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Refueling service in Null.

Author
Clementina
University of Caille
#21 - 2014-01-30 17:40:10 UTC  |  Edited by: Clementina
This is a bad idea, but I think there is a gem of a good idea.

Why do you have to be in the same corp as a POS to deliver fuel to the POS?
Maybe there should be a POS fuel Receiving Station that can be anchored outside your POS, and if your POS is set NRDS the POS fuel Receiving Station will receive fuel from random people. Then you can hire random people or, {Color here} Frog, or your alliance mates to deliver fuel straight to your POS.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#22 - 2014-01-30 18:26:43 UTC
Clementina wrote:
This is a bad idea, but I think there is a gem of a good idea.

Why do you have to be in the same corp as a POS to deliver fuel to the POS?
Maybe there should be a POS fuel Receiving Station that can be anchored outside your POS, and if your POS is set NBSI the POS fuel Receiving Station will receive fuel from random people. Then you can hire random people or, {Color here} Frog, or your alliance mates to deliver fuel straight to your POS.


I wouldn't mind this...

Truth be told though, I suspect it wouldn't be used much outside of highsec. In low and null, freighters are extremely vulnerable when not on the station undock. It takes a lot of guts to move a freighter or JF to an unknown POS that could be set to shoot you, that could have pirates waiting to kill you, etc.

Ronny Hugo
KarmaFleet
Goonswarm Federation
#23 - 2014-01-30 21:39:13 UTC  |  Edited by: Ronny Hugo
Gizznitt Malikite wrote:
Quote:
Quote:
"It creates an added layer of responsibility to operate a POS."


- You have to go further here. What do you mean with this argument? Are you suggesting people play Eve to get responsibilities? What do you mean by "responsibilities"? How is more responsibilities better?


The need to fuel a POS means someone must visit the POS by flying in space at least once every 4 weeks. It means you can't leave it alone or it'll go offline and potentially be ransacked.

The need to fuel a POS means you must TRUST a subset of pilots to fuel it. Given these pilots can unfuel it results in a security vs ease of operation dichotomy.

POS's themselves create a safespot for ships in space. You can store ships and items there, refit your ship, and even partake in S&I. That is an enormous amount of utility, and requiring you to fuel it every 4 weeks (or more) is not an unreasonable level of tedium for that level of benefit!

That's why I have an issue with your suggestion.


I can we swayed by your argument to why POS refueling needs its current level of tediousness. Which can not be said for the previous arguments made to try to do the same. A safe spot for ones entire corporation/alliance is worth the tediousness of refueling.

The "a lot of ppl play eve because its hard work." -argument however, is not a good argument for keeping things tedious.
"it separates ppl who can mange many responsibilities with skill from those that cant, and eve gives an advantage to the skilled hardworkers over the lazy ppl." - No, it simply awards those who spends lots of time in Eve. I think that is a good balancing point, awarding those who play the most. But Eve is the world's most time-consuming game already, so we should do what we can to decrease the amount of time tasks require.

Maybe we can take another approach. Lets think up a way to cut the time it takes to refuel POSes. Lets say the Fuel Freighter (new ship) would be able to jump directly to anchored Fuel Freighter cynosural field structure next to POS shields (or inside, you decide). Then a Fuel freighter could jump from POS to POS darn fast.

But I do find it funny that the first reaction when offering an idea that makes something easier to do, is "you're lazy if you don't want to do things when they demand as much effort as they do now". May explain why CCP has historically almost never made anything simpler. Which may explain why the Average Eve player plays for over 200 days of the year, for an average of over 3 hours each time (I think that was what he said on this video, can't be bothered to see it again just to check: http://www.youtube.com/watch?v=Ie9V2P5El0E ).

Tchulen, "Anything that takes pilot actions (ie, flying) out of the players' hands and performs them with NPCs is moving backwards for the game, in my opinion." - While I do agree in principal on this, we can choose to have the fun stuff in the hands of people, and boring stuff in the hands of automation. The players do the fighting in spaceships, they don't work in a factory building the nuts and bolts for the ships. And refueling is sort of boring, unless you get lots of refueling done in a short time (or at least get to do it slightly faster each year due to some new module or ship that makes the whole process take less time).
Daichi Yamato
Jabbersnarks and Wonderglass
#24 - 2014-01-31 12:01:24 UTC
Ronny Hugo wrote:

Tchulen, "Anything that takes pilot actions (ie, flying) out of the players' hands and performs them with NPCs is moving backwards for the game, in my opinion." - While I do agree in principal on this, we can choose to have the fun stuff in the hands of people, and boring stuff in the hands of automation. The players do the fighting in spaceships, they don't work in a factory building the nuts and bolts for the ships. And refueling is sort of boring, unless you get lots of refueling done in a short time (or at least get to do it slightly faster each year due to some new module or ship that makes the whole process take less time).


so why not just have systems generate resources per hour that magically appear in ur hangar. leaves more room for the fun stuff right?

u seem to be missing the fact that this is exactly why some ppl play this game. some ppl love to get into the 'boring' sides of industry. and if they could, they would put the ships together piece by piece themselves. hell you could even have ship building become more player skill orientated, making some builders better than others.

the more automation there is the less hard work is rewarded, the more laziness is rewarded. Sometimes i wish my PI stuff could magically travel between planets, but i remind myself how much that would take away from the guy who makes sure hes there and puts in the effort that things flow smoothly in his network and how much he should be rewarded for that.

Most ppl consider mining 'boring', but others live for the challenge of achieving maximum efficiency, maximum productivity. and if that became automated it would truly become a lesser game.

TL:DR
what u call boring, is the reason other ppl play the game. value these ppl and get them in ur group.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Ronny Hugo
KarmaFleet
Goonswarm Federation
#25 - 2014-01-31 20:32:23 UTC
Daichi Yamato wrote:
u seem to be missing the fact that this is exactly why some ppl play this game.


People mine and refuel POSes and rat because it gets them isk (or the ingredients that they need to make fun). Not because its fun. The reason people "enjoy" increasing efficiency is because they want to mine, refuel and rat as little as possible. I sit bathed in spreadsheets to choose what to manufacture next, all because every extra isk I make from it is one isk I don't have to mine or rat. I enjoy being able to suffer through less boring stuff. There's a big difference between this and enjoying boring stuff for their own sake.
Daichi Yamato
Jabbersnarks and Wonderglass
#26 - 2014-02-02 04:16:00 UTC
translated:

'Because i dnt like mining, no one likes mining, and anyone who says they do is lying.

even if there are some ppl in this game that dnt PVP, explore or mission,only mine and build. they are just masochists who hate themselves.'


riiiiiiiight...What?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Linkxsc162534
Silent Scourge
#27 - 2014-02-02 06:33:42 UTC
Whoa whoa whoa. slow down everybody.

Ok. on making automatic fueling stations... no. Ok seriously, whats so hard about moving a bit of fuel every now and then. So you grab a handful of friend, load up your blockade runners and a couple ceptors as scouts, and run the gauntlet to high (or you know, just go through a couple WHs like most people).

Ok lets look at your idea part by part.
So this thing seems to be basically an outpost, that you can't use for regular outposting activities. (for some reason)

That you can requisition these freighters from (like really, it can't just be a module for an outpost?)

You have to haul the fuel to this station (from highsec or wherever, which is the most time consuming part of POS fueling)

And then pay to hire NPC freighters, to travel the 1 or 2 jumps aroudn your region to fuel your owned POSes, because your transport guy decided GG for the day.


Can they travel several jumps?
They go on a regular schedule?
Do they have defences?
I doubt that that they do, and in the case of any POSes within your territory, unless there is a current roving gang, the freighters will be in virtually no danger anyways.
How many of these stations can a corp or alliance have?
So this is mean to centralize your logistics so they spend all their time transporting fuel to just 1 system then let the NPCs handle it?
How would the affect WH dwellers?
Are they jsut boned by this? Only nullbears get the luxury of having NPCs do all their fueling work?
Would it require SOV to put 1 of these up?

Cost is kinda ridiculous because it would be a waste of money to spend several mil having NPCs do what you could just have a couple pilots do in the morning after they're done their daily PI.




So you say that alliances are getting big enough that the empires should be diplomatic with them, and empire freighters that never venture out of high should be taking up this diplomacy?

If alliances are so big, y can't they just have a couple of their members cycle around and handle fuel needs?


Like really, even the corps I've been with have had up to 30 POSes at a time before, across only 20-30 active people (the others only showed up for CTAs) POSes with jump bridges that were used hundreds of times a day.
And at that it only took 4 people 1 day in like 3 months to get enough fuel stored up in null to run everything the whole time, and then once every so often when doing morning PI, would run around and fuel things up. No skin off anyone's back for the right to call a little bitty piece of space "home" for the time we were there.
Secret Squirrell
Allied Press Intergalactic
#28 - 2014-02-02 06:54:41 UTC
You all are looking at this the wrong way... Current mechanics mean that it is pretty easy and safe to refuel a POS. It is quite rare that you will ever have a chance to kill a fuel delivery.

What if instead, there was a fueling mechanic that was easy for an active player to interdict. Imagine if POS had small fuel bays, and either needed very regular player fueling, or relied heavily on shipments of fuel from a central depot to stay online.

So, Imagine if a POS held 3 days fuel. You then had a fuel depot, which could be anchored on a planet, could hold tons of fuel, and configured to dispatch haulers to your POS within say 10 jumps. Each hauler could carry up to 80 fuel blocks, and the depot will dispatch haulers at a regular interval, say 1 per hour per pos, to fuel each of your POS until full. The hauler would spawn at the depot, and start traveling via gate to your POS. It would take lets say 15s to align after spawning, and jumping into a new system, could be pointed and killed by any player who wants to, and have stats similar to T1 haulers. Could even require the depot to have a stock of hauling ships, and need replacements when they are destroyed.

The player angle would be in the option to disrupt the shipments, or to try to protect them. Consistently kill more then 50% of the shipments, and the POS starts to run out of fuel, not to mention the cost of the fuel your blowing up.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#29 - 2014-02-02 13:57:16 UTC  |  Edited by: Ronny Hugo
Linkxsc162534 wrote:
Whoa whoa whoa. slow down everybody.

Ok. on making automatic fueling stations... no. Ok seriously, whats so hard about moving a bit of fuel every now and then. So you grab a handful of friend, load up your blockade runners and a couple ceptors as scouts, and run the gauntlet to high (or you know, just go through a couple WHs like most people).


Its not that it on its own takes a long time or a lot of effort, its just that given the 3 hour average gameplay per day, 200 days of the year, do you want the players to spend their gametime refueling a POS or shooting each other? Any decent refueler practically never gets caught by anyone else, so he may as well be teleporting directly from Jita to every station he refuels and back to Jita.
If the point of having to refuel is to offer more targets and opportunities for PVP (or "content" as some call it), then why is the refueling practically an invulnerable task that never causes content to happen? Its just a chore, like taking out the trash, you won't get involved in any excitement on the journey to and from the trashcan.

"So this thing seems to be basically an outpost, that you can't use for regular outposting activities." - Your assumptions, I have not suggested anything else but the fuel freighter service and supercapital docking as features of this station. That does not mean that is the only services available, it just means those are for another thread if you wish to discuss the particulars of the station itself.

"That you can requisition these freighters from (like really, it can't just be a module for an outpost?)" - If you wish to make another variation of the idea, go ahead.

"You have to haul the fuel to this station (from highsec or wherever, which is the most time consuming part of POS fueling)" - Not necessarily. It could be another isk-sink that it transports it from high-sec as well.

"And then pay to hire NPC freighters, to travel the 1 or 2 jumps around your region to fuel your owned POSes, because your transport guy decided GG for the day." - I'm paying my transport guy to transport. Are you simply getting him to do lots of work out of the goodness of his heart or aimless need to contribute and accomplish something? If I pay him or the NPCs matter little to me, except I can pay the NPCs less. I lose some profit margin because I pay him roughly equal to what I get from my isk-making work.

"Can they travel several jumps?
They go on a regular schedule?
Do they have defences?"

These are balancing issues I listed in OP. Come with some constructive words and stuff on this. You know, what defences if any should they have, EHP, dps, agility, warp core strength, whether they warp direct to gate or warp in at 50km etc. Please feel free to contribute.

"How many of these stations can a corp or alliance have?" - Also balancing issue that I think I mentioned.

"So this is mean to centralize your logistics so they spend all their time transporting fuel to just 1 system then let the NPCs handle it?" - Fair question. But you ask it as if I have already written the code for your assumption of how this would work. I have not written a Bible here saying this is how it must/should be, I have just said "would it not be nice if someone died on the cross for all our refueling?". More often than not the best/really good way to implement the idea in OP are made by someone else in page number 39 or something like that on the threadnought.

"How would the affect WH dwellers?" - Good question. But it is answered by the balancing issues (fex if you need sov to make one such station, and if you have to manually set up the route, because then you could send FFs to a WH POS, but you'd have to scan down the route and put it in every time.

"Are they jsut boned by this? Only nullbears get the luxury of having NPCs do all their fueling work?
Would it require SOV to put 1 of these up?" - All balancing issues.

"Cost is kinda ridiculous because it would be a waste of money to spend several mil having NPCs do what you could just have a couple pilots do in the morning after they're done their daily PI." - You imply fuel transporters work for free, that is ridiculous. If they get no more goodies and services than the rest of the corpies then you are not a good leader.

"So you say that alliances are getting big enough that the empires should be diplomatic with them, and empire freighters that never venture out of high should be taking up this diplomacy?" - The freighters themselves would just the be sign that the empires and the null-sec alliances are engaged in diplomacy. The freighter pilots themselves are not diplomats. You don't get a shipment of cars from Japan where the Captain asks to sit down in diplomatic negotiations with you, who is not the leader of the nation.

"Like really, even the corps I've been with have had up to 30 POSes at a time before, across only 20-30 active people (the others only showed up for CTAs) POSes with jump bridges that were used hundreds of times a day.
And at that it only took 4 people 1 day in like 3 months to get enough fuel stored up in null to run everything the whole time, and then once every so often when doing morning PI, would run around and fuel things up. No skin off anyone's back for the right to call a little bitty piece of space "home" for the time we were there." - You weren't paying those pilots, but I am pretty certain that someone did. They either took most of the moongoo cake or R&D cake or both, while you got occasional free ships and skillbooks etc for bothering to fight to protect their moongoo production.

Daichi Yamato wrote:
translated:

'Because i dnt like mining, no one likes mining, and anyone who says(...)What?


This is your words based on your understanding/misunderstanding of what my stance. If I put German words in your mouth you would be no more inclined to respond.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#30 - 2014-02-02 14:11:26 UTC
Secret Squirrell wrote:
You all are looking at this the wrong way... Current mechanics mean that it is pretty easy and safe to refuel a POS. It is quite rare that you will ever have a chance to kill a fuel delivery.

What if instead, there was a fueling mechanic that was easy for an active player to interdict. Imagine if POS had small fuel bays, and either needed very regular player fueling, or relied heavily on shipments of fuel from a central depot to stay online.

So, Imagine if a POS held 3 days fuel. You then had a fuel depot, which could be anchored on a planet, could hold tons of fuel, and configured to dispatch haulers to your POS within say 10 jumps. Each hauler could carry up to 80 fuel blocks, and the depot will dispatch haulers at a regular interval, say 1 per hour per pos, to fuel each of your POS until full. The hauler would spawn at the depot, and start traveling via gate to your POS. It would take lets say 15s to align after spawning, and jumping into a new system, could be pointed and killed by any player who wants to, and have stats similar to T1 haulers. Could even require the depot to have a stock of hauling ships, and need replacements when they are destroyed.

The player angle would be in the option to disrupt the shipments, or to try to protect them. Consistently kill more then 50% of the shipments, and the POS starts to run out of fuel, not to mention the cost of the fuel your blowing up.


It was something along these lines I was thinking. Please do more brainstorming.
I think POSes would have to require less fuel, but when the cost of the haulers and the NPC pilots is added, the cost would overall be the same (if you keep a reasonable amount of freighters intact by having active fleets in your own systems that can respond to any enemy fleets shooting these haulers).
I also think they would have to require some shooting, lets say a small 12 man fleet of cruisers, not because they're very tanked, but because they land quite close to gate, and warp off quickly at the other side. Maybe they could choose the size. Or maybe different size POS would perhaps require different size haulers.
I am split when it comes to whether they should run on a global schedule, fex 01:00 server time every day in all corps, or if it should run on a local schedule, fex 09:00 for corp 1 and 19:00 for corp 2, which they themselves could choose once every week (or more or less often). Or if the haulers could have individually chosen times for every POS, or system, etc.
Maybe the freighter would be one group of haulers, that do a round to all the POSes and then returning to base, so that a fleet can then run ahead of the route to protect the hauler-fleet. But escort missions are hated in all games, so maybe not. But it would provide a bottleneck for battles in times of war, and a target for smaller fish to shoot at.

EDIT: I couldn't fit both these posts in 1 post.
Alundil
Rolled Out
#31 - 2014-02-03 19:27:54 UTC
Ronny Hugo wrote:

Grow a pair of brains.



........??

Where would he put the extra one?

I'm right behind you

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