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[FAQ
Forum Index » » Developer Feedback » » Fuel Usage
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 Author Fuel Usage
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-04-30 13:47   
K'luth:

scout (fang): 1266 / 400 (Kilo gu) = 3.165 fuel per Kilo gu

Frigate (Beak): 2732 fuel used / 400 (Kilo gu) = 6.83 fuel per Kilo gu

Destroyer: ??

Cruiser: ??

Dread (Siphon): 10,000 fuel / ~ 681.8 (Kilo gu) ~= 14.667 fuel per kilo gu

Station: ??

Engineer: 10,000 fuel / 1,250 (Kilo gu) = 8 fuel per kilo gu

Carrier: 10,000 fuel / ~1,071 (Kilo gu) ~= 9.34 fuel per kilo gu

Extractor: 10,000 fuel / 1,250 (Kilo gu) = 8 fuel per kilo gu

Supply: ??


ICC (Guessing UGTO too):

scout: 10,000 fuel / 3,000 (Kilo gu) = 3.33 fuel per Kilo gu

Frigate: 10,000 fuel / 1,500 (kilo gu) = 6.66 fuel per Kilo gu

Destroyer: 10,000 fuel / 1,500 (Kilo gu) = 6.66 fuel per Kilo gu

Cruiser: 10,000 fuel / 1,500 (Kilo gu) = 6.66 fuel per Kilo gu

Dread: 10,000 fuel / 477 (Kilo gu) = 20.96 fuel per Kilo Gu

Extractor: 10,000 fuel / 1,200 (Kilo gu) = 8.33 fuel per Kilo gu



[ This Message was edited by: Nanatsu-Yoru on 2008-04-30 14:16 ]
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2008-05-01 18:25   
HMA: reduced fuel from 40k to 10k

*Experimental*
Tachy: increased fuel cost by 4x (i think)
AMJ: reduced fuel from 10k to 2500

the above distance number should all be reduced to 1/4 of what they were, needs more testing/feedback.
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2008-05-01 20:47   
if you do that...the Jump drives will be rendered useles....and we kinda need those. o.O

why change them? they're just fine.


[ This Message was edited by: leonide *EP5*(DA-U) on 2008-05-01 20:48 ]
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-05-01 23:46   
Quote:

On 2008-05-01 20:47, leonide *EP5*(DA-U) wrote:
why change them? they're just fine.




Scouts could jump 3 million GU.

3 million GU. 3 thousand thousand GU.

The metaverse is smaller then 3 million GU.

Does that make any sense to you?

Besides, now supply ships will be useful for something else besides repairing combat damage.
_________________


Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2008-05-02 07:29   
running out of fuel or the danger of running out of it was a major factor in the old days, and it was pretty common for someone to scream for a supply cuz he was stranded mid jump.

that reminds me, is it possible to warn a player that said jump takes him out of his reach but he can still jump if he want to. instead of the no jump option.
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- Axi

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2008-05-02 10:36   
looking at teh changes, dreads can manage about 120-170kgu, which is roughly halfway or 2/3rds to the next system over, so should a fleet be longjumping rather than taking a wormhole or trying to fight thru a camped gate, they'll need a supply and a pitstop to maintain fleet cohesion.
too, that should be plenty enough fuel for maneuvering around in-system, or hopping from system to system via gates

again it is an experimental change, changing fuel cost and total fuel being the simplest option. if i had a per-ship modifer for such, id go that route (like how reload drones scale from 1000-3500 depending on level, like that but for jump fuel)...
acutally maybe i do..

okay, when beta updates today, fuel for both AMJ and Tachyon is 1000 + 500per level. assuming tachyon drives, a scout should have a range of 500kgu, and a dread should have a range of 250kgu, everything else somewhere in between.

[ This Message was edited by: Doran on 2008-05-02 11:46 ]
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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2008-05-05 22:38   
that irks me really....to see my ship have 2500 Fuel....ugh
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-05-05 23:38   
Quote:

On 2008-05-05 22:38, GothThug {C?} wrote:
that irks me really....to have to use tactics and supply ships...ugh




Fix'd
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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2008-05-06 07:00   
LOL hush fattie!
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2008-05-06 07:17   
it will be really annoying not having 10K fuel for my jump drive, but then it adds a touch of realism and a touch of increased tactical edge to play on. and it keeps the runners from running far. i say increase the number of drones the supply ship has to compensate for the lower fuel, from 1700 or so it has now to at least 2500. if not...DS players will compensate. they always have.
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2008-05-06 14:03   
realism aside, its just silly to have scouts being able to cover 3million gu on a single tank, with a mv that's only 1.5-2million gu across.
too, since wormhole have been drastically reduced in range (250-300kgu tops) specifically to reduce the superman-esq "crossing half the mv in a single bound" sort of thing we have going on now, it doesnt fit to likewise NOT reduce jump ranges in similar fashion. (not to mention, if jumpdrives werent also nerfed, there'd be next to no reason to ever use a wormhole for point A->B travel)

its sorta like comparing some little prius or other hybrid car with a chevy escalade or other big SUV/Urban assault vehicle.
smaller ships have been, are, and will be more fuel efficient than larger ships, but still wont be able to longjump more than 3-4 systems away.
dessies will be able to reach adjacent systens with no problem, cruisers will also be able to make the distance, but will end the jump critically low on fuel.
at the other end of the scale from scouts, dreadnoughts and stations (if not packing WH2s) will need at least one pit stop and a escorting supply ship to longjump to even the next system over, even with a larger fuel tank, they still chug down fuel like its beer at a college party.

and again, this is only for longjumping between systems. jumpgates arent going anywhere and they're great for extending a ship's range for not much fuel expended.


and supply dont necessarily need an increase in drones either, in the old days a few supplys could, and would regularly escort fleets longjumping across the void with only 1000 drones each

[ This Message was edited by: Doran on 2008-05-06 14:05 ]
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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2008-05-07 01:26   
Thats true....my supply wingman went with me on a longjump through 3 systems before he needed to replenish his suppy drones...it has been done before, it will be done again if need be.....but do NOT reduce our jump fuel...its just Redundant lol
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Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2008-08-06 13:00   
Thinking about the fuel usage - this is just back to the older 1.4xx patches - I remember all the longjumping between systems to avoid the need to assault through a jumpgate and the inevitable mining because many ships carried them.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2008-08-06 16:41   
thats the idea,
Unless the MV changes in size because of the planet size topic/messing.

Currently you can take a cruiser and jump to the next system, take a dread and you can only take 3/4 of the way.
This should increase the need of supply ships, or group coordination and the use of wormholes.
(Current wormholes can only make it to the other system, no longer bang, skipping a system with a WH)

And hopefully we might see the gate camping coming back to.
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DS Discordion

Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2008-08-07 17:58   
I doubt jumpgates will move more than marginally based on the new planet sizes. Clusters probably won't move their anchor, so the relative distances between systems won't change more than negligibly - or so is my thought at the moment.

Clusters will space out a bit more, though, so you might burn up more fuel in-system, which just means a pitstop before heading on to the next. Overall, though, I don't foresee drastic changes or any real problems.
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