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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Fuel

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Poll: Would you find Fuel Requirements a healthy Dynamic element for Discovery Economy?
You do not have permission to vote in this poll.
Yes
50.00%
60 50.00%
No.
46.67%
56 46.67%
Other, yet you don't ever post.
3.33%
4 3.33%
Total 120 vote(s) 100%
* You voted for this item. [Show Results]

Pages (7): « Previous 1 2 3 4 5 … 7 Next »
Fuel
Offline Fletcher
07-24-2011, 09:15 AM,
#11
Member
Posts: 5,473
Threads: 952
Joined: Apr 2008

Adding a fuel limit in the game will have mixed results, on a gameplay side, it will add to the tactics of combat for straight up skirmishes and force combatants to be far more aggressive to finish fights quickly. Otherwise, introducing fuel tankers into the combat fleet will need to be a priority. Something nobody will want to do, unless its a carrier or other large capital ship.

When it comes to roleplay, it would add a new limited scope to it, but only for the 'hardcore' roleplayers in my eyes, some will like it, a lot more will hate it.

Although your fuel units per minute is high, so a fair amount of what will happen would be due to lack of foresight and attention to the player's part.

Now if I may be bold Zig, is this a way in the back of your mind to stir gameplay in the GMG and Kishiro entities in the game? Feel free to call me on that one.

All in all, I have mixed feelings about the fuel, it will add to strategy, tactics and potential roleplay, and the specialised factions will get more opportunits and contracts.

However, the potential gameplay alteration side of things is something that could have consequences we may not be able to tell yet.

Roleplaying, it is a fair propersition.
Gameplay, it is questionable.

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Offline Daedric
07-24-2011, 09:21 AM,
#12
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote:If they were low, I'd have it on autobuy and forget about the whole fuel dilemma, therefore no point in adding it.

Zig's proposal sets a VHF being able to hold enough fuel to last 161 hours. That means, I turn on autobuy and forget about it. My ship refuels every time I dock. With it set that high, no ship would ever have to worry about fuel as I'm sure 99% of ships in this game dock well before the 50 hour mark (of actual play time). If his proposal is also factoring in non play time hours, it still is moot as a good deal of ships are logged off on stations.

If you set it so it expires to quickly, it becomes a sim game. I don't play here to play a sim game. Sorry, if you want that, go elsewhere.

One problem I can see right off is adding another health bar.......I now other mods have taken out bots and bats but they couldn't remove the UI stuff. As I understand it, that requires the source code. Going from that I'd assume adding another health bar would also. Of course, I'll also go out and say that an overlay might be possible.

As for the dynamic economy part of it. I'll assume that the fuels will also be sold on NPC bases, as allowing players full control would be stupid. That means players would have to keep their prices under that of the NPCs to attract customers. They'd have to advertise this and the location of their station also. Only way to effectively do this now is on the forums. To be honest, I think most players wouldn't give two hoots and they'd merely find the closest dockable NPC base and go there. I doubt they'd seek out a player who is selling it for 100sc less.

Basically what you're suggestion is another credit sink. No thanks.

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Offline Bear
07-24-2011, 09:28 AM,
#13
Remembeared
Posts: 1,377
Threads: 194
Joined: Nov 2008

Please, no. I myself wouldn't want to worry about my fuel level everytime I log into a character.

 
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Offline Fletcher
07-24-2011, 09:29 AM,
#14
Member
Posts: 5,473
Threads: 952
Joined: Apr 2008

Hmm, now the coffee is kicking in better.

Yes, with the current draft rates of consumption, and as said above, the autobuy feature. It is another credit sink, with little gameplay effect.

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Offline Ninefour
07-24-2011, 09:55 AM,
#15
Member
Posts: 473
Threads: 25
Joined: Dec 2010

I was thinking about this addition. I'd really like to have fuel ingame.

retired
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Offline Jinx
07-24-2011, 10:05 AM,
#16
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

if we take the lore into account - it would probably annoy snub players no end.

capital ships are meant to operate long long times far far from any outpost. - fighters are short range.

so the fuel of a fighter might last something like 2 jumps - before he needs to refuel again - the fuel of a capital ship mostly indefinitely. - kinda like a nuclear sub. ( at least indefinitely in theory - or near to it )

as a whole - fuel would be like ammo. - kinda annoying and a low to medium moneysink or a real annoyance when you simply forgot to buy it. ( annoyance in a very negative sense - with a seriuos impact on gameplay )

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Offline Varok
07-24-2011, 10:13 AM,
#17
Member
Posts: 827
Threads: 36
Joined: Dec 2009

' Wrote:No,
No,
No,

I don't want to play a simulation game.

Sorry to be on the same opinion with this Belgian firework smuggler but he's right.
Don't turn Discovery into a reality mod. It just won't work. :)
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Offline CzeReptile
07-24-2011, 10:52 AM,
#18
Member
Posts: 2,238
Threads: 89
Joined: Mar 2009

Exactly.

Its silly enough already. STop trying to have this mod make sense. That just wont go. Give more guns, more ships and better ways to kill people and annoy them to no end.

Scrw RP, lets fight.

[Image: n24ZouO.gif]


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Offline Govedo13
07-24-2011, 11:41 AM, (This post was last modified: 07-24-2011, 11:42 AM by Govedo13.)
#19
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

Like 2 years ago Cannon asked the community the same question, his intention was to make the ships using fuel for jumping in Gates/Holes. The idea was quite good and he was ready to make it happen, in this way the caps could also be restricted by expensive jumping. I was like yes yes yes but the community gone not u and

' Wrote:No,
No,
No,

Use search for more info.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Madvillain
07-24-2011, 12:45 PM,
#20
El Presidente
Posts: 2,690
Threads: 195
Joined: Apr 2010

' Wrote:Yeah and capitalships would use a lot, thus flying them would be expensive as hell.

I vote Yes!
yes!

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