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blankseplocked Starbase & Outpost ... reworked
 
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Vanessa Vansen
Posted - 2011.08.17 18:17:00 - [1]
 

Edited by: Vanessa Vansen on 22/08/2011 11:53:35
Edited by: Vanessa Vansen on 17/08/2011 21:05:10
Ok, how about reworking the whole Starbase & Outpost area?
The idea is to get both rid of outposts and POSses as they are at the moment and replace them by something modular and upgradeable.

Similar to T3 cruisers you would have to choose a hull/framework for your new base first.
This would provide you with the structure only, no CPU, no power, but an amount of m3 which are available to you.
A hull/structure could have several restrictions depending on the size
- jump drive capable ... only available up to a certain size, e.g. fits into the cargohold of a jump freighter (with level 5 skills)
- shield expandable ... similar to POS shield, only available up to a certain size
- docking bay ... no expandable shields, no jump drive, ...

Now, you could add some modules as you like. Among these modules are:
- CPU module (x tf)
- power generator (y MW)

Laboratories and assemblies come in three sizes: 1 slot, 5 slots, 10 slots
The size should be nearly linear with the number of slots, i.e. 1 slot = base size, 5 slots = 4.5 x base size, 10 slots = 8.1 x base size.
- laboratory

- drug laboratory

- capital ship assembly
- component assembly
- drone assembly
- equipment assembly
- large ship assembly
- medium ship assembly
- subsystem assembly
- x-large ship assembly
I would prefer one assembly module being able to build all the stuff, together with some special items (damageable?).

storage modules:
- anchorage ground for capitals (1, 5, 10)
- hangar module ... for personal use of users
- corp hangar module
- ship main bay ... for personal use of users
- corp ship main bay
- capital ship main bay ... for personal use of users
- corp capital ship main bay
- docking bay ... huge, i.e. won't fit into any hull with jump capabilities
- fuel module

Special modules:
- bounty office
- cyno generator
- insurance office
- jump bridge/portal generator ... a base with jump drive gets a jump portal generator as high slot when unachored
- jump drive ... jump fuel depends on the size of the hull, only available up to a certain size of hull (no jumping outposts)
- market
- medical
- moon harvesting
- reactors & silos (similar to laboratories and assemblies)
- offices (1, 5, 10)
- refinery ... two base sizes: small ones similar to POS refinery and large ones similar to Outpost (both in 3 different sizes with different base yields).
- repair shop
- turret slots (1, 5, 10)
- missile slots (1, 5, 10)

(ship fitting comes along with the ship main bays or docking bay)

Bonus modules: (available only for outpost size hulls)
corresponding to the current outpost bonuses

New scripts:
- accurate refining ... slower refining, better rate (should be able to get 100% with max. skills and the 4% implant)
- advanced construction ... required to build advanced ships (modules?) in the corresponding assembly
- PE, ME, copy, invention, reverse engineering ... scripts to perform the corresponding research in a laboratory slot
- rapid construction ... optional script, reducing the time but increasing the mineral cost
- rapid refining ... faster refining, worse rate

Consider this as a starting point ... Cool

Vanessa Vansen
Posted - 2011.08.17 18:19:00 - [2]
 

for future stuff

Vanessa Vansen
Posted - 2011.08.17 19:10:00 - [3]
 

for more future stuff Smile

Vanessa Vansen
Posted - 2011.08.23 20:47:00 - [4]
 

Example: based on Orca Hull

... includes 40 000 m3 Corp. Hangar and 400 000 m3 ship main bay powered by Orca systems (while anchored or not)
... and 30 000 m3 for starbase structures

Assuming that a 1 slot lab requires 1000m3, 20000 MW and 100 tf, you could get 20 (flexible) slots for
20,000 m3
400,000 MW
2000 tf
Add Caldari Control Module Medium (resembling Caldari Control Tower Medium) with
4000 m3 providing
1,375,000 MW and
3,750 tf
and you have a mobile laboratory.

Example: based on Rorqual Hull

... includes 30 000 m3 Corp. Hangar and 1 000 000 m3 ship main bay powered by Rorqual systems (while anchored or not)
... and 40 000 m3 for starbase structures

that could be something to call home :D

Gizan
Hounds Of War
R-I-P
Posted - 2011.08.24 07:52:00 - [5]
 

moon harvesting an abundance of 2?

PewPewYou
Amarr
Posted - 2011.08.24 08:00:00 - [6]
 

Edited by: PewPewYou on 24/08/2011 08:02:27
This would probably work well in conjunction with my nullsec system upgrade ideas here.

Part of the idea is multiple outposts per system, which could in conjunction with your idea replace POS almost completely (or at least make 2 options available).

Vanessa Vansen
Posted - 2011.08.24 15:38:00 - [7]
 

Originally by: Gizan
moon harvesting an abundance of 2?


Well, would you please elaborate that a bit more?

Jack Tronic
Posted - 2011.08.24 17:50:00 - [8]
 

Edited by: Jack Tronic on 24/08/2011 17:51:29
Yo dawg, I heard it's awesome to ignore ALL defensive pos structures and the magical bits like reactors, silos, and everything that makes the T3s(hint: T3s don't use labs)

Vanessa Vansen
Posted - 2011.08.25 05:35:00 - [9]
 

Edited by: Vanessa Vansen on 30/08/2011 15:51:09
Originally by: Jack Tronic
Edited by: Jack Tronic on 24/08/2011 17:51:29
Yo dawg, I heard it's awesome to ignore ALL defensive pos structures and the magical bits like reactors, silos, and everything that makes the T3s(hint: T3s don't use labs)


What did you smoke while reading? Cool
Reactors, silos, turret & missiles are all there in the 1st post.
The only thing missing are shield hardeners.

Gizan
Hounds Of War
R-I-P
Posted - 2011.09.08 11:39:00 - [10]
 

Originally by: Vanessa Vansen
Originally by: Gizan
moon harvesting an abundance of 2?


Well, would you please elaborate that a bit more?


Some moons in eve have abundance of 1, 2, or 3. Currently (last 5 years ive been playing) you can only harvenst 1 of the abundance no matter how many are on a moon. It is currently set to ONLY be allowed to mine 1 type per moon (100units/hour)

Sigras
Gallente
Conglomo
Posted - 2011.09.08 15:15:00 - [11]
 

Edited by: Sigras on 08/09/2011 15:16:53
not being able to mine more than one type from a moon is inaccurate, what you cant do is mine the same type more than once, so abundance does nothing.

when the POS mods were seeded there was the option for a moon miner II but it was never seeded anywhere so you never had the opportunity to buy it.


 

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