Difference between revisions of "POS onlining and anchoring queue (CSM)"

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(New page: == Stats == * '''Raised by''': Omber Zombie * '''Submission Date''': 08-03-2009 * '''Issue ID''': == Summary == Currently one of the most time consuming and boring aspects of POS sy...)
 
 
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[[Category:CSM_Submission]]
 
== Stats ==
 
== Stats ==
 
* '''Raised by''': [[Omber Zombie]]
 
* '''Raised by''': [[Omber Zombie]]

Latest revision as of 01:37, 23 December 2009

Stats

  • Raised by: Omber Zombie
  • Submission Date: 08-03-2009
  • Issue ID:

Summary

Currently one of the most time consuming and boring aspects of POS systems is the amount of time to set them up and online them. This issue and solution hopes to relieve that burden somewhat without making it possible to spam POS towers. The main time sink is that you need to wait for one module to finish anchoring/onlining and then manually anchor/online the next module. The proposal aims to remove that manual labour (much like the character skill queue).

Solution

Introducing a limited queue that deployers can stack anchoring and onlining modules into so that they progress through the queue without the need for a player to manually click 'anchor' or 'online'

for reference it could look something like this: [1]

As the thread notes, having that queue time or object limited would stop the ability to spam the towers. Possible suggestions of those limits are:

  • Number of structures in queue limited to characters level in Anchoring Skill
  • The structures onlining in the queue are limited to that solar system, not just the site of the POS. e.g. "You can not start a secondary queue on a starbase structure in this system as your alliance is too busy doing the essential paperwork for another starbase structure."
  • Limit the queue to modules set up within a time frame - i.e 30minutes, 1hour, 2hours etc. This could be modifiable by the anchoring skill adding x% per level to the total queue time

Pros

  • Removes boring 'gameplay' without speeding up POS deployment radically
  • Is far more logical than the current system
  • system could also be used in reverse for offlining/unanchoring modules/towers

Cons

  • requires programming, UI, art assets to be created as well as GM support (just like anything new)
  • Currently you can anchor multiple towers in the same system at the same time by jumping between all the setups and clicking anchor/offline, limiting the solarsystem to 1 queue per allianc (or corporation if not in an alliance) would stop that from being possible

Related

The following related features were brought up during the discussion and are desirable:

  • Reduction of base unanchoring time
  • Skill (not anchoring) that reduces onlining time of modules
  • Skill (not anchoring) that allows more modules to be queued under the above mechanics

Relevant Forum Threads

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1005191

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