Top Secret Project ship - fuel/energy reserves should recharge automatically

Top Secret Project ship - It’s a technological wonder, which is made mostly, if not entirely from unique alien material.

The ship should bring more benefits in Invasion, but I am only asking just for one, which should really be made.

I got countless occasions, where my fuel got used, even if I was standing still, not using any modules, or engines and the fuel level dropped.

What’s the most annoying, is the fact that, when I was about to warp, my fuel level went to 24% and I was unable to do so.

 

Fuel system - fuel or energy cells, which are needed for smooth operation of the ship itself, when you use the warp gate and to keep the ship energy stable.

It makes little sense. The warp gate is a conduit, it should propel the ship on it’s own, when it enters the gate. However, this is a game and I got no issue, if you still need fuel for standard or premium ships.

Fuel should not be needed for warping. It should only be needed in case, if you want to open a wormhole, but we do not have such option or a module to do so.

It’s so primitive, that in the year 4615 there are still “i d i o t s”, who use those sources for the ship. Not even solar energy, but some sort of fosile fuel, which is supposed to be very limited and the sell price is: 1 credit!

Empire, Federation and Jericho should long abandon this concept, but I am not against it. I am ony against it, when you actually have a Top Secret Project ship, which behaves in the same manner as their primitive counterparts. There is no difference, if your ship is T1 or T5, the fuel reserve will drop at the same level, even if your ship is active or idle.

 

However, I will keep this plain and simple.

 

New proposal:

 

For pilots, which crafted one of those ships, it would be fair, that you prove, that this ship is really constructed with alien technology and that it’s got some additional benefit in Invasion.

Energy/fuel reserve should auto-recharge, since those alien monocrystals are “special”, when it comes to regenerative properties. Fuel/energy system is simply more “advanced”.

 

I propose a simple solution:

 

Whenever you use “T5” Top Secret Project ship, the main energy/fuel level should work normally, as for the rest of standard/premium ships. It should decrease with the normal rate as well.

However, there is one vital exception. It should auto-regenerate as well.

In order to accomplish this, your ship must be idle (0 speed and no rotation), without any activated active modules and it also must stay out of hostile engagements and any sort of debuffs from environment/enemy.

 

Conditions:

 

Regeneration options  (only applies, if the ship is completely immobile, without any active modules in use and when it’s not under any form of hostile attack by environment and/or enemy debuffs)

 

  • 1 point of energy/fuel capacity regenerate every second

  • 1 point of energy/fuel capacity regenerate every 3 seconds

  • 1 point of energy/fuel capacity regenerate every 5 seconds  (I prefer this one.)

 

Select one of these 3 options above in the vote poll but only, if you agree.

 

Top Secret Project ships should have yellow/golden fuel window, which is unique visual fuel/energy indicator for Top Secret Projects, but it can also be left out. It’s optional.

The rest of the ships, such as standard and premium ships should continue to use the same fuel/energy mechanic and fuel cells are a must.

 

Please, vote this thread up and thank me for advice, if you feel, that it should be implemented like this.

 

Do not forget to vote!  012j.png

 

Note: If you agree, vote for one of the first three options on the second question.

         If you do not agree, then vote for the fourth option on the second question.

 

 

 

Sincerely,  Koromac

much rather give them +1 or +2 cargo space, like goldens.

much rather give them +1 or +2 cargo space, like goldens.

 

I also suggested this some time ago.

Check my topics.

fuel isn’t actually used unless you have things taking up energy. an engi sitting still with an aura will consume fuel, like a guard with the damage reducer active. I have never experienced another kind of ship drain fuel on idle

 

also, i don’t think you can actually sell fuel. the 1 credit is likely just a placeholder.

 

premiums should get a module that sits in a passive slot that collects fuel from the environment when moving and only when moving. Like a scoop, processing the collected material and keeping the fuel. Gathering rate would be relative to velocity and mark. so, perhaps at mark 1, it would generate 1 fuel per minute for every 100 metres per second, mk2 1.5, mk3 2.25, mk4 3 and mk5, 3.5. This would sit in the hull slot and therefore keep a balance because it uses up a slot that could be used for defense

 

 

also, i might add that my energy emitter minotaur only needs fuel for warp jumping. the rest of the energy can be supplied by the energy emitter module and the ship can keep running with all healing modules and enough energy to place a warp gate after a brief module switch-off even when it has no fuel left. The fuel to energy problem only really applies to any ship that isn’t an engineer with emitters.

So you know I was forced to answer both questions.

 

I don’t understand why customs would have infinite fuel.

 

If implemented one every five seconds is too fast.

 

Also I would rather have the container size also. Not that it really matters until recons and tacklers are introduced…

Change your poll, because your 2d part of the poll does not provide an option for those that do not agree and are forced either not to vote or pick an option they are opposing.

I feel like if they were to receive some kind of fuel regeneration, it should be at a slightly lower rate than you consume fuel. This way you can fly for longer, but you still need to stop for fuel, or you can sit still for a minute or two to get your fuel back.

I feel like if they were to receive some kind of fuel regeneration, it should be at a slightly lower rate than you consume fuel. This way you can fly for longer, but you still need to stop for fuel, or you can sit still for a minute or two to get your fuel back.

the first part is my idea in a nutshell, extended flying time or infinite, but only when moving. The module would, of course, have to be hellishly expensive.

Change your poll, because your 2d part of the poll does not provide an option for those that do not agree and are forced either not to vote or pick an option they are opposing.

 

Already done it.

 

To DavidGill & others

You should delete your vote and vote again.

Proper options are now available.

Its a nope from me although i do think they should have some sort of perk given the lengths one must go to manufacture one. Even if that perk is only apparent in open.

It would give incentive for people to fly an show off these ships to others there. :008j:

Your previous point was closer i think with extra cargo slots that would be good.

Its a nope from me although i do think they should have some sort of perk given the lengths one must go to manufacture one. Even if that perk is only apparent in open.

It would give incentive for people to fly an show off these ships to others there. :008j:

Your previous point was closer i think with extra cargo slots that would be good.

 

You mean this?

 

[http://forum.star-conflict.com/index.php?/topic/25570-suggestions-for-much-needed-improvements-for-invasion-mode/](< base_url >/index.php?/topic/25570-suggestions-for-much-needed-improvements-for-invasion-mode/)

They’re fine as they are, the fact that they’re harder to obtain doesn’t mean they should be able to have such a thing in Invasion.

You mean this?

 

[http://forum.star-conflict.com/index.php?/topic/25570-suggestions-for-much-needed-improvements-for-invasion-mode/](< base_url >/index.php?/topic/25570-suggestions-for-much-needed-improvements-for-invasion-mode/)

Only in that they should have the same bonus slots as premiums, not the whole cargo slot overhaul system you propose here.

Or at least something to reflect how much alientech/time/cash has been put into it.

Only in that they should have the same bonus slots as premiums, not the whole cargo slot overhaul system you propose here.

Or at least something to reflect how much alientech/time/cash has been put into it.

 

I agree they need some king of invasion bonus.  Just a couple of extra cargo slots would be nice.  Turn the octopus into a corp’s cargo ship!

 

And welcome to the forum btw  :fed001:

Top Secret Project ships are already have advantage agains other ships (even premium), because you builded them as you want. So, i don’t think they need to be upgraded.

You fail to understand my reasoning behind this.

I asked some people and 7 out of 10 agreed that they would probably get more of their $$$ in this game, if Top Secret Project ships would have some sort of benefit. It’s Invasion benefit only!

This benefit does not break or overpower anything. If you don’t like it, maybe there should be an optional feature, which allows it. Same goes for 1-3 implants ranks. Only 1 additional rank for implants, like rank 16 - should serve in the similar way, like boosters do, but with better alternative.

I think that the main reason from some people is envy, or simple misunderstanding.

My main intent is to make Invasion less grindy and more smooth. Less fuel cells to collect and thus more time to spare. TPS have no other benefits in PVP or PVE, SQ and so on.

 

However, that’s why I introduced a vote poll.

Continue to vote.

 

Thank you.

Top Secret Project ships are already have advantage agains other ships (even premium), because you builded them as you want. So, i don’t think they need to be upgraded.

 

This is true. I think a lot of people forget that when you build a custom, you get to decide the module layout, which is already a perk in of itself.

I like the main idea, but 1 fuel pts per 5 secs? That is insane, I would agree if the recharge was 1 pts by 10 or even more seconds. I mean, the benefit should be that the secret project ships were able to infinitely fly in one sector without looting fuel, jumping is another thing. And, even though you would have such a benefit when flying TSPS, the fuel loss is really low, however you lose all the fuel, your ship won’t blow up, but the energy regen is decreased. In my opinion, make this as a regular implant somewhere in the implant list avalible for all ships, but make the losing of all your fuel fatal.

thanks for your input - forwarded to Devs

I like the main idea, but 1 fuel pts per 5 secs? That is insane, I would agree if the recharge was 1 pts by 10 or even more seconds. I mean, the benefit should be that the secret project ships were able to infinitely fly in one sector without looting fuel, jumping is another thing. And, even though you would have such a benefit when flying TSPS, the fuel loss is really low, however you lose all the fuel, your ship won’t blow up, but the energy regen is decreased. In my opinion, make this as a regular implant somewhere in the implant list avalible for all ships, but make the losing of all your fuel fatal.

 

Did you read my whole topic? Nothing would change, even for the Top Secret Project ship. Energy/fuel regeneration would only be applied, if the ship would meet certain conditions listed above.

I was thinking of 1 energy/fuel point per 10 seconds too, but overall, that would defeat the main purpose, because most of the players would rather grab energy/fuel cell instead instead of waiting for the cell to charge.

Developers should implement this feature, even if energy regeneration would be slower (like 1 point of energy per second). Main thing is, that the option exist for those, who want it. Even if it’s not as satisfactory anymore.

Alternative is to present some additional means to get such benefits, when constructing a Top Secret Project ships.