Agreed. Fuel mechanics as proposed midway through the H-Extractor thread + the mechanical supplies that we both proposed should mean limited penalties for newer / smaller-ship players that scale up as the player progresses on to larger ships, allows for the extra level of planning and challenge in exploratory play that you talk about and avoid ever reaching a deadlocked state.Revoke wrote:If you shift from the specific notion of fuel to a more general idea of supplies, you could do this. Supplies are consumed slowly over time; running out inflicts significant penalties (enough that you'll want to stay supplied), but doesn't leave you dead in the water.
Post
Thu Mar 27, 2014 8:04 pm
#151