(06-30-2025, 04:32 AM)The_Godslayer Wrote: Getting off work, coming home, and getting on a game to go play going to work is crazy. Having nothing to do and getting on the game to roleplay work is actually insane behavior observed in caged animals.
(06-30-2025, 04:32 AM)The_Godslayer Wrote: Getting off work, coming home, and getting on a game to go play going to work is crazy. Having nothing to do and getting on the game to roleplay work is actually insane behavior observed in caged animals.
Is this why I'm flying a barge right now?
I have no idea how anyone finds space truck simulator enjoyable. It is a mystery to me. I don't think anyone actually does, I'm 90% sure people start the thing, and do something actually fun and only check in every once in a while to hit F2 or F3.
Powertraders need psychotherapy.
Bottom text.
I'll do something about my superiority complex when I cease to be superior.
"Whatever happened to catchin' a good old-fashioned passionate ass-whoopin and gettin' your shoes, coat, and your hat tooken?"
Amazing! /s Also, the refueling process shouldn't happen instantly like /autobuy, give it a certain time like 10-15 minutes, so you can roleplay your way to the bar buying a coffee and what not while the ship is being refueled. It would also be epic to be able to replace burnt out navigation lights.
we don't have the player numbers to implement your idea in it's form (a ship carrying fuel to refuel others )
however if would only be needed for cruise engine, takes no cargo volume, be auto renew from every npc or POB base it wouldn't be as bad
a full fuel tank will last 2h, will be cheap enough to top off, but not cheap enough for a full refuel, which would be a good money sink for combat ships or traders who think it's cheaper to be killed
I honestly don't know why or even if I should actually have to make make any other argument besides that, but I will.
We have moved from a funny arcade space shooter game to a bunch of half-baked faux-simulator mechanics that very few people actually enjoy. If it was any other game designed around being a space simulator, perhaps it would have merit to flesh out survival/realistic mechanics. Instead it will just be another checkbox on the feature creep list to keep track of. You have a capital ship combat system that has exasperated the "heavy of <class> beats lighter of <class>" of the past decade, you have bombers that have become better fighter killers than anything-else killers, you have gunboats back in their 4.84/4.85 prime of "literally kill everyone forever" balance, and the economy revolves almost entirely around people making billions off of your trade and combat events.
Please stop and take a moment to analyze the current state of the game before you decide to add another feature, and specifically one that will just end up being a tedious chore.
Also I'm pretty sure the premise of this is just stolen word for word from how it works in another game.
I've actually spent considerable time thinking about fuel as a mechanic, and the idea has some merit acting as a natural ZoI limitation.
I've come to the conclusion that the *least annoying* version of this would be to deny JG/JH usage when out of fuel.
That way you're only stuck in the system, but can still fight/fly normally, and have to fly to a friendly base to jump out.
If there are no friendly bases around you'd have to shoot some NPCs or raid a fuel depot, or barring that call a friend to help you. I expect most people in combat ships would just fly into the sun.
Such a version would't bring much to the gameplay, except a chance to RP being out of fuel with some minor annoyance. And making space feel "bigger" again.
It would also probably increase the usage of Docking modules as snubs would now have more limited range.
Overall I'd suggest to try it but not go as far to require monitoring a fuel gauge in our cargo hold while fighting.
And there's also the question of reconciling the in-lore engines using different fuel types. Would a Gaul have significant problems finding fuel in the Omicrons?
This sort of mechanic doesn't fit a game like Freelancer. You'd need to redo the entire experience with it in mind to have it work, and that puts us in the same vein as things like Elite, which has several problems I'm not even going to attempt to talk about.
Freelancer is an arcade-y, retro-futuristic space shooter. Let it stay that way. That's why we're all still here decades on after all.
I heard this specific Idea 6-7 years ago from a Gepard and back then it was a more negative feedback. I'd play Everspace or FTL if I want to interact with such mechanics as fuel depletion in my space ship tbh.