Wednesday, January 30, 2013

Where to Begin Modular POS Development?

CCP is changing their development process. Which is great. I've talked about it before (I even discussed it in terms of a POS revamp.) The need to have longer development cycles on features. The old way of CCP doing things was to fit features into their 4-5 month development window. If it wasn't something that could fit into that window, it wasn't a feature that was given much consideration (for the vast majority of features, there are a few notable exceptions, such as time dilation and walking in stations.) After they were done with a development cycle, they moved on, even if the feature they just released was lacking, unfinished or outright broken.

Now, some might point to faction warfare or the war declaration mechanics: "Hey, they gave both of these two development cycles." CCP certainly did, though not by design. The core of faction warfare was supposed to last a single cycle. Unfortunately, it was broke as hell, so CCP had to revisit that core. It is true that CCP had some faction warfare plans for the winter expansion, back when they were developing for the summer expansion, but those features were outside the core mechanics, they were mostly fluff items, little things, such as UI improvements, notification improvements, that sort of thing. Fluff is certainly great, and I would have loved to see the faction warfare UI map given some actual functionality, but core mechanics have priority. So plans were pushed aside, and the faction warfare core was revisited.

All credit to CCP for revisiting faction warfare and war declarations, to fix what was broken about them. Pre-Crucible, they likely would have just moved on to their next flashy feature, leaving both broken.

But now CCP has told us they are committed to developing longer term features in a piecemeal fashion. Which is great. And is the right way to go about the development. It allows each section of development to be field tested and evaluated before moving onto the next piece of the overall puzzle.

So, CCP has stated that modular POSes is one of their long-term plans. The sooner they show the players that they are serious about this intention, the better. The question is, if modular POSes is a two-year  (minimum) project, where to begin that project?

I'd say the best starting point is with the corporate roles, titles, permissions and storage systems. This may take two expansions, and thus require itself to be broken down into sections. But, do a complete overhaul. Any new POS system is going to require a better way for corporations and alliances to interact with their assets, module functionality and each other. This seems like the logical first step. Corporations and alliances are going to need the ability to create a wide-array of custom roles. Every interaction with a POS should have definable permissions, both intake and outtake. The system needs to be generic, extensible and flexible. It has to be extensible and flexible to account for the future. It shouldn't make assumptions, it shouldn't limit. Should I also mention that this system should be interactable outside of the game via CREST? Let players build their own corporate and alliance management tools.

Players want to know that CCP sees modular POSes as one of the core, defining, future features of EVE Online. The sooner they start in on the overall roadmap, the better. We're happy with the piecemeal approach. It's the right approach. But we need to see CCP take those first steps towards progress.

5 comments :

  1. I agree; first and foremost, a new, robust system for defining how corporation members are allowed to interact with corporation assets (as well as corporation members) needs to be developed.

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  2. Give each corporation member a username/password combo on a corporate network and they're role there defines their access rights. It's a system that we're all familiar with from blogging and forums. Hell, tie it into the CREST API and you can use it to set roles and privileges in your oog forums too. Make it two way and you've got a corp management tool that most corp leadership will be familiar with and will be able to edit from their forum back end.

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    Replies
    1. Right. Thanks for reminding me about CREST.

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  3. To start, just get the core modular personal POS that "Everyone should want" out the door. The main "Tower" or whatever they want to call it and a new easy to use panel to interact with it. I don't care if it has guns, I don't care if it has storage space, I don't care if the thing sits on SiSi for a year before it hits the core game and it's only a side project of a few devs they fiddle with between more pressing pieces of work.

    Just show forward momentum that the longest asked for feature in the history of the game is finally getting some life. Something that we can look at and play with, even if it's only on the test server as a far future thing.

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  4. You guys are too detail-minded. Simply tweaking the UI and making them modular isn't enough.

    The first step that CCP needs (and plans) to take, with regards to a POS revamp, is how the darn things should fit in the overall game. For example:

    o Should POSes replace all NPC stations?
    o Should POSes be used to replace the existing sov mechanism?
    o How can we enable POSes so that they have value for a wider range of game play? Ex. how can miners use POSes? How about WH residents?
    o Should modular POSes just be a Second Life type feature (probably not)?
    o How do we support everyone from solo players to alliances?
    o What should players/corps be able to do with a POS?

    And, so on.

    After CCP figures out the big picture, then they can get into the details.

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