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New dev blog: Starbase happy fun time

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Author
Weaselior
GoonWaffe
Goonswarm Federation
#441 - 2011-11-07 20:53:34 UTC
faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Mashie Saldana
V0LTA
WE FORM V0LTA
#442 - 2011-11-07 20:53:45 UTC
With all these fuel pellets poor PACMAN will never be the same again.
Mauvian
The Scope
Gallente Federation
#443 - 2011-11-07 20:54:38 UTC  |  Edited by: Mauvian
Wow... I am actually posting on the EVE-o forums!

Dear CCP,

Awesome purposed changes!

Positive feedback-

  1. JB passwords have for a long time been a pain in the ass.

  2. Changes to Anchor/unanchor times are very appreciated. I found that setting up a pos was a 3-4 hour endeavor for me. That is a long time to sit and watch timers! Thank you for this change as well.

  3. Full Cells are an amazing concept as well! I have three different spreadsheets for poses + a DB or two that keeps track of fuel consumption and timers. Having all of this simplified is a HUGE relief to me! Drop in 672 Fuel Cells a week per tower. (yes that is 34k M3) Move on to the next tower and repeat. For the record I am alright with having a full use of PG/CPU to get the pleasure of not having to worry about those details!


Suggestions for improvement before release-

  1. Perhaps adding access to the PoS Shields by standing should be an option as well? We already Have the box for allow corp/alliance use. Why not one for use by standing? I know this would make a lot of NullSec people happy as safe poses would be that much safer.

  2. Fuel Cell production is going to take a vast amount of timers in its current iteration. I realize that you want to make the batches in a small denomination so folks don't feel forced to buy a larger quantity of fuel then they feel they need. However basic math lets us know for each large tower you are running you will be using 1/6th of that time on timers producing the fuel.

  3. 30 days of fuel for 1 large tower takes 5 days to produce with one Manu slot. There fore a single char5acter can at max produce fuel for 11 towers every 5 days. Meaning 66 towers over the course of a month. (of course you wont have much lee time in doing this)

    Now building in an ammo array the numbers look slightly better 3.75 days per batch. So in theory using 3 ammo arrays you can run timers for 88 towers a month with a single character. That said this is a huge sink of time for industrial characters and their timers.

    Increasing the batch size is one option for making things go faster but then you run into forcing players to buy larger amounts
    of fuel to make a single batch. The other option is to decrease the build time to something that feels significant, but also doesn't prevent them from using their timers for other production. Halving the current proposed time to 5 minutes would mean making fuel for one tower would take about 2 an a half days. Dropping it to 2minutes per batch would mean it would take 1 day to build 30days of fuel.

    That number feels right to me personally, I don't know about you at CCP. but 2Minutes a batch meaning 1 day of production per tower per manu slot. When you get to alliance level you are still talking a huge investment of time from someone, but at the same time it is manageable. At the individual level you are more than capable of devoting 1 day per tower as well.

  4. Compression! Alright, so at every stage of production in EVE compression is a big issue.
  5. In PI-
    T0 PI items are huge. T1 are smaller, but not small. T2/T3 pos fuel are small respectively.
    In Minerals-
    Ore is huge! Minerals are 1/0th the size on average. T1 Modules increase the compression even more so.

    I ran the math and these blocks also get the benefits of a compression as well. 217.6 m3 in Items = 200m3 in 4 blocks. Okay so thats not really a compression, you get 1.088 compression :D

    My suggestion is that these fuel blocks are going through a manufacturing process as well. In a game continuity sense they should also be capable of compression. Looking at the more commonly used items for compression you get a range of compression from 12-40.

    (Edited the compression numbers due to me failing at math)
    A Compression of 1.34 (got this buy assuming a half load of CPU/HW and calcing block size based on that instead)
    This goes from hauling 34k a week to a mere 25k Per week per large tower. This gives a reason and assigns VALUE to the manufacturing time. I am sure many folks out there know how much of a pain it is to haul fuel around. Compressing it is something they would indeed have no qualms about paying a markup for! In addition the fuel bay's would not have to be changed at all if I did my math correctly. 25k * 4 = 100k so 1 month fuel would fit in a large tower.

    This doesn't help WH corps with their now inherent need to move large amounts of Isos/HW/LO into the WH. That said they have had to do this anyway. So I imagine they will continue to do so and instead just make the blocks inside WH-Space

  6. In regards to Sov bonuses and Faction tower bonuses all I have to say is I think it was already hit perfectly on the head previously in this thread. Change the batch size from 4 to 400 and you get granularity in 1% increments.


All in all I love how much more focused yall at CCP are at FiS aspects. Just wanted to give some feedback.



*Edited Compression numbers because I fail at math
Smoking Blunts
ZC Omega
#444 - 2011-11-07 20:56:04 UTC
Weaselior wrote:
Dex Ironmind wrote:
The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?

For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills.


fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time

if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement



fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another.

while the idea of fuel pellets is ok. they shouldnt include HW, LO or Topes. that should still be calclated by whats fitted to teh tower/sov discounts/faction pos discounts.

half arsed band aid to a burst water pipe of a problem is what this plan is

OMG when can i get a pic here

Weaselior
GoonWaffe
Goonswarm Federation
#445 - 2011-11-07 20:59:32 UTC
Smoking Blunts wrote:
Weaselior wrote:
Dex Ironmind wrote:
The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?

For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills.


fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time

if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement



fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another.


sov system and faction towers are an easily solved problem that I have faith has been explained well enough in this thread to allow greyscale to make the needed tweak (400 blocks per run, large tower uses 400, faction and sov can be done with proper granularity here)

there is less work involved because you can pay some worthless empire peon pennies to make the blocks and get them in jita

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Saikoyu
Rho Dynamics
#446 - 2011-11-07 20:59:58 UTC
darius mclever wrote:
It is even mentioned in the dev blog itself.... Shocked


Well, now I feel stupid. Lol Thanks.

Siakoyu Eblis-Kad

Arana Mirelin
Te'Rava Industries
#447 - 2011-11-07 21:00:01 UTC
Weaselior wrote:
faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes


This is the simplest answer. As for the comment about keeping numbers small, in terms of manufacturing, or even invention for that matter (hello datacores), 100 *IS* small. You get the advantage of still handling the reduced fuel for faction towers (which is the primary draw, not the fuel bay size. I had looked into upgrading to a faction tower for the savings. Since I need to do other tower interactions more often than 29 days anyway, the expanded fuel bay is to me pretty meaningless.) and the process is simplified, without having to balance fuel levels, etc.
Kadassh
Perkone
Caldari State
#448 - 2011-11-07 21:01:54 UTC
You guys fail to mention soverignity changes.

Sovergintiy did provide a reduction to tower fuel costs. How will you handle this now?
Pierced Brosmen
The Scope
Gallente Federation
#449 - 2011-11-07 21:01:57 UTC  |  Edited by: Pierced Brosmen
Good change indeed, however I have a suggestion regarding the faction towers (it may have been suggested already, but not reading through 20+ pages of posts to check)

As mentioned before the lower fuel consumption of faction towers is an important factor in why people use them. And I fully understand that you can't consume less then whole units of fuel per cycle...

However, wouldn't it be possible to give the faction towers a bonus to fuel cycle time instead of only bonus to fuel bay?

Proposal:

- Standard POS has capacity for 700 fuel cycles and has standard fuel cycle of 60 min like before, getting just over 29 days worth of fuel.

- Tier 1 faction POS has capacity for 750 cycles of fuel and has has fuel cycle of 70 min, getting close to 36,5 days worth of fuel.

- Tier 2 faction POS has capacity for 800 cycles of fuel and has fuel cycle of 80 min, getting almost 44,5 days worth of fuel.

[Edit] Fuel cycle time can also be used for the sov related fuel bonuses [/Edit]
Kadassh
Perkone
Caldari State
#450 - 2011-11-07 21:02:31 UTC
You guys fail to mention soverignity changes.

Sovergintiy did provide a reduction to tower fuel costs. How will you handle this now?
Smoking Blunts
ZC Omega
#451 - 2011-11-07 21:03:40 UTC
Weaselior wrote:
Smoking Blunts wrote:
Weaselior wrote:
Dex Ironmind wrote:
The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?

For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills.


fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time

if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement



fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another.


sov system and faction towers are an easily solved problem that I have faith has been explained well enough in this thread to allow greyscale to make the needed tweak (400 blocks per run, large tower uses 400, faction and sov can be done with proper granularity here)

there is less work involved because you can pay some worthless empire peon pennies to make the blocks and get them in jita


i understand that its easily fixed. i just wish greyscale had put his stamp on it. until then its just words from players than mean nothing.
i have many doubts in ccp's and personnaly i have no faith in them. i do hope your right and im wrong on this though.

OMG when can i get a pic here

Lateris
#452 - 2011-11-07 21:04:31 UTC
So the MTS are on the side for now then? Good luck when you release those.
Brandon Tsero
Deep Core Mining Inc.
Caldari State
#453 - 2011-11-07 21:04:51 UTC
For Faction towers why not just increase the time it takes for it to take in the block instead of having to deal with 2/3 a block?

so the block of a normal one would take an hour to be consumed, and a block of a tier 1 would be a an hour 10 minutes? and a tier 2 an hour 20?

Just the general Idea.
Kelsi Corynn
Doomheim
#454 - 2011-11-07 21:05:18 UTC
Why not simply scale up the quantity of blocks to allow for the granularity needed to keep the improved faction tower fuel usage? Fuel block manufacture run makes 40 blocks instead of 4, large towers use 40 blocks/hour instead of 4, blocks are 1/10 planned m3, etc.
Smoking Blunts
ZC Omega
#455 - 2011-11-07 21:08:25 UTC
Mioelnir wrote:
Not to point out the obvious, but why not make 8 blocks per production run (same materials)?

Small tower: 2 blocks / hour
Small pirate tower: 2 blocks / hour, +25% fuel 1 capacity
Small commander tower: 1 block / hour, +50% fuel 1 capacity

Medium tower: 4 blocks / hour
Medium pirate tower: 3 blocks / hour, +25% fuel 1 capacity
Medium commander tower: 2 blocks / hour, +50% fuel 1 capacity

Large tower: 8 blocks / hour
Large pirate tower: 7 blocks / hour, +25% fuel 1 capacity
Large commander tower: 6 blocks / hour, +50% fuel 1 capacity

Sovereignty reduces fuel consumption by 1 block per hour down to a minimum of 1 block per hour (so no free small commander towers in sov systems).



this is what needs to happen. its very simple and sorts out the sov/faction tower issue nice and simply

OMG when can i get a pic here

Neville Smit
The Scope
Gallente Federation
#456 - 2011-11-07 21:10:25 UTC
Thanks, CCP - you are on the right track here, making POS fueling easier to manage. Keep going, please, with this more user-friendly trend!

I am an unapologetic fan of EVE Online. My blog: http://nevillesmit.com/ - My Twitter: https://twitter.com/NevilleSmit

Mara Rinn
Cosmic Goo Convertor
#457 - 2011-11-07 21:12:15 UTC
Killing off sovereignty fuel savings is not doing null sec industry any favours. Rather than scrapping fuel savings, swap it for increased period of consumption (e.g.: with an active Sov claim, multiply the consumption period by 2). The utility of faction towers in the past wasn't the length of time between refuels, it was the lower cost of operation, to the point that it was worth spending ten times as much on a tower for w-space simply because you wouldn't have to haul in as much fuel.
Evelgrivion
State War Academy
Caldari State
#458 - 2011-11-07 21:12:29 UTC
Instead of using four blocks per hour, use 16 and building four times as many from each blueprint run?

Quarter the volume, quintuple the quantity used and produced? This is a wonderfully elegant solution!
Des Jardin
Aperture Harmonics
#459 - 2011-11-07 21:12:53 UTC
Weaselior wrote:
faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes


Have to agree that this appears to be a simplier solution than what I had proposed. I think 10x or 40 blocks per batch would make sense under this approach.

Only changes that apparently will need to be made would be in how many blocks are pulled per hour by tower type (and the application of sov bonuses).

Of course, the devil is in the code.

"Good against remotes is one thing.  Good against the living ... that's something else."

Dirk Smacker
Caldari Provisions
Caldari State
#460 - 2011-11-07 21:17:35 UTC  |  Edited by: Dirk Smacker
Sell Robotics!

SELL!

SELL!

SELL!

I guess once you have a signature, you cannot have a blank one.