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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Jack Dant
The Gentlemen of Low Moral Fibre
83
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Posted - 2011.11.07 15:21:00 -
[1] - Quote
A few questions:
1) What happens to the sov bonus to fuel use?
2) What's the manufacture time on the blocks? - Answered in the devblog, sorry - 10 minutes.
3) I'm guessing assembling fuel into blocks, inside the fuel bays, over the deployment DT is too complex? That would be a better solution for players. |
Jack Dant
The Gentlemen of Low Moral Fibre
83
|
Posted - 2011.11.07 15:29:00 -
[2] - Quote
On a first calculation, I think the build times for fuel blocks are a bit too high. At 10 minutes/run, thats over a day for each week of fuel for a large tower. I guess you are counting on a mini-industry to arise for this. |
Jack Dant
The Gentlemen of Low Moral Fibre
83
|
Posted - 2011.11.07 15:47:00 -
[3] - Quote
Friedward Schnorch wrote: "We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers"
You actually doubled the consumption for medium and quadrupled it for large towers. Currently all towers just use 1 robotics, no matter which size.
Those material requirements are for a batch of 4 fuel blocks. So a small tower will use 0.25 robotics/hour and a medium 0.5 robotics/hour. |
Jack Dant
The Gentlemen of Low Moral Fibre
84
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Posted - 2011.11.07 16:04:00 -
[4] - Quote
Iece Quaan wrote:Now, is that for a me0 bpo? With no skills? Cause I'm wondering if researching the bpo for ME, and having high PE, makes it so that you're expanding the inputs in terms of volume, rather than compressing.
I think it's safe to assume these will be wastage 0 BPOs, just like control towers and other PI-built structures. That, of course, won't keep people from wasting time in ME research. |
Jack Dant
The Gentlemen of Low Moral Fibre
85
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Posted - 2011.11.07 16:25:00 -
[5] - Quote
Devblog wrote:Turrets, launchers, EW batteries and hardeners now take 5 seconds to anchor/unanchor and 120 seconds to online/offline As things stand now on TQ, offlining a POS mod is instantaneous. Is the 120 second offline timer in the blog a typo, or an actual change? |
Jack Dant
The Gentlemen of Low Moral Fibre
85
|
Posted - 2011.11.07 16:55:00 -
[6] - Quote
For people worrying about the cost of the blocks on market.
Each 4-block batch would cost around 500k isk to build right now. A large tower consumes 530k isk worth of fuel every hour (caldari fuel).
Selling the blocks at 132k/unit (530k for 4, the same price POS owners are paying now), would net the builder 4.3 mil/day per production line, or 43 mil/day per industry char.
This is pretty damn good for T1 production, so you can be sure lots and lots of people will do it, and unavoidably drive the prices down. |
Jack Dant
The Gentlemen of Low Moral Fibre
88
|
Posted - 2011.11.07 18:52:00 -
[7] - Quote
Vincent Athena wrote:This uses the costs as they are now, not as they will be in 2 months. If we get a heavy water shortage the cost could go sky high.
What is needed to insure ice mining supplies sufficient heavy water for POS needs, either by boosting heavy water obtained from ice or by reducing the need in fuel cube production.
Heavy water shortages only exist in the minds of clueless speculators. Ice mining in empire produces much more heavy water than liquid ozone. Even dark glitter, the best source of LO, still produces 1 unit of HW for each 2 units of LO.
Ozone gets used by towers, cynos, and most importantly, jump bridges.
Heavy water gets used by... towers.
I really don't see the demand catching up to the supply any time soon.
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Jack Dant
The Gentlemen of Low Moral Fibre
90
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Posted - 2011.11.07 22:44:00 -
[8] - Quote
AkJon Ferguson wrote:"Could you please punch yourself in the head again until it dawns on you that the current POS Fuel mechanic is vastly superior to the one you're proposing to implement? I'm sure if your arm begins to tire or your hand gets sore that you could recruit some volunteers.
What are you smoking? Current refueling process:
- Go to fuel stash.
- For each tower you have to refuel, look up fuel needs on POS manager.
- Shift-drag each of the 8 fuels into your cargo, copy number from POS manager into the text box.
- If your cargo is full, remember how much you got and how much you still need.
- Go to tower and drop fuel.
- Repeat for next tower. Make sure you havent mixed up your towers.
New refuelling process:
- Go to fuel stash.
- Fill cargo with fuel.
- Warp to tower, fill bay with fuel.
- If cargo empty, go grab more fuel.
- Stop when all towers have full bays.
Now, which one is simpler, less boring, less prone to mistakes? |
Jack Dant
The Gentlemen of Low Moral Fibre
91
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Posted - 2011.11.08 10:12:00 -
[9] - Quote
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. |
Jack Dant
The Gentlemen of Low Moral Fibre
93
|
Posted - 2011.11.08 10:33:00 -
[10] - Quote
ED209X wrote: How is more steps to build your fuel an advantage?
Simplification. You don't need to worry about how much of each fuel type you need and mess around shift-dragging stacks of fuel from hangar to cargo/fuel bay. Put it all in one place and install the fuel build job, which will take care of the numbers. Whatever PI materials are left, that's your surplus to take to market or whatever you do with it.
The change may not be big for a single tower, but as soon as you have a couple, you'll notice how much play time you save. |
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Jack Dant
The Gentlemen of Low Moral Fibre
94
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Posted - 2011.11.08 11:10:00 -
[11] - Quote
Grukni wrote:I think what he meant is that it's all about CCP's attitude of not taking into account some valid points brought up by some fellow forumers and giving no reason why. They should, at least, explain the reasons and objectives they want to achieve not taking into account player feedback. It has already been stated that they want to bring ease, but there must be more, like a hidden agenda, when they want to drop the bonuses of faction towers and sov, for example, and do listen to our whines to increase fuel granularity. It is not like they missed this point, it is wholly intentional. An explanation on this from CCP would be welcomed.
The sov bonus is not being dropped. It's not being applied to small and medium towers because of rounding (75% of 2 and 1, rounded up, is still 2 and 1). If they increase fuel granularity, it will work:
https://forums.eveonline.com/default.aspx?g=posts&m=321224#post321224
They removed faction bonuses because the chosen fuel granularity didn't allow it. If they do increase granularity, there's no reason to assume they won't keep the bonus. |
Jack Dant
The Gentlemen of Low Moral Fibre
97
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Posted - 2011.11.08 12:42:00 -
[12] - Quote
Neo Agricola wrote:Floydd Heywood wrote: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. You don't have to build anything. Just buy the blocks in hisec. Yeah. because they apperar out of thin air, without any costs. Those NPCs which are producing the block will sell them below or for the same isk value which they need to produce it. And since they are NPCs they dont need any earnings....
The blocks are around 8% cheaper than the current fuel costs. Selling the blocks at that 8% gives a very generous 1.2b/month profit per character building them (300 mil more if building at a small tower). Somehow, I don't think supply will be an issue. |
Jack Dant
The Gentlemen of Low Moral Fibre
97
|
Posted - 2011.11.08 12:50:00 -
[13] - Quote
Great changes there :)
CCP Greyscale wrote:Currently they're configured to be researchable, with fairly short durations. I'm seeing some questions about this here - is there a strong reason why these need to be unresearchable? I don't have an industry designer on hand right now or I'd ask them :)
PE research is fine, and will benefit people who turn block-building into their profession.
Wastage and ME research, I'm not convinced. It will delay the initial availability and/or make more expensive during the changeover period, as people either build them wasting materials or wait to research them. Plus ME research slots are always busy in empire, so you are "forcing" pos owners (especially WH corps) to also get a lab to research the BPOs.
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Jack Dant
The Gentlemen of Low Moral Fibre
102
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Posted - 2011.11.08 13:17:00 -
[14] - Quote
CCP Greyscale wrote:We're going to allow component assembly arrays to build fuel blocks too because why not. This is an awesome change btw.
The component array has 1 million m3 capacity, versus 150k on the ammo array, and 1.4 mil on a corp hangar array. Unless you are using your CHA to full capacity, the component array is a good replacement with lower fitting costs, and the ability to assemble fuel blocks. |
Jack Dant
The Gentlemen of Low Moral Fibre
105
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Posted - 2011.11.08 14:53:00 -
[15] - Quote
Kim Lesley Hartman wrote:Kim Lesley Hartman wrote:Quote: Every other structure not already mentioned in this list now takes 5 seconds to anchor/unanchor and 3 seconds to online/offline Can somebody tell me if that includes the actual towers? (may have been answered already but can't read to 35 pages atm) Please anybody? Not as of yesterday on Sisi. |
Jack Dant
The Gentlemen of Low Moral Fibre
116
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Posted - 2011.11.10 16:17:00 -
[16] - Quote
Scrapyard Bob wrote:- There are lots of other uses of LiqOz (Cynos in particular, along with Jump Bridges). A basic cyno uses 250 units of LOz at skill level V. Pop off a few cynos per day and you're consuming more LiqOz then even a large tower would consume. Or someone can chime in about the other uses of LiqOz that dwarf POS tower consumption.
I bet 0.0 jump bridges use up as much LO as towers, if not more. Each time a battleship jumps through a bridge, it uses around 250 LO. |
Jack Dant
The Gentlemen of Low Moral Fibre
493
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Posted - 2011.11.13 12:05:00 -
[17] - Quote
Agnemon wrote:which means approx 2 to 2.5 hrs per day ice mining ( mack with level 5 skills and 320 sec cycle time) plus do the PI stuff plus do the other Eve stuff that I actually play the game to do plus have a real life ( Oops sorry, I know that is not allowed anymore) Or you could do like the rest of us do, and buy your ice from the bots ice miners.
Managing a POS, mining ice, collecting PI materials, they are all different professions. Forcing them to cooperate through the market is part of what makes EVE's economy so strong. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |
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