POS changes for EVE

This is all inspired by A post by Two step about where he’d like to see POSes going.

I pretty much agree with what he’s saying, but it inspired a few more detailed thoughts than I was happy putting into a comment on someone elses blog. So, I’m writing this one.

 

The method for placing POS modules appears to be a reasonable one. I’m happy enough with it as that is, except I’d like it to require modules to be connected, before they can be powered up. This would need a connector module, or another ‘useful’ module, like a lab, hanger, assembly aray, you name it. That way, you’ll have a ramshackle arrangement, but it’ll be a thing. Rather than a few disparate modules all hanging there, with some sort of power beaming tech, and wireless communications 😉

That pretty much matches with what was mentioned in fanfest. This is good.

 

I don’t like the central tower idea. It makes upgrading to another size more difficult, and it means someone can go ‘large tower, this much in the way of resources.’ What I do like, is the following:

  • Every module still requires a certain amount of power, and CPU.
  • Power is provided by dedicated power station modules, which have no CPU requirement, and each have their own fuel bay.
  • CPU is provided by dedicated control modules. These have a power requirement. If you have a charter requirement, they would go here. Possibly add charter requirements for SOV space (Sov holder’s choice) with a ‘Pirate’ Control module that avoids it, while providing significantly less.
  • The first module to be anchored is a power module. And this can be /anywhere/ in a system. No moon requirement.  Then a CPU module.
  • POS shields are provided by another module. Ideally with a variable power requirement, depending on the range you want. Multiple modules are possible, allowing for intercecting bubbles of POS shields. If you want to store a Titan in one, it’ll cost you a lot more power, requiring a more powerful Power station. If a shield is taken down, it exposes the things within it. Multiple shields reduce what is exposed. I wouldn’t want for the shields to be stackable though.
  • Power Stations come in a number of sizes, each providing a different quantity of power, and each using a different number of fuel blocks. A more powerful module may cost more than multiple smaller modules providing the same amount of power, but it requires less work to keep fueled, as it’s just one bay, rather than multiple. It’ll also take up less space, making shield requirements smaller.
  • Docking up is possible, but will require a dedicated module.
  • All station services are possible, but require dedicated modules for each. This includes market services, but they’re only advertised to people who have the standing to use it.
  • A cheap module to allow people to see your POS on the overview.
  • Defense modules as normal.
  • A ‘cloaking’ module, to make it harder to scan down. Including ships docked up in it. Hard, but not impossible to scan. The higher the power rating, the easier it is to scan. this can be mitigated by more cloaking modules. But these should be expensive to run, at least CPU wise.

 

As for anchoring, I’d open it up to allow individuals to do it for themselves, as well as on behalf of a Corp or Alliance, as well as allowing the transfer of the POS as a whole between any of the three. If the owner doesn’t have the standing for the POS increase the charter cost. Delegation of POS access should be from the Owner’s standings to th User/Corp/Alliance, with each level being overridden by the earlier. Ideally, like with the research services, you can allow access on a slot by slot basis, without people being able to change other people’s jobs.

Something I’m not sure about yet, is a War Dec immunity on a POS. If this was allowed, on the other hand, all services on the station would have to be made public (and on the overview), with a suitable cost cap. Possibly with an on-going cost, too. Pretty much to make it a break-even endevour. This would mostly to be to move things into player hands, and out of NPC hands, without the ability of wardecs to cripple high-sec. It doesn’t quite feel right though.

 

I’ll probably have another post, as I think about it more.