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Dev Post: [December] Jump Drive Fuel Consumption and Jump Fatigue Cap changes

November 16, 2017

Hello everyone. We have a series of changes planned for our December release to discuss today. These changes follow up on the reductions in isotope volume and moon material volume released in Lifeblood last month.

Combined these changes work towards the following goals:

  • Increase the economic friction associated with capital ship deployments and jump freighter hauling
  • Stimulate the ice product markets which would otherwise suffer from lower starbase usage
  • Improve the balance of ice product consumption (increased isotope and liquid ozone consumption relative to heavy water consumption)
  • Easier trade of high value reacted intermediate materials for T2 production (with the goal of nullsec regions being largely self-sufficient by volume but encouraging trade of lower-volume goods)
  • Somewhat reducing the pain that can be caused by heavy jump drive usage and high stacked jump fatigue values

To organize the feedback I’ll split the changes into three related forum threads:

This will serve as the discussion thread for the planned increases in jump drive fuel consumption and reduction in the maximum jump fatigue cap.

The changes to jump drives we have planned for December are:

  • +56% fuel use by Black Ops Battleships
  • +100% fuel use by other ship-based jump drives
  • Reduction of the maximum jump fatigue cap by 20%

The end result combined with the isotope volume reduction last month is that most jump-capable ships will be able to jump the same distance on a fuel bay as they could pre-Lifeblood, with Black Ops being able to travel a bit farther.

Overall costs for jump movement will increase, with that value being shifted to ice miners across all areas of space.

Over long timescales we would like to make major changes to the way jump fatigue works, as the system hits its mechanical goals but doesn’t create a good user experience. However in the meantime we are planning an intermediate step of reducing the cap on jump fatigue by 20%. This means that the maximum blue timer will be 4 days and the maximum red timer will be 9.6 hours.

These changes are now on Sisi for you to try out, so I encourage everyone to take a look and let us know what you think.
Thanks.

– CCP Fozzie

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