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Flogging the dead POS

Lan Staz
Sebiestor Tribe
Minmatar Republic
#1 - 2011-09-06 15:20:35 UTC
Nova Fox
Novafox Shipyards
#2 - 2011-09-06 16:35:48 UTC
I rather have the OP come out with a 'fesh' topic compiling all the ideas so far into a neat organized format.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Akrasjel Lanate
Lanate Industries
#3 - 2011-09-06 18:40:28 UTC
Nice stuff.

CEO of Lanate Industries

Citizen of Solitude

Sebiestor Tribe
Minmatar Republic
#4 - 2011-09-06 18:55:06 UTC
That thread is so old and so actual that makes me cry, save pos ..
Twilight Runner
#5 - 2011-09-06 23:58:37 UTC
And So begins the POS topic .............................Again

Sir Substance
Sebiestor Tribe
Minmatar Republic
#6 - 2011-09-07 01:54:10 UTC
Posting on the first page of the dead horse.

Copypasting OP for everyones convinience:

Evelgrivion wrote:

Images have been replaced. Unfortunately, I lost the originals with the forum debacle, but the ones that were linked are an acceptable substitute.

To put it simply, the current POS system is Butt-ugly, lagtacular, overpowered, underpowered, and completely, totally whacky, and fails to live up to the expectations of those who wish to see them for the first time.

This proposal at the very least aims to solve the first and last two issues, whilst providing a way for those who do not have 30 billion to blow on a station to get a suitable level of infrastructure for new 0.0 operations.

In a nutshell, its a modular POS with most of the functionality of a station, depending on the modules attached. How would this all go together? Today's idea comes with pictures!

The heart of the system is a simple interconnecting module. From this modular structure, all modules are referenced, attached, and based within a simple grid system.

Exhibit A

The four corridors allow for easy expansion of the station, and scalable infrastructure can grow with the needs of the corporation. or alliance in possession of it.

Exhibit B

Much like the current POS system, the heart and soul of the station would remain the control tower. For this example, let me introduce Exhibit C, for a small Caldari styled control tower.

Exhibit C

From this control tower, everything else on the POS is referenced. Instead of giving us exact XYZ coordinates of every module in space, they can be instead referenced to the tower and the layout grid on which it is based. After deployment of the control tower, you can begin adding additional structures to the POS to give it the functionality you want it to have. Allow me to present Exhibits D and E.

Exhibits D & E (Large File)

Exhibit D is a storage container module; these provide the storage capabilities for the POS. Exhibit E is a refinery module, which would obviously provide refinery capabilities for the station. Up a certain point, additional refinery modules would provide additional refinery efficiency, though logarithmically decreasing with each one while consuming the same amount of poewr. This could allow larger, more powerful, and more expensive designs to have a place in the universe.

Up to this point, the accessibility remains the same as it is for the current POS, with one user hovering outside the module at a time. To alleviate the issues inherent in that, I present exhibit F; the hangar module. This system is not limited to 1x1 modules, and "supermodules" are a distinct possibility with this system.

Exhibit F

Providing a certain quantity of hangar space (Meters³) depending on size (and expense), the hangar module provides an interface to POS management just like standard stations, allowing simple refining, manufacturing, and possibly even clone bays, depending on the modules that you have installed.

Put it altogether, and you get a simple POS that is easy to manage, expandable, and ranging in capabilities and expense. In its most basic form, I present Exhibit G.

Exhibit G

Here is an optional, more contraversial change that this system would make. If CCP wishes, they could integrate much of a POSs defense into this module system; rather than having free floating, invincible guns, large weapons battery modules could be introduced to the station. Presenting Exhibit H.

Exhibit H

Fully realized, Exhibit I.

Exhibit I (Fully Realised Modular POS)

While this is just a simple example, the potential is there for leagues more complex and powerful bases than those demonstrated here.

The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

Yvan Ratamnim
Brave Newbies Inc.
Brave Collective
#7 - 2011-09-07 03:59:56 UTC
For the love of god keep this thread high, hell CCP sticky this as we need new pos's for gods sake
Armeggeda iscariah
Ganja Labs
#8 - 2011-09-07 06:10:55 UTC
Bump this thread till ccp makes it true damnit AttentionAttentionAttentionAttentionAttentionAttention

Hail Satan.

Van Derka
#9 - 2011-09-07 06:55:05 UTC
make stick
Derth Ramir
Fight The Blob
#10 - 2011-09-07 08:30:00 UTC

Fight The Blob.

Ciar Meara
PIE Inc.
Khimi Harar
#11 - 2011-09-07 09:03:55 UTC  |  Edited by: Ciar Meara
Halfway through the original thread there is a post by evilgrivion (the OP) that is a good summup and improvement to the earlier work.

We should post that one, or better still, he should do it. If he is still around, his last post was a quitting post in response of the Zulu 1000$ jeans thread.

Here it is: [EDIT]: I remember that In another iteration everything of the pos was placed on the bottom as low as possible to allow for more movement of ships and capitals without being bumped by everything. But this summary should do:

Evelgrivion wrote:
[edit]Edited by: Evelgrivion on 04/11/2009 14:37:42[/edit]
For the past three years, there has been a tremendous show of support for the old “Flogging the Dead Horse” post regarding a proposed re-design of the Player Owned Structure system. The two biggest reasons for support are that players hate what they look like – a bunch of scrap floating in space, and they hate the interfaces that are used to interact with them on a daily, weekly, monthly, and yearly basis.

Enter the Modular Starbase

Aesthetically, people want to see an end to the era of junk floating inside and in the immediate vicinity of force field bubbles. A series of geometrically interconnected structures, such as squares or hexagons, make up the design of the proposed replacement system. The abilities of the facility are enhanced with each newly attached component. Weapons would be placed on extensions to the top and bottom or even the sides of the tower, emerging from the force field. These weapons systems would remain vulnerable to attack like they are today.

Strategically, it would be possible to force players to pick and choose between the placement of weapons systems and jump bridges, as the number of available attachment points is limited. Whether or not the design is implemented this way is up to game design, but it is an intriguing possibility.

Mechanically, the basic uses of Player Owned Structures don’t change; they will still serve as industrial complexes and staging areas. However, the management of these facilities is in dramatic need of improvement. The amount of time required to set up a Starbase is obnoxious and unnecessary, and make up a considerable portion of ideas provided in addendum to the original modular starbase concept. The solution to this thorny issue is to introduce an onlining queue, and to allow the anchoring and onlining of more than one module at a time. Either one of these options would be appreciated by those who operate facilities in space.

Players desire the ability to freely swap out control towers to upgrade their operations without having to dismantle the entire facility one structure at a time. The ability to freely swap one tower for another has been repeatedly requested by the community. If different sizes of towers remain in use, these features should be implemented.

In-situ facility upgrades have also been proposed. To upgrade the starbase, raw materials and blueprints would allow operators to initiate construction of new facilities and operational capabilities directly onto the structure, rather than hauling a complete module from their points of distribution to null-security space.

A single, unified interface is desired for the structure. If a docking facility is provided, players would have access to the entire starbases’ configuration and settings (based on permissions of course) when inside the base. From this in-structure interface they would organize production chains and initiate manufacturing jobs. Standings would be configured, and other basic functions such as loading ammunition into the weapons systems could be handled from this interface, without making your way to each module and interacting with their separate interfaces.

Docking at these facilities would not replenish shields or capacitor, as they are not equipped to do so. If so desired, on site repairs could just as easily remain un-obtainable. However, with the right modules in place, the starbase could serve as a ship storage facility, and could serve as a location for refitting your ship. A Super Capital Mooring Point should be introduced as an optional attachment for the starbase as well. These would allow players to secure their super capital ships within the starbase without making them vulnerable to corporate thieves, but simultaneously leave them vulnerable to capture or destruction by marauding fleets that lay siege to the tower.

- [img][/img] [yellow]English only please. Zymurgist[/yellow]

Jint Hikaru
OffWorld Exploration Inc
#12 - 2011-09-07 10:50:44 UTC
Just popping in to confirm my support for this as the old thread is being locked-down due to the new forums.

It's really sad to see how long this amazing proposal has been alive on the forums with CCP point blank ignoring it, probably because they don't want to do the work to improve the game with this.

Shame on you CCP!

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Science and Trade Institute
Caldari State
#13 - 2011-09-07 12:57:15 UTC
I'm Warwar and this is my favorite topic on the forums. I whole heartily endorse this, may it never die.
Tactical Narcotics Team
#14 - 2011-09-07 16:43:31 UTC
+ 1 for pos cleanup,

seriously ccp, you could make so many people happy, stop playing with null and fix some of our everyday tools the entire game has to put up with.
Sir Substance
Sebiestor Tribe
Minmatar Republic
#15 - 2011-09-08 13:42:20 UTC
Guys, I'm trying to make sure that the old dead horse thread is on the front page, preferably the first thread, when the forums get archived. I have to sleep now, keep an eye on it for me?

The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

Sir Substance
Sebiestor Tribe
Minmatar Republic
#16 - 2011-09-09 23:56:57 UTC
The dead horse is now forever immortalised on the front page of the original forums!


The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

Renegade Serenity
#17 - 2011-09-12 20:01:40 UTC
Most of us are waiting for Evelgrivion to repost and we will use that as our main board for flogging
Imperial Academy
Amarr Empire
#18 - 2011-09-12 20:29:18 UTC
Sweet I don't have to repost that monster. I was about to start the copying process.

Born Amarrian Raised Minmatar.

Havak Kouvo
#19 - 2011-09-12 21:09:09 UTC
I like just about everything about this, except for the gun. Other than that its great. Possibly, there should be a "Force Field Generator" right above the force field right outside of it. This is where you shoot instead of the tower itself. If only to avoid the issue where it look stupid shooting at the tower through the force field.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#20 - 2011-09-12 23:22:55 UTC
Yes please.
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