| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Rydrax Grathmo
|
Posted - 2006.12.05 18:32:00 -
[1]
It is interesting that in a game that allows you to fly long distances, that you are never required to re-fuel ships in warping any distance. If ships would require re-fueling this would completely change the whole dynamics of the game, and create a whole new logistics requirement for wars and hunts. I am not sure if this idea has been suggested before so I appologise beforehand.
Refueling could be done at a station, or could be achieved at various sites within a system eg near the Sun, or at hidden locations like Gas Clouds (same rules as hidden complexes). The game should also warn you if you are below a certain amount of fuel within your ship before you exit a station or while within a system. You should always be given the option to warp to the sun for refuelling. For frigs, these should have absolute minimal fuel requirements usage to not affect new players.
This would also provide new ship options being Fuel Haulers/Tankers, and/or Fuel Harvester ships/modules.
|

Vincent Almasy
Gallente The Underground
|
Posted - 2006.12.05 18:42:00 -
[2]
The ships are far more advanced them we are and yet we can use fusion on some levels. The matar ammo fusion shells use this aswell as their nuclear rounds. The gallente use anti-matter which is a fuel source more then 50x fusion, and amarr have mastered lasers for large dimeters aswell as range. One simple fusion reaction and power northern america for close to six months if the power was fully contained, no multiply that by fifty for a anti-matter of just a few grams if that. One antimatter S shell would be more then enough fuel for a station for decades on end, let alone a ship.
|

Amda Portisse
The Phoenix Rising Distant Star Alliance
|
Posted - 2006.12.05 19:48:00 -
[3]
I think the idea has some legs. It might be too difficult and too drastic a change to implement, but if well thought out, it could totally sort out the combat / gank system.
A fleet just of heavy ships (BS etc) would cost soo much to fuel that it would be difficult to take it on a roaming gank. Having a mix of ships with just a few BS's (and some Fuel Tankers (to be protected :) ) could have a much greater range.
It could mean smaller fleets and a greater mix of support vessels. As smaller ships would use much less fuel.
Ships that ran out of main fuel could switch to a kind of backup power, powered by sunlight and only after putting all the power-hungry weapon-systems offline :)
------------------ The Phoenix Rising |

Avera Mikou
|
Posted - 2006.12.05 20:03:00 -
[4]
Edited by: Avera Mikou on 05/12/2006 20:03:43 I think our characters should have to go to the bathroom every 30 minutes and pay for toilet paper.
Do you get my point? It just wouldn't be fun. Some things in life we want to escape.
|

Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
|
Posted - 2006.12.05 20:06:00 -
[5]
No. -----
[Coreli Corporation Mainframe] |

Lygos
Amarr Interstellar Starbase Syndicate
|
Posted - 2006.12.05 22:37:00 -
[6]
I support fuel.
Usually I support it on the grounds of strategic warfare, and as a resource derived from POS.
However, today I am going to take cues from the biological world and suggest that it be possible to strip fuel from other ships.
Phototrophs: (heliotropes) These rely on solar collectors and generate a fuel reserve based on the size/illumination index (s)*(i) of the solar body, and uses a simplified formula to calculate inefficiency based on the distance (d) to said body. (E) equals the modifier of fuel replenishment. (s*i)/d^2=E
Lithotrophs: Can utilize asteroids for immediate fuel reprocessing. Better asteroids, less required for fuel. (Mmm, risk) -subcategory includes chemoautotrophes (moon materials): Good for the POS economy. Easily stored at various locations.
Among heterotrophs, we have many categories:
Saprophytes: These are able to scavenge fuel from "dead" matter, including reprocessing wrecks for fuel. Ideal for the pirate or pvper who prefers that killmail.
Photoheterotrophytes: These are able to acquire what they need by nipping a bit here and there from organisms which utilize photons in their metabolism. Probably nothing wrong with allowing some near-sun POS to convert to solar collectors. It might also be interesting to allow people to deploy anchorable collectors so they can make stopovers in extended flights.
Organotrophs: The classic vampire which has to have a captured, living vessel from which to extract the fuel. Ideal for the pirate who enjoys a good ransom, but doesn't have an incentive to truly lack for targets.
The best way I can think of for implementing something like this is to give each ship a fuel tank, and also an "Engine Slot" that is also an activateable module. Since no ships use 24 slots, it should always be possible to add this to a random slot if that restriction is absolutely necessary. It can also function as a purely passive system (like a passive smartbomb). Any ship should be configurable for any mode.
Now lets wait for a war between the eukaryotes and the prokaryotes.
--- T2 Risk |

Endorphyne Hydra
|
Posted - 2006.12.06 11:39:00 -
[7]
///SIGNED!!!
The idea of fuel is superb. It's been suggested many times lately and I support it with all my heart. It would add more strategy to combat, and would need much more planning before trespassing enemy territory. We wouldn't have small pirategangs crossing entire regions as they would require support, and therefore be much more limited.
Yes fuel and need of refueling may seem oldfashioned, but it would enrich gameplay tonwise AND REMEMBER, stations still require fuel today..so there it is!!
|

Rydrax Grathmo
|
Posted - 2006.12.08 00:23:00 -
[8]
Originally by: Avera Mikou Edited by: Avera Mikou on 05/12/2006 20:03:43 I think our characters should have to go to the bathroom every 30 minutes and pay for toilet paper.
Do you get my point? It just wouldn't be fun. Some things in life we want to escape.
Well it could all be automated esp for those that are based out of stations. When you undock, the station could ask you if you needed a refil or once you reach a certain level, and automatically deduct isk for the service. The hassles for the general community would be minimal.
My main point of the post is in fleet battles or when someone is trying to have a force invade other areas. There is currently no need to involve logistics relating to supply of essentials like fuel. This would completely change the landscape when forces try to invade other areas.
Eve is a thinking persons game and involves some strategy. This would ensure that more strategy is invovled.
|

Letheeth Kayl
|
Posted - 2006.12.08 01:48:00 -
[9]
So, what are we looking at race wise for ships. Big ole slow Amarr, probably alot of fuel in those suckers, 'cause they slooooow. I see alot of shiny black sparkly things on minmatar ships, aren't those solor panels of sorts? So they're also fast and agile . . . not much fuel on them is there? Gallente would probably have fuel based around short bursts (anerobic) to get in and blast the crapola out of folks, and Caldari, those hideious Lego monstrosities, they're arobic, a mix of matari speed and amarri staying power.
The idea of the bacteria and other microscopic organisms is interesting, funny, but fantastic. So amarr are vampires . . . Let's make the evil amarr empire even more evil, they steal fuel from other ships! EGAD no wonder they can stay so techonolgically "inferior", they unfuel their enemy ships before their pew pew lasers do anything. And what's a ship that's off going to do against beams of focused, heated light? Or maybe the matari would rather have it the other way, and have themselves be the vampires against the giant armored amarr? I don't know, they just don't strike me as very vampire-esq.
|

Karon Wodens
LFC
|
Posted - 2006.12.08 02:00:00 -
[10]
What about having "fuel optional". If you want your ship to go faster, you buy some sort of fuel that will improve it's max speed when being fed into the system. (ON/OFF). This might have drawbacks as well, perhaps messing with your agility as turning at higher speeds might be a bit hazardous or the fuel could actually burn cap instead or something.
Caldari Prime: Think of that moment, remember what they did...
|

Rydrax Grathmo
|
Posted - 2006.12.08 05:14:00 -
[11]
My thoughts on fuel are more along the lines of warping at light speed or faster. Not for general movements at sub-warp speeds.
The easiest way to calculate fuel usage is the mass of the ship. Mass to Energy usage. I am sure that some fuzzy haired bloke came up with a std forumla. Whats his name again... Albert something... E= Mc ... well you know what I mean.
|

Prescience
Gallente XERCORE
|
Posted - 2006.12.08 10:33:00 -
[12]
Oh GOD. NO! Please not fuel again. I thought we put paid to this idea. Yes, it brings more strategy, but so does the addition of gravity wells. Can you IMAGINE the lag that putting fuel on ships is going to cause. They stopped putting health bars to the entire fleet because of the lag it caused. They made warp to 0 to stop people bookmarking and cut on lag.
Each ship (not just in space, but in stations as well) needing fuel and calculating how much is left??? 
Im sorry if I seem harsh, but this idea would mean lagfest 2007. _____________________________________
WHO said EVE had to be FAIR??
|

SpawnSupreme
|
Posted - 2006.12.08 14:46:00 -
[13]
this is a future game and today we have the technology to power a sub or air craft carrier for years the only reason the carrier fuels up is to fill plains for training ops if you wanna add fuel to the game require the charictor to eat and without food for a period of time start to take on penalties to actions but even this is unwelcome to me.
|

Lygos
Interstellar Starbase Syndicate
|
Posted - 2006.12.08 14:46:00 -
[14]
Originally by: Prescience Oh GOD. NO! Please not fuel again. I thought we put paid to this idea. Yes, it brings more strategy, but so does the addition of gravity wells. Can you IMAGINE the lag that putting fuel on ships is going to cause. They stopped putting health bars to the entire fleet because of the lag it caused. They made warp to 0 to stop people bookmarking and cut on lag.
Each ship (not just in space, but in stations as well) needing fuel and calculating how much is left??? 
Im sorry if I seem harsh, but this idea would mean lagfest 2007.
I'm no expert, but I suspect that there is a broad difference between a stat that is on the server, and a stat which is broadcast to all users in the same grid. Given that, it might also mean even less server cpu time if it is not an entry that changes constantly like capacitor or shields. Maybe. We are talking about something that changes once every time you warp, or once any some other special event is initiated. That's like once every 30 seconds tops, but more like once every few minutes for the median.
If static data was an issue, I doubt CCP would leave in so many aspects that seem to have no noticable effect on gameplay whatsoever.
--- T2 Risk |

Prescience
Gallente XERCORE
|
Posted - 2006.12.08 15:25:00 -
[15]
Hmm, perhaps you are right, but I really dont want the hassle of refuelling my ship after several warps. What about long trips on autopilot? Its a good idea and Im sorry to put the rubbishers on it, but I really dont want that EXTRA thing to think about. _____________________________________
WHO said EVE had to be FAIR??
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |