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[New structures] Mooring and docking features

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Author
Cade Windstalker
#441 - 2015-04-18 15:42:36 UTC
MeBiatch wrote:
Not really you can bubble up a pos.


And you can't bubble up an Acceleration Gate?

MeBiatch wrote:
Thats the thing though. by adding a jump gate and having the shipyard in ded space this will allow players to get leave thier ships safe. You would be able to put a clone vat bay in the shipyard so even if the JB is camped you can still get your supers out before the reinforce is done.

this will let players out of the graves and let them pvp in a condor if they wanted and when needed to be in a super can simply JC to the shipyard and un-moor the ship.


I'm not seeing anything here that requires the acceleration gate to function. You can do absolutely all of this either with a private password protected POS or under the Mooring system with the stations without the acceleration gates. You don't even need to worry about bubbles if you keep an Inty somewhere else, you can just warp directly to the structure, dock up, and you're back in your coffin away from home.

The concerns that I see as more valid are those involving stepping away from the game with a ship left Moored for longer than a reinforcement timer. If you can't do this then you still need an alt per Super at which point why bother even taking them out of the ship.
MeBiatch
GRR GOONS
#442 - 2015-04-18 16:21:07 UTC
Cade Windstalker wrote:
MeBiatch wrote:
Not really you can bubble up a pos.


And you can't bubble up an Acceleration Gate?.


you can but as i said you can setup a JC in the shipyard so you can bypass the camp.

Cade Windstalker wrote:

MeBiatch wrote:
Thats the thing though. by adding a jump gate and having the shipyard in ded space this will allow players to get leave thier ships safe. You would be able to put a clone vat bay in the shipyard so even if the JB is camped you can still get your supers out before the reinforce is done.

this will let players out of the graves and let them pvp in a condor if they wanted and when needed to be in a super can simply JC to the shipyard and un-moor the ship.


I'm not seeing anything here that requires the acceleration gate to function. You can do absolutely all of this either with a private password protected POS or under the Mooring system with the stations without the acceleration gates. You don't even need to worry about bubbles if you keep an Inty somewhere else, you can just warp directly to the structure, dock up, and you're back in your coffin away from home.

The concerns that I see as more valid are those involving stepping away from the game with a ship left Moored for longer than a reinforcement timer. If you can't do this then you still need an alt per Super at which point why bother even taking them out of the ship.

AFAIK the mooring idea only makes sense for active pilots... if i am planing on leaving the game for an extended period of time... i'll just find a nice quiet place in a ss and log and let the sub expire... then when i come back to the game i wake up in a outpost and can undock if needed.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Cade Windstalker
#443 - 2015-04-18 17:45:31 UTC
MeBiatch wrote:
you can but as i said you can setup a JC in the shipyard so you can bypass the camp.


Which you can still do without the gate. I'm really not seeing how the gate adds anything beyond a way worse piece of space-architecture to look at. I'd rather camp outside a massive space-city than an Acceleration Gate that hasn't been significantly changed since 2004 and is never going to be impressive to look at.

MeBiatch wrote:
AFAIK the mooring idea only makes sense for active pilots... if i am planing on leaving the game for an extended period of time... i'll just find a nice quiet place in a ss and log and let the sub expire... then when i come back to the game i wake up in a outpost and can undock if needed.


Which basically means they're still flying coffins... if you can afford a Super you can basically afford to buy a Super Pilot off the Bazaar. I'm not even talking super long term here, I'm talking set a long skill train and take the family to Hawaii for a week or two, if that. Not even unsubbing just something that supports a vacation without worrying about taking an Eve Capable laptop with you lest someone report you AFG for a week and they should go pop that structure because no one else can move your Super.

Ideally it would be nice for there to be some reason to train up to fly more than one Super on a character beyond "Well, I've got everything else I could ever want to 5 and maybe this thing will get popped eventually"
d0cTeR9
Caldari Provisions
Caldari State
#444 - 2015-04-18 18:15:42 UTC
I agree with Cade.

Been around since the beginning.

Cade Windstalker
#445 - 2015-04-18 18:58:29 UTC  |  Edited by: Cade Windstalker
Heck, how's this for a vision of Mooring mechanics:

Moored ships are visible in space, they are effectively docked in a special Hangar and the pilot who docked them can set permissions for the Alliance by roles as well as on an individual as a white-list(EG: Anyone with the new role "Titan Pilot" can access this Titan, oh and my three Alts just in case). This prevents a Super from being easily stolen, unlike a current POS shield, and means that in an emergency the Super is accessible without needing to log in the character who last piloted it, whether they logged off while Moored or not, which helps in the event of vacations or random instances of "oh our Titan pilot was a CCP employee and got outed... crap!"

Optional but really cool: Moored ships also come with a special Captain's Quarters that looks out of their ship into an active picture of Space around the ship, instead of the generic current CQ experience. I mean FFS lets at least give the Flying Coffins a couch and a wet-bar.

If you log off in a Moored ship you can either leave it Moored or use the current Safe Log-off mechanics functionally identical to logging off in a POS shield. When you log back in the ship is Moored at the station.

In the event of Station destruction:


  • All Moored Supers and Capitals, regardless of occupancy, initiate an emergency Jump to somewhere in the surrounding Constellation.
  • If the player logged out in their Super they can see their current system location on the character select screen and if they log in it's as if they had previously logged out in space at the place their Super panic-jumped to.
  • If they were not in the Super when they logged out a Bookmark is created. This could be sent to the character only or to a specific list of people or roles. Possibly the same list that has access rites or a different list entirely.
  • This bookmark acts like a DED escalation site in that it doesn't exist until someone with access to the Bookmark initiates warp to it. At the bookmark is the Super Capital in question which is now a probable object and can be retrieved and Jumped away.
  • This bookmark does not expire. It's a Super Capital, it's not like it's going to just evaporate...


I think this strikes a nice balance between docking, safety, and not nerfing current mechanics. The exception is Supers being visible while Moored vs the current Safe Logoff setup. The reasoning for this is that it's currently very very easy to track down a Super and I don't even have to go to Null to do it. I can sit at a Locator Agent in High Sec feeding in names off of ZKillboard and get the current location of every Super pilot that's shot anyone in the last 3-4 years. Throw in the potential for scraping the Character Bazaar and I can probably get most of the holding Alts too. Since a Moored super without a pilot is immune to this I feel it's actually a buff to hiding these things since you actually need to go out and Mark 1 eyeball a structure at a specific point in space to definitively determine where a Super is located, rather than just paying some Agent in High Sec to tell you the system.

One Crazy Idea addition

I also have a crazy idea for putting these empty capitals inside Deadspace sites with Sub-cap only access rites. The Super then needs to go through a start-up sequence to online the ship and all modules one at a time. During this time it can be scanned down but is only accessible through the Acceleration Gate and can only be attacked or defended by a sub-cap fleet. The pilot running the ship can use any modules as they come online, with guns being first, followed by support modules, and lastly the tank. After that the Deadspace Pocket disintegrates and the Super can jump away.

I think this sounds like a super cool idea, I also think no sane Super pilot would support its implementation since retrieving a Super floating in space will already give them enough grey hairs without having to sit around for 30 minutes hoping no one takes an interest in their well-being, or dragging around a huge sub-cap fleet on retrieval duty.
MeBiatch
GRR GOONS
#446 - 2015-04-18 19:13:20 UTC
Cade Windstalker wrote:
Heck, how's this for a vision of Mooring mechanics:

Moored ships are visible in space, they are effectively docked in a special Hangar and the pilot who docked them can set permissions for the Alliance by roles as well as on an individual as a white-list(EG: Anyone with the new role "Titan Pilot" can access this Titan, oh and my three Alts just in case). This prevents a Super from being easily stolen, unlike a current POS shield, and means that in an emergency the Super is accessible without needing to log in the character who last piloted it, whether they logged off while Moored or not, which helps in the event of vacations or random instances of "oh our Titan pilot was a CCP employee and got outed... crap!"

Optional but really cool: Moored ships also come with a special Captain's Quarters that looks out of their ship into an active picture of Space around the ship, instead of the generic current CQ experience. I mean FFS lets at least give the Flying Coffins a couch and a wet-bar.

If you log off in a Moored ship you can either leave it Moored or use the current Safe Log-off mechanics functionally identical to logging off in a POS shield. When you log back in the ship is Moored at the station.

In the event of Station destruction:


  • All Moored Supers and Capitals, regardless of occupancy, initiate an emergency Jump to somewhere in the surrounding Constellation.
  • If the player logged out in their Super they can see their current system location on the character select screen and if they log in it's as if they had previously logged out in space at the place their Super panic-jumped to.
  • If they were not in the Super when they logged out a Bookmark is created. This could be sent to the character only or to a specific list of people or roles. Possibly the same list that has access rites or a different list entirely.
  • This bookmark acts like a DED escalation site in that it doesn't exist until someone with access to the Bookmark initiates warp to it. At the bookmark is the Super Capital in question which is now a probable object and can be retrieved and Jumped away.
  • This bookmark does not expire. It's a Super Capital, it's not like it's going to just evaporate...


I think this strikes a nice balance between docking, safety, and not nerfing current mechanics. The exception is Supers being visible while Moored vs the current Safe Logoff setup. The reasoning for this is that it's currently very very easy to track down a Super and I don't even have to go to Null to do it. I can sit at a Locator Agent in High Sec feeding in names off of ZKillboard and get the current location of every Super pilot that's shot anyone in the last 3-4 years. Throw in the potential for scraping the Character Bazaar and I can probably get most of the holding Alts too. Since a Moored super without a pilot is immune to this I feel it's actually a buff to hiding these things since you actually need to go out and Mark 1 eyeball a structure at a specific point in space to definitively determine where a Super is located, rather than just paying some Agent in High Sec to tell you the system.

One Crazy Idea addition

I also have a crazy idea for putting these empty capitals inside Deadspace sites with Sub-cap only access rites. The Super then needs to go through a start-up sequence to online the ship and all modules one at a time. During this time it can be scanned down but is only accessible through the Acceleration Gate and can only be attacked or defended by a sub-cap fleet. The pilot running the ship can use any modules as they come online, with guns being first, followed by support modules, and lastly the tank. After that the Deadspace Pocket disintegrates and the Super can jump away.

I think this sounds like a super cool idea, I also think no sane Super pilot would support its implementation since retrieving a Super floating in space will already give them enough grey hairs without having to sit around for 30 minutes hoping no one takes an interest in their well-being, or dragging around a huge sub-cap fleet on retrieval duty.


Cool stuff

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Alia Ravenswing
DARK HAT
#447 - 2015-04-19 19:10:58 UTC
Enta en Bauldry wrote:
In W-Space, intel is gathered by d-scanning and looking on-grid (at POSes) to see if any players are active and what kind of ships they're in.

Do you intend to permit docking in W-Space? This would make intel gathering much harder unless mechanics are put in place to see what the docked players are doing. This is my biggest concern with the proposed "anchor any structure anywhere" philosophy you outlined at the fanfest presentation.


Docking at a POS in W-Space has been around ever since Apocrypha came out. My entire alliance did that way.
Jan Irvam
Hedion University
Amarr Empire
#448 - 2015-04-21 06:22:36 UTC
My input about mooring is here
Angel of Madness
Legion of Ares
#449 - 2015-04-23 04:28:35 UTC
What exactly is wrong with the POS design now?? I understand you want to make it look better but the game design is great the way it is now. Don't remove the forcefield and don't enable SC's to attack online POS's.
Cade Windstalker
#450 - 2015-04-23 05:14:19 UTC
Angel of Madness wrote:
What exactly is wrong with the POS design now?? I understand you want to make it look better but the game design is great the way it is now. Don't remove the forcefield and don't enable SC's to attack online POS's.


So first off no one is saying anything about letting Super Captials attack an online POS outside of current mechanics, if this is a suggestion it's a bit silly since Supers aren't actually used much for structure bashing anyways.

As for the current Forcefield mechanics, they're full of abusable loop-holes created by the field being entirely location based (meaning you can duck in and out really easily, for example) and using physics, which creates all sorts of problems with bumping mechanics. Either bumping things out of the field or things being bumped by the field. The recent patch of the Garage Door cyno is just one example and doesn't even close every possible way of getting a Cyno inside a forcefield, it just closes the only one that hasn't been officially declared an exploit.

Removing forcefields as they exist currently and replacing them with new but similar mechanics gives CCP a lot more fine-grain control over what they want to all or disallow since Mooring and Docking aren't purely location based but state based as well.
Odin Shadow
ZC Industries
Dark Stripes
#451 - 2015-04-23 06:35:57 UTC
Cade Windstalker wrote:
Angel of Madness wrote:
What exactly is wrong with the POS design now?? I understand you want to make it look better but the game design is great the way it is now. Don't remove the forcefield and don't enable SC's to attack online POS's.


So first off no one is saying anything about letting Super Captials attack an online POS outside of current mechanics, if this is a suggestion it's a bit silly since Supers aren't actually used much for structure bashing anyways.

As for the current Forcefield mechanics, they're full of abusable loop-holes created by the field being entirely location based (meaning you can duck in and out really easily, for example) and using physics, which creates all sorts of problems with bumping mechanics. Either bumping things out of the field or things being bumped by the field. The recent patch of the Garage Door cyno is just one example and doesn't even close every possible way of getting a Cyno inside a forcefield, it just closes the only one that hasn't been officially declared an exploit.

Removing forcefields as they exist currently and replacing them with new but similar mechanics gives CCP a lot more fine-grain control over what they want to all or disallow since Mooring and Docking aren't purely location based but state based as well.



supers are used for structure bashing a lot currently, just the structures there meant to be used on are going away under fozzie sov. cant use fighters/bombers on pos's unless the pos is offline but they can kill the mods very well.

the force field mechanics have been tweaked over the last years to get to the point where there isn't a great deal wrong with them, yes there are edge cases where titans can be bumped by titans jumping to cyno's close to the shields, but that isn't used much as you need to be jumping in a fair few titans to get lucky enough to have one of them bump anything inside the shields.

there not suggesting replacing the force field at all, what they have stated is that when unmooring they will give you either an amount of time to be invulnerable (think session timer when undocking currently), or they will have an area where everyone is free to enter that you will be unable to target in. but you will be able to be bubbled and bumped.

Cade Windstalker
#452 - 2015-04-23 20:00:03 UTC
Odin Shadow wrote:
supers are used for structure bashing a lot currently, just the structures there meant to be used on are going away under fozzie sov. cant use fighters/bombers on pos's unless the pos is offline but they can kill the mods very well.

the force field mechanics have been tweaked over the last years to get to the point where there isn't a great deal wrong with them, yes there are edge cases where titans can be bumped by titans jumping to cyno's close to the shields, but that isn't used much as you need to be jumping in a fair few titans to get lucky enough to have one of them bump anything inside the shields.

there not suggesting replacing the force field at all, what they have stated is that when unmooring they will give you either an amount of time to be invulnerable (think session timer when undocking currently), or they will have an area where everyone is free to enter that you will be unable to target in. but you will be able to be bubbled and bumped.


Yes but Supers aren't that much more effective at killing structures than a Dreadnought is, especially not for the cost of the ship. My comment should have read something along the lines of 'compared to the number of standard Capital ships used'. Sorry for the ambiguity.

As for the Forcefield mechanics I'm simply listing off everything I've seen be stated by CCP in the last few years that falls under "we'd like to fix that thing with Forcefields but we can't without completely redoing them". Regardless of that though CCP stated that the Forcefield mechanic has issues that they want to remove which means removing the Forcefield in its current implementation because as mentioned in the Garage Door Cynos thread they can't actually fix all of the problems with it because of how it works.
Angel of Madness
Legion of Ares
#453 - 2015-04-23 23:51:37 UTC
You think it's more efficient using dreads to kill structures? Have you ever used an SC or titan? I've flown both and I'll tell you they chew through structures. Drop your fb's, align out and it's easy mode from there.

Try controlling a low sec moon when anyone with a super carrier can jump in and wreck your POS in a few minutes. They can attack your mods now but if the forcefield is removed, they'll be able to hit the POS itself. Try being a small entity trying to defend your tower when there is no shield to regroup behind. The current forcefield actually gives smaller groups and smaller numbers the ability to take a stand against the blob attacking it.

Angel of Madness
Legion of Ares
#454 - 2015-04-23 23:56:25 UTC
One of the only things I do like that is proposed is the fitting window for the POS. It looked like there wouldn't be many guns though which is a bit of a concern.
Cade Windstalker
#455 - 2015-04-24 02:10:08 UTC
Angel of Madness wrote:
You think it's more efficient using dreads to kill structures? Have you ever used an SC or titan? I've flown both and I'll tell you they chew through structures. Drop your fb's, align out and it's easy mode from there.

Try controlling a low sec moon when anyone with a super carrier can jump in and wreck your POS in a few minutes. They can attack your mods now but if the forcefield is removed, they'll be able to hit the POS itself. Try being a small entity trying to defend your tower when there is no shield to regroup behind. The current forcefield actually gives smaller groups and smaller numbers the ability to take a stand against the blob attacking it.



Um, POSes aren't losing their forcefield, POSes as a whole are being removed and being replaced with mooring/structures you can dock at.

Angel of Madness wrote:
One of the only things I do like that is proposed is the fitting window for the POS. It looked like there wouldn't be many guns though which is a bit of a concern.


They're completely re-inventing modules for structures from scratch, not turning the current POS mods into fittings.

I seriously suggest you watch the Fanfest presentation and/or thoroughly read the dev-blog. From the comments you're making it sounds like you either haven't done more than glanced at it or didn't really understand what they're doing.
Odin Shadow
ZC Industries
Dark Stripes
#456 - 2015-04-24 08:03:25 UTC
Cade Windstalker wrote:
Angel of Madness wrote:
You think it's more efficient using dreads to kill structures? Have you ever used an SC or titan? I've flown both and I'll tell you they chew through structures. Drop your fb's, align out and it's easy mode from there.

Try controlling a low sec moon when anyone with a super carrier can jump in and wreck your POS in a few minutes. They can attack your mods now but if the forcefield is removed, they'll be able to hit the POS itself. Try being a small entity trying to defend your tower when there is no shield to regroup behind. The current forcefield actually gives smaller groups and smaller numbers the ability to take a stand against the blob attacking it.



Um, POSes aren't losing their forcefield, POSes as a whole are being removed and being replaced with mooring/structures you can dock at.

Angel of Madness wrote:
One of the only things I do like that is proposed is the fitting window for the POS. It looked like there wouldn't be many guns though which is a bit of a concern.


They're completely re-inventing modules for structures from scratch, not turning the current POS mods into fittings.

I seriously suggest you watch the Fanfest presentation and/or thoroughly read the dev-blog. From the comments you're making it sounds like you either haven't done more than glanced at it or didn't really understand what they're doing.


effectively pos's with force fields are being replaced with pos's without force fields. can change the word pos to structure if you wish, same difference.
Cade Windstalker
#457 - 2015-04-24 09:03:36 UTC
Odin Shadow wrote:
effectively pos's with force fields are being replaced with pos's without force fields. can change the word pos to structure if you wish, same difference.


Different function, different rules, and you can dock at it. It's not a POS and it doesn't need a Forcefield.
Odin Shadow
ZC Industries
Dark Stripes
#458 - 2015-04-24 09:22:51 UTC
Cade Windstalker wrote:
Odin Shadow wrote:
effectively pos's with force fields are being replaced with pos's without force fields. can change the word pos to structure if you wish, same difference.


Different function, different rules, and you can dock at it. It's not a POS and it doesn't need a Forcefield.


you cant dock a super, you can leave it at constant risk.

you have got or have had a super capital?
Cade Windstalker
#459 - 2015-04-24 19:40:03 UTC
Odin Shadow wrote:
Cade Windstalker wrote:
Odin Shadow wrote:
effectively pos's with force fields are being replaced with pos's without force fields. can change the word pos to structure if you wish, same difference.


Different function, different rules, and you can dock at it. It's not a POS and it doesn't need a Forcefield.


you cant dock a super, you can leave it at constant risk.

you have got or have had a super capital?


That depends on the rules for Mooring, which are currently still being developed. In fact making suggestions and giving feedback on those features is the point of this thread. What is almost certain is that a Super that is Moored for a short period of time is going to be just as invulnerable as a Super in a POS shield is now, but without risk of being bumped out. Either by AWOX or overly enthusiastic newbies.

Either way that's still nothing equivalent to the current POS.
Serendipity Lost
Repo Industries
#460 - 2015-04-25 01:03:58 UTC
I just have a question. Does it or does it not have the word COFFIN clearly labeled on the wrapper when you guys buy these things??

All this 'ooh ooh I'm trapped in a super' stuff seems like it would only apply to the tool that bought it, hopped in and didn't realize until downtime he was stuck in it. Other than that edge case, it seems like you guys are all complaining about something you full well understood when you bought the silly thing.

What am I missing here?