Difference between revisions of "POS Structures"

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(moving sections from POS Setup to POS Structures)
 
(→‎Labs, Reactors and Silos: working on base attributes)
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==Labs, Reactors and Silos==
 
==Labs, Reactors and Silos==
  
===Mobile Laboratories===
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===Mobile Laboratory===
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* Location:
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* Times:
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* Fitting:
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* Size:
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===Advanced Mobile Laboratory===
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* Location: Inside POS bubble
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* Times: 600s Anchor, 600s Online, 600s Unanchor
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* Fitting: 600tf CPU, 120k MW PG
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* Size: 3000 m3
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* Slots: 3 Copy (0.65x time), 2 ME (0.75x time), 2 Invention (0.5x time)
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* Capacity: 25k m3
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* Range: 3 km
  
 
===Mining, Reactors===
 
===Mining, Reactors===
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* Location:
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* Times:
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* Fitting:
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* Size:
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- low/null sec moon mining structures
 
- low/null sec moon mining structures
  
 
===Refining Arrays===
 
===Refining Arrays===
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* Location:
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* Times:
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* Fitting:
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* Size:
  
 
===Silos===
 
===Silos===
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* Location:
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* Times:
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* Fitting:
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* Size:
  
 
==Offense and Defense Structures==
 
==Offense and Defense Structures==

Revision as of 15:19, 3 June 2010

Template:Work in Progress

This article is a stub. You can help the UniWiki by expanding it.

Overview

- details about the POS structures (as it was causing the POS Setup and POS Warfare pages to balloon).

Control Towers

Control towers are the cornerstone of any POS setup. The choice of tower and size will determine how much fuel you use per month and how much PG/CPU you have for onlined (active) structures. Smaller towers will often have to leave modules anchored but offline until needed due to limited PG/CPU.

  • Amarr
  • Caldari - more CPU
  • Gallente
  • Minmatar -
  • Faction - reduced fuel costs

In reality, faction tower fuel savings require about a year or two before the fuel cost savings will outweigh the cost of the faction tower over a regular tower.

Assembly Arrays

Assembly arrays are mounted inside the POS bubble and are used to construct modules, ships, and other items. They function similar to the manufacturing slots in NPC stations.

- need short blurb of how to use, where can the BPO be located, where can raw materials be located, where does output go

S/M/L Ship Assembly Array

There are (3) sizes of the regular ship assembly arrays. There must be a Ship Maintenance Array (SMA) within range (2500m?) of the Ship Assembly Array in order to use the production lines. When ships roll off the production lines, they are stored in the SMA. These arrays can be anchored in all security classifications (hi/lo/null).

  • Small (SSAA) - T1 Frigates, T1 Destroyers, T1 Fighter and Fighter Bomber Drones
  • Medium (MSAA) - T1 Cruisers, T1 Battlecruisers, T1 Barges, T1 Industrials
  • Large (LSAA) - T1 Battleships, T1 Freighters, T1 Industrial Command Ships

Large Ship Assembly Arrays are also commonly used as bulk storage because they hold 18.5M m3 (18.5 million) of stuff and have corporate hangar tab organization. While an LSAA uses up 4x the CPU of a SSAA (250tf vs 1000tf) and 3x the PG of a SSAA (100k MW vs 300k MW), the old NPC prices for a LSAA vs SSAA were both 80M ISK. In the future, now that Planetary Interaction is in place and ship assembly arrays are player-made, the prices between the three tiers may be different enough to matter. For the record, a SSAA holds 2M m3 of cargo and a MSAA holds 2M m3 of cargo compared to the 18.5M m3 on an LSAA.

Advanced S/M/L Ship Assembly Arrays

- T2 ship construction

- should not be used for regular ship production due to 10% increase in materials required

The advanced ship assembly arrays should only be used in w-space or deep null-sec where there are no station slots for manufacturing due to the 10% penalty in material requirements.

X-Large Ship Assembly Array

Allows the construction of large ships such as T1 Battleships, T1 Carriers, T1 Dreadnoughts, T1 Freighters, T1 Industrial Command Ships and T1 Capital Industrial Ships. This array cannot be anchored in hi-sec space. Fitting requirements are identical to that of the LSAA, but are more expensive to produce with Planetary Interaction.

Capital Ship Assembly Array

Allows for the construction of capital ships such as (need to insert list...). This array can only be anchored in player-controlled null-sec where the POS corp owner has system sovereignty. Anchoring one of these arrays will ensure negative attention from larger alliances who will suspect that you are building super-caps or titans. Holds 155M m3 cargo space and is extremely expensive to construct using Planetary Interaction (the BPO alone is 500M ISK).

Component Assembly Array

Drone Assembly Array

Drug Lab

- not in hi-sec

Equipment Assembly Array

Rapid Equipment Assembly Array

Subsystem Assembly Array

- T3?

Storage

All storage arrays should be anchored inside the POS bubble.

Corporate Hangar Array

Designed to provide floating corporate hangars at the POS tower, complete with normal corporate hangar features like divisional tabs. It provides 1.4M m3 of storage and uses 150tf CPU and 100k MW PG. Because this array uses CPU, it will not be accessible if the POS is reinforced. If you need more storage, you may wish to use a LSAA instead.

Ship Maintenance Array

The Ship Maintenance Array (SMA), when anchored and online, provides a place to store up to 20M m3 worth of fitted/rigged ships. It can also be used by pilots to refit their ships at the POS if they are within 3000m of the SMA. The SMA can be used/accessed even if the POS is in reinforced mode because it uses zero CPU when online (250k MW of PG only). Takes longer then average to unanchor (1200s).

Capital Ship Maintenance Array

A larger version of the SMA, this array requires that you have system sovereignty in order to be anchored. You must also have the "Supercapital Construction Facilities" infastructure upgrade in place for the system. It uses 1M MW of powergrid and can be used/accessed even if the POS is reinforced. Total hangar capacity of 155M m3 and a very long unanchoring time (1200s).

Cynos, Jammers and Jump Bridges

These structures are used to make travel between systems faster or to prevent enemies from generating cynosural fields.

Cynosural Generator Array

Stationary cynosural field generator mounted outside the POS bubble. Requires null-sec, the "Cynosural Navigation" infrastructure upgrade, at least 15km outside the POS bubble and only one per system can be anchored. Once anchored and onlined, the cynosural field remains active at all times (yes/no?).

Cynosural System Jammer

Prevents the generation of normal cynosural fields (does not affect covert cynosural fields). Only one can be anchored per system and they can only be anchored in null-sec. Jammers must be anchored at least 15km outside the POS bubble.

Jump Bridge

Used to link POSs in two different systems to allow capital ships to jump between systems without the need to setup a cynosural field. Only two can be anchored in any single system, and they can only be used in null-sec. Maximum jump range is 5 LY. Up to 10,000 m3 of Liquid Ozone jump fuel can be stored in the bridge. Jump bridges must be mounted outside the POS bubble, at least 15km from the edge of the bubble. For more details see (insert link to a better discussion of jump drives, cynos, use of jump bridges).

Labs, Reactors and Silos

Mobile Laboratory

  • Location:
  • Times:
  • Fitting:
  • Size:

Advanced Mobile Laboratory

  • Location: Inside POS bubble
  • Times: 600s Anchor, 600s Online, 600s Unanchor
  • Fitting: 600tf CPU, 120k MW PG
  • Size: 3000 m3
  • Slots: 3 Copy (0.65x time), 2 ME (0.75x time), 2 Invention (0.5x time)
  • Capacity: 25k m3
  • Range: 3 km

Mining, Reactors

  • Location:
  • Times:
  • Fitting:
  • Size:

- low/null sec moon mining structures

Refining Arrays

  • Location:
  • Times:
  • Fitting:
  • Size:

Silos

  • Location:
  • Times:
  • Fitting:
  • Size:

Offense and Defense Structures

- all batteries are covered on the POS Warfare page, mention them only briefly

- shield hardeners also fall under POS Warfare