
ildra
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Posted - 2006.10.30 11:21:00 -
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Originally by: Doxs Roxs Some of you may think that this is crazy, but I sincerely think it would be a fun ingredient.
Implementation: *All ships get a fuel tank, much like a cargo bay, but you can only stick fuel in it. *Each unit of cap spent will consume fuel *Moving your ship in space will consume fuel *The passive recharge of your shields will consume fuel
*Fuels would either be existing materials ingame or completely new, prefferably existing materials. *Running completely empty of fuel would not leave you stranded. But you would get a sewere penalty to cap recharge, shield recharge and to maximum speed. (RP explanation, the ship can harness some solar energy hence why you are not completely stranded)
*Fuel tanks should be balanced so that you can use the ship at max cap recharge, shield recharge and max velocity combined for about 12-24 hours. That would mean that a casual player would have to refuel about once a week or every two weeks on most normal ships.
*Give the logistic ships several HUGE fuel tanks so that they get the capacity to act as a logistics ship by bringing fuel to the fleet.
*Fuel should come in several different tiers, where the lowest are more space consuming and give penalties to the output of the ship and the highest tiers (or even T2 fuels if that is wanted) would only be usable by T2 ships and would be less space consuming and give bonuses to the output of the ship. Most T2 ships would require much better fuel then their T1 counterparts to operate at todays standards thus running T2 ships is also more expensive then T1 ships.
What would this add to gameplay? *There is finally an incentive to be energy efficient. *This would promote small ships and small ship warfare instead of only battleships all over the place. *People who dont want to use alot of money on running their ships would pick a lower grade of fuel and would thus recieve a small penalty to cap recharge, shield recharge and max velocity. *People who want maximum performance out of their ship would choose a more expensive fuel and would recieve a small bonus to cap recharge, shield recharge and max velocity. *This would add alot of logistics to a large fleet that moves around in hostile territory for extended periods of time. *More interesting modules, how about a low slot module "Extra fuel tanks"
How to balance amongst the races: To ensure that Amarr (or other would be overconsumers of fuel) are not getting a negative impact from this I propose that their ships would be able to use all fuels more efficiently and thus be able to use fuels as if they were a tier higher, or a set percentage bonus or something else that prevents them from being at a disadvantage from using more cap.
I think that this would add alot of interesting things to the game and I also think the extra isk sink would promote alot of good things!
What do you think?
Regards
/Doxs
Have you ever tried doing logistics for dreadnoughts or carriers?
Think about doing logistics in a corp with over 100 players on a daily basis.. this would mean the end of 0.0 combat :P
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