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Player Features and Ideas Discussion

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POS's Flogging the Dead Horse

First post
Tahna Rouspel
Amarr Empire
#21 - 2011-10-09 17:54:14 UTC
This would definitely be an amazing feature for a Winter expansion.
*wink wink*

Ah, if only.
Native Freshfood
Minmatar Republic
#22 - 2011-10-09 23:48:17 UTC
The science and industry windows need a massive overhaul as well.

I wish there could be just one tab created for every designated corp member, and from there you should be able to easily move anything from one module to another, be it BP research, construction or refining.

How long has this modular POS setup been asked for now?

Australian Fanfest Event

Jenshae Chiroptera
#23 - 2011-10-10 01:50:20 UTC
I would just be happy with some bug fixes things that are there to work properly. Alliance options and processing ore should take skill level into account not just be a flat -25% no matter what.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Echo Mande
#24 - 2011-10-10 12:42:50 UTC  |  Edited by: Echo Mande
I'll take a swing at the dead horse.

Regardless of how the final result will look, be it a single structure or the current cloud of modules, changes ought to tbe made to how the various industrial arrays provide resources to players. What I propose is the following:

Instead of the current variety of different lab, manufacturing, shipbuilding, reaction and silo modules, there should be several sizes (call it small to XXL) of generic lab, manufacturing, shipbuilding and reaction arrays, each of which can be tailored to the wants and needs of the players by POS logisticians.

Each of the various arrays would consume a certain amount of grid and CPU and have the capacity to install different types of modules, which would consume additional grid and CPU while providing one or more slots of one type (or other abilities) to users. Installing modules would take some time, but would not be permanent (uninstall modules to reconfigure the array) or maybe even require materials. For instance, a lab array could install modules to provide ME, PE, invention, copy or reverse engineering slots. Perhaps T1, T2 and T3 manufacturing slots could also have their own modules, with 'incorrect tech' production in those modules' slots being at least slower than optimal. The current penalties to POS T2 shipbuilding should be removed. Whether the array's hangar size is dependant on the array size or on the installed modules (perhaps an 'expanded hangar' module could be provided) is something that should be looked at.

Some current modules would be subsumed in the new setup and some new abilities could be added. For instance manufacturing arrays could have the ability to install some different 'refinery' modules (quick and dirty or slow and clean; with percentage cap removed in any case and possibly with the ability to apply corp tax), POS module building modules and even 'ore compression' modules (with a time penalty over the rorq). Similarly the various silos could be redone as modules in the reaction arrays, with each module representing a single silo. Shipyard arrays could have the ability to install ship maintenance array modules, with multiple modules representing a larger SMA.

While the arrays might not have a system security requirement, installable modules would. For instance the current sov requirement for capital SMAs would vanish but XL and capital shipyard modules would need respectively sov<0.5 and player sovereignty to install. Moon harvesters (installable in/on reactor arrays) and possibly the entire reactor array would only be allowed in sov<0.4.

Whether these changes should or should not be carried through to the shield, ewar and weapons arrays is a matter for discussion. A large weapons array bristling with small guns has some appeal but might not be terribly efficient.

Commentary is very welcome.
Sebiestor Tribe
Minmatar Republic
#25 - 2011-10-11 19:31:20 UTC
Untill CCP does something with the POS - Long live the dead horse
Renegade Serenity
#26 - 2011-10-14 20:21:55 UTC
I often wonder why I am so determined to keep the dead horse alive. Then I fly out to my POS and I just despise it. I see the potential of how cool it could be, I mean I am here because it is a sci fi sim and the POS just seems so blah to downright crap. So I keep bumping this idea, watching waiting and hoping.
#27 - 2011-10-21 20:00:52 UTC
found on Page 8, have people given up on the dead horse?
Eoin Donovan
Pandemic Horde Inc.
Pandemic Horde
#28 - 2011-10-22 00:15:25 UTC
Bael Gar
Russian SOBR
#29 - 2011-10-26 06:18:26 UTC
Dead horse needs love
Game of Drones
Valkyrie Alliance
#30 - 2011-10-26 10:26:40 UTC

When I started to play EvE my dream was to put up and run POS..... HOW DISSAPOINTED WAS I !!!!!!

Current incarnation of POS is dull, lacks style, and is mother of all time-wasters in EvE. I mean, for all the hassel of putting up the damn thing you get - Stick with blobs around it.

And why cant you upgrade them with Power mods or CPU mods ???? Or have Clone vat bay ???
Xhondo Dhoru
Deep Core Mining Inc.
Caldari State
#31 - 2011-10-26 13:22:49 UTC
So many great things that could be done with POS or even just MINOR improvements.

Whatever happened to fuel pellets?

Long live the dead horse!
Creat Posudol
German Oldies
#32 - 2011-10-26 15:05:43 UTC
Tahna Rouspel wrote:
This would definitely be an amazing feature for a Winter expansion.
*wink wink*

Ah, if only.

Yea right, because the development time needed for this is about a month? Seriously...

Anything that requires new graphics to be created (this certainly would) will take about a year to be implemented. I remember some Dev confirmed this on the old forums, multiple times even. So even if they did start working on this the moment CCP had their now well known epiphany in summer it will still be at least 9 months before this can/will happen. Considering the graphics people have more likely/obviously been working on the new Tier 3 BCs recently, an optimistic guess would be closer to "Winter 2012".

I absolutely agree though, this idea has to be implemented, POS' are currently just a giant PITA and time sink in such an unnecessary and infuriating way that it isn't even funny anymore. Also a POS should allow docking, if just for immersion sake and provide a home-ish interior feeling once/if walking in stations is worked on again. Whatever you do just stop the free floating nonsene that we have now. Let the current implementation die already, start from scratch. NOTHING is worth saving about the current implementation!
Deep Core Mining Inc.
Caldari State
#33 - 2011-10-28 20:55:40 UTC
Seeing as how this thread was started in 2006, I don't know why they shouldn't have had this ready 4 years ago.
Xhondo Dhoru
Deep Core Mining Inc.
Caldari State
#34 - 2011-11-02 16:17:41 UTC
Up with ye I say, this thread shall not die.

"your corporation can only anchor one control tower per system per day"
Wat. POS are no longer tied to sov, and this was in lowsec.

I can see potential for abuse if this is removed entirely.
Up it to 3 per corp/system/day.
Hull Tanking Elitists
#35 - 2011-11-02 21:19:22 UTC
Bump for justice
Hikaru Kuroda
#36 - 2011-11-04 10:26:35 UTC
This is very needed.

Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#37 - 2011-11-04 17:10:47 UTC
Markus Reese
Deep Core Mining Inc.
Caldari State
#38 - 2011-11-06 22:17:43 UTC
Keepin the dream alive!

Also, supercap moorings! A one supercap per module. Password lock the ships so pilots can leave w/o the infinite storage of station. Stay external, become an anchored part of the structure.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Vinyl Roid
#39 - 2011-11-10 21:42:24 UTC
A good idea that deserves to be implemented - and a bump because I don't want it to fade away
Zarak1 Kenpach1
Republic Military School
Minmatar Republic
#40 - 2011-11-19 19:58:33 UTC
+1 FTDH is awesome