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S'Daria
Posted - 2005.03.26 12:36:00 - [1]
 

Besides the obvious structures to make POS full service stations...what OTHER Starbase Structures would you like?


I think if I had to choose it would be the Shipyard.

This looks like something that may actually be useful in making the next giant-sized ships like Titans, Carriers, Dreadnaughts and Freighters.


BTW, don't say Brothel...its not like you can do anything in-game with it Rolling Eyes

MOOstradamus
Posted - 2005.03.27 02:42:00 - [2]
 

DEATH-STAR PLANET DESTRUCTO RAY 4tw \o/ Please visit your user settings to re-enable images.


Lagartija Nick
Aliastra
Posted - 2005.03.27 06:11:00 - [3]
 

Originally by: MOOstradamus
DEATH-STAR PLANET DESTRUCTO RAY 4tw \o/ Please visit your user settings to re-enable images.




Hehe, you seen the stats on the large projectile array?

S'Daria
Posted - 2005.03.27 07:16:00 - [4]
 

Large Artillery Battery (3351)


Base Cost: 11,250,002.75 isk

Description


Description: Fires a barrage of large projectiles at those the Control Tower deems its enemies. Extremely effective at long-range bombardment and hits hard, but lacks the speed to track fast and up-close targets.

Attributes


Capacity: 165 (bug?)
Volume: 5,000 m3
Mass: 1,000,000 kg
Charge Size: XLarge
Max Locked Targets: 1
Ammo Capacity: 10,000
Shield Capacity: 20,000
Activation Proximity: 330 km
Accuracy Falloff: 150 km
Tracking Speed/Accuracy: 0.00253125 rad/sec
Unanchoring Delay: 600.00 sec
Onlining Delay: 300.00 sec
Signature Radius: 400 m
Used with [ChargeGroup]: Ammo
Anchoring Delay: 300.00 sec
Rate of Fire: 30.00 sec
Armor HP: 20,000
Damage Modifier: 85 x
Optimal Range: 180 km
Radar Sensor Strength: 20 points
Ladar Sensor Strength: 20 points
Magnetometric Sensor Strength: 20 points
Gravimetric Sensor Strength: 20 points
Shield Recharge Time: 400.00 sec
Signature Resolution: 400 m
Entity Reaction Factor: 0.5

Req. Skills


Primary Skill Required: Anchoring Level I

Fitting


Powergrid Usage: 405,000 MW


--

Large Autocannon Battery (3351)


Base Cost: 9,000,005.50 isk

Description


Description: Fires a barrage of large projectiles at those the Control Tower deems its enemies. Maintains a consistent spread of fire and is able to track the faster-moving targets, but lacks the sheer bludgeoning force of its artillery counterpart.

Attributes


Capacity: 2,500 (bug?)
Volume: 5,000 m3
Mass: 1,000,000 kg
Charge Size: XLarge
Max Locked Targets: 1
Ammo Capacity: 10,000
Shield Capacity: 20,000
Activation Proximity: 90 km
Accuracy Falloff: 60 km
Tracking Speed/Accuracy: 0.010125 rad/sec
Unanchoring Delay: 600.00 sec
Onlining Delay: 300.00 sec
Signature Radius: 400 m
Used with [ChargeGroup]: Ammo
Anchoring Delay: 300.00 sec
Rate of Fire: 30.00 sec
Armor HP: 20,000
Damage Modifier: 22 x
Optimal Range: 30 km
Radar Sensor Strength: 20 points
Ladar Sensor Strength: 20 points
Magnetometric Sensor Strength: 20 points
Gravimetric Sensor Strength: 20 points
Shield Recharge Time: 400.00 sec
Signature Resolution: 400 m
Entity Reaction Factor: 0.5

Req. Skills


Primary Skill Required: Anchoring Level I

Fitting


Powergrid Usage: 270,000 MW

Lagartija Nick
Aliastra
Posted - 2005.03.27 07:36:00 - [5]
 

Laughing well, if he hasn't he will now.

I want player built deadspace complexes, and dockable bars.

Stone Blackmouth
Amarr
Hedion University
Posted - 2005.03.27 12:04:00 - [6]
 

Originally by: Lagartija Nick
Laughing well, if he hasn't he will now.

I want player built deadspace complexes, and dockable bars.

Probably to get drunk huh?

Well Deadspace Complexes would be kewl, but I would rather put them around planets.

What does a "Serpentis Fense" do?

Xtreem
Gallente
The Collective
White Noise.
Posted - 2005.03.27 13:00:00 - [7]
 

Edited by: Xtreem on 27/03/2005 13:00:34
Originally by: Stone Blackmouth
What does a "Serpentis Fense" do?


it keeps the Serpentis sheep inside, duh!

Stone Blackmouth
Amarr
Hedion University
Posted - 2005.03.27 17:59:00 - [8]
 

Originally by: Xtreem
Edited by: Xtreem on 27/03/2005 13:00:34
Originally by: Stone Blackmouth
What does a "Serpentis Fense" do?


it keeps the Serpentis sheep inside, duh!
Must get lonely in space?


Khorz
Minmatar
GalacTECH Unlimited
Gunboat Diplomacy
Posted - 2005.03.30 11:34:00 - [9]
 

I'd have to say I'd like to see a cap recharger module, something you could plug a ship into to get cap back up to top. Would cut down the whole waiting for cap recharge to online things issue but would cost fuel to run of course. The same thing obviously exists in normal stations.

Vigilant
Gallente
Vigilant's Vigilante's
Posted - 2005.03.30 14:29:00 - [10]
 

Edited by: Vigilant on 30/03/2005 14:29:48
how about removing the Secure Can (reserve) my moon bug Rolling Eyes I heard about that yesterday...couldn't believe that ...


On the subject... A self sufficent CT Very Happy (no Ice, No Trade BS. ) Razz

Sillente NiKunni
Amarr
Posted - 2005.03.30 15:10:00 - [11]
 

be able tu build a docking module ....
boring of seeing all this ship around my POS, hey m8 POS is not a parking !!

:D

just a docking bay for organise a little more in a pos space.

theRaptor
Caldari
Tactical Operations
Posted - 2005.03.30 15:15:00 - [12]
 

Originally by: Vigilant
Edited by: Vigilant on 30/03/2005 14:29:48
how about removing the Secure Can (reserve) my moon bug Rolling Eyes I heard about that yesterday...couldn't believe that ...


On the subject... A self sufficent CT Very Happy (no Ice, No Trade BS. ) Razz


Screw that. Just make it so you can put a CT anywhere within a certain distance of a moon.

Orb Lati
Minmatar
Sebiestor Tribe
Posted - 2005.03.31 01:54:00 - [13]
 

did have a nice whitty reply with several new moduals, however eve doesnt like my opinoins it seems and decided to delete them all upon posting.Shocked

im not happy.Evil or Very Mad

might retype them later...or not. depends on how bored i am at work i spose

Lagartija Nick
Aliastra
Posted - 2005.03.31 02:53:00 - [14]
 

I motion that we need a retype module, which will cache any forum post you make and repost it for you in the event of an accidental deletion. This of course would have to take alot of CPU cause it would have to be smart, and stuff. Maybe it could spellcheck the local channel too.

Orb Lati
Minmatar
Sebiestor Tribe
Posted - 2005.03.31 03:53:00 - [15]
 

1.) System Scanning Array. (0.0 only)
New advances in sensor resolution allows for the location of remote ships within system. System utilizes 2 linked arrays located in different regions of the star system and compare data allowing objects be located within a few minutes. This information is then broadcasted on secure channels to corp/alliance members allowing warping the target within a 100km error radius.
(additional: when linked to communications array system allows for near real time updating of Corp and alliance galactic maps [ie if CCP hopefully removals all info from 0.0 maps this system will actively by pass it and report back to members system activity.)

2.) Communications Array and Station servers.
With the near completion of the prototype dreadnaughts and the future implementation of POS factories and Labs it has been felt that security issues need to be addressed.
The communications array allows for remote access of BPC and BPOs for use with POS labs and factories. BPOs are placed within a new container called the “station server” at any NPC or Player station. These containers allow comms between the NPC station and POS over secure encrypted communications channels for updating RE/PE levels or downloading construction instructions. However any BPC researched at the lab are ejected into the linked Corperate Hanger at that POS.

3.) Starship Repair and Construction Yard
Allows for the construction and repair of starships at the POS.
All repairs at the yard require mineral resources which are contained in un-power silos which are linked to the yard with small coupling arrays. Minerals cannot be mixed and as such each yard will require a silo for each mineral resource.

4.) Jump Terminals and Power Nodes. (0.0 only)
Jump terminals can now be anchored around a planet if a player has lvl5 in Jump Drives. A connection between 2 systems requires there be 1 terminal at each end
A jump terminal requires 3 different POS each powering 1 node so to connect 2 systems 6 POS are needed.
As jumping bypasses normal space for instantaneous travel there is no restriction of how far a gate is from another.
However Jump terminals can be destroyed (like a pos) and once attacked will go into a reinforced state allowing exit only (for reinforcement but no retreat) and terminals lack the power required to bestow cloaking as per standard jump gates.

5.) System Comms. Disrupter. (0.0 only)
Actively intercepts and blocks all gate communication traffic effectively causing no Map updates for the POS system and each surrounding system to all non alliance/corp members. Requires a dedicated POS to run the Disrupter

6.) “Major POS module manufactures sack their quality assurance staff”
POS moduals should be as good as a station equivalent esp. if CCP wants us to set up our own industrial centers in 0.0.
Remove the waiting and ineffiencies for refining and make ship fit out as easy as a station.

7.) Agent Booths (joking…I think)
Just to screw over agent runners I thing we should make LVL 5 agents only available to a POS Booth moduals out in 0.0.
Alternatively maybe we can kidnap all the LVL 4 agents and in prison them in our 0.0 POS until eve returns to normal and the Inflation stops 


Chucky
HEAVEN'S DEATH DEALER'S
V.I.R.A.L.
Posted - 2005.03.31 04:00:00 - [16]
 

brothelConfused

Harisdrop
Gallente
Vindicate and Deliverance
Posted - 2005.03.31 14:16:00 - [17]
 

Allow frieghters to move between POS and regular stations!

That would change everything!

That is just insane to think you would have over 100k m³ flying your supplies and goods between them.

Chadawahee
Amarr
Debiloff
Posted - 2005.03.31 15:02:00 - [18]
 

the neon sign !(uh, in the non-ruined state that is)

Lagartija Nick
Aliastra
Posted - 2005.03.31 17:44:00 - [19]
 

I want the ruined one! It's cool.

Matthew
Caldari
BloodStar Technologies
Posted - 2005.04.01 11:14:00 - [20]
 

Originally by: MOOstradamus
DEATH-STAR PLANET DESTRUCTO RAY 4tw \o/ Please visit your user settings to re-enable images.




Yeah, but you just know they'd give it such abysmal tracking that you'd never hit anything smaller than a planet if it was moving at all. And just imagine the number of sensor boosters you'd need to be able to lock the planet from the moon Wink

In all seriousness though, there are 3 I would like:

The Freighter Docking Array - so that you can load and unload your freighter at your POS.

The Secondary CT Linking Array - Allows you to anchor multiple control towers at the same moon to form a large, sprawling industrial centre. Would give benefits over 2 seperate POS in having everything in one place, but at the cost of increased fuel usage from the linking array. Linked towers would have to be anchored close enough for their shield bubbles to overlap, but not actually inside each other's bubbles. The linking array would allow sharing of CPU and Grid resources, but the shields would behave independantly. Where the shields overlap, whichever is the outermost bubble takes all the damage first.

The Station Conveyancing Array - Basically acts as a giant transporter unit within your POS. Allows you to open, take from and give to, any cargo container, structure etc regardless of distance, providing both source and desitination for the transfer are located within the POS bubble.

Tar om
Minmatar
Octavian Vanguard
Posted - 2005.04.01 15:30:00 - [21]
 

Hmm, how about using the transporter array thingy, but having it implemented by drones...

Each CT gets a drone bay of mebbe 5000. New drone type "XL Cargo Drone" volume: 500
Capacity: 450
Speed: 150
A little armour
no shield (it lives inside the bubble)
No weapon.

You control the drones through the CT, it has a list of available containers, ships, arrays, bays n everything. You just set rules so that if a certain item is available at a certain location it gets taken to another location. This would let you automate the refining/reactions and allow people to make drops to a few secures and watch the drones turn up and take it away to its destination.

Ok, loads of work.. but a nice daydream :)

Shamis Orzoz
Sniggerdly
Pandemic Legion
Posted - 2005.04.02 02:34:00 - [22]
 

1 small adult theater.

Justin Cody
Caldari
T.A.L.O.N. Company
B4D W01F
Posted - 2005.04.02 04:52:00 - [23]
 

Edited by: Justin Cody on 02/04/2005 04:53:17
Originally by: Matthew
Originally by: MOOstradamus
DEATH-STAR PLANET DESTRUCTO RAY 4tw \o/ Please visit your user settings to re-enable images.




The Freighter Docking Array - so that you can load and unload your freighter at your POS.

The Secondary CT Linking Array - Allows you to anchor multiple control towers at the same moon to form a large, sprawling industrial centre. Would give benefits over 2 seperate POS in having everything in one place, but at the cost of increased fuel usage from the linking array. Linked towers would have to be anchored close enough for their shield bubbles to overlap, but not actually inside each other's bubbles. The linking array would allow sharing of CPU and Grid resources, but the shields would behave independantly. Where the shields overlap, whichever is the outermost bubble takes all the damage first.



These I like very much. In addition I would suggest adding habitation rings to house slaves as new workers for our burgeoning territories. Then they can help us generate an economy, though we'd have to bring in food/water to a nutrient module or create another bay on the control center or silo for this material.
============

Mikelangelo
Gallente
Posted - 2005.04.03 04:19:00 - [24]
 

Laboratory facility



 

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