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Author |
Thread Statistics | Show CCP posts - 15 post(s) |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
510
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Posted - 2011.11.07 16:04:00 -
[1] - Quote
OK, this is nice! Real nice! Especially the ability to have both fuels in the starbases for the transition...
... so why the hell can't you come up with a transitory plan for the PI switch instead of crippling PI by removing all the customs offices before there are ample PCOs available to replace them?! C'mon man! This is PROOF you're fully capable of easing things into play without crushing the community... Please, for the love of the gods, consider a transitional approach with the PI switch! Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
511
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Posted - 2011.11.07 17:48:00 -
[2] - Quote
Midnight Hope wrote:This sucks from a WH perspective. Now you not only have to haul in ice products but you also you have to create the stupid blocks. I fail to see how this "simplifies" anything.
It's not that bad Hope, and this is from a fellow hole-dweller. Yes, we already bring in the ice fuels, and normally we'd have them taking up space in the hangar until needed. Then... I look over at my ammo array, sitting there between any processing, and I look at the fact that I can now have EVERYTHING onlined up to max CPU/PG with no fuel penalty and I think... you know... I can keep one of the five slots pretty busy now making fuel chunks that would normally sit idle... let's face it, my missile production isn't using every slot 24/7. Now... my PI makes an excess, I easily have a good six months of extra fuels on hand (in case of emergency). I can convert this all over to fuel chunks and check it out... something else to take to market.
Wormholes don't take a real hit in this in a negative way as I see it. We still bring in what we bring in... and that's only for those that will still choose to bring it in. Some others may look at things and decide they can shift their full PI to other materials that produce a greater profit, run those out and bring processed fuel chunks in on the return trip. Hmm... there's potential for good profits there too actuallly if you think about it... shifting all your wormhole PI to hogh profit P3 or P4 materials and only hauling in fuel chunks.
The PCOs... those are going to really kick wormholes in the balls if they don't at least allow a transitionary time period. Fuel chunks, however... these work to our benefit I think in the long haul. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
511
|
Posted - 2011.11.07 18:04:00 -
[3] - Quote
Toshiko Kin wrote:Nocturrne Primitive wrote:Temmu Guerra wrote:Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks? Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare. Did I miss something? I could have sworn the dev blog said they would be manufactured in POS ammo arrays? "The four racial fuel blocks will be built in batches of four in all stations, plus starbase ammo assembly arrays..." So why are you traveling long distances again?
They're probably thinking of flying the ice fuels into null instead of actually mining the ice that's there, or encouraging industrialists in null to do that for them. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
511
|
Posted - 2011.11.07 18:16:00 -
[4] - Quote
MiliasColds wrote:i'm not a POS guy, but i see the questions people had regarding faction towers/ and the bonuses they get/what they mean to the players.
is it technically feasible to just change the cycle time for fuel use on faction towers, from 60 min to 75 min to 90 min, that gets less fuel same online time, and lower costs for that time. or same fuel same costs longer online time. just my two cents
No, it's not actually. Consider things like gas processing arrays and all don't start processing until the pos cycle hits. What this does is give an accurate amount of fuel required for the next cycle, which is hourly. Now... considering that this won't be a factor after this it's likely that when/if they rework pos' in the future they will be able to build that flexibility, however it's likely so ingrained in the current code that ripping the hourly cycle out has far greater potential to really break things than it's worth.
The multiply produced/consumed amount by ten, divide the size of the pellet/block/chunk by 10 (or 20 for hauling purposes...) makes a lot of sense however. You could easily then apply for example a 10% fuel efficiency bonus to a faction pos for example. Instead of 40/hr for a large pos, 36/hr. Instead of 10/hr for a small, 9/hr. I don't recall the actual percent saved with faction towers, but the math should work ok. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
513
|
Posted - 2011.11.07 18:48:00 -
[5] - Quote
Iniquita wrote:Internet Knight wrote:In reference to changing the fuel system for faction control towers... why not just change the fuel cycle time?
Where standard towers cycle through fuel every one hour, why not have tier 1 faction towers cycle every one hour and fifteen minutes, and have tier 2 faction towers cycle ever one hour and thirty minutes?
Makes sense to me. This seems incredibly logical. This same mechanic could be used for sov
Arrays cycle the same as the pos. This is/was needed for accurate fuel calculations. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
514
|
Posted - 2011.11.08 13:14:00 -
[6] - Quote
ED209X wrote:Jack Dant wrote:Even for WH people, the changes should bring some advantages despite the extra step. Just import the ice as always, dump it with your PI output in an ammo array, and do as many runs as you can without the need for more math.
Ammo arrays are easy enough to fit, much easier than a CHA. But it would be nice of CCP to increase their cargo to match component arrays, or allow blocks to be built in component arrays too.
For everyone else, I don't see how this is less convenient. If you were buying fuel from market, this simplifies your life enormously. If you were doing PI to feed your tower, you were already doing a lot more work than assembling the blocks will be. But if the extra step bothers you, just sell your PI products and buy the assembled blocks. How is more steps to build your fuel an advantage?
Simple really. First, you don't have to have stockpiles of various PI chunks, isotopes, waters, ozones filling your arrays. You bring in the ice products and as you get the PI made you convert them over to fuel.
OR - Option B...
Stop using your own PI for fuel and instead convert it to high value P3 and P4 items, like those being required for the PCO construction. Buy your fuels and bring them in, bring out and sell the P3 and P4 stuff. Giggle at your profits. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
514
|
Posted - 2011.11.08 13:28:00 -
[7] - Quote
Nicely done CCP Greyscale! Nicely done indeed.
Now if we could only have you work a bit with the PI team with the concerns about the PCOs and their insane idea to remove all the customs offices without allowing any transition time for people to make, purchase and/or plant the PCOs... they're going to break PI for quite a while there, which will drastically affect the availability of PI materials needed to create these pellets. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
516
|
Posted - 2011.11.08 16:10:00 -
[8] - 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?
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. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
516
|
Posted - 2011.11.08 16:28:00 -
[9] - Quote
Amiar wrote:So ywah... For a corp that bought alot of faction POS's to keep the run cost down we will now have to pull down the faction ones to put up normal ones since its basicly the same now!? Does that makes sence to anyone?
I suggest you keep the fuel benefits for faction towers. Afterall its what we paid fir when billions of isk on towers.
Other that, looking forward to the rest.
Current events, three or four pages back. Six months in the hole... it changes a man. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
517
|
Posted - 2011.11.08 18:56:00 -
[10] - Quote
Balcor Mirage wrote:Greyscale.... *sigh*... do you play this game?
You've gone one step too far and have not thought out the ramifications of the fuel blocks. I like the idea of the blocks as it will make it easier for my fuel technicians to manage the towers. However, you've just created an extra layer to the process and taken away any fiscal responsibility from the corporation by assuming we want to run CPU and Power Grid at 100% all the time... not to mention the rug being pulled out from under the faction tower bonuses. Why do you CONSTANTLY tinker with rules that have a financial commitment associated with them and NOT allow for an isk rebalance along with it?
One step too far... if you had left the ice fuels out of the production bill of material, you could have accomplished the same thing and not taken away the benefits of load balancing a POS or removing the faction benefits. You could have also then tied the production process to planetary interaction instead of creating a new layer of managing fuel production in additional production slots... one step too far.
You didn't read far enough before you posted. Go back a couple pages, Greyscale has already outlined changes made based on user input that are now in test. Six months in the hole... it changes a man. |
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Ingvar Angst
Nasty Pope Holding Corp
895
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Posted - 2011.11.18 12:03:00 -
[11] - Quote
BRIMTAK wrote:This is really a crap idea for us wormhole dwellers.
You say you're making this change to make it easy for people?
Tell me how easy this sounds....
1. Go buy component assembly array 2. Wait for a High Sec K162 (could take weeks) to come into my wormhole. (Because it won't fit in my Prorator and yes my wormhole is a static low-sec) 3. Get ahold of the BPO? 4. Offline a gun that I paid for just to online this component assembly array (because my CPU/PG are maxed out) 5. Spend how long making these stupid fuel pellets from the fuel I already have?
Guess what? I'm still going to be hauling the same fuel back and fourth, the only thing that's changing is I have to go buy crap, offline crap, and spend more time producing these pellets?
Sorry guys but your idea of making it easier for people sounds like you missed the boat on this one.
You wait for a K162 to open instead of scanning out a path to empire on your own? You don't already have a component assembly (or ammo assembly) array already?
You could, keep in mind, switch PI to P3 and P4 high profit items and haul pellets in with the profits. Six months in the hole... it changes a man. |
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