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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Arana Mirelin
Te'Rava Industries
7
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Posted - 2011.11.07 20:04:00 -
[1] - Quote
Cabriel wrote: - Launch with a POS array that can build fuel cubes (or add that feature on an existing one).
Reading is a beneficial skill. This has been mentioned countless times in the thread, and was already answered in the dev blog.
Dev Blog wrote: The four racial fuel blocks will be built in batches of four in all stations, plus starbase ammo assembly arrays
Quote: - Sell punching bags at the Eve stone of Grayscales head...Ill like to punch it too.
I wouldn't mind, might be neat. |
Arana Mirelin
Te'Rava Industries
7
|
Posted - 2011.11.07 21:00:00 -
[2] - Quote
Weaselior wrote:faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes
This is the simplest answer. As for the comment about keeping numbers small, in terms of manufacturing, or even invention for that matter (hello datacores), 100 *IS* small. You get the advantage of still handling the reduced fuel for faction towers (which is the primary draw, not the fuel bay size. I had looked into upgrading to a faction tower for the savings. Since I need to do other tower interactions more often than 29 days anyway, the expanded fuel bay is to me pretty meaningless.) and the process is simplified, without having to balance fuel levels, etc. |
Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 15:47:00 -
[3] - Quote
Bobble Gumple wrote:So....
Any particular reason that they're nearly quadrupling the fuel costs for large towers?
Because people don't read that each manufacturing run creates 4 blocks of fuel and assume that it only creates 1. |
Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 15:49:00 -
[4] - Quote
MentalM wrote:Surely to address the lower running costs of a Faction tower all that needs to be changed is the cycle time changed to 1.25 hours (As an example) between cycle rather than 1 hour? That cannot be too hard to implement?
At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower.
Thus all of the details on tracking when the tower ticks when updating reaction silos. |
Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 16:03:00 -
[5] - Quote
MentalM wrote:Arana Mirelin wrote:MentalM wrote:Surely to address the lower running costs of a Faction tower all that needs to be changed is the cycle time changed to 1.25 hours (As an example) between cycle rather than 1 hour? That cannot be too hard to implement? At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower. Thus all of the details on tracking when the tower ticks when updating reaction silos. Sorry if I'm covering old ground here, but couldn't the reactors and other POS modules have their own timers, rather than working off the towers timer?
They could, and I expect that when they redo starbases entirely, which they seem to be hinting at, something like this may be done. Right now, it's more of a quick change which doesn't offer as much chance of new bugs. Switching fuel type(s) and amount(s) is a less invasive change.
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Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 16:13:00 -
[6] - Quote
Ingvar Angst wrote:MentalM wrote:Arana Mirelin wrote:MentalM wrote:Surely to address the lower running costs of a Faction tower all that needs to be changed is the cycle time changed to 1.25 hours (As an example) between cycle rather than 1 hour? That cannot be too hard to implement? At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower. Thus all of the details on tracking when the tower ticks when updating reaction silos. Sorry if I'm covering old ground here, but couldn't the reactors and other POS modules have their own timers, rather than working off the towers timer? No. The reactors, etc. are of course timed to tick with the POS to accurately determine fuel use per cycle. If you start offsetting them you'll require certain fuels for this percentage of the cycle, a different amount for the rest of the cycle... you don't want to do that to the code.
That is an issue I didn't consider. However, with the coming fuel changes, this is no longer going to be an issue as LO/HW use are not going to be determined by PG/CPU usage.
If the plan is to move away from those being variable going forward, then this is something which could be changed. |
Arana Mirelin
Te'Rava Industries
10
|
Posted - 2011.11.09 20:32:00 -
[7] - Quote
Tairon Usaro wrote:usually i am quite sceptical about simplifications - Veterans love EVE not because of simplicity but because of complexity - but i consider these changes overall as good changes, because they take out complexity in an aspect, that did not contribute positively to the game experience (it did in fact contribute to my EXCEL experience .... ) I have a question concerning the building of the fuel blocks: does the assembly of fuel blocks come with any kind of compression or volume inflation ? In order words will it make sense to haul fuel components from Empire or haul fuel blocks from Empire ? Assuming that i have to buy fuel components completely from Jita market.
It apparently is a minor compression:
From here:
Quote:Allright, I'll do the math: 4 Fuel Pellets 200m3
Material volume for 4 pellets: 8 coolant*1.5 = 12m3 4 enriched uranium*1.5 = 6m3 400 racial isotope * 0.15 = 60m3 4 mechanical parts * 1.5 = 6m3 20 Oxygen*0.38 =7.6m3 1 Robotics*6 = 6m3 150 Heavy Water*0.4 = 60m3 150 Liquid ozone*0.4 = 60m3 Total = 217.6m3
This was calculated before the granularity change on the fuel blocks, so it still lists it as 4 blocks @ 50m3 each. Now, it's 40 blocks @ 5m3 each, so the math works out the same. |
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