This is a cold topic post, which is an issue that I think should be a hot button issue but for some reason has not gotten the glam or fame that it deserves. The cold button issue for today is, none other than, unprobable ships. What is an unprobable ship, well simply it is a ship that you can not get 100% strength on when probing. Due to some mechanic in the game when you get the correct sensor strength to sig ratio the ship becomes unprobable. Now, this usually involves completely gimping the fit by filling it up with ECCM mods making it so that it is useless except in very specific situations.
So, what is the problem with unprobable ships? Well, unprobable tech 3 cruisers are usually fitted with boosting mods turning them into, you guessed it, Off Grid Boosters!!! The bane of all solo/gang pvp and one of the current hot button issues in Eve. Off grid boosting T3s use the unprobable mechanic to make it so the enemy can not find them and thus destroy them. Now wouldn't you say that fixing or removing this mechanic would be better than nerfing a valid tactic into the ground. Instead make that tactic more risky, make it so a single pilot in a prober can scan the booster down and if not completely taking it out at least make it so the gang/pilot using the booster now has a whole new thing to worry about.
The other main use of unproable ships, which has greatly decreased, was the unprobable sniper Macherial. A 1400 sniper mach could alpha frigs and even some T1 cruisers from a great distance away. Players would make these unprobable and use them to camp gates or stations looking for easy kills. A couple of players used to do this on the infamous Torrinos gate in EC-P8R. I spent a lot of my time trying to lock down those ass-wipes before I learned of the unprobable mechanic. Now, this tactic is not used all that often anymore mainly because I believe that CCP did actually nerf this mechanic, or attempt too, a xpac or two ago but it only ended up nerfing the sniper Mach not the boosting T3.
There has been some resurgence of unprobable sniping ships with -A- new tornado doctrine. This fleet doctrine uses unprobable sniper tornados that would pick off one or two ships before either warping off, warp back in at a different angle and rinse and repeat. It is used as support to another fleet doctrine usually a thundercat fleet or some kind of a BS doctrine. Not sure how well the doctrine is working, I haven't flown in one of these fleets, but it sure is an interesting concept.
So, we are all calling for the nerf to off grid boosting, but why? Why are we not calling for the nerf of unprobable ships so we can all kill those off grid boosting T3s? I for one would love that a whole lot more instead of nerfing off grid boosting all together.
Hello. I am null sec dwelling, WH loving, small gang roaming pilot exploring this great universe of Eve Online trying out new features and finding my place in New Eden.
Monday, August 20, 2012
Sunday, August 19, 2012
CSM Minutes - POS Rework Part 2
Ok, this is a long time coming but here are some more thoughts on the POS rework, mainly the two things that gave my a hard on and wanted me to play Eve again.
The first thing was Selenne comment about wanting to cloak his secret pirate base. My first thought was YES! YES YES YES YES YES!!!! PLEASE CCP LET ME DO THIS!!!! It will make it possible to do real covert style game play deep in enemy territory. You go into enemy territory, a single covert ops that no one even pays attention to. Head for a nice back water system, something nice an out of the way, and there you light your covert cyno and bridge in the cloaky haulers with a pretty new cloaky POS to act as the new center of operations for a covert corp/alliance.
Think of all the tears that will be shed from the carebears when a covert group sets up in their region and shuts the entire place down. oh bady I am getting excited just thinking about it. Then, well then CCP threw out one better. Something that truly makes this idea great. Jumping POS's.
A POS that could jump from one system to another system would make it so the bridge in of cloaky haulers to set up the POS would be useless. Before we get to far ahead lets talk mechanics, the "how" in the whole equation.
First how would a cloaky POS work.
I can see three real systems for a cloaky POS. First a structure would be needed or a special kind of tower with it built that when activated the POS is cloaked. Sounds simple enough, I hit the button and poof the POS is gone...... How would you find the cloaked POS after it is cloaked? A remote control for the cloak would be first idea. I cloak my POS, I get an option to uncloak it when I want. What about the rest of my corp or my alliance will they be able to uncloak it, will I be able to determine who can uncloak the POS? This system leaves the cloaking and uncloaking all in the hands of the leadership of the corp/alliance that put up the POS. It also leaves the tower open to be decloaked by spies that have earned that right.
Another option would be, when the POS is cloaked only members of the corp or alliance will be able to see it even whiled cloaked. The tower can be configured by a member with the correct roles that will determine who can see the POS while cloaked. A cloaked POS with this system will, of course, be greatly limited to what it can do, no defenses (guns, ewar, etc...) no reactions and no building/research. It will only have access to corp hangers and ship arrays allowing players to switch out ships (maybe just other covert cloaky ships) and be a place to drop of loot. This will allow players to interact with the POS without the enemy knowing where it is allowing the corp/alliance to truly run covert operations. Again tho, given spies the ability to earn the right to find the tower.
The final possible solution would be a cloak field. Think of it as a normal POS shield but instead of providing protection it cloaks the POS and anything inside of it to anyone outside of the field. Players can enter the field at will and when inside they are completely cloaked to the outside world but they can see and interact with everything inside of the POS field as if they are not cloaked. Most players will start shouting RABBLE RABBLE RABBLE fully cloaked ships inside of a POS how are we going to know what is inside so we can build the correct counter fleet. To that I say, your right it is OP so it would have to be limited to just covert ships.
Book marks are going to have to be used extensively to keep track of these cloaked bases so I would ask that CCP puts in a system that automatically makes a BM of the tower for the person that anchored and/or onlined the tower or at least the first time it was cloaked. Then again this is Eve and if you cloaked your tower warped off and did not BM it then you may deserve to lose the tower, or at least until it ran out of fuel and became visible again.
There you have it cloaky POSs the thing that could create a truly new profession in Eve.
More on POSs to come, mainly on my ideas on how to find the hidden bastards.
Zeth
The first thing was Selenne comment about wanting to cloak his secret pirate base. My first thought was YES! YES YES YES YES YES!!!! PLEASE CCP LET ME DO THIS!!!! It will make it possible to do real covert style game play deep in enemy territory. You go into enemy territory, a single covert ops that no one even pays attention to. Head for a nice back water system, something nice an out of the way, and there you light your covert cyno and bridge in the cloaky haulers with a pretty new cloaky POS to act as the new center of operations for a covert corp/alliance.
Think of all the tears that will be shed from the carebears when a covert group sets up in their region and shuts the entire place down. oh bady I am getting excited just thinking about it. Then, well then CCP threw out one better. Something that truly makes this idea great. Jumping POS's.
A POS that could jump from one system to another system would make it so the bridge in of cloaky haulers to set up the POS would be useless. Before we get to far ahead lets talk mechanics, the "how" in the whole equation.
First how would a cloaky POS work.
I can see three real systems for a cloaky POS. First a structure would be needed or a special kind of tower with it built that when activated the POS is cloaked. Sounds simple enough, I hit the button and poof the POS is gone...... How would you find the cloaked POS after it is cloaked? A remote control for the cloak would be first idea. I cloak my POS, I get an option to uncloak it when I want. What about the rest of my corp or my alliance will they be able to uncloak it, will I be able to determine who can uncloak the POS? This system leaves the cloaking and uncloaking all in the hands of the leadership of the corp/alliance that put up the POS. It also leaves the tower open to be decloaked by spies that have earned that right.
Another option would be, when the POS is cloaked only members of the corp or alliance will be able to see it even whiled cloaked. The tower can be configured by a member with the correct roles that will determine who can see the POS while cloaked. A cloaked POS with this system will, of course, be greatly limited to what it can do, no defenses (guns, ewar, etc...) no reactions and no building/research. It will only have access to corp hangers and ship arrays allowing players to switch out ships (maybe just other covert cloaky ships) and be a place to drop of loot. This will allow players to interact with the POS without the enemy knowing where it is allowing the corp/alliance to truly run covert operations. Again tho, given spies the ability to earn the right to find the tower.
The final possible solution would be a cloak field. Think of it as a normal POS shield but instead of providing protection it cloaks the POS and anything inside of it to anyone outside of the field. Players can enter the field at will and when inside they are completely cloaked to the outside world but they can see and interact with everything inside of the POS field as if they are not cloaked. Most players will start shouting RABBLE RABBLE RABBLE fully cloaked ships inside of a POS how are we going to know what is inside so we can build the correct counter fleet. To that I say, your right it is OP so it would have to be limited to just covert ships.
Book marks are going to have to be used extensively to keep track of these cloaked bases so I would ask that CCP puts in a system that automatically makes a BM of the tower for the person that anchored and/or onlined the tower or at least the first time it was cloaked. Then again this is Eve and if you cloaked your tower warped off and did not BM it then you may deserve to lose the tower, or at least until it ran out of fuel and became visible again.
There you have it cloaky POSs the thing that could create a truly new profession in Eve.
More on POSs to come, mainly on my ideas on how to find the hidden bastards.
Zeth
Hot Button Issue - Off Grid Boosting
OK this is mainly a response to Poetic Stanziel post about off grid boosting but I will throw my thoughts on it as well. Now, if you have not taken a look at P.S.'s post please do it now because I will be referencing it.
First off, the problem: Off-grid boosting provides a significant upper hand to the pilots using them. It comes in two forms: 1) Off grid boosting usually done in a cloaky unprobable t3 or in large fleet fights a command ship with a cloak that prays no one finds it. 2) Boosting from the insides of a POS force field making the boosting ship completely impervious.
Now the first version I find it a perfectly viable tactic that should be used by solo pilots or fleets of any size. It has the risk of moving an under tanked and very week T3 thru enemy space and then setting up a boosting spot, and it limits the pilot/fleet to operating in one system unless they want to loose the boost. Now, the whole unprobable thing should be looked at so that ships can not become unprobable further increasing the risk of T3 boosting.
The second version on the other hand should be nerfed, nerfed straight out of the game. Boosting from inside a POS shield is risk free to the booster and only plays a risk to the poor chap you has to set up the POS that is being used as the safe house. There is one exception to this nerf and that is mining boosting which is only viable in null sec from a Roq in indy mode (I know RABBLE RABBLE RABBLE RISK!!!!) but that is a topic for another time. Combat boosting should be forced out of the POS and into open space where the actual ship boosting can be taken out. If you want a booster then your enemy should be able take the booster out and level the playing field.
Poetic Stanziel put out two possible nerfs to the system. The first, which I will call increasing returns or IS, is simply the smaller the fleet the less bonuses are given out. Read his post for a full explanation of his system. I have to respectfully disagree with this idea in the light that it will completely nerf off grid boosting for any small gang warfare. Small gangs should want the boost, they want the upper hand and they should have it if they invest into it.
His second idea of a "dead zone" around and in POSs is actually a very unique and well thought out. It will make it so POS boosting cannot happen and it will preemptively nerf sitting right outside of the shields and moving in as soon as shit hits the fan. The biggest problem with this is that it forces off grid boosting by forcing the aggressor to leave their boost off grid or far away from the POS because the POS will negate their boost as well. A more complex and harder to implement nerf will be, the boost of ships able to go into the shields are the only one shut off while boost from ships that cannot enter the POS are left alone. This will leave the defenders at a loss tho and give the aggressors a major upper hand.
A bit more elegant solution would be to make it so that while in the shields boost do not work at all but if outside of the shield and on grid boost only effect those that are also on grid. This will making boosting out of a POS completely nerfed but boosting by a POS will still work the aggressors/defenders.
So there you have it. To nerf boosting, or not to nerf boosting that is one of the hot issues in Eve.
Final note, and this is in my comments on P.S. blog, the upcoming POS changes could nerf POS boosting completely if they remove the FF, which I feel they should not, but it may happen.
Zeth
First off, the problem: Off-grid boosting provides a significant upper hand to the pilots using them. It comes in two forms: 1) Off grid boosting usually done in a cloaky unprobable t3 or in large fleet fights a command ship with a cloak that prays no one finds it. 2) Boosting from the insides of a POS force field making the boosting ship completely impervious.
Now the first version I find it a perfectly viable tactic that should be used by solo pilots or fleets of any size. It has the risk of moving an under tanked and very week T3 thru enemy space and then setting up a boosting spot, and it limits the pilot/fleet to operating in one system unless they want to loose the boost. Now, the whole unprobable thing should be looked at so that ships can not become unprobable further increasing the risk of T3 boosting.
The second version on the other hand should be nerfed, nerfed straight out of the game. Boosting from inside a POS shield is risk free to the booster and only plays a risk to the poor chap you has to set up the POS that is being used as the safe house. There is one exception to this nerf and that is mining boosting which is only viable in null sec from a Roq in indy mode (I know RABBLE RABBLE RABBLE RISK!!!!) but that is a topic for another time. Combat boosting should be forced out of the POS and into open space where the actual ship boosting can be taken out. If you want a booster then your enemy should be able take the booster out and level the playing field.
Poetic Stanziel put out two possible nerfs to the system. The first, which I will call increasing returns or IS, is simply the smaller the fleet the less bonuses are given out. Read his post for a full explanation of his system. I have to respectfully disagree with this idea in the light that it will completely nerf off grid boosting for any small gang warfare. Small gangs should want the boost, they want the upper hand and they should have it if they invest into it.
His second idea of a "dead zone" around and in POSs is actually a very unique and well thought out. It will make it so POS boosting cannot happen and it will preemptively nerf sitting right outside of the shields and moving in as soon as shit hits the fan. The biggest problem with this is that it forces off grid boosting by forcing the aggressor to leave their boost off grid or far away from the POS because the POS will negate their boost as well. A more complex and harder to implement nerf will be, the boost of ships able to go into the shields are the only one shut off while boost from ships that cannot enter the POS are left alone. This will leave the defenders at a loss tho and give the aggressors a major upper hand.
A bit more elegant solution would be to make it so that while in the shields boost do not work at all but if outside of the shield and on grid boost only effect those that are also on grid. This will making boosting out of a POS completely nerfed but boosting by a POS will still work the aggressors/defenders.
So there you have it. To nerf boosting, or not to nerf boosting that is one of the hot issues in Eve.
Final note, and this is in my comments on P.S. blog, the upcoming POS changes could nerf POS boosting completely if they remove the FF, which I feel they should not, but it may happen.
Zeth
Saturday, August 11, 2012
Fit - ASB Scimi/Logi
So today I was chilling on Eve not really doing anything and about to log off when Sard Caid starts up a conversation in his in-game stream channel Fragbox. For those of you who do not know, Sard streams solo and small gang PVP rather often and I have recently discovered it. It is great fun watching him run around trying to kill stuff while talking and trolling with people all over Eve.
Now we were talking about killing shit when someone brought up the question of, "How would you fit out an ASB Scimi". This got us all thinking, an asb scimi, could work....... The whole concept of the ASB (Ancillary Shield Booster) for pvp tanking is really taking off and many interesting ideas are coming out of it. ASB's are just like standard shield boosters but instead of running purely off capacitor, they can also be run off of cap boosters making them a hybrid of the cap booster and shield booster mods. They have become extremely popular with solo pvp due to the fact that they can rep waaaaayyyy to much hp and not rely on cap at all. The biggest down fall is the 60 second reload time, in which you are left completely exposed due to the lack of buffer. So we started talking about what if logi, a very cap intensive ship, used an ASB to keep it alive. This was of course assuming you are the only logi and it is in small gang format (2-10 pilots). The first fit that was thrown out looked liked this:
[X-L ASB Scimi]
Beta Reactor Control: Reaction Control I
Reactor Control Unit II
Reactor Control Unit II
Reactor Control Unit II
Large Azeotropic Ward Salubrity I
10MN Afterburner II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
Adaptive Invulnerability Field II
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Large 'Atonement' Ward Projector
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Medium Ancillary Current Router I
Medium Ancillary Current Router I
First thoughts are, "UMMMMM WAAAYY to many fitting mods". I mean, 4 RCUs and two ACRs just to get it within the +5% PG implant range.... That is usually the first sign of a bad fitting but, hey, it was first attempt that needed refinement. So I suggested removing the atonement shield transfer and switching the meta RCU to a PDS. This will give it slightly more ehp and remove the need for a +5 pg implant. Most scimi only run with three reps anyways as it is usually the only way to fit it without completely gimping the fit. With this many fitting mods though you can fit the X-L ASB which gives your scimi an amazing pulse tank, which is really the whole point.
The afterburner was the other problem that we had. Scimis can work very well with an AB, in fact I prefer the AB scimi in a fleet than the MWD version, but for small gang warfare the MWD versions ability to dictate range is highly important. With it you can stay 60k away from the fight leaving you out of range of anything other then T3 BCs and battleships, but with the already very tight fitting there was no way to fit a MWD to that so I came up with something a bit different.
[Large ASB Scimi]
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Damage Control II
Experimental 10MN MicroWarpdrive I
Large Ancillary Shield Booster, Navy Cap Booster 200
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Conjunctive Ladar ECCM Scanning Array I
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
[empty high slot]
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Now this has the MWD and no RCUs or ACRs but still has PDS which are not that bad because they help with cap and tank, but it dropped the X-L ASB for a large ASB which has considerably tank... The large ASB is not necessarily that bad tho. The main reason we were trying to fit a scimi this way was to counter act sentry guns in low sec and this fit does help tank the sentries at least until boosters run out and you have to reload. It also has higher resistance then that XL-ASB with the dual invuls and ECCM helping to reduce the chance of jams. Still not cap stable but stable with two reps and the MWD off, which it should only be on if you are getting chased down.
The question then came up, is the ASB scimi better then a normal buffer scimi? Is trying to active tank the sentries and maybe even more worth the lost of buffer? The first thing that comes to mind is the buffer. The scimi already has a very low amount of shields only 2314 raw shield hp with level 5 skills, and well that really isn't a lot.... In fact, that is getting alphaed range of low.... So, with that low shield buffer would an ASB even be able to get its reps going before the shields were completely gone? Second is the 60 second reload time. If you are only able to be on field when you have the booster loaded that means that every time you run out of charges you either warp off or jump out and then you are gone for 60 secs and some one is going to die in those 60 seconds. These two things are generally very bad for logi. Being able to be alphaed by something large or at least dealt enough damage that the next shot is taking you out and have your very own self jammer taking you out of the fight for 60 seconds are not worth it in my eyes. A normal buffer logi will have way more EHP thus making it so it can stay on the field longer anyways and if it does get targeted by the sentries a quick warp out and warp back in is usually less time then the 60+ seconds of waiting for a reload. It is still a very interesting concept and one of the reasons I love Eve so much, but I am finding it hard to see a reason for it....
Now we were talking about killing shit when someone brought up the question of, "How would you fit out an ASB Scimi". This got us all thinking, an asb scimi, could work....... The whole concept of the ASB (Ancillary Shield Booster) for pvp tanking is really taking off and many interesting ideas are coming out of it. ASB's are just like standard shield boosters but instead of running purely off capacitor, they can also be run off of cap boosters making them a hybrid of the cap booster and shield booster mods. They have become extremely popular with solo pvp due to the fact that they can rep waaaaayyyy to much hp and not rely on cap at all. The biggest down fall is the 60 second reload time, in which you are left completely exposed due to the lack of buffer. So we started talking about what if logi, a very cap intensive ship, used an ASB to keep it alive. This was of course assuming you are the only logi and it is in small gang format (2-10 pilots). The first fit that was thrown out looked liked this:
[X-L ASB Scimi]
Beta Reactor Control: Reaction Control I
Reactor Control Unit II
Reactor Control Unit II
Reactor Control Unit II
Large Azeotropic Ward Salubrity I
10MN Afterburner II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
Adaptive Invulnerability Field II
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Large 'Atonement' Ward Projector
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Medium Ancillary Current Router I
Medium Ancillary Current Router I
First thoughts are, "UMMMMM WAAAYY to many fitting mods". I mean, 4 RCUs and two ACRs just to get it within the +5% PG implant range.... That is usually the first sign of a bad fitting but, hey, it was first attempt that needed refinement. So I suggested removing the atonement shield transfer and switching the meta RCU to a PDS. This will give it slightly more ehp and remove the need for a +5 pg implant. Most scimi only run with three reps anyways as it is usually the only way to fit it without completely gimping the fit. With this many fitting mods though you can fit the X-L ASB which gives your scimi an amazing pulse tank, which is really the whole point.
The afterburner was the other problem that we had. Scimis can work very well with an AB, in fact I prefer the AB scimi in a fleet than the MWD version, but for small gang warfare the MWD versions ability to dictate range is highly important. With it you can stay 60k away from the fight leaving you out of range of anything other then T3 BCs and battleships, but with the already very tight fitting there was no way to fit a MWD to that so I came up with something a bit different.
[Large ASB Scimi]
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Damage Control II
Experimental 10MN MicroWarpdrive I
Large Ancillary Shield Booster, Navy Cap Booster 200
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Conjunctive Ladar ECCM Scanning Array I
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
[empty high slot]
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Now this has the MWD and no RCUs or ACRs but still has PDS which are not that bad because they help with cap and tank, but it dropped the X-L ASB for a large ASB which has considerably tank... The large ASB is not necessarily that bad tho. The main reason we were trying to fit a scimi this way was to counter act sentry guns in low sec and this fit does help tank the sentries at least until boosters run out and you have to reload. It also has higher resistance then that XL-ASB with the dual invuls and ECCM helping to reduce the chance of jams. Still not cap stable but stable with two reps and the MWD off, which it should only be on if you are getting chased down.
The question then came up, is the ASB scimi better then a normal buffer scimi? Is trying to active tank the sentries and maybe even more worth the lost of buffer? The first thing that comes to mind is the buffer. The scimi already has a very low amount of shields only 2314 raw shield hp with level 5 skills, and well that really isn't a lot.... In fact, that is getting alphaed range of low.... So, with that low shield buffer would an ASB even be able to get its reps going before the shields were completely gone? Second is the 60 second reload time. If you are only able to be on field when you have the booster loaded that means that every time you run out of charges you either warp off or jump out and then you are gone for 60 secs and some one is going to die in those 60 seconds. These two things are generally very bad for logi. Being able to be alphaed by something large or at least dealt enough damage that the next shot is taking you out and have your very own self jammer taking you out of the fight for 60 seconds are not worth it in my eyes. A normal buffer logi will have way more EHP thus making it so it can stay on the field longer anyways and if it does get targeted by the sentries a quick warp out and warp back in is usually less time then the 60+ seconds of waiting for a reload. It is still a very interesting concept and one of the reasons I love Eve so much, but I am finding it hard to see a reason for it....
Tuesday, August 7, 2012
CSM Minutes - POS Rework Part 1
Well here we go, POS's, or how most southern null sec players see them "ATM machines for the North!!!!! YAY!!!!" More on Tech later but now I am going to write about what was talked about in the CSM minutes.
Now, POS as they are, are rather boring and poorly designed. The tower with a shield and then having in-shield and out-of-shield structures make for clusters of structures with a lot of wasted space that is neither good to look at nor functional. The new system plans to remove the force field and make it so the central structure, will continue referring to that as a tower, with other structures physically attached to it expanding outward in some way. Now how they are attached to each other and/or direction(s) you can expand was not really iterated on but hey why not speculate wildly?!
So let the speculation begin. I have two ideas on how this will work. The first and easiest way to do is make it so the tower and all other structures have dedicated mounting points that act as the points were more structures can attached allowing you expand outward. Now this system is more "realistic" but it will limit the creative aspect of this new system which CCP seemed intent on letting players design POS's into all shorts of shapes (yay for more penis in Eve). The mounting point system may limit creativity but will make it easier for players to see where they can add more structures. So mounts add to realism and make it easier for the less artfully inclined of us but limit creativity.
The second system would simple let you mount one structure to another structure anywhere along any side making is so there is no limit to where things can be mounted. This is very unrealistic (or at least in my mind it is) but would allow players to make the giant penis or a mother bee (not sure if thats what the goons call it) and all manner of other shapes. I like this second approach more then the first. Now, I am sure some players will go, "BUT BUT BUT THATS NOT IT WOULD WORK IN REAL LIFE!!!!!!" well sorry to say but space ships are not submarines..... Being able to mount anything to anything else is not realist I know but it is easier to implement on CCPs end and less work for CCP means we get this faster which I for one really want this to come out. I have set up and maintained many POSs over my time in Eve and these changes would make it more interesting then the current anchor/online system we have now.
So for the rest of the blog I am going to assume that CCP will be using the second system. Now the next part that I want to talk about with the POS rework in this post is the possible removal of the force field or shield. This is something that I think should not be completely gone. What do I mean by completely gone? Well, and this was stated in the minutes, that the shield should still be possible but would now be an add-on/structure that when online it would do the exact same thing that current POS shield does. Makes a bubble that people with the password or the correct standings will allow you to pass. The only reason I still want the bubble is the same reason the CSM still want it, for fleets. POS at the moment act as safe havens for large fleets giving them a place to form up at or run too if things get to hot for them. There is no other place for fleets to form up at that is relatively safe and accessible. For those of you who do not know, when you form up a large fleet in Eve you usually do not do it on station, you tell everyone what ships to get into and then you form up on the POS. This allows the FC to see what ships he/she has and this is very important. So keep the current force field but make it so that it takes up either a lot of CPU and/or PG to use making it so it will become something that is only used for staging towers.
Thats all for now. More on the POS rework later.
Now, POS as they are, are rather boring and poorly designed. The tower with a shield and then having in-shield and out-of-shield structures make for clusters of structures with a lot of wasted space that is neither good to look at nor functional. The new system plans to remove the force field and make it so the central structure, will continue referring to that as a tower, with other structures physically attached to it expanding outward in some way. Now how they are attached to each other and/or direction(s) you can expand was not really iterated on but hey why not speculate wildly?!
So let the speculation begin. I have two ideas on how this will work. The first and easiest way to do is make it so the tower and all other structures have dedicated mounting points that act as the points were more structures can attached allowing you expand outward. Now this system is more "realistic" but it will limit the creative aspect of this new system which CCP seemed intent on letting players design POS's into all shorts of shapes (yay for more penis in Eve). The mounting point system may limit creativity but will make it easier for players to see where they can add more structures. So mounts add to realism and make it easier for the less artfully inclined of us but limit creativity.
The second system would simple let you mount one structure to another structure anywhere along any side making is so there is no limit to where things can be mounted. This is very unrealistic (or at least in my mind it is) but would allow players to make the giant penis or a mother bee (not sure if thats what the goons call it) and all manner of other shapes. I like this second approach more then the first. Now, I am sure some players will go, "BUT BUT BUT THATS NOT IT WOULD WORK IN REAL LIFE!!!!!!" well sorry to say but space ships are not submarines..... Being able to mount anything to anything else is not realist I know but it is easier to implement on CCPs end and less work for CCP means we get this faster which I for one really want this to come out. I have set up and maintained many POSs over my time in Eve and these changes would make it more interesting then the current anchor/online system we have now.
So for the rest of the blog I am going to assume that CCP will be using the second system. Now the next part that I want to talk about with the POS rework in this post is the possible removal of the force field or shield. This is something that I think should not be completely gone. What do I mean by completely gone? Well, and this was stated in the minutes, that the shield should still be possible but would now be an add-on/structure that when online it would do the exact same thing that current POS shield does. Makes a bubble that people with the password or the correct standings will allow you to pass. The only reason I still want the bubble is the same reason the CSM still want it, for fleets. POS at the moment act as safe havens for large fleets giving them a place to form up at or run too if things get to hot for them. There is no other place for fleets to form up at that is relatively safe and accessible. For those of you who do not know, when you form up a large fleet in Eve you usually do not do it on station, you tell everyone what ships to get into and then you form up on the POS. This allows the FC to see what ships he/she has and this is very important. So keep the current force field but make it so that it takes up either a lot of CPU and/or PG to use making it so it will become something that is only used for staging towers.
Thats all for now. More on the POS rework later.
Monday, August 6, 2012
CMS Minutes - Thoughts
Hello fellow pilots.
This one is going to be a bit fast (gotta get to bed....) but here are some of my thoughts on the last CSM minutes.
First the minutes are really really long... I spent an entire afternoon reading them and that was only the pieces I cared about. Now this extreme length is great in many aspects mainly the added transparency and seeing that the "Devs" and the CSM seem to get along in these meetings spending a good amount of time joking around (loved the part about the Sabre and yes that is true) is great. I was very happy to see that these meetings are not just the devs saying this is what we are doing, got it? ok, good, now what do you think, ok got it, NEXT! Now the added length also means that I spent a good amount of time fishing thru less then useful information for a tid bit or section of stuff that made me go "YES!", and I have to agree with Jester that these minutes were too long and some of the "jokes" could be taken out and made more streamlined.
Ok now that that is out of the way the parts of the minutes that I liked and will being writing up on.
1. POS rework
2. Tech/Null Sec
3. Crimewatch
4. Ship balancing
5. Industry/mining
The POS rework and Null sec being my favorite parts both of which I have many thoughts on and am greatly looking forward to jumping into these areas in more detail. The other three areas are of great interest to me and I will be writing about them to share my ideas and get your input on them. I know that the Crimewatch rework is creating some great controversy and I can say I am rather enjoying all the tears =D. As for my stands on these, well you will just have to wait until I write up on them.
Talk to you then
Zeth
This one is going to be a bit fast (gotta get to bed....) but here are some of my thoughts on the last CSM minutes.
First the minutes are really really long... I spent an entire afternoon reading them and that was only the pieces I cared about. Now this extreme length is great in many aspects mainly the added transparency and seeing that the "Devs" and the CSM seem to get along in these meetings spending a good amount of time joking around (loved the part about the Sabre and yes that is true) is great. I was very happy to see that these meetings are not just the devs saying this is what we are doing, got it? ok, good, now what do you think, ok got it, NEXT! Now the added length also means that I spent a good amount of time fishing thru less then useful information for a tid bit or section of stuff that made me go "YES!", and I have to agree with Jester that these minutes were too long and some of the "jokes" could be taken out and made more streamlined.
Ok now that that is out of the way the parts of the minutes that I liked and will being writing up on.
1. POS rework
2. Tech/Null Sec
3. Crimewatch
4. Ship balancing
5. Industry/mining
The POS rework and Null sec being my favorite parts both of which I have many thoughts on and am greatly looking forward to jumping into these areas in more detail. The other three areas are of great interest to me and I will be writing about them to share my ideas and get your input on them. I know that the Crimewatch rework is creating some great controversy and I can say I am rather enjoying all the tears =D. As for my stands on these, well you will just have to wait until I write up on them.
Talk to you then
Zeth
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