Starbase

A player operated starbase.

Contents

A starbase, or POS (player-owned starbase), is a series of anchorable semi-permanent structures that can be placed in orbit around a moon. They can be anchored in any system with a security rating of 0.7 or lower.

Why Have a Starbase

Starbases give corporations a way to set up a staging point, or even a kind of "mini-space station" in remote or strategically important areas. A starbase is always anchored on behalf of a player-run corporation by an individual member of that corporation.

The first thing a corporation should do when considering putting up a starbase is to figure out what need that starbase will fill.

POS Provide multiple Benefits to players, such as:

  • Research Facilities (Material Effeciency, Production Efficiency, Invention, Copying)
  • Manufacturing Facilities (Everything from Ammo to Titans)
  • Moon mining and Moon Reactions (in 0.0 > 0.3 systems)
  • 'Staging' Locations, where fleets can group up ready in-space
  • 'Safe POS', where Super Capitals generally base themselves when not in-combat
  • Alliance Infrastructure (Cyno Generators, Jump Bridges, Cyno Jammers)

If you aren't familiar with all the options starbase structures can offer, take a while to look at the market tool, under starbase & sovereignty structures, then starbase structures. Make sure to uncheck “Show Only Available” to get a full listing of all the items.

Location, Location, Location

Once you have an idea of what purpose the starbase will serve, the next step is to find a location. Usually the function of the starbase will help determine this. For example, research laboratories mainly go in high sec both for ease of access and to help protect the assets the starbase laboratories are working on.

A starbase can only be anchored to a moon and only one starbase may be anchored to any moon at a time. Starbases can only be anchored in 0.0 > 0.7 Starsystems, additionally to Anchor a Starbase in a 0.5 > 0.7, your corporation will need to have the standing equal to that security rating towards the faction holding the system i. For example, to anchor in a 0.7 in Amarr Empire Soverign system your corporation will need to have a 7.0 standing towards the Amarr Empire. Details regarding the standings mechanics can be found here.

Control Towers

All Starbases centre around a Control tower. There are both Empire and Faction versions of each tower, along with three difference sizes, Small, Medium and Large, totaling 42 towers. The main differences between each tower are:

  • Force Shield Size
  • Power Grid Output
  • CPU Output
  • Shield Hit Points
  • Fuel Consumption Rate

Large Towers provide the most Power/CPU to operate the most structures at once, but also cost the most fuel. Faction towers have more shields and use less fuel. Each core faction type also has special bonuses:

Amarr

  • 50% bonus to Energy Sentry Optimal Range
  • 25% bonus to Energy Sentry Damage
  • 50% bonus to Silo Cargo Capacity

Caldari

  • 25% bonus to Missile Battery Rate of Fire
  • 50% bonus to Missile Velocity
  • -75% bonus to ECM Jammer Battery Target Cycling Speed

Gallente

  • 25% bonus to Hybrid Sentry Damage
  • 100% bonus to Silo Cargo Capacity

Minmatar

  • 50% bonus to Projectile Sentry Optimal Range
  • 50% bonus to Projectile Sentry Fall Off Range
  • 25% bonus to Projectile Sentry RoF

Anchoring

To Anchor a Control tower, a member of your corporation must be at the desired Moon with the control tower located in their Cargo hold. This character will need to have the Anchoring skill to at least level 1 and have the Corporation Role Config Starbase Equipment. If you are anchoring your tower in a 0.5, 0.6 or 0.7 system, the pilot will also need to have one of the correct Starbase Charters in their cargohold before being allowed to anchor the tower.

Please note: Freighters cannot Jettison Control Towers, they can however load/unload when nearby to an online tower.

When you Anchor the tower, it will 'jump' to a pre-defined location, sometimes this will be extremely close to your current location, but this can also sometimes be over 50km Away. Make sure to Bookmark your tower after you begin the anchoring process. The anchoring process takes a different amount of time depending on the tower size and type (A small pirate Faction tower will anchor very quickly, where as a Large Standard tower will take a lot longer)

Different Starbase structures take different amounts of times to Anchor, Unanchor and Online. All modules (including the tower) can be offlined instantly so be very careful not to turn off your control tower!

Some Examples:

  • Jump Bridges take 30 seconds to anchor
  • Cynosural Generators take 10 seconds to anchor and unanchor
  • CSAAs and CSMAs take 30 seconds to anchor, 3 seconds to online/offline and 10 minutes to unanchor.
  • Turrets, launchers, EW batteries and hardeners take 5 seconds to anchor/unanchor and 120 seconds to online/offline.
  • Every other structure not mentioned in this list take 5 seconds to anchor/unanchor and 3 seconds to online/offline.

Fuel

Starbases require a supply of Fuel in order to keep the tower, structures and Force Shield online. If at any time your Control Tower runs out of fuel, all of its structures including defensive weapons and the shield protecting interior structures such as Mobile Laboratories will shut down.

There are four different types of Fuel Blocks, one representing each of the main EVE Factions. Every hour your Starbase will Cycle and consume fuel (and any Moon Harvesters/Reactions will also take place at this same time). The amount of fuel required per hour varies depending on the type and size of tower. You also receive an additional reduced fuel bonus when your tower is in space owned by your Alliance.

As of Inferno 1.3, Calendars will now show the correct fuel values remaining for POS towers in empire space.

Fuel Usage

Type Size No Sov With Sov
Empire Large 40 30
Empire Medium 20 15
Empire Small 10 7?
Serpentis/Guristas/etc Large 36 26
Serpentis/Guristas/etc Medium 18 13
Serpentis/Guristas/etc Small 9 7?
Dark Blood/Dread Large 32 22?
Dark Blood/Dread Medium 16 11
Dark Blood/Dread Small 8 6?

Fuel Blocks

Starbase Fuel Blocks [1] are created using Blueprints, either a Space Station or an Ammo Assembly Array. The Materials needed for these come from Ice Harvesting and Planetary Interaction, thus it is possible for a player to create the fuel for their Starbase from scratch themselves in theory. A single production run takes approximately ten minutes and will produce 40 blocks (enough to operation one large empire tower for 1 hour) and takes up 5m3 Each. Each manufacturing job requires:

Finally, if you want to set up your POS in highsec you need the correct Starbase Charter.

Sov-holders receive a 25% fuel bonus, and faction POS receive a 10% and 20% reduction for tier1 and tier2 respectively.

Components of a Starbase

Besides the Control Tower itself, the structures you can anchor can be split into six main categories for ease of understanding:

  • Offensive Structures (Weapon Batteries, Warp Disruptors etc)
  • Defensive Structures (Shield Hardening Arrays)
  • Manufacturing&Research (Laboratories, Assembly Arrays)
  • Moon Mining (Harvesters, Silo's, Reactions)
  • Support Structures (Hangers, Bays)
  • Alliance Infrastructure

Only Offensive structures are placed outside of the protective Force Shield, while Shield Hardeners, Assembly arrays and such remain safely within. For more detailed information on specific structures, see Starbase Structures

Offensive/Defensive Structures

Turret/Missile Batteries

Turrets are one of the most widely used offensive starbase modules available. These turrets behave in exactly the same way that the turrets on a starship would, except that they are not dependent upon a player for targeting or the command to fire. Part of their popularity is their lack of need for CPU, which means that they continue to remain active even if the POS they're anchored to is reinforced.

Weapon turrets can be manually controlled by players as well. To assume control of an offensive battery (weapon or EW), one needs to be a member of the corporation that owns the starbase, have the Starbase Defense Operator role, have the Starbase Defense Management skill to at least level 1 and be within 15000km of the control tower itself.

Missile Batteries are less used as their requirement of CPU to operate means they will deactive when a tower is reinforced.

Hint: When controlling a starbase battery the player loses control of his or her own ship.


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Other Defensive Structures

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Along with weapon batteries, control towers can fit a variety of other defensive structures, much like a normal player ship they can equip ECM, Warp Disruption, Statis Webification and Energy Neutralizers.
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You can also place Shield hardening arrays within your shield to significantly increase the resistances of your POS Forcefield.

Manufacturing/Research Structures

Assembly Arrays

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Assembly arrays have various advantages or disadvantages when compared to their space-station based counterparts. These could include different production times, material requirements, number of assembly lines etc.

Mobile Laboratories

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Mobile Laboratories function in exactly the same way as lab slots found in space stations, but have a smaller number of slots. Laboratories allow players to move research to a remote location where it may be more useful to their needs, or when public research slots are scarce to come by. To use a lab, you can either store the blueprint in the lab itself, or store it in an NPC station within the same solar system. You'll need the skill Scientific Networking to run the research remotely from the station, but it keeps the blueprints safe.

Other Structures

There are many more modules such as those used for moon mining, general support (Such as |Ship Maintenance Arrays], and those used by Alliances as part of their infrastructure.

Structure Control

616 Picturefifteen.jpg Players can assume control of offensive starbase structures and use them on specific targets. In order to be able to control a starbase structure the player needs to meet the following prerequisites (assuming he or she is already a member of the corporation that owns the starbase):

  • Have the Starbase Defense Operator corp-role.
  • Have the skill Starbase Defense Management skill. Each level of the skill will allow control of one additional starbase structure, up to a maximum of 5.
  • Be within 15Km of the control tower itself.

Structures that can be controlled by players include weapon batteries (both turret and missile), EW batteries, and energy neutralizing batteries. All batteries must be anchored outside the shield.

While the player controls one or more starbase structure he loses control over his own ship and cannot move or warp away. He has to relinquish control of all the structures before he can regain control over his ship and be able to move.

In order to assume control of one or more structures, the player can either select the structure(s) and use the right-click menu option “Assume control” or select the structure(s) from the management panel of the control tower, under Structures. To give up control of one or more controlled structure, select “Relinquish control” from the right-click menu.

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Starbase Management

Each starbase will require a certain amount of setup and management, the exact amount of each will depend entirely upon what you want the starbase to do. The management of a starbase is always handled at the control tower. You can access the management options for the starbase by right clicking the control tower and selecting manage.

Force Field Settings

A starbase force field is only active if there has been a password set. What this means is that if you just deploy the control tower and set no password, there will be no force field to keep other players from entering your starbase and taking any ships or unanchored objects that you have left within the range of the force field, or even attacking the ships and structures.

Force field range will vary by the size of the tower, growing larger as the size of the tower grows, up to a 30km radius.

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Once you have selected the Management option you will, by default, be at this tab.

Listed you will find the following options and information:

  • Status: This will tell you if the force field is active or inactive.
  • Password: This provides you with a box to enter in a password of your choosing (you will be required to confirm the password)
Caution: Ships inside starbase force fields will be ejected if the force field password is cleared for any reason and the ship does not otherwise have any rights to stay in the force field.
  • Restriction Masks: This allows you to set the force field to automatically allow people from your corporation, alliance, both, or none to enter the force field, when active, whether or not they know the password.

Defense Settings

The defense setting tab will determine the criteria by which the tower will attack people nearby.

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You will find the following options:

If any pilot with a standing (applies only to the pilot's player corporation standings towards the POS's owner corporation) lower than the value you type into the box gets in range of the starbase then the tower will attack.*
If any pilot with a security status lower than the value you type into the box gets in range of the starbase then the tower will attack that player.
If any pilot with a standing (applies only to the pilot's player corporation standings towards the POS's owner corporation) that is decreasing while the player is in range of the starbase then the tower will attack.*
If any pilot commits an act that causes their security status to drop while they are near the starbase, it will attack them.
  • Attack if aggression:
If any player makes an aggressive action while near the starbase (firing on someone, using ECM, attacking with drones etc.) including members of the corporation or alliance that anchored the starbase, the starbase will attack them.
  • Attack if at war:
If any pilot, who is at war with your corporation or alliance, warps to the moon where the starbase is located, the tower will attack that player.
Please note: *When setting standings, only the POS's owner corporation standings towards that of another player corporation are taken into account. Setting standings towards an alliance, individual pilots, NPC factions or NPC corporations are not effective. Entering zero does not equate to a neutral standing. Only by not checking the setting's box and not entering any value is it ensured that this setting is not taken into account should a pilot come into range of any defense structures. So to shoot at neutral characters, you must set a standing level of 0.1 or above
Please note: *Alliance standings to your own alliance must be EXPLICITLY defined, so you should add your own alliance to standings at +10 (otherwise alliance members will appear to have a standing of 0.0, and will be shot by a POS if it is configured to shoot neuts)

Structures

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Structure Information

The structures information tab will show you which structures are currently in space within range of the control tower. It will show you it's current state (unanchored, anchored, online, anchoring, onlining, unanchoring), how much CPU and powergrid the structure uses. It also allows you to change their state from this menu by clicking and pushing the appropriate button at the bottom of the screen or simply right clicking the structure and selecting the appropriate option.

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Access

The access tab allows you to set custom access settings for people in your corporation or alliance. This enables corporations to give the ability to add fuel, or maintain a single starbase to someone without giving them the ability to do the same for all starbases owned by your corporation. It also gives the option to limit access to certain structures based on roles. For example, you would like to give a Caretaker access to fueling the Control tower and emptying the silos but at the same time restrict all his access to the Capital Ship Assembly Array where you have a supercarrier building. At the bottom of this tab, you will also find options to grant the right to either specific roles or Corporation/Alliance members to anchor/unanchor/online/offline all structures of this Starbase, including its Control Tower.

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Control

In this tab are listed all starbase structures that can be controlled by players (if any are present in the range of the control tower). Through the buttons at the bottom of the screen or through the right-click menu one can select the appropriate actions to take – Assume or Relinquish Control.

When one or more structures are being controlled by players this tab will list their names in the Control column.

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Control Towers

This tab lists all the control towers owned by your corporation throughout the universe and the distance to them in jumps. The solar system tabs can be expanded to allow view of all the control towers present in a solar system.

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Jump Bridges

The Jump Bridge arrays controlled by your corporation are listed in this tab, together with the distance to them in light years and the fuel consumption. Also the linked/unlinked status of the jump bridges is shown. It is not possible to change Jump Bridge connections from this tab, to do this you need to select the jump bridge array itself and then connect or disconnect it from another jump bridge.


Processes

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Fuel

The fuel information tab allows you to see what fuel types are required, how much is currently in the control tower's storage and how long that amount will last in terms of days and hours. The first column will list the types of fuel, the second column the number of units used every cycle (hour) and the third column the total quantity of fuel of that type that is present in the control tower.

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Production Information & Settings

The production tab allows you to see what resources are available at the moon for moon harvesting. It will also list out each silo and reactor you have anchored at the starbase.

Through this tab you can setup and alter the connection from reactors to silos, as well as online and offline reactors and silos and change the resource type of silos.

More Information