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Iridium Inc. Shadow of xXDEATHXx
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Posted - 2011.11.08 13:35:00 -
[2] - Quote
CCP Greyscale wrote:Hi again. Changes:
- We're going to kick the build time down to 5 minutes and see where that gets us to.
- We're going to allow component assembly arrays to build fuel blocks too because why not.
- We're going to kick the granularity up by a factor of ten and re-implement ~15%/~25% fuel use bonuses for faction towers (and remove the faction-tower-specific bay size increases at the same time).
- CORRECTION: offline timers are not changed, that's still instantaneous; sorry for any confusion, I'm going to get the blog updated in a bit.
WRT the faction tower fuel use, we were hoping that what we were being told by various large-scale fuel operators that maintaining the high refuel interval was the main benefit for most people, as all other things being equal a 1/2/4 scheme is easier to work with than a 10/20/40 one. Obviously we didn't talk to enough small-scale users for whom the use bonus is a bigger deal; this feedback thread has established that this is still a big deal, so we're dropping to our first fallback position and doing 10/20/40 instead. Things we're not considering:
- Upping cycle times. It breaks reactors etc, and it makes the system harder for players to wrangle. We'd like to move away from designs that require you to memorize data tables to use them properly.
- Making the handover (or anything else to do with this change) more complex/more automated. If for example we determined that we couldn't do this without some form of upgrade script, we'd have cut the feature, because it increases the workload and the risk of this change by a factor of two or three, and at that level we can't justify committing to it. This goes for putting fuel into towers, it goes for running two fuel types at once (which would require major code changes) and so on.
Other things:
- You'll be able to reprocess fuel blocks in the normal way, getting back all the materials etc.
- 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 :)
- We'll keep an eye on the ice use situation and make further changes there if needed
- WRT the changes to robotics use, assuming large towers are the primary use case then going the other way would kick global consumption up by a factor of 3-4, which would make them a gigantic production bottleneck. Reducing the demand on small/medium towers a little is believed to be a better option than significantly driving up the running costs of all non-small towers everywhere.
- The handover isn't doing anything magic - it'll use old fuel before the switchover and new fuel afterwards. We're saying "half-and-half" because we're recommending you all put a mix of old and new fuel in your towers while the switch is happening, so it has old fuel available before the switch downtime and new fuel available after the downtime.
- WRT talking to players earlier, we have to strike a very careful balance between getting feedback early and not getting people's hopes up. Ideally we'd get input from everyone as soon as we start design work, but our experience has been that bringing very vague designs to the community, and/or pitching designs that subsequently get cut due to being infeasible, creates more disruption than holding back until we're sure something is actually going to work. We do of course talk to subject-matter specialists (ie, people who play that area of the game regularly) within CCP, and the CSM, in the early stages of the design.
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