POS’s explained                                                       by Amiable Rashala

                                                                                    V1.0 2nd July 2007

 

For most a player owned structure, or POS, will be something another member of their corporation operates, but there are always things you need to know to help make your corporation’s task of running them easier.

 

I aim to help you understand a little about POS’s, their practical sides, their different modules and what they do.  And also to help explain what some of the roles grantable allow more junior members, or appointed operators, do with POS’s.

 

Anchoring, Power and Load

 

First things first, let me explain what a POS is, a POS is a cluster of modules which are anchored around a central tower.  This tower is called the Control Tower, and just like your ships a tower only provides so much power and CPU to activate other modules around it.

 

So you have to balance the defenses and the active modules of a POS, so as you can achieve the task you set it.

 

Now, unlike your ship fitting screen, there is not a way to see how much power and CPU a module activated off of your control tower will take, so you need to resort to knowing the details from the items themselves, for example, here are the statistics for a Small Gallente Control Tower:

 

Gallente Control Tower

Small

937,500 pg

1,688 cpu

 

And then if we wanted to use this as a refinery, and we anchored an Intensive Refining array:

 

Intensive Refining Array

Large

750,000 pg

4,000 cpu

 

We would see that the tower does not have enough CPU for this structure, and so we could not online the structure.

 

The same goes for defenses; we could not anchor a citadel launcher around a small tower, as it can not activate the launcher.  Though we could fit other modules around this small tower.  But with the fitting available being low, what we might wish to do is have two sets of structures around the tower, one set for say mining the moon, and another being the turret defenses.

 

If the tower came under assault, we could offline the industrial modules, and so free up the fitting of the tower, and then online the already anchored defensive structures, and fight off the attack.

 

This allows towers to be tactically employed and more effective.

 

Starbase Tactical Officer

 

Now, the person able to online, and offline structures with a POS is a “Tactical Starbase Officer”.  This is a corporate granted role.  By default the CEO of a corporation can also perform this role, as can pilots granted the “Director” role.

 

However, a “Tactical Starbase Officer” is one of the few corporation roles where you are given the rights to activate and deactivate starbase modules without being granted the ability to steal from the corporation, or to offline the whole tower.

 

http://www.eve-online.com/itemdatabase/skillsaccessories/skills/corporationmanagement/3373.asp

 

This is an important role to consider for large alliances or corporations which hold 0.0 space.  As granting this role and having this skill allows pilots to defend tower, without actually giving them the ability to sabotage your operations and turn the towers off.

 

I believe this corporate skill is also required before you can take manual control over POS Turrets (though I have, as yet, not confirmed this).

 

Fueling Towers

 

Another new role which has been instigated with Revelations II is that of a star base fuel operative, this allows people without any critical access to the control of poses, to access their fuel hangars and refuel towers.

 

Which brings me to explain how poses are run, to operate the tower you have to anchor it around a moon, and have it online.  To bring a tower online you are required to insert fuel and materials to allow it to run, these units are for the most part common to all kinds of towers, things like Oxygen, Coolant, Mechanical Parts and Strontium Clathrates.

 

However, each race’s towers use a couple of different fuel supplements, namely each races tower uses a different Nitrogen isotope, and a different radioactive element.

 

Isotopes from Ice

 

The key to these different isotopes is the ice from which the fuel is refined; you see from the ice in Gallente Space you will receive the isotope appropriate for a Gallente Tower.  The same for Amar space’s ice, and their towers, etc etc.

 

This is rather good in one respect, when one is close to empire and ice can be easily gained.  Or the appropriate fuel for your tower brought to you from the lush markets of high security space.

 

But when you are in deepest darkest 0.0 you only have to work with what forage you can find around you, so for example in the drone regions, taking an Amar tower out with you might be a bad strategic move, as all the ice in those regions is Gallentean in origin.  But taking a Gallente tower would be very useful, as you can power it where you stand.

 

Now, the ice itself is a whole other subject, but one important benefit from refining ice at your tower is you receive 100% yield from the equipment.  You only receive 50% at a station in Empire.

 

So, for the most part the fuels come from the ice where you are, certainly that is the most bulky asset to have to transport.  But mechanical parts, coolant and the radioactive fuels are bought from NPC sources, and so a regular supply route would still be required, unless you bought those commodities in bulk.

 

http://www.eve-online.com/itemdatabase/manufactureresearch/materials/iceproducts/

 

In the link here you will see the four different isotopes, so for example the Ice found in the Gallente Federation will yield the Nitrogen Isotope, which is then the isotope required by Gallente towers.

 

Strontium Clathrates & Reinforced Mode

 

The way a tower works is quite simple, the shields remain up as long as the tower has fuel, if during that time the tower comes under attack, then the enemy’s task is to take the shields down to or below 50%.

 

At that point the tower goes into what is termed Reinforced Mode.  During this time all the modules around a POS go offline, and the tower stops burning its normal fuel.  Instead it starts to use the stock of Strontium Clathrates you stored within it.

 

The more Strontium Clathrates you have stored the longer your tower will remain in this mode.  And while in this mode the tower is invincible, but it can not be refueled.  So you must find a way to either relieve the tower and recharge its shields or the enemy keep it under siege until all the power is gone, and they can then finish the tower off and destroy it.

 

You can help repair the shields with remote transfers, and once the towers shields get to or above 51%, then the tower comes out of reinforced, your structures come back online, and it reverts to burning it’s regular fuel again.

 

Now, since the regular fuels and the strontium fuel both sit in the same hangar you have to balance how much you want to fortify your tower to siege, and how long you want to leave it to operate.

 

Empire research pos’s will most likely never need any strontium, and so are the least logistics heavy, those pos’s near a war zone will need constant tending.

 

The mission of Towers

 

The mission you pick for your tower really serves to define what modules you require.  For instance, if you wish to mine moon minerals, three essential items are going to be a Moon Harvester, a Coupling Array and a Silo.

 

Such a set up would easily fit upon a small tower, but you must weigh up what other modules you might want.

 

Another role for a tower is as a death star style outpost, you would dedicate the tower to weapons, ECM and shield hardening arrays, so as any ship or fleet coming near would be destroyed.  Poses in this set up are usually the first asset an advancing POS Conquering alliance brings into residence.  And these poses are generally the main reason why warping to a moon can be a very terminal affair.

 

Acting as a shipping port and depot is yet another role, where ship maintenance arrays corporate hangars, General Storage Silo’s and other useful ship maintenance structures are a boon.  These points are on the whole just for the owners, however, with the recent changes to jump technology, POS orientated fleets have found the use of more and more ship port style POS’s viable, while they plan where to set up outputs.

 

Within the shipping port style POS’s there is also capitol ships to consider, any new POS being set up will have to have sovereignty in their system to anchor capitol ship construction arrays, the level of sovereignty I can not currently comment upon.  However, capitol ship maintenance arrays will require sovereignty level 1.  Which means you have had the most number of online POS towers within your system claiming sovereignty for the last seven days.

 

And of course from ship maintenance we also want to consider the factory side of pos operations, there are different structures dedicated to the manufacture of different items, for example there is a Drone Assembly Array, which will only allow you to build drones.

 

The same is true for ammunition, and ships.

 

http://www.eve-online.com/itemdatabase/EN/starbasestructures/assemblyarrays/default.asp

 

As you can see from the link, there are ship assembly arrays for differing sized ships.  These allow for the construction of Tech 2 ships as well as Tech 1.  The biggest challenge with ship production at a pos is now arranging the modules suitably to so as to delivery the ship to a hangar, and also the logistic challenge of moving the materials into position.

 

But, ship production at a POS is something for the very dedicated 0.0 inhabitant, and not something I will go into further detail about here.

 

Defenses

 

As we mentioned in Starbase Tactical Officer, a tower can have certain weapon systems and defense augmentations arrayed around it, these include Cruise Missile, Torpedo, Citadel Torpedo, Hybrid, Projectile and Energy Turrets.

 

Structures like this have a limited amount of cargo capacity, and take the same charges as your ship weapons do, so you have to keep the turrets supplied with ammunition.

 

This re-supply is now a tactical problem for the defender, as the turrets lie outside the tower’s defensive shield.  But with the ability to take control of a towers guns and concentrate fire upon one target, it becomes possible to break the will of an assaulting force much more easily than when the turrets are allowed to expend their fire upon any target they see fit.

 

As part of the defenses there are also shield hardening arrays.  These do not directly benefit the modules of the over all collection, but they do harden the shield of the tower to any one particular type of damage, just as shield resistance amplifiers do on your ships.

 

Additionally a tower can have Stealth Array Emitters anchored around it, when online these modules lower the towers signature radius, therefore making it harder to hit from very long range, and also reducing the punch missiles and torpedo’s have on the tower.

 

Electronic Counter Measures are also available in the form of Tracking disruptor arrays, ECM arrays (for each sensor type) and sensor dampening arrays.

 

I personally like the combination of stealth arrays and sensor dampening arrays.  One makes the tower harder to hit from range, and the other stops ships being able to lock onto to the tower at extreme range, making for a very strong way of then bringing assaulting ships into the range of even the smallest guns and so making breaking your tower a very touch proposition.

 

Getting started with my own pos

 

The best place to come to grips with a pos is on the test server, this will require you to get onto the test server (see the CCP info about that), and then it will require a 24 hours cooling off period for you to quit E-Uni.

 

Once you are a solo player on the test server, you need to create your own corp, and then get your tower and fuel out to a system you can launch it in.

 

Launching a pos will require you to either have the reputation with the sovereignty owners in high security space (also requires star base charters for that empire as part of the fuel for the tower) or be in low security space.  You then need the anchoring skill to level 1.

 

Since you created your own 1 man corp, you are the CEO, and have all the rights to launch a tower, fly out to a moon which has no other pos or cans within 100km of the moon warp in point.

 

Then go to the tower in your cargo, click “Launch for Corp” and wait, position the tower with the green arrows (within 100km of the moon warp in point).  And right click on the bundle in space and click “Anchor”.

 

You will now have to wait a while, so in the real server where there are busy pilots trying to kill you, a cloak might be a very good asset.  As you can not dock or warp off until the tower is erected.

 

Once it is present and stable you can fly within range and by right clicking on the tower open the tower management page, on there you will be able to drop the fuel you brought with you, and then choose to online the tower.

 

Once online the tower shield will be protecting you, so make a book mark to that spot inside, and off you trot to get the modules you want to play with.

 

Since everything on the test server is 100 ISK, it makes testing out POS anchoring and module configurations much easier.

 

Tips

 

And now, a list of tips I can give to you as a POS commander:

 

  • Taking time to arrange fuel into piles which equal a known amount of time for your tower, is good planning.
  • Storing fuel in Giant Secure Containers anchored around your POS is a viable tactic in keeping a steady flow on your power.
  • Larger towers use more fuels, and cost more, but will run longer without needing your attention – which is essential in trouble free moon mining and/or research situations.
  • Anchoring defensive structures offline outside the pos, and industrial items online, and then switching over when any threat happens is a viable tactic.
  • Tower ECM combinations can be deadly.
  • Refining Ice at a POS yields 100% compared to 50% in stations.
  • Anchoring a container at likely warp in points, say at every step from a gate backwards away from your POS, will de-cloak and surprise covert ops ships and force recon cruisers.  Allowing your POS defenses to make mince out of them.
  • Also anchoring objects for quick warp out to all points of the compass will allow you to respond with armed ships against enemy ships which come into the POS area trying to assault your assets.