Can we increase fuel costs?

When 1.2 was released repair costs and fuel costs were made almost non-existent for the benefit of supporting PvP. However, I never understood how fuel factored into this. Fuel costs were one of the more immersive factors of the game. The Jump to the Cobra may provide potential income boons, but can you handle that gas-guzzler, with it's 1,000 Cr jumps? Perhaps the large-ship expenses were far too much, and as I never flew those back then, I cannot speak about them, but as it is now fuel usage is only important to explorers and people who travel 100+ light years on trips. There once was a point to the fuel scoop to the average guy!

While on the subject, I'd like to discuss something coming in 1.3 which could potentially allow us to revert back to pre-1.2 maintenance costs, somewhat. A huge problem with pre-1.2 interdiction was that it cost so much in repairs that using it nullified any profit. In 1.3, now that interdiction can only do up to 10% the damage of an emergency drop, could we see increased repair costs, with a reduction in hull integrity repair costs? Yesterday, flying my Cobra in 1.3 Beta, I fought an Anaconda, and the endeavor left me with only 16% of my hull remaining. When I returned to the station, it cost me but a few thousand credits to repair it all. That's pitiful, it should have cost at least 100,000 credits! It's so easy to throw away ships when we have this, it's so arcadey, and the feeling of danger, of losing your ship and having to make tough decisions!

Frontier, you're great. You honestly listen to our feedback, more so than most game developers do, but you listen to us TOO much. You need to recognize that, although our intentions are honest, we aren't game designers, and are more closely linked to a bunch of giddy teenagers looking at all the cool lazors. So, after hearing my advice, feel free to throw my post into the garbage if you feel so, do the same with a lot of the threads on here, and put some wax in your ears! You have a great game going for you, and the best, safest route that can be taken is for you to shut your ears. Don't repeal good game mechanics for the vocal minority, because the quiet majority may enjoy it!

Here's a little list of stuff I miss:
-NPCs stealing bounties (why would police give you the bounty when they could save the money and get a bonus?)
-Expensive repairs (Excepting interdiction repairs, of course :p)
-Expensive fuel
-Seeker Missiles affecting shields (was over-nerfed)

You guys are good developers. Good luck!
 
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I never understood the changing of these prices either. You had to decide to buy fuel, scoop, go lighter with smaller fuel tanks, get longer trips, but higher expenses with bigger tanks...

The game economics needed the coin sinks. Now, after a few months, we get a little boost in fuel prices..and a 10% outfitting cost, to bring down the amount of in game coin.

SMH then. Laughing at it now.
 
When 1.2 was released repair costs and fuel costs were made almost non-existent for the benefit of supporting PvP. However, I never understood how fuel factored into this. Fuel costs were one of the more immersive factors of the game. The Jump to the Cobra may provide potential income boons, but can you handle that gas-guzzler, with it's 1,000 Cr jumps? Perhaps the large-ship expenses were far too much, and as I never flew those back then, I cannot speak about them, but as it is now fuel usage is only important to explorers and people who travel 100+ light years on trips. There once was a point to the fuel scoop to the average guy!

While on the subject, I'd like to discuss something coming in 1.3 which could potentially allow us to revert back to pre-1.2 maintenance costs, somewhat. A huge problem with pre-1.2 interdiction was that it cost so much in repairs that using it nullified any profit. In 1.3, now that interdiction can only do up to 10% the damage of an emergency drop, could we see increased repair costs, with a reduction in hull integrity repair costs? Yesterday, flying my Cobra in 1.3 Beta, I fought an Anaconda, and the endeavor left me with only 16% of my hull remaining. When I returned to the station, it cost me but a few thousand credits to repair it all. That's pitiful, it should have cost at least 100,000 credits! It's so easy to throw away ships when we have this, it's so arcadey, and the feeling of danger, of losing your ship and having to make tough decisions!

Frontier, you're great. You honestly listen to our feedback, more so than most game developers do, but you listen to us TOO much. You need to recognize that, although our intentions are honest, we aren't game designers, and are more closely linked to a bunch of giddy teenagers looking at all the cool lazors. So, after hearing my advice, feel free to throw my post into the garbage if you feel so, do the same with a lot of the threads on here, and put some wax in your ears! You have a great game going for you, and the best, safest route that can be taken is for you to shut your ears. Don't repeal good game mechanics for the vocal minority, because the quiet majority may enjoy it!

Here's a little list of stuff I miss:
-NPCs stealing bounties (why would police give you the bounty when they could save the money and get a bonus?)
-Expensive repairs (Excepting interdiction repairs, of course :p)
-Expensive fuel
-Seeker Missiles affecting shields (was over-nerfed)

You guys are good developers. Good luck!

Fuel usage to me matters when I want to travel anywhere further than one maximum jump. Exploration, long distance and rare trading as well as community goal combat ship all have scoops not for costs but for time savings running to stations and back. Increasing fuel costs really wouldn't matter to me since the only ships I don't fit with scoops are local system fighters like Eagle that don't have module slots for it and 1 jump trade runs where im better putting a cargo rack in..
So from me it doesn't matter either way, go ahead.

AFAIK repair costs are being increased with 1.3 since as you say interdiction is dropped. <- Can't find the post, think I read it but having doubts now.

Yup the Devs are pretty good, cool laser colours would be nice for that Anaconda disco ball.

Npc bounty, maybe. Would have to balance since lots of the newer players use cops as assistance to get into bigger ships quicker. Also I already want to blow the hell out of the police vessels for flying into my firing arc like a suicidal goon, stealing my kills would make me even more mad and may lead to a galaxy wide police chase...

Missiles are getting a buff in 1.3 <- Incorrect, was thinking of mines.
 
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I find it odd I can repair a power-plant that costs hundreds of thousands of credits from 3% to 100% for about 700 CR

fuel costs and Repair cost are on the far too cheap side of the line.
No they shouldn't be crippling but people go on about the multi millions they make per hour but 10,000 Cr to refuel a ship is ruining the game.
 
I have to disagree on two points, seeker missiles and every other missiles and torpedoes should not do much of a damage to shields ( expect if later on we will get missiles and torpedoes specifically designed for that WHICH I WOULD LOVE ) and NPC's stealing bounties ( i know its more realistic but that was just simply annoying ).

BUT

I have to strongly agree with you on fuel cost and repair cost. Right now you can easily tell that entire game is moving towards PVP lately while being simplify. It is ridicules how cheaply you can repair entire ship. Fuel Scooping is near to pointless if you are not explorer which is sad as before, there was a big deal about fuel scooping on GalNet. Everything you do in this game should require a little bit care from you, constant knowledge to be careful knowing how expensive it is to repair your ship. Elite Dangerous lost a tiny bit of its shine when they started to simplify it and I'm afraid it will continue to do so. ( Thou this is my opinion only ).
 
Good to hear!

Hold the celebrations I may be wrong here.

"-Mines now do both thermic and explosive damage."

no word on missiles...


Also I can't find the repair costs post I was on yesterday. Still searching, come back in 30 and check if I've made an edit.

And the Edit:
Changelog 3
https://forums.frontier.co.uk/showthread.php?t=148956
"- Make sure that repair costs are calculated correctly"

Doesn't say what that means, think it may just be a bugfix not a change as hoped.

Sorry for the disappointment. My bad on this one.
 
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When it comes down to it I just think it should cost way more than a few thousand CR to fuel up a conda
 
Well, I'm certaintly not for increasing fuel costs. Honestly, the cost of fuel in Elite right now is just where it should be. A convenience charge for not having to fuel your ship yourself. Fuel for our ships is super abundant and can be scooped freely from any star of classes F, O, G, K, B, A, M (Yeah, FOG KBAM. I went there!). There is no cost or penalty for scooping your own fuel.

Previous the obscenely high fuel costs were quite ridiculous. They were also scaled by your ships size/value, despite the fact that all the ships used the exact same fuel. This meant two completely different ships fitted with the exact same size fuel bay paid completely different costs for fuel. It was extremely illogical and the change to the current method was highly welcome to many.

To conclude in terms of fuel costs, if they increased it, I would not be affected at all as I fly around with a 6A fuel scoop and I don't ever have to worry about fuel because of that.

On repairs... They can get pretty expensive right now if you take a lot of module damage. Hull/armor is pretty easy and cheap to repair. The modules however can get pretty nasty. The old repair costs were bad though. The way it used to be.. You could wind up paying more than your ships rebuy for a repair on a still flyable ship, which meant in some cases it was cheaper to die, than to live. Given some ships can get rebuys exceeding 10 million credits, this was very very bad gameplay. Maybe repairs could use a slight increase in cost... but I am adverse to this for risk of it getting to close to the previous numbers.

On mines/missiles. Mines are complete garbage and useless and need a drastic overhaul. I at one time desire to run a T9 loaded to the gill with mine launchers and a proper tank... Only to find out that mines aren't even remotely threatening enough to make your pursuer sweat while chasing you down. Missiles, I've only played with them on my Eagle, and the only disappointment I had was a lack of ammunition capacity and their very high cost of use.
 
Here's a little list of stuff I miss:
-NPCs stealing bounties (why would police give you the bounty when they could save the money and get a bonus?)
-Expensive repairs (Excepting interdiction repairs, of course :p)
-Expensive fuel
-Seeker Missiles affecting shields (was over-nerfed)

A "stuff I miss" list! Ooh! Ooh! My religion compels me to take any such list and pad it out with bumf from my own list!

-NPCs stealing bounties (why would police give you the bounty when they could save the money and get a bonus?)
-Expensive repairs (Excepting interdiction repairs, of course :p)
-Expensive fuel
-Seeker Missiles affecting shields (was over-nerfed)
-Dropping off the radar by disabling everything but shields, free-drifting with zero control, peering out of an iced up canopy.
-The absence of magic shield potions in "Outfitting".
-Wonderfully excessive planetary rings
-No special treatment of players/NPCs when claiming bounty kills
-That high-detail coffee cup ring on the right-hand-side of the Sidewinder cabin ;)

Okay, back to our regular programme....!
 
Repairs COULD be a little more expensive, if only for the larger ships, like scaling with hull mass. Maybe it already does that, I don't know because I don't have to worry about going broke from repairs anymore. I just hit repair and move on. But to make fuel more expensive?

No.

Fuel is incredibly abundant and can be scooped freely from stars. Fuel should be at a fixed cost per ton, not like it was pre-1.2 where I don't even know what kind of math was calculating fuel-ups. What could be interesting is scooping fuel and selling it back to stations.
 
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Fuel prices before were incredibly illogical. I.e going from a Clipper to an Asp, 1 ton of exactly the same fuel (literally the same identical fuel), cost 10x as much. It was prohibitively expensive honestly. Now today it's pathetically cheap so I do agree that some balancing could be needed.

Maybe leave it really low for the starter ships (cobra and down perhaps) and then increase somewhat for larger ships. Today there is no fuel cost and it feels a bit weird, but it's also hard to make fuel cost a meaningful amount without making it completely illogical.

- - - Updated - - -

i would like to see the repaircost increased too. It is boring if there is no danger...

Repair costs before they were lowered meant it was basically pointless to use anything larger than a Viper for combat. It was simply too expensive to repair any combat on a Python or Anaconda, even if it was just a few percent. It wasn't a better game, it was pretty awful.
 
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