Showing posts with label POS. Show all posts
Showing posts with label POS. Show all posts

Saturday, 12 December 2015

Some days ... I am the moron.

Well, it was bound to happen one day.

I have been playing in a few different locations in Eve, and I took my eye off the ball on one of them.

All my POS are set up so that all corp members can see POS fuel.  However, we all were not paying attention, and I let one run out.

So congratulations to EyEs.Fr for cleansing wh space of an unattended POS.

Just ow.

Monday, 13 April 2015

Eve Pos planner update

The Eve Pos planner at http://eve.1019.net/pos/index.php has an update.

0.58 (2015.04.13)

  • Updated module inventory to match recent updates (removal of Medium Refinery Array and addition of Personal Hangar Array, Compression Array and Thukker Component Assembly Array)
  • More updates coming...


Re: eve pos planner
From: Qalten
Sent: 2015.04.13 05:26
To: DoToo Foo, 

Thanks for your e-mail regarding the IGB POS Planner. I've recently returned to EVE (apologies if you're receiving this reply long after you sent your mail) and will be updating the planner immediately to reflect the changes, and will be planning on adding interface improvements shortly.

Please feel free to make any suggestions or comments on what I can do to further improve the tool. I hope it's been helpful to EVE players over the years, and hopefully more to come!

Regards,

Qalten

https://forums.eveonline.com/default.aspx?g=posts&t=418404

Monday, 23 March 2015

Things to check when setting up in a wormhole

There are some things you should check when setting up in any wormhole.

My muse for this post is an unwanted POS that appeared in one of our wormholes.  It is gone now, cleansed with fire.  The loot fairy was unkind.

Getting access to a Foo corp wormhole is almost as easy as reading our recruiting page. Even simply doing PI in our wormholes (i.e. paying a small amount of tax) is generally enough to get me to chat rather than shoot.


Is it occupied?

You should check for a forcefield.  This means not only checking inner planets, but also all of the outer planets as well.  Have a look at the system information, or even the overview.  Make sure you have a dscan that covers every planet.   A forcefield means the system is occupied.  Any storage array (ship maintenance, corporate, personal or assembly) without a forcefield means it is time to pop a loot pinata.  Any POS that is coming online, anchoring or offline is a gank opportunity with a timer.  An offline POS with none of the above is (most likely) abandoned.

Be aware that if you move into an occupied system that the locals may be invested in defending.  If you are looking for a fight, maybe that's a good thing.  If you are looking for that fight, make sure you are ready for it.

Do you have spare scanning ships and pilots?

Far too many pilots only have one scanner in a wormhole.  This is what alts and other corp members are for.  There is no point in having 2B+ of assets in a wormhole that you can not get back to.  Pilots will almost always shoot pods in a wormhole, as it will generally take you that much for hostile pilots to return to the field.

Does your POS have defence?

A small POS should be treated like a glorified mobile depot.  It is disposable.
A preferably large POS should have a desired mix of short and medium weaponry, ECM, neuts and a (initially) balanced resist profile.  Others will promote the merits or disadvantages of Deathstar vs  Dickstar.
Guns should be scattered and not grouped together.  Attacking fleets love it when you group your guns as it makes it much easier to position your fleet.

No fuel means no defence, no access to POS.
No strontium clathrates means no reinforcement timer, and hostiles can grind you down in one sitting.

Will your POS shoot (only) the wrong people?

Outside of highsec, your POS generally should shoot neutrals.  That is, attack if standing is lower than 0.1.  Setting Attack if at war also is a good plan.  All the POS guns in the world don't do any good if they don't know they need to shoot.
POS have no idea about pilot standings; they only pay attention to corporate standings.  As far as I know (and partially tested), POS are aware of inherited corporation standings if you set an alliance to blue.


Thursday, 28 August 2014

Corp permissions for POS managment

This is the second post in a series on POS. The first post was a POS Introduction.

This post is talking about corporation role permissions required for a POS as of mid 2014.  With any luck whatsoever, it will be made obsolete in the next few releases but ... those of us that manage POS have been praying for a POS/corp role revamp for a long time.  POS permissions themselves will be another post; this one will be long enough.

Some of these images will be too small to read everything.  Click on them for more better images.

There are many ways of setting up Corporation permissions. This is how I do it, others may vary. 
Some of the steps below are not strictly necessary. I have probably missed something.  For those with experience, feel free to provide commentary (especially where I have done dumb things).  For those with questions; ask.


My goals are to have 6-7 players in a corp (unlimited alts) all using corporation fixed assets.  Additional 'casual' pilots are also welcome with limited functionality.

My attitude towards security is if in doubt, don't grant permissions.  I grant permissions where I deem it beneficial to the operation of the corp.  This sometimes means that I have denied too many permissions and need to search what else needs to be granted.  It also means (hopefully) that I won't have a POS stolen out from under us.

Some screen shots have too much information and/or are too small.  Click on any of them when required to see more detail.

Shares

Allocate all your shares to your CEO.

Corporation Wallet -> Shares -> Owned By Corp.
Right click and Give Shares to the appropriate pilot.


Division Names

We rename our divisions; both the names and the wallet divisions.  Generally, if I grant access to a storage division, I will also grant access to the equivalent wallet.


Corporation -> Home -> Details -> Division



Depending on how quickly you do all the permissions and whether you log out and back in again, some of the screens you look at might use the old division names rather than your new ones.

Rename titles

Titles are not required; but are one of the few corporation management ease of life tools.  Make a template of permissions and give either one player or a group of players a title.  By the time you have set up permissions, you will never want to do so again.


Firstly, from Corporation -> Members -> Title Management, click on some of the Untitled 1 - Untitled 15 and change their names to something. Call them whatever you want, but ... you will get confused if you use the generic names.

Create 7 titles for assigning to the 7 divisions.  (How to assign a title to a division is shown below). You can create other titles for other common roles in your corporation.

As examples of what I have set up in this corporation:

  • The Foo title is an alternative to director that I can remove permissions from.  I find it a good habit to not even give myself full permissions all the time.
  • The Member title is an easy way to grant common permissions where it makes sense.
  • Established members may get the Veteran title, who may be given additional roles as needed.

Don't worry too much about what roles I have checked here; we will come back to this screen shot later.  Again, if the screen is too small, click on it to see more details.



Edit Member

From Corporation; Members, choose a pilot and Edit Member.



Grant a title

Any title you grant can be seen on the pilots public character sheet.  While I don't like leaking information, I also want to set alts of the same player (or type of player) up with the same permission.  This is one place I will sacrifice security for convenience.


General


Communications officer : Grants permission to look after corporation chat, and can delete Corporation bookmarks.  (Tidying up stale corp bookmarks is required in wormholes).

Config Starbase Equipment: Caution. This role is nearly as dangerous as director; that is, only grant to those you trust explicitly.  You can generally dismantle POS with this permission.

Starbase Defense Operator: Caution. Allows the recipient to shoot POS guns.  This too, is not a role to grant to unsupervised strangers.  Some corporations recommend using POS guns to blow up your own arrays to deny enemies kill mails and loot.  This risk is offset by a POS gunner being a very easy skill for alts and newbies to learn yet be very valuable in even the most difficult of sieges.


Station Service

With the most recent round of industrial changes in Crius, there is very little reason to deny corp members access to your research and industry modules.

We allow Factory Manger, Rent Factory Facility and Rent Research Facility to everyone.



Accounting

One of the most boring clickfests in Eve is setting up the following tabs.   We match 7 titles to the seven divisions to allow pilots with that title to withdraw ISK from the relevant divisional wallet.


Hanger Access (Headquarters, Based at, Other)

Similarly, the titles we created for divisions are ticked for both Query and Take.  We do not distinguish between Headquarters (where your Corporation Officially calls Home), Based At (we have never used this), and Other.  Some station based corporations might be able make better use of these distinctions, not so much for POS based corporations.

We set up Headquarters, Based at and Other identically.



Container Access (Headquarters, Based at, Other)

Container Access is very similar to to Hanger Access, but this time with only take permission being required.  Again we set the 3 of these up identically.  Tired of your clickfest yet?




Check your settings

This is all the screens I use for setting up corp roles.  Unless you are far more methodical than I am, you will have made a mistake.  Fortunately there is a summary screen you can check with.  Edit your pilot again, and check the Role Summary.  Have you granted the permissions you think you should have?


Further reading

Here are fairly mundane links with reasonable descriptions
Information about corporation shares https://wiki.eveonline.com/en/wiki/Shares.
Here are a couple of links that should serve as a wake up call to those that want to give too many permissions.

Disclaimer

#include <std.disclaimer>  I have taken care and tried to get this correct.  Maybe I have misunderstood some setting, or my directions are not clear.  Get an alt or a trusted pilot and try to do 'bad things' with these settings; possibly on the test server.

If you have set up industry corporations before, and spot any shortcomings/mistakes, please leave a comment.

If you are setting up industry corporations and have questions, please leave a comment or lurk in our FooPub chat channel.



Monday, 4 August 2014

POS introduction

The first thing you need to know about setting up an industry POS, is that one day you will be attacked.  The second thing you will note is the number of offline POS that are scattered around our universe.

The games skills you should to have for a POS are:
  • Corporation Management 1+
  • Anchoring 4 (reduced in Cruis)
  • Starbase Defense Management 4 with 5 being ideal.
You also need someone reliable to log in every month to make sure your POS has fuel.  I have seen far too many players set up a POS, put expensive loot into various arrays, then let the fuel run out.  No fuel means no forcefield.  No forcefield means your loot is at the hand's of the loot fairy very quickly.

Different POS are good for different tasks.

Caldari :
  • Best CPU, good for industry
  • ECM bonus, good for 'Dickstar'
  • Worst powergrid, not so good for guns
  • Bonused weapons are missiles requiring CPU.  CPU is unavailable if you are re-inforced, i.e. exactly the times you need weapons.  
  • Fuel generally 5% more expensive than the others
 Amarr :
  • Best powergrid, so best if you want a weapon heavy installation
  • Worst CPU, not so good for industry

Gallente and Minmatar are middle of the road towers, with generally cheaper POS fuel.

A small tower of any type is cheap to run, and offers defence against a couple of bored frigates.  If you happen to be in highsec, Concord will protect your POS until you are wardecced, but that is about it.

A large tower, properly configured in any of the defensive strategies, is a harder nut to crack without dreadnoughts, so in Highsec or C1-C4 have a little more survivability.  Capital class ships are designed to break towers, and while a good configuration can delay and even assist in defence, your POS will want assistance.  I don't play in null, but if I know that Capitals to bad things to POS, I strongly suspect that Super Capitals are not kind either.

If you want to be attacked, have a small POS full of industry modules without any defences of any kind.  This applies in all areas of EVE.

The best defences that even a faction large tower can give you will not guarantee protection, but with the number of undersized and 'bravely' configured POS, it is fairly easy to become harder than the next POS over to attack.  Don't be the clearly rich, easiest target on the block.

With larger POS, comes increased fuel costs.  POS fuel is expensive.  In highsec, you will need 'charters' from the faction's space you are in.  These charters cost peanuts in comparison to POS fuel.

Assuming a highsec pure industry POS of whatever size and race, should have anchored the following items:
  • Racial guns (unless Caldari) sufficient so that when you offline all industry, you can fill your powergrid with modules that don't use CPU.  That is, no room for missiles here.
    • A Caldari tower should have a full set of another races weapons
    • Small fast batteries are of 'situational' use (Small Pulse Laser Battery, Small Blaster Battery, Small Autocannon Battery).  Even smaller ships may be able to find places to attack your POS that these short range guns can't reach.
    • Fill your offline guns with ammunition, covering as many damage types as your guns allow.  You may need to online guns, fill with ammo, then offline again.  This can be done from the safety of your POS forcefield
    • There is no such thing as too many guns.  Guns (not missiles) can be onlined even when you are re-inforced.
  • Shield hardening arrays.  Like most items in Eve, you have 2 resist holes; fill these first.
  • Energy Neutralisers are 'expensive' (cpu/powergrid), but a few of these can mess up a logistics or Capital ship's day. 
  • ECM, especially on a Caldari tower (bonused), covering all races
You want easy access to spares of all of the above. Strontium Clathrates gives you up to 41.7 hours time to realise you have a problem, depending on how much stront you fill your bay with.

If you are anywhere but highsec, you want a sizable portion of your above defences online.  Even in highsec, any spare powergrid should be filled with online guns.

As an 'order of magnitude' budget for an industry POS, as of mid 2014, for a T1 POS I would allow :
  • Large POS : 1B setup plus 500M/month for fuel
  • Medium POS : 500M setup plus 250M/month for fuel
  • Small POS :250M setup plust 125M/month for fuel

Faction towers are more expensive initially, but have lower fuel requirements, and more shield/armor.  Faction modules are also available. Faction towers and modules are remarkable, as in I find myself asking corp members about these faction towers, and what they are hiding, so I can only wonder what they do to those that hunt POS.

As a disclaimer, I am not the foremost expert on attacking or defending POS.  I have been sieged and survived, and have blown up many offline POS.  I have read what has worked for others, and what has not worked.  I invite those that know better to share their wisdom, whether that be as comments or as links to other articles.


Other reading material:

I intend to write a series on POS.  The road to hell is paved with good intentions.

Monday, 23 December 2013

The alternative newbie wormhole experience

Another blogger has a grand idea on how to set up in wormholes for new corporations.  What I like is the defence force.  What I don't like is that such a defence force is currently lacking the backing to make it happen.  It seems a very expensive plan.

For the last 2 weeks the Foo corps have not been recruiting, as we been under wardec.  Now a highsec wardec is not much of an issue for existing wormhole players.  We do our PI and sites with a certain level of paranoia, as it is wormhole space and there are cloaks everywhere.  What a highsec wardec does mean is that we potentially have pilots actively trying to access our 'special secrets', namely our wormhole entrances.  Then a stupid CEO logs out in the entrance highsec system and can be found with locator agents.  Such a stupid CEO might just share the same surname with this blog.

For those players looking to set up something similar to what we are running, the costs are roughly as follows:

  • 300M for a bookmark to an empty system  (wormholesales.com)
  • 1B for a large tower and fittings
  • 1B for customs office gantries and upgrades
  • 500M/month for fuel
For the large tower fittings you will want:
  • 1 Personal Hanger Array.  This provides a small amount of secure storage to pilots, for sleeper loot, ammo, fittings.
  • 1 Large Ship Assembly array (or X-large, probably does not matter either way: they hold the same volume). This provides bulk 'secure' storage to 7 players (i.e. one or more pilot/player)
  • 1 SMA that is online for holding ships and refitting.
  • Optionally a second off-line SMA, requiring elevated privileges containing defence ships, a large industrial with spare guns and fittings, and a hoarder with spare ammo.  Advantages are that it is secure storage.  Disadvantage that is makes your POS look 'expensively full of loot'.  According to my tests on duality, this SMA can be onlined even if the POS is re-inforced, and new guns (not missiles) can be onlined and restocked.
  • Optionally 1 Mobile Laboratory and/or Advanced Mobile Laboratory charging 10K/hour for ME and Copy slots.
  • Guns and hardeners to suit.  Look at http://talocanunited.com/wordpress/designing-a-pos/ and http://talocanunited.com/wordpress/pos-permissions/ . Have at least sufficient guns so that even if the POS is re-inforced, you can use your entire powergrid on newly onlined guns.  Consider even more guns that this.
The divisions in the SMA can be hired out for those doing large amounts of PI and mining, plus those looking to store expensive ships securely.  Somewhere in the vicinity of 50-100M / month is reasonable.


You will probably want to own your own customs offices. On a structure bash; you can never have too much DPS.  They are boring.  At 700 DPS, a pos bash is an all night affair.  At 3000 DPS it is a couple of hours. At 5000 DPS, it is 'short work'.  Consider the merits of taking the time to roll wormholes vs the time lost by leaving a scout on the wormhole.  This is a challenge for a couple of newbie pilots.  3 afk cruisers (vexors or coercers) with drone and laser dps can do the job, albeit with a certain risk of ending up in highsec with a replacement


In 2 of our 3 wormholes, we blew up the existing customs offices, and replace them with our own.  In the third wormhole, we purchased the POCO's in place from a corp that we thought was 'zombie' but had a 'low profile' approach.  It was so low profile we thought that it was abandoned and moved in.  We paid a little over the replacement price for the Poco's, but did not need to spend the time to bash them down.

POCO tax can be set wherever you want it.  As a simple option, roughly 5% tax is considered OK by most pilots.  You can have a lot more tax flexibility if the corp that owns the poco's is not the corp with the pilots.

In terms of defence, having big friends is useful.  Gevlon found Noir to be good hired friends.  He also found that his dread was a trouble magnet.  I previously found Daktaklakpak. a wormhole PVP corp looking for something to kill to be valuable.  A large POS and a small wormhole are a daunting proposition.  Gevlon's fleet took 4 hours with a dread.  Not many pilots are willing to devote a 1B ship to evict another pilot on the off chance that they might have something worth looting.  If you ever do have a hostile dread attacking in a low end wormhole, advertise it.

Having ships set up to fight at a moment's notice is also needed.  Having ships to escape a blockade (covops frigates and haulers, interceptors) should be considered high on your todo list.

You must be able to 'eat' ship losses; they are a fact of life.  Sometimes you will be the cause of other pilots losing their ships.  Bashes of properly set up POS with fuel happen far less often.

The thing I most dislike about Gevlon's plan for wormholes, is that "replacement tanking" is cheaper.  We are in our wormholes for the long term.  I would replace my entire infrastructure several times over by not paying his rates.  We are however interested in mercenaries to defend us when there are significant fights to be had, and are willing to enter into 'mutual invite' best intention groups.

The single biggest risk for any wormhole corp is having a CEO that is prepared to worry about logistics and keeping the POS fuelled.  This a far bigger risk than setting up an undersized POS, or hostile fleets or awoxing.  I have seen corps suffer due to invasion. I have personally seen more corps die to lack of fuel.

The Foo style of wormhole corp does rely on a moderate level of trust, but certainly not excessive.  It certainly seems more reliable than trusting that highsec customs offices will have a reliably accessible customs office with a reasonable tax rate.


If you would like advice on how to set up the same style of corp that we have, please contact me; either on this blog as a comment or in game (DoToo Foo).