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POS's Flogging the Dead Horse

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The Cool Kids Club
#1 - 2011-09-12 20:28:37 UTC  |  Edited by: Esiel
This post is to continue the longest running and best idea ever posted on Eve's Feature & Ideas Discussion Boards.
All credit goes to Evelgrivion for this great idea.

Quote:
Originally Posted by: Evelgrivion on 2006.09.08 22:54:00
Last Edited by: Evelgrivion on 29/05/2011 04:48:41
Images have been replaced. Unfortunately, I lost the originals with the forum debacle, but the ones that were linked are an acceptable substitute.

To put it simply, the current POS system is Butt-ugly, lagtacular, overpowered, underpowered, and completely, totally whacky, and fails to live up to the expectations of those who wish to see them for the first time.

This proposal at the very least aims to solve the first and last two issues, whilst providing a way for those who do not have 30 billion to blow on a station to get a suitable level of infrastructure for new 0.0 operations.

In a nutshell, its a modular POS with most of the functionality of a station, depending on the modules attached. How would this all go together? Today's idea comes with pictures!

The heart of the system is a simple interconnecting module. From this modular structure, all modules are referenced, attached, and based within a simple grid system.

Exhibit A

The four corridors allow for easy expansion of the station, and scalable infrastructure can grow with the needs of the corporation. or alliance in possession of it.

Exhibit B

Much like the current POS system, the heart and soul of the station would remain the control tower. For this example, let me introduce Exhibit C, for a small Caldari styled control tower.

Exhibit C

From this control tower, everything else on the POS is referenced. Instead of giving us exact XYZ coordinates of every module in space, they can be instead referenced to the tower and the layout grid on which it is based. After deployment of the control tower, you can begin adding additional structures to the POS to give it the functionality you want it to have. Allow me to present Exhibits D and E.

Exhibits D & E (Large File)

Exhibit D is a storage container module; these provide the storage capabilities for the POS. Exhibit E is a refinery module, which would obviously provide refinery capabilities for the station. Up a certain point, additional refinery modules would provide additional refinery efficiency, though logarithmically decreasing with each one while consuming the same amount of poewr. This could allow larger, more powerful, and more expensive designs to have a place in the universe.

Up to this point, the accessibility remains the same as it is for the current POS, with one user hovering outside the module at a time. To alleviate the issues inherent in that, I present exhibit F; the hangar module. This system is not limited to 1x1 modules, and "supermodules" are a distinct possibility with this system.

Exhibit F -

Providing a certain quantity of hangar space (Meters³) depending on size (and expense), the hangar module provides an interface to POS management just like standard stations, allowing simple refining, manufacturing, and possibly even clone bays, depending on the modules that you have installed.

Put it altogether, and you get a simple POS that is easy to manage, expandable, and ranging in capabilities and expense. In its most basic form, I present Exhibit G.

Exhibit G

Here is an optional, more contraversial change that this system would make. If CCP wishes, they could integrate much of a POSs defense into this module system; rather than having free floating, invincible guns, large weapons battery modules could be introduced to the station. Presenting Exhibit H.

Exhibit H

Fully realized, Exhibit I.

Exhibit I (Fully Realised Modular POS)

While this is just a simple example, the potential is there for leagues more complex and powerful bases than those demonstrated here.


I know other threads have started about this idea but they didn't credit the creator or start with his great idea. If Evelgrivion ever re-posts his idea I encourage everyone to go to his post to continue the thread and let this one die.

Original thread found at http://www.eveonline.com/ingameboard.asp?a=topic&threadID=391410
Gallente Federation
#2 - 2011-09-13 00:03:33 UTC
+1
Minmatar Republic
#3 - 2011-09-13 01:38:53 UTC
Already posted here:

https://forums.eveonline.com/default.aspx?g=posts&t=6552&find=unread

The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

Praetoria Imperialis Excubitoris
#4 - 2011-09-13 08:13:08 UTC  |  Edited by: Ciar Meara
Updated POS by Evilgrivion, basicly the sum of the parts of the years of discussion:

Here it is: [EDIT]: I remember that In another iteration everything of the POS was placed on the bottom as low as possible to allow for more movement of ships and capitals without being bumped by everything. But this summary should do:

Evelgrivion wrote:
[edit]Edited by: Evelgrivion on 04/11/2009 14:37:42[/edit]
For the past three years, there has been a tremendous show of support for the old “Flogging the Dead Horse” post regarding a proposed re-design of the Player Owned Structure system. The two biggest reasons for support are that players hate what they look like – a bunch of scrap floating in space, and they hate the interfaces that are used to interact with them on a daily, weekly, monthly, and yearly basis.

Enter the Modular Starbase

Aesthetically, people want to see an end to the era of junk floating inside and in the immediate vicinity of force field bubbles. A series of geometrically interconnected structures, such as squares or hexagons, make up the design of the proposed replacement system. The abilities of the facility are enhanced with each newly attached component. Weapons would be placed on extensions to the top and bottom or even the sides of the tower, emerging from the force field. These weapons systems would remain vulnerable to attack like they are today.

Strategically, it would be possible to force players to pick and choose between the placement of weapons systems and jump bridges, as the number of available attachment points is limited. Whether or not the design is implemented this way is up to game design, but it is an intriguing possibility.

Mechanically, the basic uses of Player Owned Structures don’t change; they will still serve as industrial complexes and staging areas. However, the management of these facilities is in dramatic need of improvement. The amount of time required to set up a Starbase is obnoxious and unnecessary, and make up a considerable portion of ideas provided in addendum to the original modular starbase concept. The solution to this thorny issue is to introduce an onlining queue, and to allow the anchoring and onlining of more than one module at a time. Either one of these options would be appreciated by those who operate facilities in space.

Players desire the ability to freely swap out control towers to upgrade their operations without having to dismantle the entire facility one structure at a time. The ability to freely swap one tower for another has been repeatedly requested by the community. If different sizes of towers remain in use, these features should be implemented.

In-situ facility upgrades have also been proposed. To upgrade the starbase, raw materials and blueprints would allow operators to initiate construction of new facilities and operational capabilities directly onto the structure, rather than hauling a complete module from their points of distribution to null-security space.

A single, unified interface is desired for the structure. If a docking facility is provided, players would have access to the entire starbases’ configuration and settings (based on permissions of course) when inside the base. From this in-structure interface they would organize production chains and initiate manufacturing jobs. Standings would be configured, and other basic functions such as loading ammunition into the weapons systems could be handled from this interface, without making your way to each module and interacting with their separate interfaces.

Docking at these facilities would not replenish shields or capacitor, as they are not equipped to do so. If so desired, on site repairs could just as easily remain un-obtainable. However, with the right modules in place, the starbase could serve as a ship storage facility, and could serve as a location for refitting your ship. A Super Capital Mooring Point should be introduced as an optional attachment for the starbase as well. These would allow players to secure their super capital ships within the starbase without making them vulnerable to corporate thieves, but simultaneously leave them vulnerable to capture or destruction by marauding fleets that lay siege to the tower.

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

#5 - 2011-09-14 16:36:26 UTC
Gallente Federation
#6 - 2011-09-15 20:09:26 UTC
I'll keep this alive as it is and was worth it on the old forum and on this new forum
#7 - 2011-09-20 20:34:15 UTC
Is CCP going to do this?
#8 - 2011-09-22 21:06:50 UTC
Long live the dead horse (hope not to much longer)RollCool
#9 - 2011-09-22 21:06:56 UTC  |  Edited by: hellwarz
dubl postEvil
#10 - 2011-09-28 07:52:07 UTC
and there we go again
go to 2nd incarnation
The Cool Kids Club
#11 - 2011-10-01 02:18:14 UTC
I know people don't like to read but I did post this for a reason and not put it in the other thread. Please read my comments at the bottom of the orginal post.
#12 - 2011-10-02 01:07:02 UTC
Don't know which thread should be the main one for this idea, but bumping both to make it happen.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

#13 - 2011-10-06 23:08:20 UTC
Bump because it deserves it.
#14 - 2011-10-07 01:44:58 UTC
Yes, god yes! Bring this in immediatly if not sooner!!!

the only question I would have is how (and this may turn out to be the thing that kills this idea)

How do you implement it?

Its all well and good saying, oh, you can do this and add this and itll all be great,

But what about poses that are already in position? How will they be changed? How would the new system be implemented to existing structures?


The only thing i can think of is to not change existing poses, but any new modules would come in this form (Meaning that people can just take down their existing modules and re-anchor them to obtain the new design)

Or maybe set it up so that the game does all the placement for you. I.E the game assembles the pos automaticly just tacking on one module at a time (although i really cant see this idea being very popular)
DARKNESS.
#15 - 2011-10-07 02:00:10 UTC
To impliment it is simple really.


When the patch goes live the pre-existing modules will still be running and in place, they'll still be in their configuration left by the builder. When they log in after patch the textures will have update and the player will be given the option to offline and re-align the objects, with a snap-to configiration in place to facilitate faster re-working of the structure. Alternatively if CCP decides to impliment an onlining que for the modules it would also help facilitate faster recovery and additionaly alleviate the mind-numbing hours of onlining modules.


Yes you'd still have to offline everything and re-organize it but at least in this way you can do at your leisure.
#16 - 2011-10-07 02:05:24 UTC
oh my god, imagine being able to have dust 514 players run around killing each other in a modular pos like this! ccp would be fools not to make something like this and letting dust 514 people destroy POSs placed by eve players!
#17 - 2011-10-07 02:07:06 UTC
Smofuggra wrote:
To impliment it is simple really.


When the patch goes live the pre-existing modules will still be running and in place, they'll still be in their configuration left by the builder. When they log in after patch the textures will have update and the player will be given the option to offline and re-align the objects, with a snap-to configiration in place to facilitate faster re-working of the structure. Alternatively if CCP decides to impliment an onlining que for the modules it would also help facilitate faster recovery and additionaly alleviate the mind-numbing hours of onlining modules.


Yes you'd still have to offline everything and re-organize it but at least in this way you can do at your leisure.


Yeah, that was my first option, your just more eloquent than i am

lol
DARKNESS.
#18 - 2011-10-09 01:20:04 UTC
Third page again?! Unacceptable!!!
#19 - 2011-10-09 01:45:54 UTC
this one is to be supported at least

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Caldari State
#20 - 2011-10-09 16:15:13 UTC
CCP need to do this idea right now











Right now!!
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