open All Channels
seplocked Features and Ideas Discussion
blankseplocked POS 2.0 - A view on player owned bases.
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Shin Dari
Caldari
Posted - 2011.07.17 12:40:00 - [1]
 

Edited by: Shin Dari on 17/07/2011 13:12:14
Edited by: Shin Dari on 17/07/2011 13:10:59
POS 2.0 - A view on player owned bases.

Preface
I would like to offer a vision that joins the two most popular concepts for replacing the old starbases, these being the 'Modular POS’ concept and the 'Hive Ship' concept. Also I am trying to join other concepts into the same framework while reusing many existing models (or use existing models as basis).

The concept
In this concept I will refer with ‘base’ to mean any player owned structure or ship that allows docking and provides services. The concept will be divided according to if it’s mobile or not and the class/level of its functionality. Class 1 bases are limited to basic services and can't mount any facilities. Class 6 on the other hand can mount practically an unlimited amount of modules.

Index
(will be edited)

References
(will be edited)
Hive Ships
POSs: Flogging the Dead Horse
The mother of all PI expansions

Shin Dari
Caldari
Posted - 2011.07.17 12:43:00 - [2]
 

Managing a base

The character that puts the base together (anchoring a tower for example) will be the base owner. Ownership should be transferable, I was thinking of using something to the character transfer system or having some kind of deed system.
Only the owner has the ability to sell, repackage, configure or self-destruct a base. The owner (or a character with the starbase manager role) can set:
• Who may or may not dock
• Accessibility of all facility modules
• Post news bulletins
• All taxes, rents and fees

Docking rights can be assigned to the public; this will also require a method to get rid of bad guests. When a player is jettisoned, all their jobs will be canceled; the player will be arrested and thrown in their ship (or in a rookie-ship if they don't have a ship). Then the ship and a container with all their possessions will be jettisoned from the POS to a random spot in system. The jettisoned container should be password protected, with the password eve-mailed to the jettisoned player.

Facility modules
Bases can mount facility modules to expand their capacities. Modular bases mount facilities externally and mobile ones mount them internally. Mounting is done through a two dimensional overview, this overview will show the base (usually top-view), on which the player can drag and place facility modules. This overview will also show the remaining powergrid & CPU.
How facility modules are arranged will also partly determine how the Incarna space inside the base looks like.

Battlement Module
As in the ‘Modular POS’ idea, I would like to say goodbye to anchored weapons and attach them to the base. This change will be friendlier to the servers & our PCs, and they will allow mobile bases to defend themselves. However considering the large amount of weapons used by most bases, and the fact that externally mounted modules will have a minimal size; weapons will have to be grouped into battlement facility modules.

There will also be a downside to this change; it will mean that any battlement batteries can’t be silenced until the base has been destroyed. Thus for balance issues, only the missile and turret batteries should be allowed to be installed into battlements. Other batteries such as electronic warfare batteries and energy neutralizing batteries should continue to be anchored.
The battlement of each race should give race specific weapon bonuses.

Shin Dari
Caldari
Posted - 2011.07.17 12:46:00 - [3]
 

When bad things happen


Reinforcement mode
The consequences of having a base shield enter reinforcement mode has to be altered because characters will be in the base should the shield go into reinforcement.
• All mounted modules stay online, all anchored modules shutdown.
• All shield settings will be locked.
There are also consequences specific to different types of bases, which will be detailed in their respective segments.


Base destruction
It could happen one day that the base is destroyed. It will be one of the few events from outside the Incarna cell that can be noticed in the cell. When the shield is hit an alert will sound. When the armor is damaged the Incarna rooms will sometimes shake. During deep structure damage players in the Incarna cell experience small explosions and air leaks.
When a base is destroyed it will turn into a ruin. After a day a ruin can be hacked to retrieve any surviving items, however only 1 item stack will be retrieved per successful hack.
After a week the ruin will disappear from space, freeing up the spot for a new base.
The only remaining part of the base will be the Incarna section of the medical bay where clones wake up. This section of the ruin will be slowly drifting into outer space. The medical bay will allow characters to wake up, go to the ‘emergency transfer chamber’ select a new home station and transfer themselves for free.

Shin Dari
Caldari
Posted - 2011.07.17 12:50:00 - [4]
 


Modular Bases (Fixed Stations)
Most fixed bases have more HP then their mobile base counterparts of the same class. They are also easier to use as fixed ones, as they don't have skill requirements for use, only for placement.
There are also some advantages specific to modular player owned bases:
• Can specialize to one task, by having some modules on-line or off-line.
• Can use Moon Harvesting Modules
The advantages of fixed bases make them very suitable for heavy industry or to defensively secure a system.

Modular base shields
The shield of a fixed base can be set in two modes: normal and bubble mode. In normal mode the shield will cover the hull and enable weapons to fire. The bubble mode is visually identical to the current starbase shield. The main purpose of the bubble mode is to give exiting ships room to organize. Take note that the starbase weaponry won't function when the shield is expanded into a bubble.


Micro Base (class 1)
A micro base is a very small, disposable, base with only basic facilities. It is placed by launching it from cargo and then anchoring it. Micro bases can be placed anywhere, provided they are at least 3 AU from any structure or belt. It can be used as a meeting place or as a rest stop.
The general stats will be 1/16 of a full control tower, but with a shield radius of 7 km.
Docking limit: Frigate
Skill: Anchoring I
Services: Fitting, Repair

Small Modular base (class 2)
The stat equivalent of current small control tower, it can be placed in orbit around moons.
Docking limit: Cruiser
Skill: Anchoring II
Services: Fitting, Repair, Preprocessing (20%), 1 Manufacturing Line

Medium Modular base (class 3)
The stat equivalent of current medium control tower, it can be placed in orbit around moons.
Docking limit: Battleship
Skill: Anchoring III
Services: Fitting, Repair, Preprocessing (25%), Medical, 2 Manufacturing Lines

Large Modular base (class 4)
The stat equivalent of current control tower, it can be placed in orbit around moons.
Docking limit: Battleship
Skill: Anchoring IV
Services: Fitting, Repair, Preprocessing (30%), Medical, 3 Manufacturing Lines

Extra-Large Modular base (class 5)
The extra-large base retains the capabilities and look of the current outposts however they can now be augmented with additional externally mounted facility modules. They should then be able to become the equivalent of a very large NPC station. XL Modular bases are placed in orbit of planets and still require sovereignty.
Docking limit: Carrier
Skill: Outpost Construction I
Services: Fitting, Repair, Preprocessing (35%), Medical, Insurance Office, 4 Manufacturing Lines
Hulls: based upon Outposts

Shin Dari
Caldari
Posted - 2011.07.17 12:53:00 - [5]
 

Edited by: Shin Dari on 17/07/2011 13:08:26
Alliance Capital (class 6)

The biggest possible base in this concept is the alliance capital, which turns a planet into the homeworld of an Alliance.
The construction of such a base does require sovereignty. The first step of making an alliance capital is to place a capital sized orbital interface in geosynchronous orbit of a planet. From this orbital interface the owner can place the planet-side Capital Command Center, from which facility modules can be placed on any part on the planet’s surface.

The orbital interface is designed to handle bulk from/to the surface, the docking of large ships, provide a marketplace, and to defend the Capital. The CEO of the Alliance is allowed to name the planet after an alliance headquarter has been successfully placed. An Alliance Capital is never truly finished as there is no practical expansion limit to what can be placed on planet surface allowing it to be a match to a trade hub system. It is self sufficient for PI materials.

An Alliance Capital can be destroyed, by first destroying the orbital interface (it has its own shield) and then destroying the planet-side Capital Command Center. The shield of the Capital Command Center covers the entire planet. When that shield has dropped, dreadnoughts can be used to destroy the command center and any other facilities using orbital strikes.

Docking limit: Dread (orbital interface), Cruiser (planet side spaceports)
Skill: Outpost Construction V & Command Center Upgrades V

[Might be fun to mix this idea with the 'Mother of all PI expansions' Idea, see link in OP]

Shin Dari
Caldari
Posted - 2011.07.17 12:58:00 - [6]
 

Mobile Base
A mobile base is a large T2 spaceship modified to be able to support the installation of facility modules into the hull. Many different hull types were chosen so that this type of base can become available to many types of characters. The main purpose of a mobile base is to give nomadic players the option to be truly nomadic or to support an offensive campaign.
How players enter or exit a mobile base will depend if CCP can fix the mobile docking issue, if they can't then I would suggest giving all mobile bases a siege mode for that purpose. In either case I would suggest that players inside the mobile base get the option to jettison themselves and all of their possessions (at a random location if necessary)

Some of the mobile bases are small enough to dock with a NPC station. However if they do this they should have to pay rent, or else their facilities will be put offline. Also only the owner will be able to start jobs while the mobile base is docked.

To pilot a mobile base the character should have ‘Mobile POS’ skill equal to its size class, and the required skills for the specific type of hull. The prerequisites of that skill are 'Advanced Spaceship Command' and 'Command Ships'.

The advantages of a mobile base are:
• No fuel required thus simplified logistics.
• Can use its ship modules and drone bay even while sieged/parked
• Inter-system travel

The disadvantages
• Highly limited hanger space for ships
• Can't use Moon harvesting modules (only modular ones can)
• Require a lot of training before they can be used
• Less raw HP then their fixed counterparts.
• Can’t expand the shield


Mobile base shields
The shield of a mobile base surrounds the hull and can't be expanded into a bubble. If the shield of the base goes into reinforcement mode the warp drives and the jump drives will not function.
The shields of mobile base have a more exponential correlation between their class and shield HP, then the modular bases.


[Question: Should mobile bases be restricted to 0.7 sec and lower or should they be allowed to enter 1.0? Feedback please ]


Shin Dari
Caldari
Posted - 2011.07.17 13:01:00 - [7]
 

Edited by: Shin Dari on 17/07/2011 13:03:06
Flagship type base (class 1)
This is a large battleship hull that can store and service a small collection of frigates. It is limited to the most basic facilities. They are intent to be used as flagships by fleet commanders in large engagements. It can be quite handy for transporting spare pilots.
The ability to get into reinforcement is an advantage and a disadvantage. It’s a huge advantage if one wants to keep supplying fleet bonuses no matter how much the enemy shoots on the flagship. However if the enemy strikes the flagship before it reaches the battlefield or moves the battlefield, the flagship will be stranded in the wrong system.
It should also be designed so that it can be used effectively in Alliance tournaments as true flagships (with the shield reinforcement mode and hanger locked out of course)


Inter-system drive: Gate-system
Hull: Tier 3 Battleship
Skills: Command Ships IV & Battleship V & Mobile POS I
Docking limit: Frigate
Hanger space: 50,000 m3
Facilities: None
Services: Fitting, Repair

Bonuses:
- Battleship skill bonuses for high DPS & ability to apply it to cruisers & frigates.
- Mobile Base skill bonuses (for hanger space)
- Can use 4 Gang Link modules simultaneously (role-bonus)

Amarr Flagship Sheol
Caldari Flagship Garuda
Gallente Flagship Themis
Minmatar Flagship Vortex



Trader type base (class 2)
This is a T2 freighter hull that gain a drone bay and med/low slots. This class of ships can be quite profitable as they can access high sec while being capable of offering the public access to their facilities (for a fee). The primary users for this ship are nomadic industrial characters.

Inter-system drive: Gate-system
Hull: Freighter
Skills: Freighter IV & Mobile POS II
Docking limit: Cruiser
Hanger space: 400,000 m3
Facilities: 2 slots
Services: Fitting, Repair, Preprocessing (20%)

Bonuses:
- Freighter skill bonuses (for cargo space and velocity)
- Mobile Base skill bonuses (for tank and facility efficiency)

Amarr Trader Enslaver
Caldari Trader Obol
Gallente Trader Kishar
Minmatar Trader Dire Wolf


Raider type base (class 3)
This type of base is based upon a dreadnought hull. These hulls lose their normal siege mode. However the lost DPS can be regained by fitting Battlement facilities. The primary users for this ship should be small nomadic corps.

Inter-system drive: Jump Drive
Hull: Dreadnought
Skills: Dreadnought IV & Mobile POS III
Docking limit: Battleship
Hanger space: 1,500,000 m3
Facilities: 5 slots
Services: Fitting, Repair, Preprocessing (20%), Medical

Bonuses:
- Dreadnought skill bonuses for Capital shields
- Mobile Base skill bonuses (for facility efficiency)
- Role bonuses for shield boost

Amarr Raider Sinai
Caldari Raider Bennu
Gallente Raider Atropos
Minmatar Raider Vigrid



Mothership type base (class 4)
This type of base is based upon a super carrier hull. However to make room for player ships and modules, it will not be able to deploy fighters and bombers but is restricted to normal drones and sentries. The primary target group for this class are large nomadic corps. It will likely require that T2 models for the super carriers be enlarged, but this shouldn't be unreasonable.

Docking limit: Battleship
Inter-system drive: Jump Drive
Hull: Super-carrier
Skills: Carrier V & Mobile POS IV
Docking limit: Battleship
Hanger space: 6,000,000 m3
Facilities: 8 slots
Services: Fitting, Repair, Preprocessing (20%), Medical

Bonuses:
- Carrier skill bonuses (for DPS)
- Mobile Base skill bonuses (for tank and facility efficiency)
- Immune to all forms of Electronic Warfare (role bonus)

Amarr Mothership Olam
Caldari Mothership Tiamat
Gallente Mothership Hemera
Minmatar Mothership Helheim

Shin Dari
Caldari
Posted - 2011.07.17 13:06:00 - [8]
 


Hive class base (class 5)
The Hive class POS is a modified NPC base, as such it’s only semi-mobile as its lacks a planetary drive and it has to be constructed like an outpost. However it does have a very advanced inter-system drive called the wormhole drive (more about this in the bottom section). It is parked in planetary orbit and constructed in the same way as an outpost.

Inter-system drive: Wormhole Drive
Hull: Altered NPC Base
Skills: Capital Ships V & Mobile POS V
Docking limit: Carrier
Hanger space: no limit
Facilities: 16 slots
Services: Fitting, Repair, Preprocessing (20%), Medical, Insurance Office


About the Wormhole drive
The WH drive teleports a Hive class base through wormhole space into low or null sec. Any used wormholes will collapse after use. Also I have concerns that the wormhole drive can be very game breaking, so I would like to balance it out with:

1. After it has been activated for the first time, it can't be shut down. Hive can only remain in the same system for a day before the energy buildup in the wormhole drive causes an automatic jump to a random or selected system within one or two wormholes distance.
2. Can't jump into systems with active sovereignty.
3. Fluff-wise this technology should only be possible when enough WH manipulation technology is captured from either the, sleepers, Jovians or from Sansha Nation.

Shin Dari
Caldari
Posted - 2011.07.17 13:28:00 - [9]
 

Edited by: Shin Dari on 23/07/2011 14:12:56
(space for additional module ideas)

Secure Capital Hanger Module (21 july 2011)
A large separate docking hanger for docking of Dreads and carriers, sub-capital can't dock with it. It should also get the option of having ships secured with an password.
Hanger space: 40,000,000 M3

Askires
Posted - 2011.07.20 04:29:00 - [10]
 

Edited by: Askires on 20/07/2011 04:30:44
Constructive, the core ideas I like, besides the Hive ship stuff, that's just not eve. I agree that a mobile outpost type thing would be a great addition, however there isn't enough Unoccupied unconquerable space where this would be viable. For a ship like this, there needs to be unexplored, unmapped space, with a lot of profit to be made with it. I'm talking about quadrupling the size of New Eden, in all directions. Granted there needs to be a deep, rich, storyline behind these parts of space, and COMPLETED before implementing. Make it something to explore, to actually piece together, put the hints there for us to find, etc. And, make the hive ships the only way to do this. To be able to travel this vast track of unoccupied, unconquerable(but not npc), unmapped space. So basically like destiny from SGU.

As for the POS idea, ehhh, don't limit capital docking to sovereignty space only. If you haven't been in a wormhole before, carriers and dreadnaughts are actually very important tool in the defense of a wormhole, and the actual running of wormhole sites, however, nobody wants to have another capital sitter, for a ship that's dock-able, and ABLE to be placed in a ship maintenance array in a POS currently.

edit: So basically like destiny from SGU

Rek Seven
Gallente
Zandathorn Industries
Posted - 2011.07.20 09:36:00 - [11]
 

Bookmarked

Shin Dari
Caldari
Posted - 2011.07.21 19:30:00 - [12]
 

Edited by: Shin Dari on 21/07/2011 19:32:06
Edited by: Shin Dari on 21/07/2011 19:30:20
Thanks for the feedback.

Originally by: Askires
Edited by: Askires on 20/07/2011 04:30:44
Constructive, the core ideas I like, besides the Hive ship stuff, that's just not eve. I agree that a mobile outpost type thing would be a great addition, however there isn't enough Unoccupied unconquerable space where this would be viable. For a ship like this, there needs to be unexplored, unmapped space, with a lot of profit to be made with it. I'm talking about quadrupling the size of New Eden, in all directions. Granted there needs to be a deep, rich, storyline behind these parts of space, and COMPLETED before implementing. Make it something to explore, to actually piece together, put the hints there for us to find, etc. And, make the hive ships the only way to do this. To be able to travel this vast track of unoccupied, unconquerable(but not npc), unmapped space. So basically like destiny from SGU.
What about expanding the number of WH systems and adding higher level ones that contain far more dangerous, bigger and aggressive sleeper drones. These sleepers don't want you there and will actively seek you out and try to destroy your infrastructure. In doing so it would take a hive ship to survive in the highest levels there.

Thinking about it it would be good if people could steer the hive in a general direction.
1. Deeper mode - The drive will try to pick the more high end, dangerous, systems.
2. Border mode - The drive will try to go back and forth between low end WHs and known space.

And I agree that of the whole concept that the Hive ships should be one of the last pieces to be put into place. They require a lot of fluff and in-universe technical development.

Would it be a good idea to have the new high end sleeper drones drop new loot needed for T3 battleships? It would be a nice thing for the veterans.

Quote:
As for the POS idea, ehhh, don't limit capital docking to sovereignty space only. If you haven't been in a wormhole before, carriers and dreadnaughts are actually very important tool in the defense of a wormhole, and the actual running of wormhole sites, however, nobody wants to have another capital sitter, for a ship that's dock-able, and ABLE to be placed in a ship maintenance array in a POS currently.
Good points, my problem was that I didn't think towers would look big enough at some class levels to actually allow docking of some ships. But I think that I have a possible solution:



Secure Capital Hanger Module
A large separate docking hanger for docking of Dreads and carriers, sub-capital can't dock with it. It should also get the option of having ships secured with an password.
Hanger space: 40,000,000 M3



Shin Dari
Caldari
Posted - 2011.07.23 14:33:00 - [13]
 


Covert Grid Field Emitter
This highly expensive module can isolate the local grid from probes and D-scan. But the POS can still be visually seen, so a good scout will still find the POS.
They can only be fitted on a modular POS. It consumes a lot of fuel when its online. When its online state the local grid will be isolated from probes and D-scan. It also has a maximum active time limit, after which it will shutdown automatically. In either case after it has been put offline the module will need to cool down, before it can be removed or reactivated. The cooldown time is equal to the time it was online.



 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only