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Kuzya Morozov
The Older Gamers R0ADKILL
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Posted - 2008.05.23 02:29:00 -
[151]
Great idea, I love it!
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Dirk Fallows
Galley-la
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Posted - 2008.05.25 06:50:00 -
[152]
Edited by: Dirk Fallows on 25/05/2008 06:51:27 I LOVE the idea.
Two things though:
- Most of the threads complain about the npc items. So I suggest a kind of proto-rod, ie, a rod that you need 1 of per fuel rod, but would only contain the npc-sold items. That would allow 0.0-dwellers to ease their own fuel production.
Proto-rod: 10m3 (compressed from 20m3) Production time: 1 minute possibly more Producable: Factory slots only batch-size: 1 Enriched Uranium: 4 Mech Parts: 8 Robotics: 4
Fuel rod: 1.5m3 compressed from (1.5475m3) Production time: 1 batch per minute per size of pos Producable: Only in POS towers Batch-size: 80
Proto-rod: 1 Isotopes: 452 Oxygen: 28 Coolant: 4
AND with:
Isotopes: 452 Enriched Uranium: 4 Oxygen: 28 Mech Parts: 8 Coolant: 4 Robotics: 4
- The patch is about CONVENIENCE and usability. So I think the POS should be able to convert it into pellets on the fly. What I mean is dump the right amount of the current fuel types in the tower and set the tower to process, automatically churning out say 1 rod/minute per size (large having 3rods/min). That would let the transition become much smoother as the fuel in the POSes would be converted and used. This is after all introduced as a way of easing fuel management of the poses.
That would also allow 0.0 alliances to keep harvesting and making their own fuel without the hassle of dragging another factory to the pos.
I'm not sure how the rods should be reprocessable. The issue of oxygen used for JB, and isotopes for dreads has been raised, so some way of, easily and in the tower, turning them back into their components would be nice.
Make sure to have a setting for "only convert what the tower needs" or something so that those that would like to micromanage fuel can keep on doing that.
A single BPO will have to be added (proto-rod), but the rest is done in the POS tower. -- Ceterum censeo reinforcements needs to stop shooting drones. |

Kame Malice
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Posted - 2008.05.25 09:57:00 -
[153]
This one i didn't even need to think about... you logic is sound, the idea is good, and as long as you can still use the normal fuels (i.e. you dont NEED to use the new fuel system) I see no problem, and would sign in on this. :)
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Termino Fenix
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Posted - 2008.05.26 23:32:00 -
[154]
Change the name to fuel nuggets. Available in 6/9/20 piece value meals.
Like the idea though.
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Isolde Stopfa
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Posted - 2008.06.01 18:48:00 -
[155]
Unfortunately I¦m to lazy to read ALL of this, but i like the idea though.
All I¦m concerned about is the Manufacturing. Maybe create EXTRA Production slots for Pellets/Rods/Pills/whatever on the Stations, just like the ones for CombatBooster ?
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ollobrains2
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Posted - 2008.06.03 06:20:00 -
[156]
a few ideas all sounds good
Create a POS module with very low PG and CPU or perhaps a small add onto the refinery module to create these fuel pellets. Increase the locations that sell robotics and all the non fuel or even drop small amounts from rats ( impact more likley 0.0 remote locations)
expand the location of manufacturing slots theres vast areas that arent utilised then theres hauling. Otherwise they sound like a good idea, u could resell em in low sec and 0.0 as an industralist as well
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Jason Edwards
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Posted - 2008.06.03 11:32:00 -
[157]
I certainly love this idea. I'm amazed I missed this until now. It will make fueling towers easier. Which is a plus but it could generally actually bring problem waste in that ease. In that if you dont have production efficiency 5 and a researched blueprint. Collecting the fuel also would be done by those interested in doing it. While those people who run so many towers would be more difficult to add in the manufacturing part also.
Fuel BARS is my choice.
As for the negatives I can think of.. what happens to the towers which have 1 month of fuel to run now and soon as the patch hits the fuel BARS are needed and the tower goes offline? Is there going to be a massive attack all starbases day? To remedy this problem simply do it in 2 steps. 1st patch introduces the fuel bars BPOs and also allows starbases to start running off the fuel bars. Then 2 weeks later the patch happens and changes it so you can only run off the fuel bars. This way there's a period of time where people can start to switch off.
Next problem I see is beyond "YouÆll notice if you run the math that this results in some towers consuming slightly more fuel per cycle than they do currently;" If you manufacture the fuel at your pos because you have tons of fuel there already or whatever. OR npc station manufacturing... that's increased cost also. I propose a Fuel Refinery ship designed by ORE. It can manufacture fuel with the bpo in hold and fuel in hold. Costs very little to run. Perhaps even free. That's all the ship does. It can cost 250mil or so and is allowed in high sec. That way the increased cost of the pos isn't so bad; or just a new structure to efficiently and cheaply produce the fuel. Like a structure which takes very very little fitting needs. ------------------------ "There was this bright flash of light - and now this egg shaped thing is on my screen - did I level up?" |

Black Cumin
Artifex Dynamics New Eden Conglomerate
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Posted - 2008.06.04 20:19:00 -
[158]
I am just taking what I have read and putting it into similar words.
1.NPCs sell fuel cells) which replace: Uranium/Oxygen/MechParts/Coolant/Robotics.
2.You fuel the tower with fuel cells, the appropriate isotope, heavy water, liquid ozone, and (where necessary) charters.
3.The fuel cells are 50% less M3 then all the combined components. When you refine a product like crude oil, it takes 5 times as much crude to make a gallon or liter of the finished fuel. The same process should apply here.
4.No need for any additional BPO's. No need to add more steps. Just doing what I mentioned above with all the others in this have added will make life a LOT easier for everyone involved.
Also, it was already brought up. How are you going to manage the switch over without off lining EVERY POS IN EVE for a week or two? Unless you let POS's use both types of fuel ALL THE TIME. This new process should not replace the old process, It should be an OPTIONAL process. Then everything will work as intended.
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happy
Dawn of a new Empire Pure.
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Posted - 2008.06.04 22:06:00 -
[159]
Edited by: happy on 04/06/2008 22:11:23 Personaly i think using a bpo setup like the cap indys use with the indrustal core is a good idea no waist also use a standard build time at a station lower than amo or a fuel refinery modual for a pos for a bit of a time reduction or me bonus like a 101% effeincicy and the abilty to process all ice types like a refinery but can not handle any other materal besides ice. also on a side note stront blocks would be nice also 1 block = a 5th of a seige cycle with lv5 of seige requireing only 1 block per cycle or somthing same goes with poses and black ops (and on a side note stront bay for dread and blackops please :) had to put it in there)
If your happy and you know it clap your hands...... and if your not happy and you know it, .....its probaly because i just podded you
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happy
Dawn of a new Empire Pure.
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Posted - 2008.06.04 22:17:00 -
[160]
Originally by: Dirk Fallows Edited by: Dirk Fallows on 25/05/2008 06:51:27 I LOVE the idea.
Two things though:
- Most of the threads complain about the npc items. So I suggest a kind of proto-rod, ie, a rod that you need 1 of per fuel rod, but would only contain the npc-sold items. That would allow 0.0-dwellers to ease their own fuel production.
Proto-rod: 10m3 (compressed from 20m3) Production time: 1 minute possibly more Producable: Factory slots only batch-size: 1 Enriched Uranium: 4 Mech Parts: 8 Robotics: 4
Fuel rod: 1.5m3 compressed from (1.5475m3) Production time: 1 batch per minute per size of pos Producable: Only in POS towers Batch-size: 80
Proto-rod: 1 Isotopes: 452 Oxygen: 28 Coolant: 4
AND with:
Isotopes: 452 Enriched Uranium: 4 Oxygen: 28 Mech Parts: 8 Coolant: 4 Robotics: 4
- The patch is about CONVENIENCE and usability. So I think the POS should be able to convert it into pellets on the fly. What I mean is dump the right amount of the current fuel types in the tower and set the tower to process, automatically churning out say 1 rod/minute per size (large having 3rods/min). That would let the transition become much smoother as the fuel in the POSes would be converted and used. This is after all introduced as a way of easing fuel management of the poses.
That would also allow 0.0 alliances to keep harvesting and making their own fuel without the hassle of dragging another factory to the pos.
I'm not sure how the rods should be reprocessable. The issue of oxygen used for JB, and isotopes for dreads has been raised, so some way of, easily and in the tower, turning them back into their components would be nice.
Make sure to have a setting for "only convert what the tower needs" or something so that those that would like to micromanage fuel can keep on doing that.
A single BPO will have to be added (proto-rod), but the rest is done in the POS tower.
well one thing you gould do is alow the dread and coaps burn rods as well only reduce the amount to offset the cost it bring up the demand for materal and simplyfy jumping ships (i hate having left overs in my cargo bay do a jump and end up with 125 units of spare fule and calc out how much fule you need ecactly is a pain have a hud item that displays max jump range would be nice based on the rods in you cargo
If your happy and you know it clap your hands...... and if your not happy and you know it, .....its probaly because i just podded you
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Sopha Serpentia
Core Dynamics
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Posted - 2008.06.07 09:35:00 -
[161]
Nice Idea.
I like this idea because it opens up a new branch of supply for the carebears/indutrials to get into adding another tier of preperation to the logistics aspects of game design.
So yes good idea if the manifacturing of fuel has a quality scale, in the same way starships/rigs/modules costing less minerals with higher skills also the blueprints should be researchable, this could represent improved compression/refining techniques.
My primary concern is that mixing robotics and isotopes doesn't really make much sense. Perhaps you could use two types of fuel, one representing the commodity fuel the other comes from the ice materials. Or would that defeat the whole purpose?
*cough* interbus fuel transports *cough*
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Petra Hussar
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Posted - 2008.06.08 21:52:00 -
[162]
OK On the surface this sounds like a good idea but it has many flaws:
1) It adds complexity and cost to already complex and costly operations.
2) It destroyes the isotope & associated ice mining market in 0.0 - who is going to mine ice for fuel ship it from 0.0 to empire @ 1000m/3 per unit and back again? So makes 0.0 more tied to empire. Especially since there is a real shortage of manufacturing slots in 0.0
3) it allows industrialists to grap another market but only in empire
4) Implementation will be extreemly dodgy especially in 0.0 where poses control sov and that can take weeks to get back if lost. Also allows attacks that were not available before all the poses crashed, kills jump bridges, cyno gens, cyno jammers - and they will crash remember ccp has not got a good history of implementing pos changes - they always seem to muck it up. Then you spend weeks petitioning things during which time the whole map could have changed - and they can't change it back. Remember the last time they tweaked poses they had to ban pos warfare and even then that only happened after some alliances had lost station systems due to their bugged impliementation - which they never got back.
5) Poses should be easier to run (I run 3 atm and fuel some others for corp) but this will not work. TBH I believe they should not need npc fuel (after all we can build titans in 0.0 but not oxygen) Make all the fuel parts player producable (and yes i know this will take up precious manufacturing slots - perhaps specialiased slots or done on a built in unit on the pos?) This will simplify pos logistics etc in one shot, using the usual basic materials Trit, pyr etc.
6)Failing 5) then make the new fuel rods generic (without the isotope part) and npc produced and smaller and have a long dual fuel time for all poses so they don't all run out of fuel Although tbh I am not sure I even want ccp tinkering with my poses in this minor way - I know they first thing I do afer a patch is check the poses, if you get it wrong imagine the reprecussions and the litterally thousands of petitions to a petition department that already is pretty hopeless and swamped.
Its sad to say but given past history, and the way thousands of poses are embedded into the fabric of eve; can the pos owning players/corps/alliances trust ccp to implement correctly any pos change that risks offlining them all, removing all soverenigty and destroying defences with the usual cries of bias for one faction or another. Sorry CCP its not a nice thing to say and I love eve and where its come to but unfortunately have become cynical with such things through experience. 
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the thorn
Tres Viri
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Posted - 2008.06.09 09:18:00 -
[163]
pos fuel will never be 100% player produceable.
but i like the idea of "refining" npc goods to fuel pellets, but please dont make them racial. you could make them be produceable in a ammunition assembly array and make them count as charges. (to make them moveable in a ship maint array)
these pellets could be upgraded with isotopes to racial pellets (dont know whether with or without an assembly array)
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PtolemaiosPlato Solomon
DEFCON. Hydra Alliance
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Posted - 2008.06.16 00:28:00 -
[164]
The way I understand, it is this way:
Instead of bringing many different fuels to the POS, you - stay on some station- - get fuels and blueprints - make a special fuel - and bring this homogene fuel to the POS.
I would like to know, how much m3 such a pellet consumes.
Otherwise, I think, this is an interesting idea, and I would support it. Greetings, thanks for reading,
Sven Location: 18¦ 0'33.80"N - 76¦46'52.66"W - Elevation 344 ft Your sig lacks visible EVE-related content. Email us at mods@ccpgames.com for more information -HornFrog |

Salpad
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Posted - 2008.06.16 10:54:00 -
[165]
I like the idea a lot, except for the part where you lose the ability to use the old fuels directly and is forced to use the pellets.
Ideally there should be a "grace period" of 3-4 months where any POS can use either fuel pellets or the original "raw fuels".
Or else the owner of the POS gets the one-time option to switch from the old "raw" fuels and to pellet use, at any time that he wishes, but once he has made the switch, he can't switch back.
A third alternative is to release the blueprints for POS fuel pellets 6-8 weeks before you actually implement the change. That way, POS owners have plenty of opportunity to prepare before the big change actually occurs.
It's all about making it convenient for the players, instead of harassing us.
-- Salpad |

Salpad
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Posted - 2008.06.16 11:06:00 -
[166]
Originally by: Abrazzar
Add a star civilization kind of game mechanic to sovereignty that allows alliances to produce their own commodities (and make those sources of commodities destroyable by small(ish) gangs to encourage small gang combat).
Why not have planets (not moons) produce commodities such as robotics and enriched uranium? That way, player corps (or player alliances) can claim ownership of a planet by building a POS orbiting the planet, and the benefit of the this is that they get a steady supply of robotics, uranium and so forth.
Would that work well?
-- Salpad |

Salpad
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Posted - 2008.06.16 11:14:00 -
[167]
Originally by: Midshipman
Unless the Fuel Rod BPOs are fast enough to pump out a month of fuel for a large tower in half a day, I would absolutely hate to be forced to tie up production lines in 0.0 outposts.
It would surprise me greatly if it is CCP's intent that it should take more than perhaps one hour to manufacture one month worth of fuel.
People are overreacting to this aspect of things.
-- Salpad |

Salpad
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Posted - 2008.06.16 11:15:00 -
[168]
Originally by: Tarron Sarek Fuel Cells is even better than Fuel Rods.
But misleading, since "fuel cell" means something different out here in the real world.
-- Salpad |

Salpad
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Posted - 2008.06.16 11:17:00 -
[169]
Originally by: Caleese
It seems a pretty good idea to me. Anyone saying it's going to complicate things obviously isn't thinking straight. Is it complicated to buy a ship? No, Why? Someone else usually builds it for you. This is how it would end up with the new fuel. I know I'd rather buy x amount of "fuel rods" than assorted components.
Lots of people fear change, often to the point where they are unable to realize that while such a change will disrupt things in the short term, it will be hugely beneficial in the long run.
-- Salpad |

Mara Rinn
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Posted - 2008.06.17 05:05:00 -
[170]
IMHO, towers should be able to burn both "briquettes" and the current consumables.
The current consumables should involve a wastage of about 5%, require some other commodity (eg: Mexallon), but produce fuel that has a higher energy density (ie: fewer cubic metres for the same running time). Thus the market for briquettes would be people who want to fuel many towers with the fewest jumps possible, while people who are minding their pennies can go for the current model of individual consumables.
Towers should consume the individual consumables first, and resort to briquettes as a backup. This will address the migration period, and if it works okay there will be no need to render towers capable of burning briquettes only.
Thus for people who can't calculate the difference between two large integers quickly in their heads, refuelling the 12 POS in five systems is simply a case of cramming in more briquettes. The people who can be bothered to do the math and make the extra runs with their haulers in order to save 10% on their running costs, can use the individual components - which won't allow the towers to run as long, but are more efficient in terms of total consumption.
Briquettes for convenience and longevity. Components for ISK savings.
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Jinx Barker
GFB Scientific
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Posted - 2008.06.18 03:25:00 -
[171]
Fuel Rods... YES. Not pellets, sounds like bunny crap, or fish food.
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Kakita Jalaan
Viriette Commerce and Holding
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Posted - 2008.06.19 15:46:00 -
[172]
Edited by: Kakita Jalaan on 19/06/2008 15:46:23
Originally by: Salpad
Why not have planets (not moons) produce commodities such as robotics and enriched uranium? That way, player corps (or player alliances) can claim ownership of a planet by building a POS orbiting the planet, and the benefit of the this is that they get a steady supply of robotics, uranium and so forth.
Great idea, but may I refer you to this section of the hopelessly outdated drawingboard:
Originally by: The Drawingboard
Simple Planetary Interaction
The probable first step for planetary interaction, where you can manage planets from a Station or other suitable structure.
Moderate Planetary Interaction
This would feature flying over planets and interacting with the planetary surface. This will likely follow on from Simple Planetary Interaction.
Full Planetary Interaction
Planetary RTS or other hybrid game form. Yarr. The long-term crazy professor phase of planetary interaction.
That's what's been standing there for the past... two years? ______________ Join the Family |

infinityshok
ZYNC
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Posted - 2008.06.26 02:48:00 -
[173]
I like the idea...simplifies logistics.
As far as the name, I dont see why it has to be called fuel-anything...just call it 'fuel.' Simple, straight to the point, and nothing else in the game is directly named 'fuel.'
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Hitachi Morimoto
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Posted - 2008.06.28 00:55:00 -
[174]
Here's an idea: Add another slot onto your manufacturing and reaction arrays that can only be used to produce fuel rods. These are to be directly feeded into the starbases fuel hold, making it nearly autonomous, and adds a lot more fuel space as the raw materials can be kept in a silo.
The regular manufacturing of fuel rods can be kept up at manufacturing slots for those who wish to make a buck.
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Korizan
Oort Cloud Industries Ultionis Quietus
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Posted - 2008.06.28 22:24:00 -
[175]
I don't know if has been mentiooned before but it won't hurt to say it again anyways.
LOSE ALL THE NPC PURCHASED ITEMS OR MAKE THEM MANUFACTURABLE.
The bottom line is why should a 0.0 corp be required to visit high sec or even lowsec NPC stations just to fuel there POS's. If they are organized enough they should be able to totally exist in 0.0
You could also release the BPO's for the POS parts as well. However in this case make it more expensive in minerals to produce then purchasing a NPC one. Also make the reprocess value very poor as well.
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Packtu'sa
Nabaal Construction and Industrials Corp
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Posted - 2008.06.29 05:17:00 -
[176]
Edited by: Packtu''sa on 29/06/2008 05:23:45
Originally by: CCP Greyscale Ok, so weÆve been knocking around a bunch of ideas relating to starbases and so on this week, and one thing that came up as an unnecessary complication of the system is the multiple fuel types needed for each tower.
Changing the way towers are fueled is an unnecessary complication of the system.
Running a starbase requires planning and experience. Part of that is managing the logistics of all that fuel and making sure you've got the numbers right. Me, I wrote a program to do it for me, after I pounded in the keys on my calculator. Some people use a spreadsheet. Some of these calculators are accurate and some are not, and those who use inaccurate calculators face the economic and logistical consequences. Those who try to guess face even larger economic and logistical consequences.
If you want to make this game more dynamic and entertaining, introduce more fuel types. The faction towers were more difficult to acquire, yes, but they also had abnormal fuel consumption as compared to the regular towers, so we had to go and update our fuel calculators all over again. It's more than just skill levels; it's real player skill, too, and all the complicated bits CCP puts into the process (without documentation) is what will make the difference between me deploying a starbase and someone who has never seen one before.
I strongly oppose this change.
[Edit] Yes, adding yet another manufacturing option is all well and good, but wouldn't it be better to let players manufacture things like Coolant, Mechanical Parts, and Robotics? Things like Enriched Uranium and Oxygen are different, because they are resources as opposed to manufactured goods (in real life) but they are processed goods and they are harvested goods. Let's get planetary interaction first, so we can harvest these materials, and lets make blueprints for the other 'NPC' goods (and hopefully phase them out as NPC-only products) before we start worrying about fuel turds.
Packtu'sa Starbase Fuel Calculator |

Packtu'sa
Nabaal Construction and Industrials Corp
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Posted - 2008.06.29 05:25:00 -
[177]
Originally by: Korizan If they are organized enough they should be able to totally exist in 0.0
If they are organized enough, they should be able to coordinate logistics between Empire and their 0.0 presence. That's very difficult, and maybe even more difficult than existing solely in 0.0 space.
Packtu'sa Starbase Fuel Calculator |

Gnulpie
Minmatar Miner Tech
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Posted - 2008.06.29 11:44:00 -
[178]
Edited by: Gnulpie on 29/06/2008 11:50:30 BAD IDEA!
The only thing which stops large alliances like Goonswarm, Red Alliance, BoB and such to take over and crush everyone is the logistical effort.
By reducing the logistical efforts necessary you make it much easier for the large alliance and you make it even more difficult for the small alliances!
It is already very difficult for a small alliance to get up and not being crushed by 100's of cap ships.
CCP, do you really want only 3-4 large alliances taking over most of 0.0? Then go ahead and make pos spamming and pos upkeep even more easy. The most benefits have those entities which have the most pos and that are naturally the biggest alliances.
I would like to see instead where it would be EASIER for the small alliances and the larger you grow the more difficult it becomes. Instead the proposed idea makes it even easier for the large alliances. |

Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.07.01 11:15:00 -
[179]
Fuel Cells ftw.
I do like the idea as it makes refueling process itself simpler at the tower. Also as long as someone has made the fuel cells it's so simple that even pvp character could to it. Unlike current situation where poor guy has to figure out what amount and what should he dump into tower.
That is, until you get around to properly redo starbases. |

Hikaru Sulu
Caldari Black Legion Industries
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Posted - 2008.07.01 21:23:00 -
[180]
DED mails about my POS make the baby jesus cry, I wholeheartedly support this idea.
Originally by: Morrow Disca So, I find myself suddenly cross training for Amarr. .... because the abaddon firing lasers looks cooler than the Fonz carrying a big bag of cool things.
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