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

Author
Karim alRashid
Starboard.
#21 - 2011-10-01 16:12:46 UTC
Tubrug1 wrote:
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?


No, fuel won't be pointless, because it would provide increased mobility and increased mobility will be very very important and not easy.

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

Jack Carrigan
Order of the Shadow
#22 - 2011-10-01 16:39:13 UTC
Karim alRashid wrote:
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.


This entire proposal is made of fail. Are you TRYING to kill EVE? GTFO

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Danika Princip
GoonWaffe
Goonswarm Federation
#23 - 2011-10-01 19:45:31 UTC
Karim alRashid wrote:
Tubrug1 wrote:
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?


No, fuel won't be pointless, because it would provide increased mobility and increased mobility will be very very important and not easy.


And because it won't be easy, people won't be doing it for a little ***** and giggles roam. You can't just go take some HACs or BCs out on short notice with this proposal, like a lot of people do now. if you're lucky, you can take some rifters out and die to the first smartbombing BS you see. That's it. No cynabal gangs, no nanohac gangs, no muninn fleets, welpfleets, bomber fleets, no dics or hics, no logistics, just rifters.

No fun allowed.
Karim alRashid
Starboard.
#24 - 2011-10-01 20:02:14 UTC
Danika Princip wrote:
You can't just go take some HACs or BCs out on short notice with this proposal, like a lot of people do now. if you're lucky, you can take some rifters out and die to the first smartbombing BS you see. That's it. No cynabal gangs, no nanohac gangs, no muninn fleets, welpfleets, bomber fleets, no dics or hics, no logistics, just rifters. .


Of course, you exaggerating, but, yes, that's the idea. You can have all that, but it will be slower and/or shorter range. Force projection would have drawbacks and involve compromises.

The concept of deep blue space 40 jumps around would a need to be revised, eh ? Big smile

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

Danika Princip
GoonWaffe
Goonswarm Federation
#25 - 2011-10-01 20:20:31 UTC
Karim alRashid wrote:
Danika Princip wrote:
You can't just go take some HACs or BCs out on short notice with this proposal, like a lot of people do now. if you're lucky, you can take some rifters out and die to the first smartbombing BS you see. That's it. No cynabal gangs, no nanohac gangs, no muninn fleets, welpfleets, bomber fleets, no dics or hics, no logistics, just rifters. .


Of course, you exaggerating, but, yes, that's the idea. You can have all that, but it will be slower and/or shorter range. Force projection would have drawbacks and involve compromises.

The concept of deep blue space 40 jumps around would a need to be revised, eh ? Big smile


So...you actually DO want to stop roams then?not to mention restricting deep nullsec logistics to people who own jump freighters and pretty much no-one else? Making multiple titan bridges absolutely mandatory for the few fleets that might still be possible? Why do you hate fun?


The concept of 'living in 0.0' would need to be revised, eh?
Karim alRashid
Starboard.
#26 - 2011-10-01 20:38:55 UTC
Danika Princip wrote:
Karim alRashid wrote:
Danika Princip wrote:
You can't just go take some HACs or BCs out on short notice with this proposal, like a lot of people do now. if you're lucky, you can take some rifters out and die to the first smartbombing BS you see. That's it. No cynabal gangs, no nanohac gangs, no muninn fleets, welpfleets, bomber fleets, no dics or hics, no logistics, just rifters. .


Of course, you exaggerating, but, yes, that's the idea. You can have all that, but it will be slower and/or shorter range. Force projection would have drawbacks and involve compromises.

The concept of deep blue space 40 jumps around would a need to be revised, eh ? Big smile


So...you actually DO want to stop roams then?


What is stopping you?

Quote:

not to mention restricting deep nullsec logistics to people who own jump freighters and pretty much no-one else?


The issue of deep space logistics is specifically addressed by making the effective "fast warp" range of freighters, industrial and transport ships very large - I put it at 1000AU, but no problem to be 2000AU, the concrete value is a matter of game balance and can be tweaked indefinitely.

Quote:

The concept of 'living in 0.0' would need to be revised, eh?


Exactly, the current concept of living in 0.0 needs to be revised.

Of course, if you like current 0.0 very much, just say "we like 0.0 as is, no need for these changes, period." Big smile

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

ShahFluffers
Ice Fire Warriors
#27 - 2011-10-01 21:01:36 UTC
Karim alRashid wrote:
Danika Princip wrote:

So...you actually DO want to stop roams then?


What is stopping you?


The fact that I don't want to deal with dumb logistics crap for a simple PvP roam that might take me anywhere.


Karim alRashid wrote:
Danika Princip wrote:

The concept of 'living in 0.0' would need to be revised, eh?


Exactly, the current concept of living in 0.0 needs to be revised.

Of course, if you like current 0.0 very much, just say "we like 0.0 as is, no need for these changes, period." Big smile


Revised in such a way that it encourages people to stay in one general area and create more logistical headaches if anyone wants to actually do something?

I agree that 0.0 needs an overhaul... but not this. This just kills it. The same way it will kill small roaming gangs.
Karim alRashid
Starboard.
#28 - 2011-10-01 21:36:48 UTC
ShahFluffers wrote:
Karim alRashid wrote:


What is stopping you?


The fact that I don't want to deal with dumb logistics crap for a simple PvP roam that might take me anywhere.


Nothing requires you to do "dumb logistics crap" for a simple PvP roam. Well, you will be a little limited in range or speed, but, hey, it's EVE, there are always compromises and drawbacks. Big smile

ShahFluffers wrote:
Karim alRashid wrote:

Exactly, the current concept of living in 0.0 needs to be revised.

Of course, if you like current 0.0 very much, just say "we like 0.0 as is, no need for these changes, period." Big smile


Revised in such a way that it encourages people to stay in one general area


Yes. Encourages multiple smaller entities distributed all across EvE, every one of them fighting with their neighbors, as opposed to a few megablobs that easily wage war at the other end of the galaxy.

And, of course, encourages, but does not confine them.

ShahFluffers wrote:

and create more logistical headaches if anyone wants to actually do something?


No. Create more logistical headaches for anyone who want to blob and for anyone who has blued everyone and his sister 50 jumps in any direction.

And that's Good (tm). Lol

I like that you see the same implications from my proposal as I do. Lol

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

Danika Princip
GoonWaffe
Goonswarm Federation
#29 - 2011-10-01 22:12:11 UTC
Karim alRashid wrote:
ShahFluffers wrote:
Karim alRashid wrote:


What is stopping you?


The fact that I don't want to deal with dumb logistics crap for a simple PvP roam that might take me anywhere.


Nothing requires you to do "dumb logistics crap" for a simple PvP roam. Well, you will be a little limited in range or speed, but, hey, it's EVE, there are always compromises and drawbacks. Big smile


Unless you, you know, want to fly something bigger than a rifter or maybe a stabber. or if you want to go outside of the region you live in and it's immediate surroundings.



(I hate the new forum sometimes.)
Danika Princip
GoonWaffe
Goonswarm Federation
#30 - 2011-10-01 22:12:20 UTC
Quote:

ShahFluffers wrote:
Karim alRashid wrote:

Exactly, the current concept of living in 0.0 needs to be revised.

Of course, if you like current 0.0 very much, just say "we like 0.0 as is, no need for these changes, period." Big smile


Revised in such a way that it encourages people to stay in one general area


Yes. Encourages multiple smaller entities distributed all across EvE, every one of them fighting with their neighbors, as opposed to a few megablobs that easily wage war at the other end of the galaxy.

And, of course, encourages, but does not confine them.


Alternativley, encourages massive blobs surrounded by buffer pets. No enemy roam would make it through the buffer pets without running out of fuel, so your billion isk tengu would be safe to run sanctums all day long.

Quote:

ShahFluffers wrote:

and create more logistical headaches if anyone wants to actually do something?


No. Create more logistical headaches for anyone who want to blob and for anyone who has blued everyone and his sister 50 jumps in any direction.

And that's Good (tm). Lol

I like that you see the same implications from my proposal as I do. Lol

[/quote]

Yes. Create more logistical headaches for anyone who doesn't live right next to empire, where they'll be able to get fuel from easier, or for anyone who likes to roam, to hotdrop, to play around in bombers, hacs, recons, anything bigger than a rifter.

I like to see that you have literally no idea what you're talking about.

Also, why, exactly, is having friends a bad thing?
Karim alRashid
Starboard.
#31 - 2011-10-01 22:30:04 UTC  |  Edited by: Karim alRashid
Danika Princip wrote:

Also, why, exactly, is having friends a bad thing?


Because you can't shoot them. Lol

PS. Apropos, thank you for voicing your concerns.

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

Danika Princip
GoonWaffe
Goonswarm Federation
#32 - 2011-10-01 22:52:18 UTC
Karim alRashid wrote:
Danika Princip wrote:

Also, why, exactly, is having friends a bad thing?


Because you can't shoot them. Lol

PS. Apropos, thank you for voicing your concerns.


I see you've never been on a shoot blues op.
DeftCrow Redriver
The Scope
Gallente Federation
#33 - 2011-10-02 06:14:09 UTC
I doubt your proposal would contribute anything relevant to your aforementioned goals.

1. It discourages going solo. Especially over long distances.
=> If you use one account, you can't bring a fuel tanker with you by definition, unless your heart tells you to solo in a battle fuel tanker. Therefore, you will be limited in either fuel range or ship type. If you choose to get into expensive ship types anyway, you may be trapped between hostile gates in said expensive ship.
=> If you use more than two, you still won't want to swap a combat ship with a fuel tanker.

2. It discourages going in groups smaller than a certain critical mass.

Suppose an average deep space tanker can support 25 T1 BCs for the duration of a roam. (75 jumps, a total of 5000 AUs because of warp in/out maneuvers.) In this case, the critical mass of fleet size would be 25 T1 BC equivalents per tanker. If your fleet consumes less than 25 T1 BC equivalents, the remaining fuel capacity gets wasted, similar to unused fitting slots. The waste in fuel capacity would become more pronounced in small gangs (less than half tanker equivalents), so small gangs would have to make a choice of self-penalization;
=> Bring a tanker instead of a combat ship.
=> Don't bring a tanker, but downgrade ship classes. (T1 Cruisers instead of T1 BC / T2 Cruiser / Command Ships)
=> Don't bring a tanker, maintain ship classes. Risk losing mobility and getting trapped between hostile gates.

In the meantime, larger fleets(blobs, more than two tanker worths) would simply delegate fuel hauling duties to the least experienced/skilled members(analogous to unskilled manual labor), thus losing relatively less combat effectiveness compared to small gangs.


3. Malcanis' Law. Anything that tries to reduce the penalties on small gangs would benefit larger gangs much more, thus defeating the purpose of introducing "warp fuel" in the first place.


Therefore, not supported.
Karim alRashid
Starboard.
#34 - 2011-10-02 09:44:34 UTC
DeftCrow Redriver wrote:


1. It discourages going solo. Especially over long distances.



It does not discourage going solo more than it discourages going in blobs. In fact it indirectly encourages going solo - you don't have to wait for gang members to come (slowly) from across the region and your targets are slow to get reinforcements.

Quote:

you may be trapped between hostile gates in said expensive ship.


I don't understand. How you can be trapped in a way that you can't be trapped now?

Quote:

2. It discourages going in groups smaller than a certain critical mass.

Suppose an average deep space tanker can support 25 T1 BCs for the duration of a roam.


Perhaps it would have such effect, perhaps not. It's not really interesting and I won't discuss it, because I have never proposed a deep space tanker to be able to support 25 T1 BCs for 5000AU.

I proposed a deep space tanker to be able to support 3-4 BS for 50% increase in range, that's 200AU worth of BS fuel, let's say BCs have half the BS consumption, therefore 400AU of BC fuel, almost, but not quite doubling the range of a single BC.

Perhaps these numbers can be increased, but nowhere near supporting 25 BC for 75 jumps.

Quote:

3. Malcanis' Law. Anything that tries to reduce the penalties on small gangs would benefit larger gangs much more, thus defeating the purpose of introducing "warp fuel" in the first place.


If you ask Malcanis, you may find that he has very similar attitude regarding slowing down ship movement across EVE.

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

DeftCrow Redriver
The Scope
Gallente Federation
#35 - 2011-10-02 15:05:56 UTC  |  Edited by: DeftCrow Redriver
Karim alRashid wrote:

It does not discourage going solo more than it discourages going in blobs. In fact it indirectly encourages going solo - you don't have to wait for gang members to come (slowly) from across the region and your targets are slow to get reinforcements.


A well trained blob can simply bring a fuel tanker along as if it is bringing another fleet command ship.
Solo pilots can't do that, by definition.


Quote:

I don't understand. How you can be trapped in a way that you can't be trapped now?


A hostile and well fueled blob, warping at 3~3.6 AU/s (Interceptors at 9~16 AU/s, and in case of 0.0, Interdictors at 6 AU/s), outmaneuvering the empty solo pilot/gang crawling at 0.2~0.5 AU/s.
The only way not to go down in this case would be to keep running rolling safes until the next DT comes.


Quote:

Perhaps it would have such effect, perhaps not. It's not really interesting and I won't discuss it, because I have never proposed a deep space tanker to be able to support 25 T1 BCs for 5000AU.


Numbers are just numbers in this stage. I simply used it to make the analysis more quantitative.
(Your numbers are severely limiting as others have stated before, but that's not important either.)

Still, small gangs of less than 10 have to pay an arm to bring a tanker because each member counts, while larger groups can keep their combat effectiveness by delegating fuel hauling duties to non-combatants / less experienced pilots. Can you explain how this trend encourages small gang activities?


Quote:

If you ask Malcanis, you may find that he has very similar attitude regarding slowing down ship movement across EVE.


Then you can simply cite his opinion. The burden of persuasion lies onto you.
Ingvar Angst
Nasty Pope Holding Corp
#36 - 2011-10-02 15:58:40 UTC
Crappy idea. Wormholers regularly travel what would seem like insane distances to many simply to get stuff to market and bring needed items back. This just adds added and unnecessary cost to us.

Six months in the hole... it changes a man.

Karim alRashid
Starboard.
#37 - 2011-10-02 16:14:25 UTC
DeftCrow Redriver wrote:
Karim alRashid wrote:

It does not discourage going solo more than it discourages going in blobs. In fact it indirectly encourages going solo - you don't have to wait for gang members to come (slowly) from across the region and your targets are slow to get reinforcements.


A well trained blob can simply bring a fuel tanker along as if it is bringing another fleet command ship.
Solo pilots can't do that, by definition.



A well trained blob must first be assembled from individual pilots. It does not just appear out of the thin air.
Once a blob is assembled, of course, a solo pilot will have the same chance as today.

Quote:


Quote:

I don't understand. How you can be trapped in a way that you can't be trapped now?


A hostile and well fueled blob, warping at 3~3.6 AU/s (Interceptors at 9~16 AU/s, and in case of 0.0, Interdictors at 6 AU/s), outmaneuvering the empty solo pilot/gang crawling at 0.2~0.5 AU/s.
The only way not to go down in this case would be to keep running rolling safes until the next DT comes.


Yes and the well fueled solo pilot/gang outmaneuvering a hostile and empty blob. It works both ways.

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

Karim alRashid
Starboard.
#38 - 2011-10-02 16:14:31 UTC
DeftCrow Redriver wrote:

Quote:

Perhaps it would have such effect, perhaps not. It's not really interesting and I won't discuss it, because I have never proposed a deep space tanker to be able to support 25 T1 BCs for 5000AU.


Numbers are just numbers in this stage. I simply used it to make the analysis more quantitative.
(Your numbers are severely limiting as others have stated before, but that's not important either.)

Still, small gangs of less than 10 have to pay an arm to bring a tanker because each member counts,
while larger groups can keep their combat effectiveness by delegating fuel hauling duties to
non-combatants / less experienced pilots.


No, the proportion of required fuel support is the same regardless of gang size.

Quote:
Can you explain how this trend encourages small gang activities?


The small gang is encouraged, respectively, that blob is discouraged at the stage before and at
forming
, not that my proposal somehow allows you to solo pwn a blob, once the said blob is
formed.

Forget the current situation, when pilots idle in a single capital system. This is due to the ease
of movement - people can quickly assemble from their usualratting/mining/whatever grounds to the
capital and can also quickly disperse to their usual places for making money from the capital.

Instead, consider - you have 20 pilots in 20 systems ratting, 10 miners in this system, 10 more in
that system, 5 people exploring in random places, 5 doing a plex here, 7 doing a plex there, 2
following an escallation somewhere, 10 hauling stuff from empire, 20 fueling POSes and bridges, 10
camping a gate over there ...

If you're gonna wait for all of them to assemble ... well good luck.

On the other hand, the same applies to your red neighbours, they aren't likely to form a defence
blob very quickly, so why don't go with whatever you can assemble, instead of waiting a hour for the
blob to form?

And there's a second aspect, it's not only numbers, but also power. In my proposal, forming a
heavier blob is discouraged by limiting its range, compared to a lighter blob.

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

Karim alRashid
Starboard.
#39 - 2011-10-02 16:16:58 UTC  |  Edited by: Karim alRashid
Ingvar Angst wrote:
Crappy idea. Wormholers regularly travel what would seem like insane distances to many simply to get stuff to market and bring needed items back. This just adds added and unnecessary cost to us.


Would you care to elaborate? Because in this form it's a crappy opinion.

What is "insane distance" and what ships do you use to travel?

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

Ingvar Angst
Nasty Pope Holding Corp
#40 - 2011-10-02 16:20:36 UTC
Karim alRashid wrote:
Ingvar Angst wrote:
Crappy idea. Wormholers regularly travel what would seem like insane distances to many simply to get stuff to market and bring needed items back. This just adds added and unnecessary cost to us.


Would you care to elaborate? Because in this form it's a crappy opinion.

What is "insane distance" and what ships do you use to travel?


Well, let's put it this way... when I enter K-space and find a hole 20 from Jita, that's a good day depending on how many lows are between me and high. I've gone 30 or more simply because the opportunity to do so was there.

A hole 6 from Jita... that's a party waiting to happen!

Six months in the hole... it changes a man.