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Dev blog: Structure fitting in the EVE: Citadel Expansion

First post
Author
Jinrai Tremaine
Cheese It Inc
#241 - 2016-02-15 17:15:34 UTC  |  Edited by: Jinrai Tremaine
Querns wrote:
Jinrai Tremaine wrote:

I'm honestly not even sure if 100% utilization of null ice would allow it to produce enough fuel to meet present day demand


Here's the main point where this line of reasoning breaks down. You're assuming that present-day demand will be maintained. An increase in the build requirements and cost of fuel blocks will cause demand to go down. Folks won't soldier on with their current POS inventory when prices go up; they'll scuttle POS instead.

There's no extinction-level scenario here.


I've never said there was an extinction-level scenario, except possibly for hisec-based ice miners (and if you think that I'm wrong on that then please show me some numbers that support your case).

On the other hand, don't pretend that there won't be effects from people scuttling their POSes felt throughout the rest of the economy. Here's a brief list, just off the top of my head, of things POSes do that affect the wider economy:

  • Mining Moongoo
  • Reacting Moongoo for Tech 2 production
  • Moongoo alchemy for Tech 2 production
  • Composite reactions for Tech 3 production
  • Gas reactions for Booster production
  • Research/Invention/Copy jobs in Empire space without NPC taxes/in low cost multiplier systems
  • Manufacturing jobs in Empire space without NPC taxes/in low multiplier systems
  • Compressing ore for transport
  • Reprocessing ore in Empire space without NPC taxes/with higher yield than NPC stations

In all of those cases, the POS operators are running them for financial gain and will stop using them if they're no longer cost effective, meaning that supply drops for whatever they were providing and thus prices increase, or they'll keep running them and pass on their increased costs to their customers and thus prices increase. Here's what that will mean, again in list form:

  • Reduced supply/higher production price for all Tech 2 ingredients - Tech 2 gets more expensive
  • Reduced supply/higher production price for all Tech 3 ingredients - Tech 3 gets more expensive
  • Reduced supply/higher production price for all Boosters - Boosters get more expensive
  • All blueprint-related jobs in Empire get more expensive - everything involving blueprint research (including invention jobs for T2 BPCs and Reverse Engineering for T3 BPCs) gets more expensive, thus the items they build will get more expensive.
  • Manufacturing in Empire space gets more expensive - everything that isn't already manufactured in NPC stations will get more expensive
  • There'll be a lot less compressed ore produced in hisec for export to nullsec
  • Refining in Empire space will yield less minerals - things made mostly from minerals (IE tech 1 ships/modules) will get more expensive

I'm not claiming that any of that is "extinction-level". These are all costs that New Eden as a whole can weather, some capsuleers better than others. But I'd like to refer you back to the end of my previous post; all of these consequences are going to follow on from a change whose only purpose is meant to simply be preserving demand for Strontium in the absence of RF'd POS consumption. I would like to know whether or not these Cluster-wide effects are actually intended consequences of that change.
Albert Spear
Non scholae sed vitae
#242 - 2016-02-15 17:37:04 UTC
Jinrai Tremaine wrote:
[quote=Querns][quote=Jinrai Tremaine]

I've never said there was an extinction-level scenario, except possibly for hisec-based ice miners (and if you think that I'm wrong on that then please show me some numbers that support your case).

On the other hand, don't pretend that there won't be effects from people scuttling their POSes felt throughout the rest of the economy.


Yes our small high sec mining corp maintains 1 large POS and 1 small POS in High Sec.

Last night we discussed taking the large POS down because of the changes in fuel blocks. I think we will. Most of the other small corporations we trade with are also thinking about taking down their POSes.

A quick run on cost of fuel vs. the value of using the POS to refine, construct, etc. shows that for our level of activity, the answer will go from slightly positive to highly negative. Hence the numbers say the POSes come down.

If there is not a change to the proposed fuel block composition, I suspect we will stop ice mining in high sec and also probably reduce our mining and construction activities. We will mine raw ore and move it to a hub to sell, and otherwise run missions and do some ratting. We as a corp are probably going to get out of the manufacturing game completely with this change.
Querns
Science and Trade Institute
Caldari State
#243 - 2016-02-15 17:53:23 UTC
Jinrai Tremaine wrote:
Querns wrote:
Jinrai Tremaine wrote:

I'm honestly not even sure if 100% utilization of null ice would allow it to produce enough fuel to meet present day demand


Here's the main point where this line of reasoning breaks down. You're assuming that present-day demand will be maintained. An increase in the build requirements and cost of fuel blocks will cause demand to go down. Folks won't soldier on with their current POS inventory when prices go up; they'll scuttle POS instead.

There's no extinction-level scenario here.


I've never said there was an extinction-level scenario, except possibly for hisec-based ice miners (and if you think that I'm wrong on that then please show me some numbers that support your case).

On the other hand, don't pretend that there won't be effects from people scuttling their POSes felt throughout the rest of the economy. Here's a brief list, just off the top of my head, of things POSes do that affect the wider economy:

  • Mining Moongoo
  • Reacting Moongoo for Tech 2 production
  • Moongoo alchemy for Tech 2 production
  • Composite reactions for Tech 3 production
  • Gas reactions for Booster production
  • Research/Invention/Copy jobs in Empire space without NPC taxes/in low cost multiplier systems
  • Manufacturing jobs in Empire space without NPC taxes/in low multiplier systems
  • Compressing ore for transport
  • Reprocessing ore in Empire space without NPC taxes/with higher yield than NPC stations

In all of those cases, the POS operators are running them for financial gain and will stop using them if they're no longer cost effective, meaning that supply drops for whatever they were providing and thus prices increase, or they'll keep running them and pass on their increased costs to their customers and thus prices increase. Here's what that will mean, again in list form:

  • Reduced supply/higher production price for all Tech 2 ingredients - Tech 2 gets more expensive
  • Reduced supply/higher production price for all Tech 3 ingredients - Tech 3 gets more expensive
  • Reduced supply/higher production price for all Boosters - Boosters get more expensive
  • All blueprint-related jobs in Empire get more expensive - everything involving blueprint research (including invention jobs for T2 BPCs and Reverse Engineering for T3 BPCs) gets more expensive, thus the items they build will get more expensive.
  • Manufacturing in Empire space gets more expensive - everything that isn't already manufactured in NPC stations will get more expensive
  • There'll be a lot less compressed ore produced in hisec for export to nullsec
  • Refining in Empire space will yield less minerals - things made mostly from minerals (IE tech 1 ships/modules) will get more expensive

I'm not claiming that any of that is "extinction-level". These are all costs that New Eden as a whole can weather, some capsuleers better than others. But I'd like to refer you back to the end of my previous post; all of these consequences are going to follow on from a change whose purpose is meant to simply be "preserving demand for Strontium in the absence of RF'd POS consumption". I would like to know whether or not these Cluster-wide effects are actually intended consequences of that change or not.

I agree that the change will have far-reaching effects -- I just don't find them to be particularly severe in the current incarnation. By and large, the outrage is coming from those who believe they need to mine every last scrap of material for their POS fuel (with a small helping of those who feel they are committing a cardinal sin if they give money to The Wrong People.)

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#244 - 2016-02-15 19:33:35 UTC
Querns wrote:
...
I agree that the change will have far-reaching effects -- I just don't find them to be particularly severe in the current incarnation. By and large, the outrage is coming from those who believe they need to mine every last scrap of material for their POS fuel (with a small helping of those who feel they are committing a cardinal sin if they give money to The Wrong People.)


This is an arbitrary change that will effect everyone but nullsec players negatively, this seems to me to be somewhat unbalanced. I do not believe that I should mine everything I use ( I don't, I use buy orders), or that there's any such thing as The Wrong People. However if nullsec needs a shot in the arm why should it come at the expense of every other area, and if some players do see the gradual diversion of more and more ISK to nullsec as a problem why is this any less valid than your opinion on certain hisec activities being worth 'too much'?

All players pay the same sub to play the game, all players should have the same ability to earn isk in whichever area they choose whether it be from increased effort in less dangerous space or by increased risk (and less time) in lower sec space.

Applying the current suggestion for stront in ice is basically a tax on all areas of space other than null, and feeding the ISK from that tax into nullsec alliances where ice mining is relatively safe behind the blue border systems that provide practically perfect intel if used correctly.

If I remember correctly one of the stated goals with structures was that everyone who wanted one could use one. Sure that will be the case if you have a citadel running no services but what's the point in that compared to the current POS's where a dedicated and organized group in any space can fuel their shared large space asset through effort alone (mining ops and such). Now they will not be able to in hisec, and likely unable to in losec, and extremely unlikely to in WH's.

This will put hisec small groups, and probably even medium groups off having a structure and that is completely against the stated goal of making the structures accessible (for a viable use that is).
Querns
Science and Trade Institute
Caldari State
#245 - 2016-02-15 20:21:03 UTC
Corraidhin Farsaidh wrote:

This is an arbitrary change that will effect everyone but nullsec players negatively, this seems to me to be somewhat unbalanced. I do not believe that I should mine everything I use ( I don't, I use buy orders), or that there's any such thing as The Wrong People. However if nullsec needs a shot in the arm why should it come at the expense of every other area, and if some players do see the gradual diversion of more and more ISK to nullsec as a problem why is this any less valid than your opinion on certain hisec activities being worth 'too much'?

All players pay the same sub to play the game, all players should have the same ability to earn isk in whichever area they choose whether it be from increased effort in less dangerous space or by increased risk (and less time) in lower sec space.

Applying the current suggestion for stront in ice is basically a tax on all areas of space other than null, and feeding the ISK from that tax into nullsec alliances where ice mining is relatively safe behind the blue border systems that provide practically perfect intel if used correctly.

If I remember correctly one of the stated goals with structures was that everyone who wanted one could use one. Sure that will be the case if you have a citadel running no services but what's the point in that compared to the current POS's where a dedicated and organized group in any space can fuel their shared large space asset through effort alone (mining ops and such). Now they will not be able to in hisec, and likely unable to in losec, and extremely unlikely to in WH's.

This will put hisec small groups, and probably even medium groups off having a structure and that is completely against the stated goal of making the structures accessible (for a viable use that is).

If all areas of space had the same isk making potential, what would be the point of leaving highsec? The game should place greater rewards on those who choose to venture into riskier space, like nullsec. This sentiment is a thinly-veiled desire for highsec to be as good or better at making money than than other spaces.

If you feel that nullsec is too safe, you are free to go out there and make it less so by your actions.

Like I've stated earlier, WH dwellers now have shattered WH connections available through which to mine ice.

And, yes, I don't see the buttressing of nullsec's ability to make money to be a problem -- it's dead last in individual isk-making potential, and is getting nerfed in the capital rebalance significantly.

Also, way to misinterpret the meaning behind "everyone who wanted one could use one." That meant that you could deploy them in the individual scale, rather than needing corp roles. It didn't mean "users would be guaranteed the inviolate right to a perfect distribution of ice to mine in their home." Eve is a multiplayer game -- consider taking advantage of the multiplayer environment and participating in the market.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Nevyn Auscent
Broke Sauce
#246 - 2016-02-15 20:30:51 UTC
Querns wrote:

Adding strontium clathrate requirements to fuel blocks doens't force anyone to play a certain way. The only reason you feel that way is because you think that you need to produce fuel blocks from 100% self-sourced materials. This is an idiotic sentiment.

Obviously we can then remove everything but stront from Nullsec Ice then, since you shouldn't be able to 100% self source?
And remove all low ends from Null as well so you have to import....
We all know how silly that is and how much rage would happen if CCP even suggested it, yet you seem to want to inflict it on everyone who doesn't live in Null.

Local availability of materials does not mean Null can't be the best isk earner, and it currently is the best earner other than maybe C6 WH's no matter how much you pretend otherwise. Highsec Ice could easily be set to yield half the material that null ice does, meaning half the income, yet still allow for local mining & production to be self sustaining.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#247 - 2016-02-15 20:57:11 UTC
Querns wrote:

If all areas of space had the same isk making potential, what would be the point of leaving highsec? The game should place greater rewards on those who choose to venture into riskier space, like nullsec. This sentiment is a thinly-veiled desire for highsec to be as good or better at making money than than other spaces.


Completely wrong, I didn't say at any point that hisec should be able to make more ISK than other areas, I said that hisec players should be able to make decet ISK by putting in the effort (i.e. time). A player in lower sec space would be able to make tyhe same ISK with less effort/time due to the increased risk. A player putting in the same time in less secure space as a player making decent ISK in hisec should make correspondingly more ISK.

Querns wrote:

If you feel that nullsec is too safe, you are free to go out there and make it less so by your actions.

Surely this applies to your argument about hisec being too safe in various activities? You don't like the money that incursion runners make? Don't ask CCP to berf them, form gank fleets and mess with them yourselves etc etc

Querns wrote:

Like I've stated earlier, WH dwellers now have shattered WH connections available through which to mine ice.


Because WH players will be fine mining in frigates in space with no local and no means to readily defend the area without a relatively large fleet? As opposed to exhumers operating in relatively safe blue zones? Nope, this is a shift in income towards null disguised as a use for stront after POS changes (whether intentional or not).

Querns wrote:

And, yes, I don't see the buttressing of nullsec's ability to make money to be a problem -- it's dead last in individual isk-making potential, and is getting nerfed in the capital rebalance significantly.

Because imbalance ships are being rebalanced is not a good reason to hit every other area of space with an increased cost for no reason. I also don't buy the individual ISK making potential point either. As you point out this is a multiplayer game and on a group basis nullsec clearly has an enormous ISK making potential (which other area of space could field such huge capital fleets in cost terms?)

Querns wrote:

Also, way to misinterpret the meaning behind "everyone who wanted one could use one." That meant that you could deploy them in the individual scale, rather than needing corp roles. It didn't mean "users would be guaranteed the inviolate right to a perfect distribution of ice to mine in their home." Eve is a multiplayer game -- consider taking advantage of the multiplayer environment and participating in the market.


I already stated I use the market, and I never said that players should have a perfect distribution of ice mining. That isn't how it is now but with effort players can provide for themselves. This adds an additional cost and a new bottleneck controlled by one area of space. We all pay to play the same game yet advantages seem to be being moved to that same area of space for no good reason. A large proportion of players have no interest in that area and the continual degradation of hi, lo and WH space in favour of null will reduce their interest in the game. this can only be bad for all.

As stated I believe there needs to be a balance between all areas, this does not mean hey should be equal, but they must all be playable in an interesting manner ,but with different focus on activities in those areas.
Andromeda Duodi
Operation Fishbowl Inc.
#248 - 2016-02-15 21:49:48 UTC
Marcus Tedric wrote:
Andromeda Duodi wrote:
I haven't seen the idea of capital ships being moored on the outside of the citadel been mentioned in a while, has this idea been ditched entirely?



'Tethered' and no...


No, tethered is a different thing entirely. Moored is when a ship is "tied" down with the intention of keeping it still, tethered is just a line fastened between two things and in no way implies any form of stability.

I am aware that you are talking about the other feature, which they said was the mooring but renamed but it's really not.
Indahmawar Fazmarai
#249 - 2016-02-15 22:07:31 UTC
Jinrai Tremaine wrote:
CCP Ytterbium wrote:
Structure skills and the component changes are listed to be introduced for March. Disregard our previous reply, we will also have the fuel block changes in March to see how consumption evolves before Citadel release so we can quickly iterate on it should we need to.


Hi CCP Ytterbium, I'm hoping you'll be willing to go into a bit more detail on the fuel block changes. I've already posted a google sheet with my own analysis (which I'll repost: here) but the highlights are these:

First off, this is going to completely gut the ability for hisec to produce fuelblocks - with perfect skills/implant and a POS array, each hisec anomaly only produces about 1,900 Stront. Even with a maxed out Keepstar citadel, that only goes up to 2,170. That's enough for a grand total of nearly 11 runs of fuel blocks, per anomaly. Present day production caps at 436 runs per anomaly, so that's a drop of over 97% production.

Second, it doesn't exactly do good things to nullsec production either - the maximum fuel block runs per anomaly will drop from over 3000 to under 350 for truesec above -0.5 or under 800 for truesec below -0.5. That's a reduction of more than 88% for 0.0 to -0.5 or more than 78% for -0.5 and lower.

Third, it's going to gut the value of most types of ice, especially the only varieties available in hisec. The only way to increase ice production is to completely mine out anomalies, causing them to respawn after 4 hours. That means that all the production for isotopes, heavy water and liquid ozone is going to continue as it was before this change, just that 90% of it will be useless because there won't be enough Stront to turn it into fuel. Over-production will flood the market making prices for everything except Stront and Fuel Blocks themselves plummet. Hisec ice mining will drop from a max of 30-40 mil ISK/hr to maybe 3-4mil, and that's assuming that fuel blocks quadruple in value. I don't know what nullsec will cap out at, but they already find it hard to effectively utilize their ice because it pays less than alternatives like ore mining or ratting.

Fourth, the price of fuel blocks is going to rise dramatically - most fuel ingredients were produced in hisec, which will no longer be possible, and most of Null isn't interested in large-scale ice mining unless the price rises above ore mining or ratting. That will only happen if the value of ice products rises, which only happens if the price of fuel blocks rises. Which it will do, because until nullsec does go all-in on ice mining there's going to be a distinct lack of supply for fuel blocks. I'm honestly not even sure if 100% utilization of null ice would allow it to produce enough fuel to meet present day demand for moon mining/reaction/manufacturing POSes, let alone increased demand from Citadel construction/operation.

All of which brings me to this: The stated reasoning for this change is simply to preserve existing demand for Strontium in an era where it's no longer being consumed by reinforced POSes, not to turn it into Technetium 2.0 or completely re-shuffle the economics of ice production. Given that, are all of these follow-on effects of specifically going for 200 Stront/40 Fuel Blocks intended consequences?


I hope you get some kind of answer, since CCP Ytterbium completely dismissed your previous post. As a highsec ice miner, this issue is pretty close to me. I am keeping 2 accounts subscribbed with money just for the ice mining.
Marcus Tedric
Zebra Corp
Goonswarm Federation
#250 - 2016-02-15 22:15:02 UTC
Andromeda Duodi wrote:
Marcus Tedric wrote:
Andromeda Duodi wrote:
I haven't seen the idea of capital ships being moored on the outside of the citadel been mentioned in a while, has this idea been ditched entirely?



'Tethered' and no...


No, tethered is a different thing entirely. Moored is when a ship is "tied" down with the intention of keeping it still, tethered is just a line fastened between two things and in no way implies any form of stability.

I am aware that you are talking about the other feature, which they said was the mooring but renamed but it's really not.


Curiously, whilst I quite agree with your tautological interpretation - I also believe you are probably wrong...

There will be no 'mooring' - specifically, if you get out of your 'tethered' ship it will not disappear and will be vulnerable. If you wish to get out of your ship and leave it 'safe' then you have to dock it (just as now).

Thus 'tethering' as the Devs seem to now want to call it - it actually quite right. You are tethered to the structure and are invulnerable (the new equivalent of the POS shield).

So 'tethering' and 'docking' - no 'mooring'.

Don't soil your panties, you guys made a good point, we'll look at the numbers again. - CCP Ytterbium

Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#251 - 2016-02-15 23:11:19 UTC
@querns

ratting carriers mostly use fighters... those using heavy drones are afk ratting / bots. the best isk per hour comes from fighters by a long distance.

Mr Omniblivion
Ministry of War
Amarr Empire
#252 - 2016-02-16 06:17:17 UTC
Ncc 1709 wrote:
@querns

ratting carriers mostly use fighters... those using heavy drones are afk ratting / bots. the best isk per hour comes from fighters by a long distance.



Roll

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#253 - 2016-02-16 11:52:47 UTC
CCP Ytterbium wrote:
A'Tolkar wrote:
CCP: If you are going to seed Light Fighters and Support Fighters skill books in the February release in preparation for the Citadels spring expansion, would it also not make sense to have also seeded the BPOs for the following:


  1. Structure Advertisement Nexus
  2. Structure Telescope Lens
  3. Structure Acceleration Coils


Honestly I think this has slipped through the cracks, because in the DevBlog (Building your Citadel....) a December release was being considered for the BPOs. Now we're in February.


Structure skills and the component changes are listed to be introduced for March. Disregard our previous reply, we will also have the fuel block changes in March to see how consumption evolves before Citadel release so we can quickly iterate on it should we need to.



Will max BPC copy runs be addressed, along with the bpo ranks (consistent with cap components) 60 vice 200
Ability to build the components in a pos??
CCP Ytterbium
C C P
C C P Alliance
#254 - 2016-02-16 12:02:18 UTC
Edward Olmops wrote:
I have another question about Citadels:

In a previous blog "Building your citadel..." there were some tables regarding the material composition of the new Citadels.
I am stuck there.

"Structure hull composition (by raw materials)"
That one does not fit with the component bill of materials.

Example:
the chart says "a Large citadel hull will contain a total of 452 Broadcast Nodes".
But the bill of materials for the hull lists 40 Station Market Networks which - according to the first table - need 15 Broadcas Nodes each!
That's 40*15=600 Broadcast Nodes from the market networks alone. Definitely more than 452.

I checked a few more and got totally different numbers (~3700 vs ~4900 P4 things total for a large hull, that's a significant difference).


Am I missing something?
Someone please clarify.


You sir are right, I foolishly made a column mistake in my Excel sheet calculations regarding the raw PI and mineral composition. Geee. Thanks for pointing this out, I'll fix it. That shouldn't change the estimated price for the hulls since those use components, but it will still increase the raw PI and minerals.
CCP Ytterbium
C C P
C C P Alliance
#255 - 2016-02-16 16:42:28 UTC
Jinrai Tremaine wrote:
Stuff


I had a look at your excel sheet and arguments, then built my own to double-check everything. I also discussed your points with the team and various designers to get a fresh perspective.

We first envisioned this change to increase Strontium consumption on the 5th fuel block type we were going to introduce for Citadels, since they were not going to require Strontium separately during their reinforcement time. However, we now removed the 5th fuel block type, which creates a cost repercussion on operating Starbases. While our data shows stockpiled fuel blocks and Strontium will be high enough to meet the demand for quite a while, you have strong arguments.

My math concludes that before the change, one high-sec ice site could roughly supply 15k fuel blocks which is 375 hours for the most fuel intensive service module, the Market at 40 blocks per hour (which also is the fuel for a Large Control Tower). Adding 200 units of Strontium will decrease that to 362 fuel blocks approximately, or 9 hours of Market consumption.

We do not want high-sec to be totally autonomous in that particular regard, but numbers don't lie and that is far too much extreme here. We planned to add more Strontium from the sites to compensate for this change, but we will most likely not have time to do so for March.

As such, we will reduce the required Strontium to 20 to manufacturing a batch of 40 fuel blocks for now. That means 3620 fuel blocks created from one high-sec ice site, or 90 hours for the Market service module, which is a much more comfortable number and still is a 4x fuel block reduction from the old number.

Be aware however that we will progressively increase demand on Strontium Clathrates as time passes and Starbases become less and less used to maintain its role within the economy. However that should make the change much less frustrating in the short term and allow everyone to adapt more easily while we monitor the change.


Hope that helps!
CCP Ytterbium
C C P
C C P Alliance
#256 - 2016-02-16 16:46:36 UTC
Indahmawar Fazmarai wrote:
More stuff


It's not because we're not replying to something that we dismiss it, no need for the drama P. In that case I was busy with other stuff and investigating the whole thing.
RainReaper
RRN Industries
#257 - 2016-02-16 17:01:06 UTC
CCP Ytterbium wrote:
Jinrai Tremaine wrote:
Stuff


I had a look at your excel sheet and arguments, then built my own to double-check everything. I also discussed your points with the team and various designers to get a fresh perspective.

We first envisioned this change to increase Strontium consumption on the 5th fuel block type we were going to introduce for Citadels, since they were not going to require Strontium separately during their reinforcement time. However, we now removed the 5th fuel block type, which creates a cost repercussion on operating Starbases. While our data shows stockpiled fuel blocks and Strontium will be high enough to meet the demand for quite a while, you have strong arguments.

My math concludes that before the change, one high-sec ice site could roughly supply 15k fuel blocks which is 375 hours for the most fuel intensive service module, the Market at 40 blocks per hour (which also is the fuel for a Large Control Tower). Adding 200 units of Strontium will decrease that to 362 fuel blocks approximately, or 9 hours of Market consumption.

We do not want high-sec to be totally autonomous in that particular regard, but numbers don't lie and that is far too much extreme here. We planned to add more Strontium from the sites to compensate for this change, but we will most likely not have time to do so for March.

As such, we will reduce the required Strontium to 20 to manufacturing a batch of 40 fuel blocks for now. That means 3620 fuel blocks created from one high-sec ice site, or 90 hours for the Market service module, which is a much more comfortable number and still is a 4x fuel block reduction from the old number.

Be aware however that we will progressively increase demand on Strontium Clathrates as time passes and Starbases become less and less used to maintain its role within the economy. However that should make the change much less frustrating in the short term and allow everyone to adapt more easily while we monitor the change.


Hope that helps!


thank you for not abandoning us ccp!
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#258 - 2016-02-16 17:30:06 UTC  |  Edited by: Corraidhin Farsaidh
CCP Ytterbium wrote:
...

...

Be aware however that we will progressively increase demand on Strontium Clathrates as time passes and Starbases become less and less used to maintain its role within the economy. However that should make the change much less frustrating in the short term and allow everyone to adapt more easily while we monitor the change.


Hope that helps!


Why not just make stront refinable into stront isotopes for fuel blacks at the appropriate rate (20 stront give enough isotopes)? Then you don't need to mess with stront size, capital use of it etc etc

ED: glad you listened to players concerns though :)
Scotsman Howard
S0utherN Comfort
#259 - 2016-02-16 17:36:01 UTC
CCP Ytterbium wrote:
Jinrai Tremaine wrote:
Stuff


I had a look at your excel sheet and arguments, then built my own to double-check everything. I also discussed your points with the team and various designers to get a fresh perspective.

We first envisioned this change to increase Strontium consumption on the 5th fuel block type we were going to introduce for Citadels, since they were not going to require Strontium separately during their reinforcement time. However, we now removed the 5th fuel block type, which creates a cost repercussion on operating Starbases. While our data shows stockpiled fuel blocks and Strontium will be high enough to meet the demand for quite a while, you have strong arguments.

My math concludes that before the change, one high-sec ice site could roughly supply 15k fuel blocks which is 375 hours for the most fuel intensive service module, the Market at 40 blocks per hour (which also is the fuel for a Large Control Tower). Adding 200 units of Strontium will decrease that to 362 fuel blocks approximately, or 9 hours of Market consumption.

We do not want high-sec to be totally autonomous in that particular regard, but numbers don't lie and that is far too much extreme here. We planned to add more Strontium from the sites to compensate for this change, but we will most likely not have time to do so for March.

As such, we will reduce the required Strontium to 20 to manufacturing a batch of 40 fuel blocks for now. That means 3620 fuel blocks created from one high-sec ice site, or 90 hours for the Market service module, which is a much more comfortable number and still is a 4x fuel block reduction from the old number.

Be aware however that we will progressively increase demand on Strontium Clathrates as time passes and Starbases become less and less used to maintain its role within the economy. However that should make the change much less frustrating in the short term and allow everyone to adapt more easily while we monitor the change.


Hope that helps!


Great response, but a couple of follow ups: I appologise if these have been answer, but I have not seen a dev answer to any of them.

- Will there be a corresponding increase in fuel block volumes themselves? I hope not, but would need to adjust some tools and spreadsheets.

- Did you consider simply increasing the strot requirements for capitals to compensate instead of hitting the fuel blocks? It would be a change of simply changing bay sizes (which will probably happen in the capital rebalance). The actual change to the requirements could be changing the triage and seige skills bonus from 5% to 4% decrease in need per level.

I am asking in the sense that it is easier to do fuel block logistics for production without the added stront as it is just an additional thing to move. My thinking is that you are trying to maintain the demand for stront, so instead of causing an issue with blueprints and industry, hitting cap ships would have the same affect and not be as big of a logistical issue? This may have a side affect of making the stront mined in null be more important/valuable.

- Will a citadel be able to mix and match the 4 fuel blocks or will they all need to be the same type?
Firvain
Wildly Inappropriate
Wildly Inappropriate.
#260 - 2016-02-16 17:58:27 UTC
CCP Ytterbium wrote:

Hope that helps!


Yes yes this does help nicely. As for me who has to construct over 2 million fuel blocks a week this change will mean I can still keep doing this after the change