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blankseplocked POSs: Flogging the Dead Horse
 
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Clais Monaige
PPN United
Against ALL Authorities
Posted - 2006.09.10 14:04:00 - [31]
 

Not that i've much to do with POS, but i really like the idea! Very Happy
I would also like a possibility to build it - at least for a limited level - in vertical manner due to floating in space (and space isn't flat). Of course it should be impossible to block modules, but that sounds like much work for the coders i guess...

Pedo Fortis
Gallente
Posted - 2006.09.11 10:58:00 - [32]
 

This posts was a bit of a surprise for me, never having seen a POS, but having read about them, and their modular parts I just assumed this was how they would look.

Why would CCP do it any other way?

Pedo Fortis

Zarch AlDain
GK inc.
Posted - 2006.09.11 11:27:00 - [33]
 

At the moment POS modules just float in space.

It's a much simpler (programatically) solution but does look a bit rubbish.

I like this suggestion, I also don't think it's worth doing of itself.

When they next do a major revisit to POS though they should definately look at this - and also giving each item it's own individual sheild and ability to target it.

(i.e. - and this is just a random example - items inside shield should be targetable/shootable/etc - but the shield should absorb 80% of the damage before it hits them.)

xHjfx
Minmatar
The Legion of Spoon
Curatores Veritatis Alliance
Posted - 2006.09.11 12:49:00 - [34]
 

Signed

This is a great idea

Ratsock
Blood Inquisition
Sani Khal'Vecna
Posted - 2006.09.11 14:05:00 - [35]
 

Brilliant! Very Happy
/signed some more

Evelgrivion
Gunpoint Diplomacy
Posted - 2006.09.11 16:29:00 - [36]
 

The only problem I can come up with that could delay implementation is figuring out what to do with all of the current POSs. I think I have a solution to that though.

Since all of the present modules would be re-created in modular form, a simple application could be made for POS owners to use for arrangement of their stations. When the patch was deployed to make the stations in this modular form, they would read from the presently assigned positions and be rendered accordingly.

Could be complicated, but if its going to replace the current POS system altogether, an at least relatively pain-free process is a necessity.

XoPhyte
Black Nova Corp
IT Alliance
Posted - 2006.09.11 17:38:00 - [37]
 

Very good idea well thought out. This is similar to the player owned stations idea in which players could start grouping their structures together to create colonies in space.

Wen Jaibao
Aperture Harmonics
Posted - 2006.09.11 19:07:00 - [38]
 

Ignoring the trolls.. I like the idea, when I first read the description of POS modules I assumed they linked together in this manner, not just floated freely in space. Maybe an idea like this could be included as part of a full scale POS overhaul.

Clais Monaige
PPN United
Against ALL Authorities
Posted - 2006.09.11 21:20:00 - [39]
 

It would be a first step to link the actual models to the control tower like legs to a spiders body. Make bridges like in some deadspaces, and turn on clipping (i hope that's the right term Embarassed) to make them still accessible.

Would be more impressing to see a large spider-like construction than a solid pack of modules...for the first, till the mega-starbases come true Cool

Wen Jaibao
Aperture Harmonics
Posted - 2006.09.12 02:45:00 - [40]
 

This would also make a POS easier to manage, with the arrays being in such a close proximity there would be no need for zooming about to get to each array. I know that you *can* arrange arrays close together but it is not very practical at times (try stacking corp hangars and see how long it takes you to go mad)

high star
EARLS OF MAELSTROM
Posted - 2006.09.12 21:03:00 - [41]
 

Edited by: high star on 12/09/2006 21:03:07
I like the idea.

My only concen is wouldn't a fully module form of POS like is make an Outost rather redundant?


Evelgrivion
Gunpoint Diplomacy
Posted - 2006.09.12 22:52:00 - [42]
 

Edited by: Evelgrivion on 12/09/2006 23:03:45
Edited by: Evelgrivion on 12/09/2006 22:54:59
Originally by: high star
Edited by: high star on 12/09/2006 21:03:07
I like the idea.

My only concen is wouldn't a fully module form of POS like is make an Outost rather redundant?




For the same reasons the outpost isnt redundant now, no; outposts dont require fuel, they are far less vulnerable, and hold an unlimited amount of material and ships. Modular POSs would still suffer from their relative weakness, require constant addition of modules to keep up with containment needs, and even with the proposed hangar module, wont allow very many ships to dock. I believe refining and ship building capabilities would be more limited as well. In addition, medical will more than likely remain a station only feature.

Erotic Irony
0bsession
Posted - 2006.09.13 19:19:00 - [43]
 

Another nice visual scheme for POS in general; a central tower as a hub with multiple interactive points (2500m apart of course).

Jinx Barker
Caldari
GFB Scientific
Posted - 2006.09.13 19:42:00 - [44]
 

YES! Thank you again Evelgrivion!

POS needs to be comparmentalised and modulated, the way they are now is just sickening.

CCP! Read this thread, and make it happen, I am all for this idea.

Monica Foulkes
Veto Corp
Posted - 2006.09.13 21:05:00 - [45]
 

How about moving this whole idea a step further?


  • Remove the current POS shield bubble.

  • Make the ship hangar dockable like a station. If a hangar isn't installed the tower can let one ship dock for POS maintenance.

  • To access any module for refueling and such you will have to dock your ship. Freighters and carriers will not be able to dock.

  • Each and every module has it's own shield/armor/structure like NPC structures.

  • As long as the tower is online you will get a 500% bonus to all modules shield as well as any friendly ship within 100km.

  • When a module reach 5% structure it will become disabled but can't be destroyed unless the tower is offline/destroyed.

  • To enable a module that has been disabled you will need to bring the structure to 100% using "remote POS repairer modules", using hull repairers will work as well but take very long time due to the number of hitpoints to repair.



The tower will still use reinforced mode but don't be surprised if all your attached modules are disabled if you have been away for a while...

This should hopefully make POS usage and warfare a bit more interesting. Also without the stupid bubble you can make the POSes quite big as long as you have CPU and PG.

Just food for thought.

Evelgrivion
Gunpoint Diplomacy
Posted - 2006.09.15 17:16:00 - [46]
 

I suppose the biggest barrier to implementation would be treatment of the current POSs. CCP would need to do something to let people setup all of their present POSs in this new format before they go live on Tranquility, else all POSs would cease to function, and I doubt it would be worth the effort to code an auto-setup Confused

Does anyone have any ideas on how to solve this dilemna?

Jinx Barker
Caldari
GFB Scientific
Posted - 2006.09.15 17:42:00 - [47]
 

Originally by: Evelgrivion
I suppose the biggest barrier to implementation would be treatment of the current POSs. CCP would need to do something to let people setup all of their present POSs in this new format before they go live on Tranquility, else all POSs would cease to function, and I doubt it would be worth the effort to code an auto-setup Confused

Does anyone have any ideas on how to solve this dilemna?


Well, as I was thinking, the tower will not need to be unanchored, correct? It is the focal point of the POS, everything attaches to it. So then run a code that would unanchor all the structures around them, do a hot-fix that would make them unscoopable/invulnerable for 7 days.

7 Dyas is more than enough time for eceryone to get in gear, run up to their POS and just rightclick the hangars and all other stuff and choose, 'Atach to POS' or whatever other command CCP will come up with.

Tower itself stays active, or even code so buble is invulnerable for 7 days on all established POS. Again a temporary hotfix so people cant just spam invul pos around the space.

Xartarous
Caldari
pSyChOTIC CareBears
Posted - 2006.09.15 18:07:00 - [48]
 

All I can say is WOW! Exhibit I, nearly bought tears to my eyes...

Kanthras
Gallente
Balsarferskratchin Inc
Axiom Empire
Posted - 2006.09.15 18:33:00 - [49]
 

I fully support this suggestion!Smile

Evelgrivion
Gunpoint Diplomacy
Posted - 2006.09.15 22:56:00 - [50]
 

Originally by: Jinx Barker
Originally by: Evelgrivion
I suppose the biggest barrier to implementation would be treatment of the current POSs. CCP would need to do something to let people setup all of their present POSs in this new format before they go live on Tranquility, else all POSs would cease to function, and I doubt it would be worth the effort to code an auto-setup Confused

Does anyone have any ideas on how to solve this dilemna?


Well, as I was thinking, the tower will not need to be unanchored, correct? It is the focal point of the POS, everything attaches to it. So then run a code that would unanchor all the structures around them, do a hot-fix that would make them unscoopable/invulnerable for 7 days.

7 Dyas is more than enough time for eceryone to get in gear, run up to their POS and just rightclick the hangars and all other stuff and choose, 'Atach to POS' or whatever other command CCP will come up with.

Tower itself stays active, or even code so buble is invulnerable for 7 days on all established POS. Again a temporary hotfix so people cant just spam invul pos around the space.


Hmm, could work... after a week though there could be an issue of people for whom real life got in the way suddenly finding themselves with a disjointed, dead POS. Low risk though if this were to actually be integrated though...

I like the idea. If no new POSs can be put up but all current ones remain invulnerable for a week, with no new module addition options (aside from the hangar module for management), that should work great :)

Monica Foulkes
Veto Corp
Posted - 2006.09.15 23:30:00 - [51]
 

It shouldn't really be difficult to have a script rearrange the old POS's using the new building blocks. After all the modules are modular and at the most 2-3 sizes. Just define a few set rules such as weapons at the front, maufacturing to the right, mining facing the moon and hangars on the left. Also the current information about linked modules will define what parts are going to sit together.

Sure this auto setup will not be the most efficient, nor the best looking but it should stay functional.

Franny
Mentis Seorsum
Posted - 2006.09.16 08:09:00 - [52]
 

Originally by: Evelgrivion
Hmm, could work... after a week though there could be an issue of people for whom real life got in the way suddenly finding themselves with a disjointed, dead POS. Low risk though if this were to actually be integrated though...


after a week, the POS is a dead duck anyway
they only hold about a weeks worth of fuel(can squeeze more in, but you lose stront)


as for the rest of it
part of the game breaking aspects(at least to me) with POS's is the omglag that comes with them
making it 928736907690879 less freefloating modules might help(god knows it can't hurt)

and i'll agree, they are UGLY AS SIN as they are now

Evelgrivion
Gunpoint Diplomacy
Posted - 2006.09.17 15:01:00 - [53]
 

Idea Hybridization
I do like some of the ideas for POS sovereignty and industrial POSs. Perhaps they can be combined with an attachment that goes directly on the control tower...

-Production Synchronization Module: 5% Bonus to construction time and 1% reduction in materials consumption
-Command Module: Provides sovereignty, X% Bonuses to X Weapon types

CCP could easily fill in the gaps for balance.

high star
EARLS OF MAELSTROM
Posted - 2006.09.18 13:58:00 - [54]
 

Originally by: Evelgrivion
Idea Hybridization
I do like some of the ideas for POS sovereignty and industrial POSs. Perhaps they can be combined with an attachment that goes directly on the control tower...

-Production Synchronization Module: 5% Bonus to construction time and 1% reduction in materials consumption
-Command Module: Provides sovereignty, X% Bonuses to X Weapon types

CCP could easily fill in the gaps for balance.


I like it!!

This could open up some many different uses for a POS.

Command and control Module: Provides early warning of possible enemy fleet entering the system giving details like types of ships, and aiding in the coordination of the defence fleet.

This would make POS's really usfull in a war situation rather than just a place to hide.

Toriatrix
The Blackwater Brigade
Posted - 2006.09.18 17:50:00 - [55]
 

Originally by: Evelgrivion
Idea Hybridization
I do like some of the ideas for POS sovereignty and industrial POSs. Perhaps they can be combined with an attachment that goes directly on the control tower...

-Production Synchronization Module: 5% Bonus to construction time and 1% reduction in materials consumption
-Command Module: Provides sovereignty, X% Bonuses to X Weapon types

CCP could easily fill in the gaps for balance.


Read all of it and loved most of it.. ugh

I'm also thinking that why have "specialized towers"? when you instead can have a computing module and a power module.. and you can ad more of them as your POS grows... :P the Power modules uses this and that fuel.. ect..

Stitch this rather good looking POS together with the idea of Tech 2 poses and diffrent uses for diffrent modules and i think we got a winner.
Dunno about the spessifics to what modules and limmits one should agree on but thats CCP's job, right? Very Happy
I would have loved to start out with a small mining POS and turn it into a large multifunctional production facility with system sovriginty points attatched to it, and it could indeed replace the outposts for all i care. Hell, what about using solar panels for power? Like what if diffrent suns give diffrent powerlevels, just to make things interesting.
Also one more thing that annoys me is that my Battleship is allmoast as large as the corp hangar array (iirc).. POS's should be alot larger compared to the ships we fly.

As for Maya, i all i see from you is that negative attitude. It's like they say: The mind is like a parachute, It works best when it's open. Cool

I know some of the ideas are radical for what we all are used to. But read through the thread in my signature and this thread and see the possibilitys.
If the POS warfare should change, why not start with the lego-bricks and let CCP test their way to a balanced gamplay, so that systems are'nt too easy and too imposible to take over. The current ping-pong of stations and POS spamming is tad silly if you ask me.

Ruze
Amarr
Next Stage Initiative
Posted - 2006.09.19 13:20:00 - [56]
 

Take this system, and expand it one degree ... allow POS's to fill a number of roles, and be placed in more than just one setting.

Example: If it is built and designed for moon mining, it should orbit a moon. However, it is built and designed for combat or corporate procedures, let us have the ability to place them in belts, orbiting planets, or even better ... free space.

I prefer the free-form concept presented here, and always have felt that personalization is key. POS's should be more than safe-spots ... they should be essential, working machines.

What about clone-jumping, you say? It shouldn't be reserved for motherships, Titans, and outpost owners. I think there could easily be medical ships of smaller size meant to allow players to jump to the fleets position, exit in a pod, and get their gear from the nearest carrier or such.

Expand the funcionality of POS's. Make them Player Owned Stations. Let the mid-market player have a say in 0.0 operations, not just the uber ones.

Duhmad IbnRa
Gallente
EvE Dynamo
Posted - 2006.09.19 13:52:00 - [57]
 

What i am thinking about is this:
CCP wants to introduce smaller single player owned structures anyway.. here you go..

that could be your Exhibit g.
Now instead of converting all old POS to new ones, simply let them be parallel.
Once the players see the benefits of the new POS's they will very likely upgrade them themselves pretty quick.
The new POS shouldnt have reinforced mode but should be able to store more standard fuel (possibly have a reduced consumption as well)
Other modules available could include shield arrays to increase shield strength, resistance and recharge.
I also think about using more than one control tower on one station, this would theoretically allow players to create really big structures (maybe limited by the skill control tower operations, with each level allowing the player to use one additional control tower for himself. distributed or all in one station would be up to him.)

About placing the POS elsewhere than moons, well yeah i like the idea. However, u would have to reconfigure the aggression behaviour of it, or players would start to claim whole belts to be there own. but it adds nice new features like placing it near a gate making gate camping extremly hard and also making it easier to seal off systems from your enemies.

Toriatrix
The Blackwater Brigade
Posted - 2006.09.19 16:23:00 - [58]
 

More POS related skills should also be added for the new POS's to limmit the impact of these potential super strutures. If they happend at all...

Toriatrix
The Blackwater Brigade
Posted - 2006.09.19 16:24:00 - [59]
 

Edited by: Toriatrix on 19/09/2006 16:30:55
Damn laggy forums double post..

Novan Leon
Posted - 2006.09.19 17:20:00 - [60]
 

Excellent! Excellent illustrations too!

This definitely deserves consideration from CCP.


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