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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Evelgrivion
Gunpoint Diplomacy
70
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Posted - 2011.11.07 20:30:00 -
[1] - Quote
Whoops, meant to post this here rather than in S&I.
Large scale operators aren't the only ones using faction towers; to small scale users, the reduced fuel costs are a tremendous advantage that would be obliterated by this change. Increasing fuel costs completely annihilates any improvements the rest of the fuel system otherwise gives to me.
R.A.M.s consume odd fractions of themselves by being damaged in manufacturing jobs; why can't fuel consumption work similarly?
This is the second time Starbases have been looked at recently; making the experience worse for a portion of the end users when redesigning the system, without the explicit intent to alter game balance, in order to accommodate other end users doesn't really accomplish what you set out to do. |
Evelgrivion
Gunpoint Diplomacy
70
|
Posted - 2011.11.07 20:52:00 -
[2] - Quote
Weaselior wrote:fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time
if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement
I'd rather run the numbers for a faction tower and take my 25% reduction in fuel costs over a standard tower, honestly. I've only got one. |
Evelgrivion
Gunpoint Diplomacy
70
|
Posted - 2011.11.07 21:12:00 -
[3] - Quote
Instead of using four blocks per hour, use 16 and building four times as many from each blueprint run?
Quarter the volume, quintuple the quantity used and produced? This is a wonderfully elegant solution! |
Evelgrivion
Gunpoint Diplomacy
70
|
Posted - 2011.11.07 21:28:00 -
[4] - Quote
Zaepho wrote:Just wanted to pop in and support some of the recommendations here.
* Fuel Colors - These should match the Racial colors to make it easy to distinguish * Faction/SOV Fuel Bonuses - These are essential and using a factor of 100 on everything would work perfectly (i.e. produce 400 blocks at 1/100'th the size of current and Towers consume 100 times more cubes than currently proposed) This also brings back fuel as a cargo filler for when you have a little extra space on that jump and nothing to fit in it. * Rate of Production - These should produce fast. really really fast. We've had 0 time in fuel manufacture previously and now w're adding fuel manufacture (and cost due to production line costs although this is small) the time should be small. Make the time faster or the batch size larger. Possibly bring it up to a full day's worth of fuel for a small tower per batch. The max runs should also be incredibly high. high enough to produce the entire monthly supply for fuel for a standard large tower.
100 is a rather large number where four would suffice; four blocks for a small, eight blocks for a medium, sixteen blocks for a large tower per hour.
With faction towers and or a sovereign alliance's fuel consumption reduction, that would be three for a small tower, six for a medium tower, and 12 for a large tower per hour.
On the subject of faction towers, why haven't those been put back into the loot tables yet? |
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