These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
12Next page
 

POS Fuel Cost - A Historical Overview

First post
Author
Brock Nelson
#1 - 2011-11-07 17:00:20 UTC
Dorian Wylde
Imperial Academy
Amarr Empire
#2 - 2011-11-07 17:14:23 UTC
Does this post relate to the new dev blog, or just coincidence?
Brock Nelson
#3 - 2011-11-07 17:15:08 UTC
Didn't realize there was a new blog, I just put this together after someone had mentioned fuel cost in a ingame channel

Signature removed, CCP Phantom

CCP Phantom
C C P
C C P Alliance
#4 - 2011-11-07 18:31:26 UTC
Hi Brock Nelson,

Thank you for the interesting chart!

The blog which was mentioned earlier in this thread was probably this one about Player owned Customs Offices. After that the market saw quite an increase in PI products. Today we saw another devblog about Starbases and slight changes to the fuel consumption.

The unusual high costs for Gallente POS is a result of high racial isotope price. Some people say that the Goonswarm campaign to kill ice harvesters in Gallente Space is the reason for that.

CCP Phantom - Senior Community Developer

Brock Nelson
#5 - 2011-11-07 18:35:51 UTC
It's always interesting to see the market reaction to announced changes to the game. I should be able to punch in the new fuel requirements and see how it would've changed

Signature removed, CCP Phantom

mkint
#6 - 2011-11-07 18:57:58 UTC
CCP Phantom wrote:

The unusual high costs for Gallente POS is a result of high racial isotope price. Some people say that the Goonswarm campaign to kill ice harvesters in Gallente Space is the reason for that.

This also suggests CCP Mittens... err Mittens knew about these upcoming changes and is abusing his CSM access to information.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Gabba Cyno
#7 - 2011-11-07 20:03:39 UTC
mkint wrote:
CCP Phantom wrote:

The unusual high costs for Gallente POS is a result of high racial isotope price. Some people say that the Goonswarm campaign to kill ice harvesters in Gallente Space is the reason for that.

This also suggests CCP Mittens... err Mittens knew about these upcoming changes and is abusing his CSM access to information.


Goons abusing the system??? Never.

.

Evelgrivion
State War Academy
Caldari State
#8 - 2011-11-07 20:19:00 UTC  |  Edited by: Evelgrivion
Large scale operators aren't the only ones using faction towers; to small scale users, the reduced fuel costs are a tremendous advantage that would be obliterated by this change. Increasing fuel costs completely annihilates any improvements the rest of the fuel system otherwise gives to me. Straight

R.A.M.s consume odd fractions of themselves by being damaged in manufacturing jobs; why can't fuel consumption work similarly?

This is the second time Starbases have been looked at recently; making the experience worse for a portion of the end users when redesigning the system, without the explicit intent to alter game balance, in order to accommodate other end users doesn't really accomplish what you set out to do. Ugh
Rek Esket
Sebiestor Tribe
Minmatar Republic
#9 - 2011-11-07 21:39:07 UTC
mkint wrote:
CCP Phantom wrote:

The unusual high costs for Gallente POS is a result of high racial isotope price. Some people say that the Goonswarm campaign to kill ice harvesters in Gallente Space is the reason for that.

This also suggests CCP Mittens... err Mittens knew about these upcoming changes and is abusing his CSM access to information.


There's never been a conspiracy theory that I haven't liked.
Circumstantial Evidence
#10 - 2011-11-07 21:50:11 UTC
Just because you're paranoid - doesn't mean they're NOT out to get you....
mxzf
Shovel Bros
#11 - 2011-11-07 22:04:35 UTC
Is it just me or do the new fuel blocks look an awful lot like Gelatinous Cubes?

And I'm still on the fence about the changes. I think that in general they're great, I'm just not completely sure about what the best way to handle the faction towers is (though, since they don't drop anymore anyways, I'm not sure how big a deal that is). I'm also not sure how much I like the changes to LOz/HW consumption. I rarely end up maxing out my towers, so I'm not sure if the 37.5 units/block helps or hurts me. I need to look up the current consumption of my towers.
Lebens
Unshattered Allegience
#12 - 2011-11-08 01:20:29 UTC
The comment about faction towers cought my eye, so I had to toss in my two cents. For the faction towers they may change them so they take longer cycles to compensate.
mxzf
Shovel Bros
#13 - 2011-11-08 01:38:31 UTC
Lebens wrote:
The comment about faction towers cought my eye, so I had to toss in my two cents. For the faction towers they may change them so they take longer cycles to compensate.


That wouldn't work. That'd screw up all of the moon mining, reacting, and everything else like that. I don't think they can change the fuel consumption like you're suggesting.
Lebens
Unshattered Allegience
#14 - 2011-11-08 03:52:57 UTC
mxzf wrote:
Lebens wrote:
The comment about faction towers cought my eye, so I had to toss in my two cents. For the faction towers they may change them so they take longer cycles to compensate.


That wouldn't work. That'd screw up all of the moon mining, reacting, and everything else like that. I don't think they can change the fuel consumption like you're suggesting.



If I am correct, each POS module as long as it is online has it's own individual timer. ( I need confirmation on this ) As I suspect with moon mining, the cycles are based off of the time that you activated it to start producing. The tower's cycles do not dictate the individual modules, merely if the modules can be onlined or not. So the tower cycle could be extended under these conditions without any disruption to the production processes with faction towers vs standard towers.
Rhianna Ghost
Ghost Industries Inc.
#15 - 2011-11-08 05:01:31 UTC
Lebens wrote:
mxzf wrote:
Lebens wrote:
The comment about faction towers cought my eye, so I had to toss in my two cents. For the faction towers they may change them so they take longer cycles to compensate.


That wouldn't work. That'd screw up all of the moon mining, reacting, and everything else like that. I don't think they can change the fuel consumption like you're suggesting.



If I am correct, each POS module as long as it is online has it's own individual timer. ( I need confirmation on this ) As I suspect with moon mining, the cycles are based off of the time that you activated it to start producing. The tower's cycles do not dictate the individual modules, merely if the modules can be onlined or not. So the tower cycle could be extended under these conditions without any disruption to the production processes with faction towers vs standard towers.


I'd think so too, but confirmation would be great.

If the tower timer in fact IS the heard beat of a POS one could compensate by giving bonuses on the reactions etc. resulting in longer cycles but with more output (and input obviously).
Gavin DeVries
JDI Industries
#16 - 2011-11-08 05:05:46 UTC
Why not make it so faction towers skip fuel requirements every X cycles? I don't remember (and can't be arsed to look right now) the exact fuel saving of faction towers, so this is just pulling numbers out of my ass. Perhaps the tier 1 faction towers could skip one cycle in 24 while the tier 2 towers skip one cycle every 12. They'd tick the same way, just every X cycles the fuel would not be consumed.

PVP is a question with no single right answer, but a lot of wrong ones.

Scrapyard Bob
EVE University
Ivy League
#17 - 2011-11-08 05:07:56 UTC
It's probably just easier to change the granularity from 1/2/4 per hour to 100/200/400 per hour and adjust the database table values to match. Which then gives you the ability to program the faction towers to take less fuel per hour and for the sov fuel reduction to work like it used to.

No need to fiddle with POS tower heartbeat timers or anything.
mxzf
Shovel Bros
#18 - 2011-11-08 05:13:32 UTC
Lebens wrote:
mxzf wrote:
Lebens wrote:
The comment about faction towers cought my eye, so I had to toss in my two cents. For the faction towers they may change them so they take longer cycles to compensate.


That wouldn't work. That'd screw up all of the moon mining, reacting, and everything else like that. I don't think they can change the fuel consumption like you're suggesting.



If I am correct, each POS module as long as it is online has it's own individual timer. ( I need confirmation on this ) As I suspect with moon mining, the cycles are based off of the time that you activated it to start producing. The tower's cycles do not dictate the individual modules, merely if the modules can be onlined or not. So the tower cycle could be extended under these conditions without any disruption to the production processes with faction towers vs standard towers.


Last I checked, the last time I ran a POS with moon miners, the modules ARE all tied to the tower's tick. POS mods, like harvesters and such, all cycle at the exact same time (and what time it is can be found out by taking fuel out of the POS so it sends a message about being low on fuel). So, yes, POS mods do all tick with the POS's clock cycle.

I'm assuming this is still the same since there haven't been any patch notes that I've seen saying they've changed it (especially since there's no reason). In fact, it'd be way more of a pain if they did do that, since it'd make it impossible to run a moon miner straight into a reactor because they would tick at different times.
Banechild
Arctic Light Inc.
Arctic Light
#19 - 2011-11-08 08:51:51 UTC
The way moon mining works is that production it starts exactly one cycle (1 hour) later from onlining your moon drill.
It has nothing to with POS exept that POS needs to be online for a drill to work and starting it up again takes that 1 hour.

Same goes for any other module you might have on your POS.

Teh Frog
Exotic Connections
#20 - 2011-11-08 09:35:01 UTC
mxzf wrote:
Is it just me or do the new fuel blocks look an awful lot like Gelatinous Cubes?

And I'm still on the fence about the changes. I think that in general they're great, I'm just not completely sure about what the best way to handle the faction towers is (though, since they don't drop anymore anyways, I'm not sure how big a deal that is). I'm also not sure how much I like the changes to LOz/HW consumption. I rarely end up maxing out my towers, so I'm not sure if the 37.5 units/block helps or hurts me. I need to look up the current consumption of my towers.


why were faction towers removed in the first place? Im a bit out of the pos loop.

I am liking these simplified fuel changes though.
12Next page