Player owned station

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POS


POS Overviews

Player-Owned Station
Sovereignty
POS Scouting

POS Combat

POS Destruction
Death Stars
Dick Stars
POS Gunning
POS Targeting Times

POS Profit

POS Production
Moon Mining
Moon Probing
Moon Surveying
Outposts

POS Modules

POS Fittings
POS Turret Batteries
POS EWAR Batteries
POS System Structures
POS General Structures
POS Assembly Arrays
POS Labs
POS Reactor Arrays
POS Silos

Maintenance Arrays
Stasis Webification Battery

Other Guides

View Full Player-Owned Stations Guides Index

'POS,' or Player Owned Station, otherwise known as a Starbase, refers to a Control Tower and the collective of associated structures that are anchored at a moon. Before Dominion, POSes were central to claiming system sovereignty. They still serve a multitude of purposes that can be personal and for an alliance; a POS is essentially a castle in space that can be used for private manufacturing, blueprint research, and ship or mineral storage.

Goonfleet players quickly learn what POSes are, as much of our time is spent shooting them. For those who do not know about POS mechanics...


Contents

The Life Cycle of a POS

At the center of the POS is the Control Tower. Nothing can operate unless the control tower is online. The control tower is used to anchor all other structures around it and can manage their operation. By using the management panel on the Control tower, you can direct the control tower about how it defends itself against other corporations, who is allowed within its shields, who is locked out, and whether to claim sovereignty.

Just as your ship has a limited amount of powergrid and CPU, control towers have a limited supply of these resources. Each POS structure uses a certain amount of powergrid and CPU that is deducted from your control tower's total, and which must be considered as you plan what kind of services you want your POS to provide. Each of the races' control towers come in three sizes along with a set of racial bonuses.

The basic version of a control tower is the large, while the two smaller sizes will have their size as part of the control tower name. For example, a Caldari Control Tower is the large version while the Caldari Control Tower Medium and Caldari Control Tower Small represent the smaller sizes. Smaller towers provides less available power grid, CPU and shield, while consuming about half of the fuel of the next larger size—small towers use one quarter of the fuel of the large tower. Smaller sized towers are therefore more difficult to defend, but easier to maintain logistically.

When a control tower is online, it emits a force field around it which acts as a barrier. Control towers may be configured to limit who may enter based on whether they are in your corporation or alliance, but anyone, including hostiles, may enter if they have the password. Other than the tower, nothing inside the force field can be targeted. The force field appears as a large, translucent bubble that completely surrounds the tower in a 25KM radius. This forcefield exists as long as the tower is online and will provide the same protection for everything inside until the tower itself is destroyed.

The effective shield HP can exceed 50 million hitpoints on a normal (large) control tower; Even a large Battleship fleet could spend hours taking it down. Once the POS takes armor damage (which can bleed through once the POS has about 25% shield remaining) the POS will enter Reinforced Mode. While in reinforced mode, the control tower will accelerate the rate that it consumes fuel. It will also begin consuming Stronthium Clathrates at a rate depending on the size of the POS. If a POS is under attack, you can change the amount of Strontium loaded to time the POS to arrange an optimal defense. For those of you unsure of POS mechanics, not having Strontium loaded in the tower will cause the tower to skip reinforced mode and it will simply take damage until it's destroyed.

In summary, a POS can provide you with many kinds of services and functions based on your needs. A corp which handles NPCs or mining in lowsec or nullsec space could be safe using a small or medium size control tower, while a research or mining corp might need a medium, even in safer areas of space. PVP corporations could deploy a medium for a corp hangar, enabling access to a safespot where they can reload, change ships or generally operate out of. If you are an industrial corp that is into heavy 0.0 mining or moon mining then a medium or large control tower might be better suited for you. A wide variety of options exists for you to take advantage of though, so calculate your options carefully.

Selecting a Control Tower

Each of the four races in Eve have different control towers available. Consider your needs and the module requirements before you select the tower that's right for you.

Here's a table of large control towers and what resources they can provide:

Racial Large Control Towers

Race Isotope Powergrid CPU Explosive Res. Kinetic Res. Thermal Res. EM Res. Bonuses
Amarr Helium 5,000,000 5,500 50% 25% 0% 0% 50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity
Caldari Nitrogen 2,750,000 7,500 0% 25% 50% 0% 25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to ECM Jammer Battery Target Cycling Speed
Gallente Oxygen 3,750,000 6,750 0% 50% 25% 0% 25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity
Minmatar Hydrogen 4,375,000 6,000 0% 0% 25% 50% 50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF

Faction Control Towers

In addition to Racial control towers, there are pirate faction control towers. The bonuses provided by Faction towers is identical to the base race they're associated with, but faction towers also provide additional bonuses to fuel and anchoring times. These bonuses are not mentioned in their description, but are calculated in their attributes.

Race Faction Bonuses
Amarr Blood 15% less fuel consumed
10% more shield and armor
10% reduction in anchoring and onlining
Amarr Dark Blood 25% less fuel consumed
20% more shield and armor
20% reduction in anchoring and onlining
Amarr Sansha 15% less fuel consumed
10% more shield and armor
10% reduction in anchoring and onlining
Amarr True Sansha 25% less fuel consumed
20% more shield and armor
20% reduction in anchoring and onlining
Caldari Guristas 15% less fuel consumed
10% more shield and armor
10% reduction in anchoring and onlining
Caldari Dread Guristas 25% less fuel consumed
20% more shield and armor
20% reduction in anchoring and onlining
Gallente Serpentis 15% less fuel consumed
10% more shield and armor
10% reduction in anchoring and onlining
Gallente Shadow 25% less fuel consumed
20% more shield and armor
20% reduction in anchoring and onlining
Minmatar Angel 15% less fuel consumed
10% more shield and armor
10% reduction in anchoring and onlining
Minmatar Domination 25% less fuel consumed
20% more shield and armor
20% reduction in anchoring and onlining

As with racial control towers, System sovereignty fuel bonuses apply.

Anchoring your Control Tower

  • Begin by opening your cargohold, right-click on on the control tower, and selecting the option to launch the tower (for your corp).
  • Right-click on the tower.
  • Click 'Anchor Structure'. It will snap to the center of the current grid.

Remember that anchoring the control tower takes time. Consider the anchoring delay attribute of the control tower especially if you intend to anchor the tower in potentially hostile systems.

Once you have anchored your tower, you must set a password for the POS force field. The password option is mainly used to allow non-corp/alliance members to pass through the field.

It has been stated that without a password set on a POS a hostile may be able to fly through the force field. You should always set a password whether you plan to use it or not.

Note: You have two tick box options, allow corp members and allow alliance members. This will allow both to pass freely through the force field without the need for a password.

Towering Techniques

When you anchor a tower, it doesn't matter where on the grid you actually are—it will always snap to the centre. If you're in a transport or a hauler with a cloak, you can warp to the grid at any distance, decloak, wait out your cloak, launch the tower for corp, and recloak. The idea is to maximize your distance from the centre of the grid before you anchor so you can warp directly to the tower once it's finished anchoring (for fuel or whatever else you need), while helping you to generate a warp-in that's on grid but far enough to enable you to warp to the tower.

If a tower is being yanked and you plan to tower on its spot, bookmark the old tower's position. Usually the new tower will wind up anchoring on same spot where the previous tower existed. If the tower's grid has been manipulated, this may not be the case, as the centre of the grid might have moved.

Finally, should you buy a tower from another corp, it's critical that you remember to scoop the tower before you re-anchor it. Otherwise you could be waiting 12 hours in your Viator in front of an unfueled, offline tower that you can't do anything with.

Empire POSes

See http://dl.eve-files.com/media/corp/shameless/Empire_High-Sec_POS_FAQ_V1-2.pdf

Setting a Password on Control Tower and your Ship

  • Right-click on the Tower
  • Click 'Set Password'
  • Right-click on your ship capacitor indicator, which is the yellow circle in the lower center of your screen by default.
  • Click 'Enter Starbase Password'

After you have a password set, you should add fuel to your tower. You can then begin the onlining process once you have fuel.

Onlining the Tower

  • Right-click on the tower
  • Click 'Put Online'
  • Wait patiently. Large towers take 30 minutes to online. Smaller sizes take less time.

Before you can online a tower, it must have at least one hour of fuel in its fuel bay. Add about four hours or more to get it started. Strontium should come as soon as possible.

Finishing Touches

After anchoring the POS, you will need to make a few final decisions about your POS's behavior. These are configured by using the management panel. You can configure turrets and launchers anchored on the POS to shoot based on different criteria, including their standings to your corporation or whether they fire on you or the POS. You can configure whether the POS will count towards your alliance's claim of sovereignty in the system it's based in, and who may enter the force field based on whether they are in your corp or alliance.

Fuel Requirement

To remain online a control tower requires fuel, which is a combination of Trade Goods that are seeded in NPC Stations located in empire, and Ice Products mined from ice belts. The main fuel bay can only hold a certain capacity of fuel, which is consumed each hour that the POS is online. The base fuel requirement for a medium tower is about half that of the large tower, and the small tower fuel requirement is about a quarter that of the large tower (in all cases of fractional numbers, round up).

Base Hourly Fuel Requirements

Tower Size Racial Isotopes E. Uranium Oxygen Mechanical Parts Coolant Robotics Liquid Ozone Heavy Water Strontium Clathrates*
Large 450 4 25 5 8 1 150 150 400
Pirate Large 383 4 22 5 7 1 128 128 400
Faction Large 338 4 16 5 5 1 113 113 400
Medium 225 2 13 3 4 1 75 75 200
Pirate Medium 192 2 11 3 4 1 64 64 200
Faction Medium 169 2 7 3 4 1 56 56 200
Small 113 1 7 2 2 1 38 38 100
Pirate Small 97 1 6 2 2 1 32 32 100
Faction Small 85 1 4 2 2 1 29 29 100

  • Strontium Clathrates are only used when the POS is in reinforced.

Ice Products

Strontium Clathrates, Liquid Ozone, and Heavy Water are each ice products, as are each of the four racial isotopes.

The actual amount of Heavy Water and Liquid Ozone required is actually dependent on the amount of total CPU and Powergrid you use. The math should work out to: Total needed per hour = Fuel needed*(amount used/total available)

Where fuel needed is the total required liquid ozone, the amount used is the amount of CPU or powergrid needed, and total available is the maximum amount of CPU or Powergrid that can be supplied by the control tower.

Strontium Clathrates are only used when a control tower is put into reinforced mode.

Racial Isotopes

The four racial isotopes required to power certain types of control towers are:

  • Nitrogen Isotopes, used by Caldari towers
  • Helium Isotopes, used by Amarr towers
  • Oxygen Isotopes, used by Gallente towers
  • Hydrogen Isotopes, used by Minmatar towers.

If you're unsure about what kind of fuel your tower takes, just check the Show Info window and read the details on the fuel tab.

Sovereignty Fuel Bonuses

With Dominion, these mechanics have been altered slightly. Fuel bonuses still apply, just not the previous Sov 4 bonuses.

In systems with Sovereignty I, Control Tower fuel requirements are reduced by 25%. Fuel bonuses also apply to Strontium timing, so be prepared to adjust accordingly.

Prior to Dominion, Sovereignty IV granted towers immunity from attack and reduced fuel usage by 30%, however neither of these apply any longer. If you had a POS in a Sov4 system and you haven't stronted it, get your shit together and stront it yesterday.

Adding Fuel to your Control Tower

  • Right-click on the tower
  • Click 'Access Fuel Bay'
  • Drag and drop the Isotopes, Heavy Water, Liquid Ozone, Robotics, Coolant, Enriched Uranium, and Oxygen.
  • Close the Fuel window
  • Right-click on the tower again and select Access Strontium Bay
  • Drag and drop the Strontium Clathrates into the Strontium bay.

POSes cannot refuel themselves, and they cannot be chained to silos; they can only use what's inside the Control Tower's fuel bay. If a specific fuel like Liquid Ozone has run out, then your structures will start to go offline. Try to balance the fuels in the tower, and take advantage of the Control Tower's management panel—the fuel tab can help with measuring the amount of fuel being consumed. Like everything in eve however, things can be buggy and on occasion the management panel can give you inaccurate results. Avoid this by creating a spreadsheet.

If the control tower runs out of fuel, it will go offline—the force field will then drop, any structures that were working will cease to function, and you will be a sitting duck. It will not engage reinforced mode. This is precisely the reason why fuel is such a critical issue and should be the most important thing to take into consideration when planning your base. Ask yourself if your corp can mine/buy the required fuel regularly, how many members have mining barges, or if the profit / loss from the tower can be justified. Do you have easy access to ice belts?

Always try to have one month of fuel available in advance, and if possible, keep a supply stored in a Corporate Hangar Array at the POS. If you mine on the spur of the moment whenever you need fuel you will fall behind and put your POS at risk to open attack.

POS Structures & Modules

There are many structures available to help you to build and customize your POS. Most basic structures are seeded on the market in empire, and must be imported before they can be set up. Faction versions of many modules exist which offer reduced CPU and power grid utilization and/or better offensive capabilities. Each structure has a specific purpose which will be discussed below.

Structures must first be anchored at your POS and then brought online via the POS management panel (found by right-clicking on the control tower) before they are operational.

Refining Arrays

Refining Arrays (better known as Mobile Refineries) allow you to reprocess ore at your POS in space similarly to how you would in a station. You load the refinery with the ore (only one ore type is allowed in the refinery at a time). Once loaded you right-click the refinery and start the process; unlike stations, the process is not immediate. You have to wait between 1 and 3 hours before the contents of the refinery are changed into minerals. Rat loot is even worse for refining since it's usually compressed to begin with, making it easier to transport the loot than it is to refine and then transport it. If you're in a system where you tend to rat and you produce your own ammo on site, it might make sense to refine some of your loot into ammo, but generally speaking it's not worth it.

Unless you are mining ice, it's not recommended to use these arrays. The base refine for ore is always 35% and your skills and bonuses are never considered.

Corporation Hangar Array

Corporation Hangar Arrays function much like a corporate office hangar, complete with the corp divisions. Unlike station hangars, they are limited in space, providing up to 1,400,000 m^3.

Ship Maintenance Array

The Ship Maintenance Array (or SMA) structure allows you to store ships inside it. When you store your ship inside it, it ejects you outside in your pod. You are safe because you are still within the force field of your POS and cannot be targeted. To retrieve a ship requires that you have roles in the corporation who controls the SMA. This requires access to the hangar and appropriate access rights to the SMA configured at the control tower management panel. If you have a ship stored in an SMA controlled by another corporation, you will need to ask someone with roles to Launch the ship.

The array also allows you to change your modules in space. To do so, begin by checking that the modules you want to install onto your ship are in your ship's cargohold, and then move your ship to within 3000 m of the array. Next, right-click the SMA and select the option to open your ship's fitting (or you can press Control-Shift-f). SMAs are limited to 10 concurrent users, so if you receive an error, try again a moment later. You may now fit your ship as if it were at a station fitting service.

Moon Harvesting Arrays

Moon Harvesting Arrays are structures that can extract moon materials which are used for simple reactions. Using the control tower management panel, you may configure a moon harvesting array to mine a specific product and then link the moon harvesting array to a configured silo for storage, or to put these products into a simple reactor.

Each moon harvesting cycle begins at the moment you press the apply button at the control tower management panel. If a moon harvesting array is not linked correctly, you will lose the products that would otherwise be gained during that cycle. You may only link a moon harvesting array if it and the target silo are not online.

When initially configured, there is an hour-long "warming-up" period. During this time the harvesting array will not collect any materials. It's important to minimize the amount of reconfiguration done when managing moon harvesting arrays, otherwise it will be unable to collect anything.

Read more about Moon Mining

Assembly Arrays

Assembly Arrays come in many different forms. There is no jack-of-all-trades Assembly Array that will produce everything you need. Rather, there is a specific one for each ship or module type.

To produce an item, you need to open the hangar at the assembly array that you'd like to use and that you have access rights to, then place your materials into that hangar. You can then produce items, which will appear in the same hangar you initiated the job from.

To pilot a ship built in an assembly array at a POS, it must first be assembled in the hangar and dragged to an open SMA window or tab that's within a short distance of your ship (you cannot open an SMA or a hangar otherwise). Once you have the ship assembled and moved into the SMA, and you've got the access rights, you can then Launch the ship. If you do not meet this criteria, or an SMA is not available, and you're not in a ship with an SMA, you will need to repackage the ship and move it to a location where the appropriate facilities exist (i.e. use a freighter to move the ships to a station).

For a full list of Assembly Arrays, visit here

Capital Ship Assembly Arrays

With Dominion, it's a requirement that Capital Ships be constructed in systems that have an Infrastructure Hub that has the appropriate upgrade installed. If the upgrade is removed, the CSAA will go offline.

Mobile Lab

This module is a mobile research laboratory and it may be anchored in High Security space.

Whenever a job is canceled, you'll be free to move the blueprint, but the slot that the job occupied will remain in use until the projected completion time, and no product will result. Never cancel a job unless you absolutely need to move the BPO or you're relocating the labp. The usage mentality for station labs is to install a job for as long as possible, but when dealing with POS labs, shorter durations offer more flexability. If a lab which is running jobs is put offline, the jobs will pause.

Labs are available in three types:

Mobile Laboratory

These are seeded in empire at $90M, and are 3,000 m^3 to haul.

  • 3x Material Efficiency Research Slots (special bonus: take only 75% the time of NPC station slots)
  • 3x Production Efficiency Research Slots (special bonus: take only 75% the time of NPC station slots)
  • 5x Invention Slots (special bonus: take only 50% the time of NPC station slots)
  • 1x Copying Slots (special bonus: take only 75% the time of NPC station slots)

Advanced Mobile Laboratory

These are seeded in empire at $150M, and are 3,000 m^3 to haul. They use 600 CPU, 100 more CPU units than the Mobile Laboratory.

  • 2x Material Efficiency Research Slots (Bonus: Jobs times are reduced to 75% of their base)
  • 2x Invention Slots (Bonus: Jobs times are reduced to 50% of their base)
  • 3x Copying Slots (Bonus: Jobs times are reduced to 65% of their base)

Hyasyoda Mobile Laboratory

These are not seeded and may be earned as part of Epic story arcs, or purchased from contracts; at present they cost about 400M each. They use 600 CPU and 110,000 Powergrid. If you run a solo BPO research shop in empire, you'll probably appreciate a slight reduction in fueling if you pair it up with an advanced lab.

  • 4x ME slots (0.75 job time bonus)
  • 4x PE slots (0.75 job time bonus)
  • 6x Invention slots (0.5 job time bonus)

Experimental Laboratory

These are seeded in empire at $100M, and are 3,000 m^3 to haul. They use 500 CPU and 100,000 Powergrid.

Experimental Laboratories are used for reverse engineering of ancient technology.

  • 3 Reverse Engineering slots

Remote Research

In order to protect your blueprint assets, it's possible to conduct remote research on your blueprints from a station. In order to do this, you must meet the following conditions:

  • The POS must be in the same system as a station. No exceptions. Scientific Networking does not affect this condition.
  • The blueprint must be in a hangar belonging to the same corp as the POS.
  • You must have access to the corp hangar divisions that the blueprint will be stored in.
  • You must have the "Rent Research Slots" role in your corp.
  • All materials required to complete the research job must be in the same hangar division at the POS.
  • You must have Scientific Networking trained to I.

If you meet this criteria, then you may conduct research away from the POS. This renders the BPO safe should the POS be attacked. If you are running research jobs that produce output (i.e. Copy jobs), the BPO can remain in the station but the resulting product (BPCs) will spawn in the respective hangar that the job was started in at the mobile lab upon delivery of the job. If you need to get the product, you will need roles and access rights to the hangar at the POS.

If you've trained Scientific Networking to level II, your BPOs will still need to be in the same system as the POS, but you can submit research jobs as long as you're in range, as described in the Scientific Networking skill description.

Silo

Silos may be anchored in Highsec, but Reactors and Moon Harvesting arrays cannot.

Silos are used to store Raw Materials, Processed Materials, Advanced Materials, or Minerals. A silo can only be configured to store one type of material inside it at a time and must be put offline to reconfigure the storage type, place items inside, or to remove items from inside.

If you are using a silo as part of a reaction chain, leave an amount of product used for one cycle, or your reactions may be interrupted for a cycle.

Coupling Array

Coupling Arrays act as an intermediary holding pipe between two structures. For example, if you have a moon harvesting array connected directly to a silo and you offline the silo during a period where a cycle would complete, then it would cause you to lose a cycle of harvested moon materials. Configuring a coupling array between the harvester and silo enables you to offline the Silo while you empty it without the loss of any moon materials because they would be stored in the coupling array. You could also skip the need for a coupling array altogether by tracking the cycle times, which will always happen at the same rate.

The coupling array is also useful for when the harvesters and a reactor are running/processing at different speeds, i.e. two harvesters may produce 100 units each an hour, and the reactor may only be able to process the said units every 2 hours. This leaves you with a surplus of 100 units that would otherwise be lost. A coupling array acts as a buffer to temporarily hold the surplus materials until the reactor is free.

Protip: The game mechanics for coupling arrays are identical to standard silos, except they use less CPU. Be creative.

Shield Hardening Array

Similar to Shield Hardener modules, Shield Hardening Arrays increase your control tower's shield resistance to certain damage types. There are 4 types of shield hardening arrays covering each damage type: EM, Explosive, Kinetic, and Thermal.

Electronic Warfare Structures

You can have Warp Scrambler, Warp Disruptor, Sensor Dampening, Stasis Webifying and ECM batteries anchored at your POS. They work automatically in conjunction with your control tower's security settings.


These are by far the defensive structures that make Battleship gangs fuck off the fastest.

Turret and Missile Batteries

The difference between a dangerous POS and a lethal one is all in its ability to spank anyone that comes close. POS weaponry is very, very mean and goes right up to the XL size. Projectile Turret batteries for instance have a 85x damage modifier and can hit up to 400km on a Minmatar Tower. Small POS turrets take MEDIUM ammo. Medium POS turrets take LARGE ammo. Large POS Turrets take XL ammo. You can buy this ammo but if you're running a POS it's highly recommended that you get the ammo BPO for the ammo you need. Turret batteries have limited cargo space for you to put ammo into. You may mix ammo type but not ammo size.

Laser crystals are a little different, as they do not receive damage, but cannot be removed from the POS, and only one may be loaded at a time.

Deathstar POSes

The idea of a deathstar POS is to kill any fleet supporting the dreadnoughts during a POS siege. This necessitates that the support be outside the range of the POS guns, which in turn requires that the dreadnoughts operate at long range, reducing their damage output (save for the Phoenix).

Most deathstars use Minmatar control towers. The bonuses tied to Projectile Weapons and the large amount of powergrid make Minmatar towers an excellent choice for security. One possible deathstar configuration:

Large Minmatar CT
6x Large Artillery
2x Small Autocannon
3x Kinetic Hardener
3x Explosive Hardener
3x Thermal Hardener
2x EM Hardener
6x Warp Scrambler

Warner Caslet does some analysis on deathstar configurations here.

Reactors

There are reactors that use gas clouds and contribute to booster production, and there are moon mining reactors. Note that no complex reactor may be online at any small towers.

Reactors are not covered here, as the section for them is entirely too long and deals primarily with T2 production. Look for a separate page in the future.

How to find POSes

How to Blow One Up

There are two stages to destroying a POS. The first stage is to put it into "reinforced" mode. To do this you must attack the control tower until it begins to take armor damage. At this point it will go into reinforced mode and the tower will be untargetable. Once in this mode the POS will begin to fuel itself with Strontium Clathrates (Stront). There is an upper limit for the amount of stront that a tower can hold at any one time and once this resource has been exhausted the POS comes out of reinforced mode. When you reinforce a POS, the control tower will display a timer. This timer is the countdown until the POS's supply of strontium is depleted and the POS exits reinforced mode.

After the POS exits reinforced mode, it becomes possible to finish it off once and for all. At this point the tower is again targetable, and the goal is to simply attack the tower, burning through its remaining shields, armor and structure. At this point the POS explodes, and undamaged modules that were previously tied to the POS will unanchor automatically.

You cannot adjust the stront level when the tower shields are at less than 50%. The careful management of Strontium in a control tower's strontium bay is known as stront timing, and is described as measuring the amount of stront in the tower to ensure it exits reinforced at a time of day which suits the defenders. For example: Goons are primarily US based. Historically our enemies have been European based so generally timing for about 1 day, 7 hours causes them to come out of reinforced in our prime time.

Kiting

The counter strategy to Strontium-timing is "kiting", where the attack on a POS is controlled. Instead of reinforcing the tower straight away, the attacker keeps the tower between 50% and 25% shields for an extended time. The Tactical Shield Manipulation skill in no way applies to control towers; regardless of resistances, the control tower can take armor damage when the shield has been reduced to 25%.

Kiting exploits the fact that strontium cannot be managed when the tower's shield is under 50%, and that they generally go into reinforced at 25%. When a tower is kited successfully, then once it enters reinforced mode, the timing for its exit should result in a reduced number of defending ships. In particularly good cases, the tower will come out during the attacking force's prime time. Aside from espionage, there is no way to be certain of how much Strontium is inside a tower.

Successful kiting requires extended system control during large portions of the day to accomplish.

Small POSes can be taken out in a reasonable time frame by a group of battleships. Small POS Killing Guide

There is now a more detailed POS Destruction Guide

Defending a POS/Reinforced Mode

When a POS drops below 25% shields, it has a chance of taking armor damage. The first point of armor damage will put it into reinforced mode, which puts all modules that use CPU offline and all damage resistances at 99.9% until the Strontium Clathrates bay contains insufficient fuel to last another hour. When it leaves reinforced mode, it can have its modules placed back online and its shield can be recharged by Pospreys, Scimitars or Basilisks with conventional shield transporters, or Carriers with capital shield transporters.

Once the shields have recharged and are above 50%, more strontium can be added, keeping the POS alive for another cycle. The shields will reach 50% after a couple days of passive recharging, or about an hour with the assistance of a dedicated fleet of 40 Ospreys.

Limitations of Reinforced Control Towers

When a Control Tower is in Reinforced Mode, any modules that use CPU will be put offline. Modules which rely on powergrid (for example, most weapons) can remain online. If there are items anchored at the control tower which have had their armor reduced to zero, they will be rendered incapacitated, or offline, and unable to be onlined.

If the control tower is reinforced, you cannot online any modules that use CPU. Any modules that are incapacitated but do not use CPU may have their armor repaired to full; this will cause the module to become Anchored, and they may then be onlined. Most modules cannot be be onlined until the POS is out of reinforced and the shield has been elevated to 50%.

You may not unanchor modules when the tower is reinforced.

This section required additional details, as discussed in the Talk page

Very important tips for setting up a POS

Most of setting up a POS is quite simple and straight forward, but there are a few very important things which you should know prior to setting one up. The most important and useful thing to know: You can both ANCHOR and ONLINE all of your POS modules (guns, arrays, etc.) from the control tower's "Management" panel.

Right click on the control tower and select "Manage", then click on the Structures tab. This will show you all POS Structures and their current status. By selecting an item in the Structures tab and then selecting one of the four button options at the base of the window (Anchor / Unanchor / Online / Offline) you can perform all the functions you want, without having to move.

This means you can warp to your beloved POS, launch all your fittings inside the shields and not have to move. When you make multiple trips to and from your POS you will discover how important this is, as trying to move to each object in a hauler and then anchor/online it can be a royal pain and extremely time consuming.

Remember, until your modules are anchored, they may be scooped by anybody who can enter the shields. If you're just setting up a POS, consider disallowing the alliance access until you've got your gear anchored, or some faggot will roll on through and steal your shit.

Stealing a Control Tower

With a few exceptions, POS modules are relatively cheap. The control tower itself is usually the most expensive component in the whole deal, with standard smalls costing about $100M and faction larges costing up to $1.2B. Still, a POS floating in space, even without modules, cannot be stolen; the only way a POS can be scooped is when it's been unanchored.

To successfully steal the control tower means you need to observe it as it's unanchoring. An unanchoring POS will not have any active modules, and the force field surrounding it will be down. If these 2 pre-conditions are not met, then the unanchor timer you are seeing relates to a module, and not the tower itself. If, on the other hand, all the modules are offline, unanchored, or not present, the force field is down, and there is an unanchor timer present, the tower is being unanchored.

To help you in making sure you've got a suitable hauler handy, here's a table of control tower sizes.

Tower Size Volume
Small 2,000m3
Medium 4,000m3
Large 8,000m3

Tips for Fitting a POS

  • Obvious, but try to fit the guns that the POS can provide bonuses to. Caldari towers may be the exception, since missile weapons use CPU and will offline if they are put into reinforced.
  • Set up some tackling gear. No one likes to lose their ships, but if they're orbiting with smaller ships they won't be losing anything. A web will knock out speed-tankers and a scramble will hold battleships still.
  • Check the optimals and activation ranges on weapons. The general practice is to snipe hostiles, and a gun that only activates or shoots at 90KM won't deal enough damage to make anyone sweat.
    • Note that some faction versions of POS modules can have much greater range or effect than the vanilla versions. This can make a great deal of difference.

POS Fitting Tool