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[PROPOSAL] Ship fuel: cost to travel, limit travel distance

Author
Karim alRashid
Starboard.
#1 - 2011-09-30 12:05:58 UTC  |  Edited by: Karim alRashid
tl;dr

Ships require fuel to warp, industrial and T1 frigs require very little fuel, battleships require lots of fuel.


Ship fuel proposal (v0.99.1)


A. The goal is to:

  • encourage solo and small numbers, equivalently, discourage blobs
  • encourage use of small and T1 ships, equivalently, discourage large and T2 ships


The main idea for achieving this is limiting ship travel distance, for combat
ships
. A single solar system can support the daily activities of a limited number of
pilots (exception: mission running hubs), so people tend to spread out, however the easy
travel allows the blob to form quickly and go anywhere. I expect making travel hard (for
combat ships) to act as a force, which tends to keep the people spread out - for any given
group, it would be easier to attack them with small numbers and it would be easier for
them to attack with small numbers - because the blob would be slow and costly to form and
move.

The concrete mechanism to achieving these goals is introducing ship fuel.

In order to be able to warp:


  • a ship needs a certain amount of fuel per AU, stored in a fuel bay, in addition to the capacitor;
  • In the absence of fuel, a ship can still warp, but at a greatly reduced warp speed, something in the ballpark
  • of twenty times slower, so nobody is left stuck in space;


Shuttles and rookie ships do not require fuel. The fuel bay is separate from the cargo hold.

Game balance is affected by modifying two variables.


  • one variable is the volume of the fuel bay, which determines the maximum distance a
  • ship can travel without refueling. The guiding principle behind fuel bay volume is
    that harmless ships travel long distances, dangerous ships travel short distances.

  • second variable is the fuel consumption per AU, for each ship class and for each ship
  • within a class, again, harmless ships are cheap to deploy, dangerous ships are costly
    to deploy.


(without picking too much on what is harmless and what is dangerous)

Taking into account the fuel consumption and fuel bay volume, here are some tentative
distances for different classes of ships, with base distance traveled without refueling
being 1000AU:


  1. T1/T2 industrial ships, (jump) freighters, mining barges, Orca, Rorqual - 100%, 1000 AU
  2. Covops (not bombers), T1 non-faction frigs and destroyers - 70%, 700 AU
  3. T1 non-faction cruisers and battlecruisers - 50%, 500 AU
  4. T2 frigs, faction frigs, T2 destroyers - 33%, 330AU
  5. Force recons and bombers - 25%, 250 AU
  6. Combat recons, HACs, Fleet command ships, faction cruisers, heavy interdictors, logistics,
  7. strategic cruisers - 15%, 150 AU
  8. Field command ships, Battleships - 10%, 100 AU


Numbers are tentative and while the concrete values may decrease, the proportion should
stay very similar. The goal is for T1 frigs to be able to travel across a region and back,
while battleships to be limited to 4-5 average systems without refueling (may need
tweaking some systems' radii), harmless ships travel much, dangerous ships travel little.

B. Nature of the fuel

It would be preferable to have an wholly different kind of fuel,
rather then reusing ice products, because increasing their demand will
affect negatively other venues. Comedy option - NPC good, sold only
for AUR. Seriously, probably a new planet commodity would be a good
idea.

C. Fuel tanker class ship

A new class of ships is created under Advanced Industrial Ships - "Tankers". Their role
is to accompany fleets and refuel combat ships. They have a large fuel bay and it is
possible for other ships to refuel from tankers in space. It is not possible to refuel
ships by any means other than from tanker fuel bays and personal or corporate station
hangars, specifically it is not possible to refuel a ship from any ship cargo hold or
non-tanker fuel bay.

Two new ships are created for each races - Blockade Runner Tanker and Deep Space Tanker,
based on the existing transport ship hulls, with the cargo hold bonus changed to fuel bay
bonus.

The base fuel bay volume is subject to game balance, with the goal for a single Blockade
Runner Tanker to be able to increase the effective range of a 3-4 cruiser hulls to the
next class and a single Deep Space Tanker to be able to increase the effective range of
3-4 battleship hulls to the next class (BS class range to HAC class range, T1 cruiser
range to T1 frig range).

D. Related skills

The fuel consimption is affected by the skill Warp Drive operation, which is modified by
adding to its description:

"Each skill level reduces the fuel needed for initiating warp by 5%."

That's all for now.


PS. Naturally, there are also jump bridges and cyno jump mechanics, which also will be scaled down drastically. This will be amended in a following version of the proposal.

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2011-09-30 21:25:30 UTC  |  Edited by: CCP Zymurgist
You do realise there are plenty of systems that you'd be making it impossible to cross in anything bigger than a frigate, right?


I dread to think what would happen if you actually wanted to USE a BS or a cap in actual combat with this frankly awful proposal. Are you trying to make it completely and totally impossible to function away from empire?

How exactly would this encourage small gangs? When you can cover MAYBE a dozen systems (Round trip) with a HAC gang, Maybe twenty at a push in BCs, you'd kill small gangs completely. It'd be impossible to actually go anywhere without multiple tanker pilots, and who the hell wants to fly a slow lumbering unarmed and paper thin hauler when everyone else in the gang is in a hac?

This idea is awful in every conceivable way, would make it virtually impossible to actually fight, and actually taking sov just wouldn't happen. Ever again.


Trolling removed. Zymurgist
Laechyd Eldgorn
Avanto
Hole Control
#3 - 2011-09-30 21:44:03 UTC
great idea. lets kill roaming gangs all together. and if someone feels bold enough to even bring out battleship lets limit his jumps by fuel.

maybe leave faction warfare and go have some real pvp?????? maybe?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2011-09-30 21:54:15 UTC

There are tons of systems in eve 100 au's across, and several on the order of 250 au's. Imagine trying to move a fleet of 20 BS's across a 200 au system now.... Everyone drops out of warp at different locations due to slightly different quantities of fuel.... .then a hauler has to warp to each ship, and drop fuel so they can warp again. And it might require multiple refuels... to get across ONE system.

This proposal basically makes titan bridges and Jump bridges teh ONLY effective means to move a conventional fleet.

I'm sorry, but you really need to go back to the drawing board, because this suggestion is game-breaking bad!
Karim alRashid
Starboard.
#5 - 2011-09-30 22:02:33 UTC
Danika Princip wrote:
You do realise there are plenty of systems that you'd be making it impossible to cross in anything bigger than a frigate, right?


Yes. That's why I have written that some system sizes would need to be changed.

Quote:
]
I dread to think what would happen if you actually wanted to USE a BS or a cap in actual combat with this frankly awful proposal. Are you trying to make it completely and totally impossible to function away from empire?


No, I am not. What in the proposal would make it impossible to function away from empire?

Quote:

How exactly would this encourage small gangs?


This is written in the proposal. People's activities make them spread naturally across systems. It would be slower for people to concentrate in a big blob. This applies both for attacking and defense.

Quote:
When you can cover MAYBE a dozen systems (Round trip) with a HAC gang, Maybe twenty at a push in BCs, you'd kill small gangs completely. It'd be impossible to actually go anywhere without multiple tanker pilots, and who the hell wants to fly a slow lumbering unarmed and paper thin hauler when everyone else in the gang is in a hac?


You would be able to cover more systems with T1 frigates and cruisers. You may maintain strategically positioned fuel depots.

Quote:

This idea is awful in every conceivable way, would make it virtually impossible to actually fight, and actually taking sov just wouldn't happen. Ever again.


I think you haven't read carefully the proposal and don't understand it and its implications well. Yes, there are some weak points, that I'm thinking about, but you didn't seem to notice them.

Please, try to be constructive. You're not scoring anything on the forums.

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

Karim alRashid
Starboard.
#6 - 2011-09-30 22:06:25 UTC  |  Edited by: Karim alRashid
Gizznitt Malikite wrote:

There are tons of systems in eve 100 au's across, and several on the order of 250 au's. Imagine trying to move a fleet of 20 BS's across a 200 au system now.... Everyone drops out of warp at different locations due to slightly different quantities of fuel.... .then a hauler has to warp to each ship, and drop fuel so they can warp again. And it might require multiple refuels... to get across ONE system.


Yes, that's why I have written that some system radii would need to be changed. Do you see any significant issues, which may arise if some systems are made smaller?

PS. I have also written, that in the absence of fuel a ship can still warp, but at a greatly reduced speed. In fact, the warp drive may operate in two modes (switchable via right click menu, hotkey, etc) - one fast, consuming fuel and one very very slow, consuming only capacitor.

Quote:

This proposal basically makes titan bridges and Jump bridges teh ONLY effective means to move a conventional fleet.


Yes, if they stay in their current form. That's why I have written that their range need to be drastically shortened.

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

ShahFluffers
Ice Fire Warriors
#7 - 2011-10-01 00:23:50 UTC  |  Edited by: ShahFluffers
This just encourages people to set up shop in one area and never leave... stagnating inter-corp/alliance conflict.

It also, ironically enough, does the exact opposite of your goal and kills small scale PvP.
Under your system... in order to go out for a "*****-n-giggles" PvP roam you needs to set up supply lines, get dedicated players/alts to fly the tankers, and/or make sure everyone is in the same ship with the same fit so no one runs out of fuel before everyone else. No small corp has the manpower or the will to do that.
A large corp/alliance on the other hand has many, many peons that they can delegate tasks to. "Fleet A (combat fleet) will run point. Fleet B (tankers) stay behind one system until refuel is requested."

Now as far as "the blob" being spread out because some will run out of fuel before others... well... that kind of thinking flies in the face on conventional wisdom and tactics.
If a few people in your group run out of fuel... you do not leave them behind for that reduces your overall effectiveness. Instead, everyone will sit and wait for all of their ships to be refueled before moving on as one unit once more. Again... this encourages players to team up with more players rather than fly on their own and just makes thing unnecessarily tedious.


Overall... your proposal makes it seem like you have a big beef with "big" ships and that you want to limit their use... almost to the point where you obsolete them in any activity beyond defense fleets and SOV warfare (which is still iffy because it seems CARRIERS would perform better than battleships in just getting around).
Drake Draconis
Brutor Tribe
Minmatar Republic
#8 - 2011-10-01 00:59:54 UTC
How to complicate a game to the 10th degree of insanity.ShockedRoll

TLDR - Not supporting.

================ STOP THE EVEMAIL SPAM! https://forums.eveonline.com/default.aspx?g=posts&t=78152

FloppieTheBanjoClown
Arcana Imperii Ltd.
#9 - 2011-10-01 02:33:45 UTC
Having to stop to refuel my ship every 2-3 systems is absurd. And I mostly fly T2 cruisers.

Founding member of the Belligerent Undesirables movement.

Karim alRashid
Starboard.
#10 - 2011-10-01 07:50:04 UTC  |  Edited by: Karim alRashid
ShahFluffers wrote:
This just encourages people to set up shop in one area and never leave... stagnating inter-corp/alliance conflict.


Not really. It encourages people to fight with their neighbors, in effect creating multiple points of conflict with smaller number of participants.

The ease of transportation is never the reason for fights, it just facilitates blobs. Therefore making transportation hard does not change the reasons people fight, it just makes hard to cobble up a blob from five different regions and go across half of EVE.

Quote:

It also, ironically enough, does the exact opposite of your goal and kills small scale PvP.
Under your system... in order to go out for a "*****-n-giggles" PvP roam you needs to set up supply lines, get dedicated players/alts to fly the tankers, and/or make sure everyone is in the same ship with the same fit so no one runs out of fuel before everyone else. No small corp has the manpower or the will to do that.


No, you don't need to. Either you limit the range of your roam or it's so long that you can make a
quick detour to a friendly station or empire to refuel.

Note, that 100BS doing 80 jumps is not called a *****-n-giggle roam, it's called blob forece projection. :)

Quote:

A large corp/alliance on the other hand has many, many peons that they can delegate tasks to. "Fleet A (combat fleet) will run point. Fleet B (tankers) stay behind one system until refuel is requested."


Not true. The need of tankers scales with the number of ships in the fleet. If a large group will
need and be able to dedicate a comparatively larger group of ship as tankers, that means they have a
large number of combat ships in the first place.

Compared to the current situation, my proposal introduces a compromise between power and the
distance, on which one is able to project this power - large distances mean less power - either
because of the need to scale down hulls or because of the need to scale down the number of combat
ships.

Quote:

Now as far as "the blob" being spread out because some will run out of fuel before others... well... that kind of thinking flies in the face on conventional wisdom and tactics.
If a few people in your group run out of fuel... you do not leave them behind for that reduces your overall effectiveness. Instead, everyone will sit and wait for all of their ships to be refueled before moving on as one unit once more. Again... this encourages players to team up with more players rather than fly on their own and just makes thing unnecessarily tedious.


Could you please, point in the proposal where I suggest that a blob will spread out because some
ships will run out of fuel?

Quote:
Overall... your proposal makes it seem like you have a big beef with "big" ships and that
you want to limit their use...


Please, refrain from making guesses as to what my motivations might be, but instead concentrate
on the implications on the gameplay that my proposal would have, try to compare the positive
and the negative effects of such changes to the game and consider which one outweighs which.

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

Karim alRashid
Starboard.
#11 - 2011-10-01 08:00:03 UTC
FloppieTheBanjoClown wrote:
Having to stop to refuel my ship every 2-3 systems is absurd. And I mostly fly T2 cruisers.


You haven't read the proposal carefully, have you?

It's explicitly written that:

a) it's battleships that are limited to 4-5 systems
b) T2 cruiser hulls have between 150% and 250% bigger range than battleships

which even under the current tentative numbers would mean that T2 cruisers would be able to cover fast 10-15 systems range (and slower - unlimited range).

How did you get that 2-3 systems?

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

ShahFluffers
Ice Fire Warriors
#12 - 2011-10-01 08:29:16 UTC  |  Edited by: ShahFluffers
Karim alRashid wrote:

How did you get that 2-3 systems?


Because the addendum to your idea about reducing the "size" of in-system warps isn't really feasible. If you were a coder would YOU want spend a godawful amount of time "reducing" the size of 5000+ star systems just for the sake of a SINGLE mechanic that encourages people to "turtle up" in a single area of space?

edit:

Quote:
Either you limit the range of your roam or it's so long that you can make a
quick detour to a friendly station or empire to refuel.

Note, that 100BS doing 80 jumps is not called a *****-n-giggle roam, it's called blob forece projection. :)


So basically if there are no targets in my area I am effectively forced to go back to HQ and dock or spend time setting up a supply line for a fight that might not happen (as is so often the case).
How does this encourage PvP again?

I don't know about you... but if I have to have to spend time and ISK buying fuel then that I'm certainly not going to roam around aimlessly unless I have a damn good reason for doing so (e.g. there's actually a fight to be had).
Note: this is why I so seldom use my carrier. I HATE dealing with "fuel issues." If it wasn't so useful I would had sold it by now.

As for 100 Battleships... no. Try more in the range of 10 to 15 or so assorted Battleships and/or Battlecruisers and/or HACs and/or cruisers and/or frigates. Is such a group considered "blob force projection?"


Quote:
The need of tankers scales with the number of ships in the fleet. If a large group will
need and be able to dedicate a comparatively larger group of ship as tankers, that means they have a
large number of combat ships in the first place.

Compared to the current situation, my proposal introduces a compromise between power and the
distance, on which one is able to project this power - large distances mean less power - either
because of the need to scale down hulls or because of the need to scale down the number of combat
ships.


So basically if I am part of a small gang and do not have the manpower to dedicate people to the task of refueling then everyone is forced to use smaller ships against god-knows-what in whatever system we all end up in... and said inhabitants will not be limited to using small ships as we are because they don't have to travel and "waste" fuel.

Again... how does this encourage PVP (especially small "skirmish" gangs)?

Quote:
Please, refrain from making guesses as to what my motivations might be, but instead concentrate
on the implications on the gameplay that my proposal would have, try to compare the positive
and the negative effects of such changes to the game and consider which one outweighs which.


Alright. Here's what I see...

Basically your idea forces me to chose my ship based on ease and economy rather than tactics and counters. It forces me to choose between staying in a certain area or spending my GAMETIME tediously setting up a plan to go out on a random direction I have never been to before because I want to find more targets.
There are many reasons why I hate 0.0 living... and logistics crap like this is one of them.
Karim alRashid
Starboard.
#13 - 2011-10-01 08:39:46 UTC
ShahFluffers wrote:
Karim alRashid wrote:

How did you get that 2-3 systems?


Because the addendum to your idea about reducing the "size" of in-system warps isn't really feasible. If you were a coder would YOU want spend a godawful amount of time "reducing" the size of 5000+ star systems just for the sake of a SINGLE mechanic that encourages people to "turtle up" in a single area of space?


Oh, I AM a coder and I can assure you the required coding effort is negligible.

You don't think a dev goes one by one over each solar system, changing by hand coordinates of jump gates, do you?

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

ShahFluffers
Ice Fire Warriors
#14 - 2011-10-01 09:37:47 UTC
Karim alRashid wrote:
ShahFluffers wrote:
Karim alRashid wrote:

How did you get that 2-3 systems?


Because the addendum to your idea about reducing the "size" of in-system warps isn't really feasible. If you were a coder would YOU want spend a godawful amount of time "reducing" the size of 5000+ star systems just for the sake of a SINGLE mechanic that encourages people to "turtle up" in a single area of space?


Oh, I AM a coder and I can assure you the required coding effort is negligible.

You don't think a dev goes one by one over each solar system, changing by hand coordinates of jump gates, do you?


They have had to do this in the past. They don't like it very much and usually "break" something in the process.
Karim alRashid
Starboard.
#15 - 2011-10-01 09:39:57 UTC
I'm glad to hear they have experience with this. Thank you for your input.

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

Tubrug1
School of Applied Knowledge
Caldari State
#16 - 2011-10-01 13:59:46 UTC
terrible idea
Karim alRashid
Starboard.
#17 - 2011-10-01 14:26:02 UTC
Tubrug1 wrote:
terrible idea


Thank you.

Do you think that the stated goals are terrible?

Or do you think that the proposed changes would have consequences different from the ones, stated in the proposal,
and why?

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

Tubrug1
School of Applied Knowledge
Caldari State
#18 - 2011-10-01 15:05:13 UTC
Karim alRashid wrote:
Tubrug1 wrote:
terrible idea


Thank you.

Do you think that the stated goals are terrible?

Or do you think that the proposed changes would have consequences different from the ones, stated in the proposal,
and why?


what would happen, if you run out of fuel in a battleship in 0.0, and there are no people nearby who can refuel you, would you just wait until someone scanned you out, came along and popped you?
Karim alRashid
Starboard.
#19 - 2011-10-01 15:35:52 UTC
Tubrug1 wrote:

what would happen, if you run out of fuel in a battleship in 0.0, and there are no people nearby who can refuel you, would you just wait until someone scanned you out, came along and popped you?


No, you would proceed to warp at a reduced warp speed.

Given that I have to repeat that ships CAN warp without fuel in almost every reply of mine in this thread, it's obvious I have to make this information stand out more.

Pain is weakness leaving the body http://www.youtube.com/user/AlRashidKarim/videos

Tubrug1
School of Applied Knowledge
Caldari State
#20 - 2011-10-01 15:55:12 UTC
Karim alRashid wrote:
Tubrug1 wrote:

what would happen, if you run out of fuel in a battleship in 0.0, and there are no people nearby who can refuel you, would you just wait until someone scanned you out, came along and popped you?


No, you would proceed to warp at a reduced warp speed.

Given that I have to repeat that ships CAN warp without fuel in almost every reply of mine in this thread, it's obvious I have to make this information stand out more.


making fuel pointless anyway?
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