This suggestion is co-written by me, crazyf22raptor , therimmer96 , and Nauvran .
WARNING: Wall of text inbound.
Large ships need a maintenance cost of sorts for combat to be properly viable and to create a better economy and additional gameplay opportunities. Our suggestion is simple; larger ships will require fuel to run properly.
Before I go any further, I want to say this now: Fuel does not necessarily mean grind. Fuel instead, presents new opportunities and automation, as our wall of text down below will prove. I was originally heavily against fuel, but after hearing these guys’ ideas I realized that fuel might not be a bad thing after all. Some of our ideas may require the upcoming universe update to work properly however.
The idea.
Ships generate fuel with movement but just a tiny bit less that what they need for their reactors to be infinite power. (to clarify; power blocks work like they do now; however this requires the fuel to run like this.) In RP terms this might be something like Star Trek’s Bussard collectors that collect interstellar hydrogen to use as fuel. The fuel efficiency decreases by some mathematical curve thing as the ship size increases.
200k blocks and over starts to see a fairly large decrease in fuel efficiency generation when moving. The larger the ship is (more blocks on the ship not mass) the less efficient it gets with fuel generation making a need to stop at stations with fuel refineries.
This should work regardless of what power system or rework may be put in place in future, as it's not directly tied to power blocks.
Alternatively fuel could instead be used only to power the ON state of Auxiliary Reactors which might not require as many changes to the power system but would produce essentially the same effect.
This should a config option; fuel could be entirely turned off on servers like creative servers if needed, and fuel usage/production could be scaled with block configs (or perhaps just a multiplier on server config).
This also acts as an indirect softcap on ship sizes - which can mean smaller, more advanced ships, and better server performance in most cases.
Ships can generate fuel slowly. It can get this fuel by moving (and only moving), but it can only collect a fraction less of what it’s reactors need to be a infinite power source. On smaller ships this would be almost non existent but when you get past the 200k block count, the collection of the fuel will start to become less efficient, requiring larger ships to either carry large amounts of fuel, or stop and refuel often. Fuel usage per second/arbitrary unit of time should be very low across all ships, so refuel stops are not overly common, but usage should still be fast enough to make fuel usage a legitimate worry on larger ships.
Tl;dr power generation requires fuel, moving generates fuel, big ships need more than can be made via moving, requiring additional fuel from refinery stations. Alternative option of only having Aux reactors’ ON state need fuel.
So yeah, comment below what you think is good, bad or outright terrible and what can be added or changed to this.
EDIT1: Something's seriously wrong with the spoilers, sorry.
WARNING: Wall of text inbound.
Large ships need a maintenance cost of sorts for combat to be properly viable and to create a better economy and additional gameplay opportunities. Our suggestion is simple; larger ships will require fuel to run properly.
Before I go any further, I want to say this now: Fuel does not necessarily mean grind. Fuel instead, presents new opportunities and automation, as our wall of text down below will prove. I was originally heavily against fuel, but after hearing these guys’ ideas I realized that fuel might not be a bad thing after all. Some of our ideas may require the upcoming universe update to work properly however.
The idea.
Ships generate fuel with movement but just a tiny bit less that what they need for their reactors to be infinite power. (to clarify; power blocks work like they do now; however this requires the fuel to run like this.) In RP terms this might be something like Star Trek’s Bussard collectors that collect interstellar hydrogen to use as fuel. The fuel efficiency decreases by some mathematical curve thing as the ship size increases.
200k blocks and over starts to see a fairly large decrease in fuel efficiency generation when moving. The larger the ship is (more blocks on the ship not mass) the less efficient it gets with fuel generation making a need to stop at stations with fuel refineries.
This should work regardless of what power system or rework may be put in place in future, as it's not directly tied to power blocks.
Alternatively fuel could instead be used only to power the ON state of Auxiliary Reactors which might not require as many changes to the power system but would produce essentially the same effect.
This should a config option; fuel could be entirely turned off on servers like creative servers if needed, and fuel usage/production could be scaled with block configs (or perhaps just a multiplier on server config).
This also acts as an indirect softcap on ship sizes - which can mean smaller, more advanced ships, and better server performance in most cases.
- Refines usable fuel from raw fuel resource on a large scale and stores it. Basically a capsule refinery but for raw fuel.
- Ships will need to dock or be in a 1000m range of station to receive fuel. (fuel bar will recharge so there will be a short wait time, works faster if docked)
- Larger factions can assign NPC fleets to transport fuel to certain sectors or can be purchased from the shop modules you place on stations. (provided you have storage for it on your station)
- They can’t be placed on home-based stations, therefore necessitating well-defended stations outside the homebase for fuel refining.
- Can have factory enhancers slaved to it for faster refining rates at the cost of more power used, like current factories.
- Fuel uses standard storage blocks to store.
- Getting the fuel should not be a grind - NPC fleets should primarily be managing this task.
- NPC ships with salvage modules on/have the Mining role can be sent to a sector within a nebula or a sector with a gas giant in (more on these below) to harvest fuel. ALTERNATIVE: The stations themselves harvest AND refine the fuel, but only work inside a nebula.
- This should ideally be done while the sector is unloaded.
- These fuel harvesting and carrying fleets can be raided by players to steal their fuel cargo. They show up on the Nav marker when near as carrying fuel loads, making them a more tempting target for player raiders and pirates.
- Refined fuel can also be bought directly from TG stations and shops at a high default price, and can be traded via the trade network.
- Large, brightly-coloured clouds of gases and dust that can range from as small as a single sector, to encompassing several systems.
- Could come with a fog-like visual effect or something when flying through one.
- All nebulae should have a base fuel harvest rate that can be affected by the type of nebula it is as well as other environmental factors.
- Nebulae should be basically infinite sources of fuel - the type of nebula as well as how powerful the harvesting ships are should determine how much fuel is bought back from each harvesting trip.
- Nebulae shouldn’t just be a source of fuel - different types of nebula could, as well as providing pretty new backgrounds and effects, affect ships and stations within it in different ways. For example, one type of nebula might have double fuel harvesting rate, and another type might reduce shield recharge rate by 50% of ships and stations inside it, and another might halve sensor range. And still others might buff or nerf shields or sensors or armour absorption or other random things. (not power or thrust though - that might be a little weird.) The possibilities are basically endless.
- Nebulae should be somewhat rare, and would be incredibly valuable for those factions who need fuel, perhaps 10-15 per galaxy. System-sized nebulae should be even rarer, perhaps two or three per galaxy. This would encourage conflict or alliances with nebulae-holding factions, not only for the obvious fuel resource but for the other strategic values or bonuses they might provide.
- Only the faction who has claimed the star system the nebula is in (or systems in the case of supermassive multi-system nebulae) can mine the raw fuel resource from the nebula. This further encourages conflict between factions to control the rare fuel resources.
- Any system with a nebula in cannot have a home base in it.
- Visible in the galactic map if the system has been scanned - otherwise invisible like all other objects in an undiscovered system.
- Can only spawn in planetary systems.
- Planets, asteroids and abandoned/pirate stations can also spawn inside it if needed.
- Big spherical balls of gaseous and liquid (inner-layers) elements.
- Basically provides fuel like a nebula but at a greatly reduced rate.
- Would be useful for a smaller faction, but massively inefficient for a large/established faction.
- Would be quite rare to find, but still more common than nebulae, perhaps one per 4-5 systems as opposed to the incredibly rare (10-15 per galaxy) nebula spawn rate.
- Can spawn in planet orbital sectors like the current/future planets.
- Refinery bases can be established on their moons (also apparently planned) for quick refining of harvested raw fuel.
- Flying into one would be basically suicide as the pressure would slowly crush your ship (simulated with the older-style gradual sun damage, not the missile-like current sun damage)
Ships can generate fuel slowly. It can get this fuel by moving (and only moving), but it can only collect a fraction less of what it’s reactors need to be a infinite power source. On smaller ships this would be almost non existent but when you get past the 200k block count, the collection of the fuel will start to become less efficient, requiring larger ships to either carry large amounts of fuel, or stop and refuel often. Fuel usage per second/arbitrary unit of time should be very low across all ships, so refuel stops are not overly common, but usage should still be fast enough to make fuel usage a legitimate worry on larger ships.
Tl;dr power generation requires fuel, moving generates fuel, big ships need more than can be made via moving, requiring additional fuel from refinery stations. Alternative option of only having Aux reactors’ ON state need fuel.
So yeah, comment below what you think is good, bad or outright terrible and what can be added or changed to this.
EDIT1: Something's seriously wrong with the spoilers, sorry.
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