Customs Offices should have a fuel burn, %100.
No, absolutely not, it’s bad enough fueling the Metenoxen
What is “bad” about making a single 5 minute hauling trip a month?
You really need to stop looking at your personal convenience and see the bigger picture. Fuelless POCOS enable those POCO empires run by “holding corps” which milk the taxes of thousands of players into the pockets of one large entity, usually 100% under the control of a handful of people. And all that without a single bit of effort.
POCOs requiring fuel would make sure, only people living locally would maintain them and they had the say about tax-rates and access. That decentralizes economic and political power, something the game desperately needs.
This would be much better than 20% tax rate ones in high security space. Low security space tends to have lower tax rates, but 20% exists there too. Those prevent local players from using the planets.
Many of the POCOs I see about offer better tax rates to people who ask nicely.
CCP as per usual nerfing things 3 or 4 different ways instead of a measured aproach.
When POS mining was a thing we has 116 towers in 7 systems. It pulled in over 4 billion a month after expenses. Metenox as a weak replacement though would have much appreciated having a infinite fuel bay.
aahh the excuses.
The fuel should be usage based, though. Most POCOs in highsec are completely unused while certain ones in particularly popular areas are excessively overused.
The fuel can be totally worthless, like 1 fuel block per day.
The key feature is that the fuel hold is only large enough for 30 days, so you have to manually refuel them. The point is to create player-driven job that can only be done by the owner and gets PITA once you own more than like a few dozen in multiple systems. Costs are totally irrelevant here, I’d even go so far that POCOs should have totally neglectable fuel costs, the goal isn’t to make them costly to maintain. The goal is that they aren’t remote-ownable and still generating money witout effort. You should have to live in the systems where they are located and if you want a thousand POCOs and their taxes go into your own corporations wallet that you basically control alone, harvesting the taxes of many thousand players, well, have fun making thousands of fueling runs per month then.
This is a terrible idea, it will make loads of pointless work for people who want to own POCOs and even at 1 block a month there’s many POCOs which wouldn’t be worth fueling. It will result in most of the POCOs becoming NOCOs and all the content they drive evaporating.
Pointless work for your Alliance, who own them all. ![]()
Your answer shows that you haven’t understood the issue.
If your POCO “is not worth fueling”, then why own it in the first place? Abandon it or sell it and get rid of the job. Someone will take over or an Interbus NPC POCO will take it’s place. Why should you care, it’s “worthless” anyway, as you said yourself. Let someone handle it who considers it worthy.
As long as POCOs are maintenance-free, they will be
- an effortless mechanic to milk thousands of players taxes into the hands of very few people that are already superrich and powerful.
- a content-denial tool for the large groups, making sure nobody else can run a POCO there, even if no real taxes are coming in. Especially in HS where you’d need war declaration to attack a POCO this is a horrible design, since you will get instantly counter-wardecced and have your war HQ be destroyed and looted, resulting in you even feeding MORE money into the big groups wallets just for trying. It’s basically unchallengable.
And again: If you think Fueling the 10 POCOs in a system you live in is “not worth it”, you don’t do PI there. Because those 5 minutes to fuel them would be worth it from just doing PI with a single character. So just leave them to someone else to own and maintain.
Because other people want them, and thus try to take them away and thus we get fights.
Fixed it for you.
Attack theirs once they placed it and you get the same fight, but without the hauling run.
And tbh, all that “we need xyz to ge fights” is pretty much nonsense. If you want a fight you can form any gang size you want and poke some big neighbors (unless they are all blue of course…) structures to generate some timers. He either will response before you are done or when the timer hits. Nobody needs POCOs for that.
We don’t need POCOs we like them.
I don’t think you know what fixed means.
I believe that Eve Online updates have a history of doing more harm than good. This plan will repeat the pattern.
Game updates need to be appreciated by the majority of the player community. That make people feel appreciated. Harming their entertainment value will be costly.
Is there a better way to address this problem statement:
It’s a problem because it means that these powerful groups can respond to activity in a space outside of their operations too quickly, effectively intervening in smaller-scale conflicts and making it nearly impossible for newer groups to get any meaningful foothold in areas of space like nullsec.
Flip the tables. Grant all players reliable and instantaneous travel to all space system. One jump from any system to any system. Allow small groups to have access to normal MMORPG zone travel mechanics. Let those small groups move faster than large groups can respond. Make large groups get tired of wack-a-mole. Make small groups enjoy the game too.
Within sovereign null space, reinforce the sovereignty. Right now, no large group can control their own space. They are forced to play wack-a-mole and they keep complaining about this game mechanic. Who controls all Eve Online space? Gate camps at choke-points. Make sovereignty meaningful.
Eliminate artificial constraints on sov ownership. Right now, smaller groups do not want to risk sov ownership. They must have adequate strength and combat force to defend their space. Larger groups will declare war just to take it away. Small groups cannot afford to defend it. Flip the tables. Make it more costly to hold multiple sov regions, cheaper to hold sov in one system, and easier to defend home systems. Shift the balance of power for Sovereignty away from a few mega alliances and towards small groups. Do this through beneficial changes instead of harmful changes.
Small groups must find sov ownership rewarding and entertaining. RIght now, only a few alliances take that risk. Make it easier for small groups. Let so many small groups fight for space that major groups cannot afford the wack-a-mole game over such vast space. Taking harmful actions against the big groups will hurt the entire game community.
One meaning way to do this would be to reduce artificial constraints on player cooperation. Right now, war declarations are trivial to major alliances and devastating to small player groups. Flip the tables. When someone makes a war declaration, they become valid war targets for all players. The defending players do not automatically become valid war targets. Only while they are actively defending structures will they be war targets. When they warp away and their PVP timer expires, they return to normal PVP rules. Make the big groups evaluate their popularity with the entire player community before declaring war. Make them pay dearly for every ally who joins them.
Please stop implementing harmful game mechanic updates and start improving Eve Online for everyone. Fenris Creations will see improved player enthusiasm and better financial stability.
Pretty sure this is (mostly) AI.