Why is this a problem that needs to be solved? And, with any idea that has a lot of aspects of convenience one has to ask why we want it and if it will improve game play or is it just an idea to make my life easier.
In high sec people try out POS and get tired of them. They also put them up to stake a claim to a moon in a location. They will activate the POS when they want to do something. They let it go offline the rest of the time. In wormholes, people leave and the unancored, derelict POS grow. In low sec people forget to fuel their POS or abandon them when they move, cluttering up dscan. In null sec, I don't know, but I'm sure it's irritating to kill them.
At one point POS declared Sovereignty of a system. They where super important. That changed with the Dominion expansion. They became an important tool but in a different way. I'm fine with all of that. I'm just not fine with people using them to lock down moons in high sec. In fact, selling free moon locations is a thing that people do. All this is good. It is one of those little Eve careers that appears.
But, should someone be able to leave a POS on a moon for years and the only way to remove it is to shoot it an awful lot?
Rhevas, a wormholer, gives a good perspective of the irritations of derelict POS here.
I believe most understand how a wardec is irritating to do. They cost ISK. They take 24 hours to start. The owners get a warning. Then you have to shoot the thing. In other space you still have to shoot it and this is where shooting it isn't a simple solution. Offline POS still have their base stats. This means they take a long time to shoot in any space unless you are going to drop dreadnoughts on them. While dropping dreads is a delicious pastime it still has the whole situation of putting billions of ISK out on the field to destroy a single, unattended, abandoned structure.
It is also wasteful. If someone leaves something in space I should be able to steal it. If I scan down a ship someone has ejected from, I can take it. If I shoot a POS that has modules anchored, I can unanchor them and take them. I should be able to take the POS as well. It is just a structure and no one is looking after it. If they where, it would have shields up and I'd claw at them frantically whining and gnashing my teeth.
Hacking POS is not a new idea. I am not quite that amazing to have reinvented the wheel when no one noticed. But, the new deployables are, perhaps, a perfect area to allow us to do something about it. One problem with hacking POS is time. Well with our handy dandy new deployable we will be able to set it up to unanchor the modules and a time can be decided on for how long the unanchoring will take.
My first ideas where basic. Fly up, drop off the module, activate it, fly off, and come back later. Habit caused me to assume that it should have a timer. I was thinking about the mobile depot with its 48 hour timer. However, Rhavas came down from the wormholes and said, "NO!" and slapped my hands with a ruler. "Timers are bad, mkay?" he told me (to paraphrase). I sucked on my bleeding knuckles and nodded with wide eyes on the ruler. A better and more thoughtful approach must be taken. I learn quickly. Ow.
When someone says, "No" to an inconvenient feature, that no needs to be backed up. Rhavas made reasonable arguments about its viability in wormholes. I can respect that. He is the one that lives there. If I want people to listen to me about low sec when they don't live in low sec it seems that I can give others the same opportunity. What that time period while I tended my knuckles also made me think was time balance.
"How long does it take to kill an offline POS now? To damn long! Let that chant be preached in the streets! The offline POS takes to damn long to die! To damn long, am I right? Hear it brothers and sisters! Even with the dreadnought, even with the Nyx! Even when the Oracle fleet AFK! It takes to damn long for that offline POS to die! To damn long! Hear this cry! To damn long for that POS to die!" - Sugar from somewhere random after midnight when writing.If we set up a hacking module that was roughly equivalent to that, it seems reasonable. I then expanded that thought into something simpler. The more I thought about it the more I realized that they had neglected to tend and fuel their POS. Why was I making massive concessions to allow them to come and take care of it? I'm in the middle of doing fuel runs for my own POS even as I write this. It is part of the responsibility of having it. I decided that I was adding needless complexity out of habit not valid gameplay. After all, I keep my POS fueled exactly because I don't want it to go offline and risk losing it. They hold fuel for thirty days after all. This wouldn;'t be a sudden thing. The in game calendar even marks your POS dates and shows them to you. The crowd sourcing on twitter agreed as Coffee Rocks chimed in wondering why we needed a timer.
Why indeed. Habits don't automatically make something good. Even with my own complaints about structure timers I've fallen into a terrible trap.
"Put in a hacking mini game req hacking V & anchoring V. 3 failures 24h lockout timer/pilot + kill right. And yes I was thinking per pilot on the lockout so if joe fails frank, david, or lolimsoawesome20978 could each try."Kill rights? I don't agree. Current deployables are suspect flag. Kill rights are also functional only in high sec. So, lets say Rhavas (who doesn't agree) cleans out a wormhole and goes to sell stuff in high sec. Why is he getting a kill right? They abandoned their stuff. I am keeping space clean. Tending to the servers needs. Helping the production machine that fuels Eve's underbelly!
At the start of the discussion I introduced the concept of having two skills to use the deployable. First anchoring. Anchoring is our basic module for putting anything in space (except mobile depots). Hacking would be used because this is a very serious, skill intensive task. This is a starbase after all, even an empty one. I figured Hacking V and Anchoring V. It is a very nifty deployable structure so let it require a reasonable skill investment. Otherwise we will have two week old alts running around unanchoring kingdom come and while amusing I think it could be done in a way that is sensible. This gives us some possible combo of the hacking game, a deployable, and skill requirements.
Orrrrr..... we can toss the idea of a deployable all together which Rhavas likes and introduce Coffee Rock's new Ore ship or a refurbished Primae and use it as an unanchoring/repo ship. We can keep the anchoring and hacking abilities and mix it with the ship for something interesting.
Complaining is easy but that does not make the complaints invalid. Often when we, as players, are complaining about something nonstop there is a problem somewhere in the complaint. The complaint is a symptom of said problem. Now, complaining will never stop because they are a force of nature of similar scope and consistency as... say... light. But, when the complaint is a symptom...
Maybe it is something that can be fixed! And according to Cheradenine Harper...
@Sugar_Kyle @Thecoffeerocks @EVE_Rhavas @ali_of_space if (fuel_blocks == 0) unanchorable_by_all = 1 //trolling CCP slightly
— Space Noob (@SpaceNoob1) March 30, 2014