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Thread Statistics | Show CCP posts - 2 post(s) |

Antione Allyne
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Posted - 2004.11.18 18:02:00 -
[1]
I doubt this idea will get any support, since it's probably completely pointless except to add a little realism, but now that we have objects in the game that consume fuel (POS), can't we have our ships burn fuel too? This could help the commodity market since *every* player will need to shop around for fuel. You could add the commodity to the fuel tank through the "Fitting" option inside stations, just like you would add charges to your turrets. So what do you guys think? Have I fallen off my rocker?
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Antione Allyne
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Posted - 2004.11.18 18:02:00 -
[2]
I doubt this idea will get any support, since it's probably completely pointless except to add a little realism, but now that we have objects in the game that consume fuel (POS), can't we have our ships burn fuel too? This could help the commodity market since *every* player will need to shop around for fuel. You could add the commodity to the fuel tank through the "Fitting" option inside stations, just like you would add charges to your turrets. So what do you guys think? Have I fallen off my rocker?
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Core
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Posted - 2004.11.18 20:12:00 -
[3]
I don't like the idea. If i ever see you in low sec i shall kill you. Ich bin ein Auslander |

Core
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Posted - 2004.11.18 20:12:00 -
[4]
I don't like the idea. If i ever see you in low sec i shall kill you. Ich bin ein Auslander |

S'Daria
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Posted - 2004.11.18 22:55:00 -
[5]
I wouldn't mind some Anti-matter Nitrous Oxide for my ship to give me an extra 10% speed bonus for 30 seconds!!!
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S'Daria
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Posted - 2004.11.18 22:55:00 -
[6]
I wouldn't mind some Anti-matter Nitrous Oxide for my ship to give me an extra 10% speed bonus for 30 seconds!!!
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Lygos
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Posted - 2004.11.18 23:09:00 -
[7]
I think it is a good idea. Only so long as ships don't really get stranded.. just tremendously slowed with recharge times. You would need a fuel guage that replenishes slowly along with a slot for quick refuels. It would separate cap and fuel of course.
The only reason I see it as a good idea is because it would limit the deployment of fleets and large capital ships in the long term. It would localize gameplay and make it more tactical, moreso if only player owned facillities can manufacture high grade fuels.
It's a good isk and/or minerals sink.
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Lygos
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Posted - 2004.11.18 23:09:00 -
[8]
I think it is a good idea. Only so long as ships don't really get stranded.. just tremendously slowed with recharge times. You would need a fuel guage that replenishes slowly along with a slot for quick refuels. It would separate cap and fuel of course.
The only reason I see it as a good idea is because it would limit the deployment of fleets and large capital ships in the long term. It would localize gameplay and make it more tactical, moreso if only player owned facillities can manufacture high grade fuels.
It's a good isk and/or minerals sink.
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Antione Allyne
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Posted - 2004.11.19 01:17:00 -
[9]
Originally by: Lygos I think it is a good idea. Only so long as ships don't really get stranded.. just tremendously slowed with recharge times. You would need a fuel guage that replenishes slowly along with a slot for quick refuels. It would separate cap and fuel of course.
The only reason I see it as a good idea is because it would limit the deployment of fleets and large capital ships in the long term. It would localize gameplay and make it more tactical, moreso if only player owned facillities can manufacture high grade fuels.
It's a good isk and/or minerals sink.
Yes! Excellent suggestions! There are too many ways to make loads of ISK in the game, but not enough ways to spend it. The economy is inbalanced because of it. The use of afterburners and MWD's could burn more fuel than normal, and they can rework the Fuel Conservation skill to make you burn less fuel.
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Antione Allyne
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Posted - 2004.11.19 01:17:00 -
[10]
Originally by: Lygos I think it is a good idea. Only so long as ships don't really get stranded.. just tremendously slowed with recharge times. You would need a fuel guage that replenishes slowly along with a slot for quick refuels. It would separate cap and fuel of course.
The only reason I see it as a good idea is because it would limit the deployment of fleets and large capital ships in the long term. It would localize gameplay and make it more tactical, moreso if only player owned facillities can manufacture high grade fuels.
It's a good isk and/or minerals sink.
Yes! Excellent suggestions! There are too many ways to make loads of ISK in the game, but not enough ways to spend it. The economy is inbalanced because of it. The use of afterburners and MWD's could burn more fuel than normal, and they can rework the Fuel Conservation skill to make you burn less fuel.
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Anderi Bourdieu
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Posted - 2004.11.19 02:40:00 -
[11]
I always thought they should have never had (or at least made them expensive/highly skilled) armor and structure repairers. Almost no one ever pays for repairs on their ship. Maybe drones, yes. But not anything else.
The support ships and their remote armor repairers are a good touch though.
----------------------------------------------- 11/17/04 Are Formal Contracts in yet? Divisional Wallets? Taxes? BP lockdown? |

Anderi Bourdieu
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Posted - 2004.11.19 02:40:00 -
[12]
I always thought they should have never had (or at least made them expensive/highly skilled) armor and structure repairers. Almost no one ever pays for repairs on their ship. Maybe drones, yes. But not anything else.
The support ships and their remote armor repairers are a good touch though.
----------------------------------------------- 11/17/04 Are Formal Contracts in yet? Divisional Wallets? Taxes? BP lockdown? |

Seraphia
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Posted - 2004.11.19 06:03:00 -
[13]
I like the idea of sinks for cash, but I think fuel costs will hit the wrong people with them
big corps will just stripmine another field a month to get the fuel, but independants, freelancers and newbs (the people that are already balanced)will be screwed.
Also: if they make MWD and AB use dependant on more fuel, newbs and other poor players (mostly non-corped and non-pirate) will be sitting ducks to rich pirates that can afford the fuel.
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Seraphia
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Posted - 2004.11.19 06:03:00 -
[14]
I like the idea of sinks for cash, but I think fuel costs will hit the wrong people with them
big corps will just stripmine another field a month to get the fuel, but independants, freelancers and newbs (the people that are already balanced)will be screwed.
Also: if they make MWD and AB use dependant on more fuel, newbs and other poor players (mostly non-corped and non-pirate) will be sitting ducks to rich pirates that can afford the fuel.
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Seraph Demon
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Posted - 2004.11.19 11:53:00 -
[15]
While I'm not in favor of general fuel consumption, I kinda like the idea that MWDs consume some kind of fuel...
It would serve to improve MWD balance (maybe they could get rid of the sig-rad nerf):
Spatial Catalyst: 30 Trit + 7 Pyerite + 2 Mexallon -> 100 Units (base price: 0.8 isk per unit)
1MN MWDs can hold 50 Units and consume one unit per cycle. 10MNs can hold 200 Units and consume four units per cycle. 100MNs can hold 800 unitcs and consume sixteen units per cycle.
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Seraph Demon
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Posted - 2004.11.19 11:53:00 -
[16]
While I'm not in favor of general fuel consumption, I kinda like the idea that MWDs consume some kind of fuel...
It would serve to improve MWD balance (maybe they could get rid of the sig-rad nerf):
Spatial Catalyst: 30 Trit + 7 Pyerite + 2 Mexallon -> 100 Units (base price: 0.8 isk per unit)
1MN MWDs can hold 50 Units and consume one unit per cycle. 10MNs can hold 200 Units and consume four units per cycle. 100MNs can hold 800 unitcs and consume sixteen units per cycle.
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S'Daria
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Posted - 2004.11.19 13:33:00 -
[17]
Originally by: S'Daria I wouldn't mind some Anti-matter Nitrous Oxide for my ship to give me an extra 10% speed bonus for 30 seconds!!!
You know...if we had these "boosters" I wouldn't mind the associated modules take damage.
For example, I use a booster and in the process take 5% damage to my afterburner that was used to "load ammo" with...
Same could be done for a Micro Warpdrive.
Overdrives...you name it.
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S'Daria
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Posted - 2004.11.19 13:33:00 -
[18]
Originally by: S'Daria I wouldn't mind some Anti-matter Nitrous Oxide for my ship to give me an extra 10% speed bonus for 30 seconds!!!
You know...if we had these "boosters" I wouldn't mind the associated modules take damage.
For example, I use a booster and in the process take 5% damage to my afterburner that was used to "load ammo" with...
Same could be done for a Micro Warpdrive.
Overdrives...you name it.
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