So I’m left with my original assessment, don’t use them for anything of importance, your solution is that I pay for the job, then pay for the fuel?
And the station owner, it’s like going to a store to buy something and then having to pay their utility bills for buying something from them, that make no sense and they would be out of business, I will tell you that one time I donated fuel to an owner, brought it to the facility in fact, they rejected it, then I donated about 10 million ISK just because I’m a nice guy, it got returned, so yes, I’ve tried to interact, but it’s eve, nobody trust no one.
Hardly when I move a high value item to player run facilities, so my risk taking to move them means nothing, if I get blown up others will say that’s dumb, either way I lose right, and job failures is because of players poor management, my fault too, I get it.
Your position is that you should gain the efficiency that an Upwell structure provides, without any downside at all.
That’s boring gameplay.
Additionally, if you speak to the owner and gain rights to fuel the structure, then you can check the fuel level before you install a job. Likely you’d never have to fuel the structure at all.
However, yes, if you want to benefits of efficiency and reduced costs compared to NPC stations, then there should be something to stake.
So, paying for services, that’s not a downside, moving high value stuff, not a downside, losing weeks of research, that’s not a downside.
And losing weeks of research is exciting, got it, if this is how it’s going to be then I will tell you this, I’m done using nickel and dime corporations for my work, I will stick with NPC and MOGUL stations, and Chribba who has built a reputation of trust.
Not compared to doing the same thing in an NPC station no.
As for moving high value stuff, it’s just part of the game.
Losing weeks of research is a downside yes. I’ve suffered it myself. I think it’s perfectly fine and there is a way to manage it so it is preventable. Nothing needs to be changed to remove that risk from the game.
No, losing weeks of work isn’t exciting. But, there is more depth and play options involved in having to be responsible for your decisions, than there is in CCP removing options for player actions from the game.
Just go talk to the owner. We don’t need CCP to make a change to the game. That is much better gameplay than not being able to make a mistake, or take a risk to begin with.
Stuff like this is incidentally why I don’t trust citadels with anything at all for more than about 5 minutes at a time. A little paranoid, but there’s no way I’m trusting them with, say, several billion in raw materials and blueprints.
The game already has the means to resolve the problem you’re mewling about, but you think you’re entitled to have everything you want with no cash layout and no effort expended. This isn’t a design problem for CCP to resolve, it’s a Piugattuk problem for Piugattuk to resolve.
It probably shouldn’t be surprising that someone who thinks the game should be custom-built to prevent him from having to address any level of adversity himself considers any opposing opinion to be “trolling” — both notions are derived from a similar flavor of childish entitlement.
ya know…reading the OP…ive had structures i was using run out of fuel…when it got fueled the job resumed.
Now, on the premise of not allowing a job to be installed based on fuel limitations…why, does the job cancel/stop if the fuel runs down under the time needed to complete? if so…then no to this idea, in fact just no. its cumbersome, a waste of dev time…and really this sounds like a personal problem/complaint