goes for local chat.


But...D-scan IS people being active. You have to go into the System, with your SHIP, to D-scan. Additionally, unlike scan probes which are based on your character's skill qued skills, D-scan is an actual PLAYER skill. You have to think a little bit to use it, both in how you move and the direction and range you employ.

It's one of the few actual skills I've found in Eve (that is, player skill, not character skill.) Hacking/Archeology is luck based and dependent on the character skill, and probing is vaguely a mathematic inevitability - either you succeed or fail at some point based on character trained skills. The only change the system needs is to ping when a person uses it while cloaked so that if a cloaky scout doesn't keep moving, watchful enemies could scan him down.

That is, in the real world, subs have active and passive methods of detecting potential enemies. They try not to use active pinging unless they have to because watchful enemies can get their location if they do so. D-scan should function similarly (and CCP could introduce a skill book reducing that ping or some such - since they like players to have to wait hours for their characters to learn things before being able to efficiently employ them. :p)

.

Also, will keep reading, but it seems I'm mostly alone in my concern about lack of granularity or nice shields or being able to array your POS town to your liking. Guess I'll have to get my enjoyment before the system changes and then never use them again... -sadface-
A'Tolkar
Carlson's Raiders
#189 - 2015-03-22 01:16:23 UTC  |  Edited by: A'Tolkar
Part of removing the anchoring restrictions with POS allowed them to be packed up and moved regardless of sec standing. Partly to chase teams (which have been discontinued) and also to move to systems with lower cost indices for manufacturing and/or research. We will be replacing Large POS with a Large Structure which will be ~40km from side to side. Pure structure and no shield radius like with the current iteration of large towers.

I don't think we want to go back on being able to pack up and chase opportunities in different areas of New Eden, but I also don't find it believable that we are going to be repackaging these larger structures. How will they move from one system to another? Since they will be fit like ships, hopefully they can unanchor, have a pilot with appropriate skills take control, and cyno to a beacon somewhere else. I would expect to move such a large structture that the jump fatigue would be incredible, even compared to capital ships, and scale up linearly with the size of the structure. Any elaboration on this point would be appreciated.

One other thing I would like to see: A service module to allow manufacturing structures themselves. An analogy would be a manufacturing array in the current POS code to build control towers, arrays, etc. This way one can more-or-less bootstrap in a remote area of space. Start with a small structure with a couple service slots: one for refining ore and another for manufacturing structures. Or perhaps one service slot, but just refit. Either way, the idea is that with a simple fleet of Prospect's and a cargo full of blueprints (for other structures, service modules, structure rigs), an enterprising group of exceptional pilots can build their own empire without having to haul hundreds of thousands (or millions) of m^3 worth of stuff from high sec out to null sec.

Finally, I would like to see these structures anchorable anywhere within a solar system.

Cheers!
Zekora Rally
U2EZ
#190 - 2015-03-22 01:18:00 UTC
Quote:
In a similar manner, if you have permission from your corporation or alliance, nothing should prevent you to deploy a structure for your own personal use.


CCP, I think it's time people in player-created corps are given the ability to launch towers for themselves without the need for config roles. Leave the corp roles for corporate launched towers. As it stands, you need to commit to a corp for a very long time in order to get them to trust you with roles and it still isn't guaranteed at the end of the day. I find it really limiting in terms of gameplay because it forces me to either wait until directors are online or leave the corp to create mine, in order to access arrays, labs and reactors.
Obviously, npc corpers shouldn't be granted such a priviledge and wardecking the owners corp should still render the structure vulnerable.
Chiralos
Chiral's Angels
#191 - 2015-03-22 01:25:08 UTC
Vol Arm'OOO wrote:


Also the pos redesign seems lacking - Right now - there is some thought put into pos design, e.g. guns on the bottom or top or balanced all around? This leads to strategic decisions as to how to attack pos - for instance you can attck from the top and be out of range of the guns on the bottom, etc.... Now the Pos is just being turned into just another red + to shoot. So all of the strategic decisions are being removed with nothing new added - seems to be just a needless dumbing down.

Finally structure management should not be too perfect - there should be room for corp theft.


That's a good point, it would be a shame to lose that tactical element.

But, depending on how many of the new structures you can anchor and how far apart they
can be, setting up a base with multiple structures (e.g. outer shell or wall of gun platforms)
might more than make up for it.
Richecko
University of Caille
Gallente Federation
#192 - 2015-03-22 01:32:53 UTC
Jazz Improv on new feature ideas...

NEW FUNCTIONALITY IDEAS

The observatory array is interesting and a good benefit for paying for fuel would be the ability to "radio" your structure and have it run DSCAN or Probe Scanner functions when you are out of system or have it radio you. Chat is global to eve, why not have communications with your structure be so? You could remotely see if a hostile fleet was nearby or if anomolies you were waiting for had spawned. It could also replace the tedious "click dscan", "click again...' mechanic with a proximity alarm function that alerts you when conditions you specify are met. Examples: Pilot with terrible standing in dscan range. Any pilot in dscan range. Jaspet anomaly spawned in system.

The new structures could have some passive income generating entertainment functions (to defer their costs like POCO's provide a POCO owner) that we see in NPC mission stations like the Damsel mission that other than being targets to be blown up are not part of the fun of gameplay. Players now through out-of game mechanisms offer entertainment services like gambling. The new structures could have:. Casino. Lottery. Bar/ Restaurant (sit, chat look out the window at space). Rent storage. Rent ship hanger space. it could also have a mechanism to facilitate commerce between high-skill industry characters (like refiners, ship builders, blueprint inventors or researchers) who exchange ISK for services derived from their specialized skills. Want max refining? Here's who you can pay to do that, where, and what they charge.

There could be an browsable and searchable analog to "fleet finder" or "agent finder" for player stations. Station owners or guest entrepreneurs could post an advert to attract capsuleers to their station and advertise available options. Adverts could have text and a JPG and public structures could have a brand/logo like corps not just a name. Then players could have individual public structures, or an analog to franchises (think Starbucks Coffee) with branch offices around new eden.

Structures that offer public services could have an analog to the "loyalty card" which gives discount to capsuleers for referring new customers or volume discounts for heavy users of paid services. There could also be an analog to the "coupon" to attract new customers.

There should be some way to share structure resources with "friends" whether players, corps or alliances, and to choose to not share the structure's resources with others (for example previous attackers). If standings are used, the structure probably needs something like it's own address book (like corps have) and this needs an import/export/share mechanism which is now sorely lacking from the player address book. Every club & bar has a bouncer, and public structures need the analog.

The described mechanic where structures have no AI defenses, yet the owner could be far across Eve, almost necessitates a variant on the jump clone feature where you can dock up and you (or your team) can jump into your structure to defend it when attacked rather than risk loosing it while you slowboat 30 or 50 jumps across New Eden. If this approach is taken, the relationship of this to the jump clone cooldown timer needs specification and discussion. What you don't want is players "chained" to their structures and unable to do gameplay like exploration that may lead them far from home.

If there is no POS shield in the new plan perhaps a structure with an appropriately skilled toon onboard becomes an alternate to a command ship (Orca for mining, T3 or other command ship for other boots) for originating fleet boosts in a system? There would need to be some benefit for giving up the mobility of being in a command ship and giving up being on a platform that can not run out of fuel.
Flaming Butterfly
2 PIRATES 1 CUP
Grim Future.
#193 - 2015-03-22 01:42:26 UTC
We get to live like the ancients in real space condos instead of all clustered up in stations and out of crates...

About damn time.


YESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYES
Tau Cabalander
Retirement Retreat
Working Stiffs
#194 - 2015-03-22 02:02:17 UTC
Maddaxe Illat
Kerberos Inc.
#195 - 2015-03-22 02:05:16 UTC  |  Edited by: Maddaxe Illat
Thank for the good time CCP but go get **** I will be unsubbing all 17 account now
Aphsala
Republic Military School
Minmatar Republic
#196 - 2015-03-22 02:07:44 UTC
These announcements really got me excited, that is until he said basically "can be build,manufactured and deployed in empire"

Now unless you are going to be really shaking up how empire works, just why?

These structures when i seen them filled me with the need to go to null sec an become part of something, now saying that im back to, meh why bother.

These structures, for me, could have/should have, been the carrot on the end of the stick to get ppl to move there an participate, become part of something bigger sort of thing.

Now if your getting rid of empire (which i doubt) i understand, but if not i have to question the why of allowing all this in hi-sec.

Sorry for being a downer an probably missing something so damn obvious but well i just do not understand why hi-sec, as it is, needs these structures or even should be able to construct them in the first place, these should be exclusive to null/wh space an if you want to participate in the construction of them, well then move there an get out of hi-sec.

Just the thoughts of some not so understanding random carebear tbh
Acks
RONA Corporation
#197 - 2015-03-22 02:13:19 UTC  |  Edited by: Acks
This post is just nothing but WIN

As an ultra bittervet from the Beta days, this is so unbelievably encouraging. The direction CCP has taken in the last year is just fantastic. From the dev philosophy changes, to the new release schedule, and now all of these proposed structure changes.

I personally appreciate the very advanced notice to these new ideas / changes. Obviously a lot of thinking, tuning, testing, and tweaking will need to occur but this is so absolutely going in the right direction, it is REALLY encouraging. For the first time in a few years, I feel that playing this game for so many years is no longer heading towards a dead end.

THANK YOU CCP!


FEEDBACK
=============
1) The ship fitting style configuration for POS & Outposts is a great idea. As many others have commented in this thread, I think my one main area of concern is the currently proposed number of module slots. In particular the service slots.

2) The availability of these structures to HS and especially WH players is welcome news. Living in space should be less painful without at the same time always being 100% safe.

3) The proposed loot mechanics will probably need to be fleshed out quite a bit more. The previous comments have covered a lot of the potential issues with it as proposed. I think as a risk VS reward a good balance option might be that the loot rights be tied to a war dec. IE if group A war decs group B and then destroys group B's structure, group A has loot / salvage rights to the structure and any loot / items that were the property of group B. Any items that were not the property of group B would be protected for a period of time to allow the owners to collect them.

In Low & Null Sec, anyone doing damage to the structure should have loot / salvage rights to the structure and any property belonging to group B. Any property belonging to other parties would be protected like in HS for a period of time before becoming "fair game", though maybe for a shorter period of time based on sec status.

It would also be interesting if the proposed "InterBus" logistics service could be hired to retrieve loot belonging to you from a destroyed structure. This would make this new feature more widely used and provide additional loot / gank options and opportunities for those players who are part of that play style. Also allowing the ability to assign "Salvage rights" like you can with kill rights would be a nice feature.

4) The new structure types and the fact their anchor points (at least for some of them) is no longer tied to a moon or planet give a massive increase to game play possibilities.

5) I am working under the assumption that these changes will include access management that is easier for owners / operators. Please make sure this is a priority. The new configuration templates and remote management ideas are fantastic.

6) Allowing individual, corp, alliance, and public access is also a great new expansion on current access rights. Based on how I read this, each person / group will have private storage which would solve one of the biggest hassles with POS structures and their facilities currently.

One question on this: will the structures have storage limits like the current POS system or will they be infinite like the current Station / Outpost systems? I realize this could vary by structure and storage type so a breakdown would be really useful. This will be particularly important to players wanting to setup "trade hubs".

On structures where storage is limited, please make the storage configurable by group / individual. IE please don't auto carve up the available storage by arbitrary amounts, make it configurable by the owners / operators. Also for publicly accessible structures, if there is a storage limit, owners should have some mechanic to deal with "abandoned" items left at their facility taking up space.

7) Resource gathering structures are an awesome idea. I am looking forward to seeing the details for these emerge in the coming weeks. My one point on these is that I think all resource gathering activities should require some kind of semi regular interaction so they do not just become fire and forget ISK generators (outside of being attacked). This will be particularly important in NULL if industrial activity is going to impact the new Sov systems. Sov improvement / boosting should not be automated. Likewise for any HS deployment of these structures. PI currently operates on this largely fire and forget (for a week) system and it is just a boring grind.

Let me be clear, I am 100% for these structures and more like them, but please give a lot of consideration to their potentially abusive automation.

On a separate note: Will PI being getting revamped as part of the structure overhaul? Since this will clearly impact moon goo harvesting, it seems like it would fit with the changes.


More later but once again, this and the other ideas covered at Fanfest have made this long term bittervet excited about EVE again. MORE OF THIS CCP!!!


Thanks,
Acks
Nevyn Auscent
Broke Sauce
#198 - 2015-03-22 02:16:02 UTC
Aphsala wrote:
These announcements really got me excited, that is until he said basically "can be build,manufactured and deployed in empire"

Now unless you are going to be really shaking up how empire works, just why?

*rant sniped*

Because high sec corps need to have assets worth fighting over also.
If only Null corps can build these things, then the game will continue as it is.

High Sec is NOT newbie space, it is a different play style, and that play style is equally as deserving of having large assets in space which are worth fighting for or attacking someone over.
LuckyQuarter
Eden Dominion Coalition
Scary Wormhole People
#199 - 2015-03-22 02:19:31 UTC
Honestly, I don't see much that is currently wrong with pos's other than:
a) CCP doesn't like the extended range shield
b) It is currently not possible to fully setup a highsec pos as a corporate office with deliveries via courier, contracts, clones, and other services only offered at NPC stations.
b) There is an artificial limitation on how much one can upgrade a POS (builtin cpu/power) so that for a small <5 person corp, a single medium/large pos is the most that be effectively built up as an extended base of operations.
c) There are artificial limits on what structures can be deployed in what space, why can't I moon mine or perform reactions in highsec? Shouldn't that just make the pos more a target for wardecs/etc?

Things that I love about the current pos design that might be lost in a redesign:
a) The current design rewards corps that think intelligently in 3d and which have redundant guns/structures at all major directions of attack.
b) The current design allows corp members to relax somewhat while inside the pos shields and perform essential pos maintenance and to align/warp out safely unless the pos is camped with mobile warp disruptors at exit points.
c) The current design is very friendly for small corps that need to do a little of everything in a single base.

What I might hope to see out of a redesign:
a) If it got rid of the dichotomy of NPC stations and player structures, have npc stations just be XXXL pos's that can be destroyed throwing all the inhabitants and possessions into space(freeport mode is too easy on existing inhabitants), perhaps the station would automatically start rebuilding but it should be offline and unuseable for at least a few days if destroyed at least in low/null sec. Nothing should be absolutely safe _anywhere_ in low/null sec.
b) Add a greater variety of industry modules, especially in highsec. The limitations of highsec pos's should be the limited resources/missions/exploration sites in the local area, not the structures or the pos itself.
Tau Cabalander
Retirement Retreat
Working Stiffs
#200 - 2015-03-22 02:27:31 UTC  |  Edited by: Tau Cabalander
CCP Nullarbor wrote:
This was something missing from the blog but we discussed in our roundtable at Fanfest today. We will make sure you get some reasonable value back from your old structures and not just nerf them until they don't do anything. This includes the tower, modules and blueprints to build them.

A large tower BPO at ME 10% is not worth 500m. I seem to recall it taking 142 days for the last +1 too, thanks to Crius.

CCP Nullarbor wrote:
We did a similar thing during the industry expansion.

I know. I lost billions of ISK of BPO value, and it cost me many billions of ISK to recover [e.g. 3.5b for my Rorqual BPO +1 ME, because it was unlucky enough to not meet the conversion threshold].

Don't get me started on what I invested, time and ISK, to research my IHUB and SSAA BPOs.