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blankseplocked [Proposal] POS - Throwing us a bone..
 
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Marlona Sky
Caldari Provisions
Posted - 2011.06.16 01:10:00 - [1]
 

Yes I know you may or may not be working on new POS stuff, but here is what you can do to lessen the amount of POS managers commiting suicide spending hours upon hours for one POS due to the current mechanics.

**Reduce all anchoring/unanchoring/online timers by 75%**

All you have to do is go in and change the numbers on the those aspects and it will help out tremendously until you bless us with the new stuff.

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.06.16 06:44:00 - [2]
 

I would tend to agree, though I might make it 80 or 90% just to alleviate the pain of past experience.

Aineko Macx
Posted - 2011.06.16 14:57:00 - [3]
 

Yes plz.

Two step
Aperture Harmonics
K162
Posted - 2011.06.16 21:57:00 - [4]
 

I've asked CCP to do this as part of the jump bridge changes, but it was too late to make that patch. I will ask again. I specifically asked for all module unanchor timers to be set to 5 seconds and for tower unanchor timers to be increased to compensate.

steave435
Caldari
Sniggerdly
Pandemic Legion
Posted - 2011.06.16 22:58:00 - [5]
 

Edited by: steave435 on 16/06/2011 22:58:47
(Most) anchoring timers, maybe. Onlining and unanchoring though is a different matter, reducing that would make it much easier to maintain a towers defense by onlining new guns as old ones get incapped, and allows you to online defensive mods that you turned off to fit more silos/reactors/whatever much faster, removing some of the penalty for doing so, and worse if you just blanket reduce timers, it would make cycling cyno jammers and similar mods much easier. Reducing the online timer for towers themselves makes it much harder to kill it before it goes up, and reducing the anchor timer for the tower itself gives you less time to prepare, and cutting down the unanchor timer lowers the risk of someone coming along and stealing your tower while you're trying to take it down.

Being able to queue it up somehow would be nice, but just cutting the timers does have consequences.

count sporkula
Posted - 2011.06.17 01:23:00 - [6]
 

how about this idea to quell you. we already have an aggression system in place so why not include towers in it? if it attacked or was attacked in the previous X minutes or hours or whatever, then no changes can occur or time is multiplied by (X)?

i know that is a bit more that what the OP had in mind and may take a bit more programming than changing a number or two, but still....

anyway, with that out of the way i do agree... it does take a bit too long to (un)anchor and off/on-line POS structures. but we do need to keep in mind what steve said because he is right. it can be made unfair as well.

Originally by: steave435
Edited by: steave435 on 16/06/2011 22:58:47
(Most) anchoring timers, maybe. Onlining and unanchoring though is a different matter, reducing that would make it much easier to maintain a towers defense by onlining new guns as old ones get incapped, and allows you to online defensive mods that you turned off to fit more silos/reactors/whatever much faster, removing some of the penalty for doing so, and worse if you just blanket reduce timers, it would make cycling cyno jammers and similar mods much easier. Reducing the online timer for towers themselves makes it much harder to kill it before it goes up, and reducing the anchor timer for the tower itself gives you less time to prepare, and cutting down the unanchor timer lowers the risk of someone coming along and stealing your tower while you're trying to take it down.

Being able to queue it up somehow would be nice, but just cutting the timers does have consequences.

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2011.06.17 12:25:00 - [7]
 

Originally by: Marlona Sky
Yes I know you may or may not be working on new POS stuff, but here is what you can do to lessen the amount of POS managers commiting suicide spending hours upon hours for one POS due to the current mechanics.

**Reduce all anchoring/unanchoring/online timers by 75%**

All you have to do is go in and change the numbers on the those aspects and it will help out tremendously until you bless us with the new stuff.


Counterproposal:

Anchoring (Rank 3)

This skill reduces anchoring times by 10% per level.

Abdiel Kavash
Caldari
Paladin Order
Fidelas Constans
Posted - 2011.06.17 16:31:00 - [8]
 

As steave435 already pointed out, a (drastical) reduction in anchoring/onlining timers will have significant gameplay effects. Currently, when an enemy tries to set up a starbase in your space, you have enough time to discover it and mount a defensive force before it is fully operational. If the entire anchoring process took 10 minutes, you would barely be able to spot it.

What I would really like to see is making the timers separate for each person. So if you have three people setting up the POS, they can anchor/online three modules at the same time. This eases the pain and also promotes teamplay. Instead of having to draw straws for who of the four POS guys in corp gets to sit there for a day anchoring, we could all get it done together in two hours.

I also like the idea of the Anchoring skill slightly reducing the timer - gives it a reason to exist other than a prerequisite for SDM.

Gizznitt Malikite
Agony Unleashed
Posted - 2011.06.17 19:37:00 - [9]
 

Originally by: Abdiel Kavash
As steave435 already pointed out, a (drastical) reduction in anchoring/onlining timers will have significant gameplay effects. Currently, when an enemy tries to set up a starbase in your space, you have enough time to discover it and mount a defensive force before it is fully operational. If the entire anchoring process took 10 minutes, you would barely be able to spot it.

What I would really like to see is making the timers separate for each person. So if you have three people setting up the POS, they can anchor/online three modules at the same time. This eases the pain and also promotes teamplay. Instead of having to draw straws for who of the four POS guys in corp gets to sit there for a day anchoring, we could all get it done together in two hours.

I also like the idea of the Anchoring skill slightly reducing the timer - gives it a reason to exist other than a prerequisite for SDM.


^^This is a good idea.....

I would also like to see a serious reduction in the HP's of offline towers... but that's for another proposal...

Andreus Ixiris
Gallente
Mixed Metaphor

Posted - 2011.06.17 22:02:00 - [10]
 

How about this: lower the overall average time it takes to anchor starbase modules. In enemy sov, it takes longer to set up a starbase. In sovless systems or NPC space it takes the normal amount of time. In friendly sov, it takes even less time.

This way, you can't quickly spam starbases in enemy space.

Marlona Sky
Caldari Provisions

Posted - 2011.06.18 02:50:00 - [11]
 

Not to bash any of the idea above me, what I am going for is that super low hanging fruit. It would only take minutes to adjust the timers.

What I am asking for is the equivalent of putting on a small spare tire on a car with a flat tire. Until you get the car in the shop for proper tire. CCP, we are tired of driving with a flat tire. Dramatically reduce the timers till we (actually you lol) get the POS to the shop.

You could easily get this done for Incarna with a matter of a few key strokes. Please, we are begging you.

Marconus Orion
D00M.
Northern Coalition.
Posted - 2011.06.20 16:46:00 - [12]
 



 

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