Enough people want to see things like food, atmosphere, fuel, etc be things in the game, while Schine has been more on the "thats really hard for tus/he server to do, and/or it doesn't really give much real benefit for the cost".
But what if we abstracted it a bit?
With the Universe 2.0 update being next on the docket, and talk of potentially going Beta shortly thereafter, it seems now is the time to get empire related stuff done. And we still seem to be set on using Faction Points in some manner, so why not combine the two?
Make blocks that generate Faction Points independently of player activity. Basically, have specialized factories that create either faction points directly, create items that can be exchanged for faction points, or create items that AI can use in place of faction points.
Examples:
Fuel - Its come up many times, but its a big layer of micro-managing to put up with on a day to day basis. But, what if instead of needing fuel to move ships, you needed "fuel" to use fleet commands? You could either have actual fuel container blocks in an inventory somewhere that get used up as you command your fleet, or you could burn faction points to issue commands without the blocks.
Territory - Currently claiming more sectors requires a constant drain on faction points to maintain them. What if we could manufacture "food" to offset that faction point cost? That basically you burn FP to maintain a new system until you can set up what amounts to food generators to let that system become self sufficient, at which point it starts burning food per hour/day instead of faction points to maintain your control over the system.
Trade - We kind of already have our "tokens" for this one, its credits. But if we had some other consumable token (I dunno, gold pressed latinum or something), that could then be used to regulate trade. As in you could have trade routes established that require latinum to maintain, or else you have to pay credits (instead of faction points) in overhead. The more trade routes you have established, the more it costs to upkeep them, if they're being actively used or not.
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We currently have logic signals and flora, combine the two. We could have a hydroponics block that produces food tokens when placed next to a bit of flora (so you'd have a berry bush sitting on top of a hydroponics block, it uses a glorified logic signal to know that they're adjacent, and it "turns on" the food token creation), meaning we could build entire farms.
Fuel tokens could be something we could make in traditional factories, or if we got gas giants/nebula we could have specialized harvesters that slowly pull in gas (as just a simple x/hour generator that requires the presence of these features to function) to condense it into fuel.
Latinum could be produced from crushing down all the various rock/stone blocks we always get by the millions but never actually have a reason to use.
Then we could store those tokens in traditional cargo for long term, and have a new type of storage block (some kind of dispenser block) that acts like a chest for only food/fuel tokens. If you have a dispenser in a system, and food tokens in it's cargo space, then the system can start taking tokens out of it. Same with fleets and fuel, only this time the dispenser/cargo combo becomes fuel tanks on board your mothership. For trade, they would become bank vaults.
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And best yet, if all of these tokens require substantial effort to produce, the tokens themselves would naturally become quite valuable. Which means they would themselves become trade goods. Any faction can send out miners to gather asteroid materials and make conventional blocks, and slap down a bunch of enhancers to churn out said conventional blocks. But if fuel took a dedicated station to extract? Or food required a huge amount of surface area to produce (like say each unit produced 1/100th of a token per hour, so you could produce one per 100 hours with one block, or 1 per hour with 100 blocks)? Then we might get into where some factions just don't find the effort worth it, while others who want to focus on support/supply gain a niche.
Could even make planets useful. If the earth-like planets gave a boost to food production, alien worlds gave a boost to fuel, desert boosted trade, etc. Then finding a system with the right planet types becomes an actual part of gameplay.
And since it would all be there only as an alternative to using Faction Points, it becomes entirely optional on if you want to invest in it, or simply have enough players you can afford to ignore it.
But what if we abstracted it a bit?
With the Universe 2.0 update being next on the docket, and talk of potentially going Beta shortly thereafter, it seems now is the time to get empire related stuff done. And we still seem to be set on using Faction Points in some manner, so why not combine the two?
Make blocks that generate Faction Points independently of player activity. Basically, have specialized factories that create either faction points directly, create items that can be exchanged for faction points, or create items that AI can use in place of faction points.
Examples:
Fuel - Its come up many times, but its a big layer of micro-managing to put up with on a day to day basis. But, what if instead of needing fuel to move ships, you needed "fuel" to use fleet commands? You could either have actual fuel container blocks in an inventory somewhere that get used up as you command your fleet, or you could burn faction points to issue commands without the blocks.
Territory - Currently claiming more sectors requires a constant drain on faction points to maintain them. What if we could manufacture "food" to offset that faction point cost? That basically you burn FP to maintain a new system until you can set up what amounts to food generators to let that system become self sufficient, at which point it starts burning food per hour/day instead of faction points to maintain your control over the system.
Trade - We kind of already have our "tokens" for this one, its credits. But if we had some other consumable token (I dunno, gold pressed latinum or something), that could then be used to regulate trade. As in you could have trade routes established that require latinum to maintain, or else you have to pay credits (instead of faction points) in overhead. The more trade routes you have established, the more it costs to upkeep them, if they're being actively used or not.
---
We currently have logic signals and flora, combine the two. We could have a hydroponics block that produces food tokens when placed next to a bit of flora (so you'd have a berry bush sitting on top of a hydroponics block, it uses a glorified logic signal to know that they're adjacent, and it "turns on" the food token creation), meaning we could build entire farms.
Fuel tokens could be something we could make in traditional factories, or if we got gas giants/nebula we could have specialized harvesters that slowly pull in gas (as just a simple x/hour generator that requires the presence of these features to function) to condense it into fuel.
Latinum could be produced from crushing down all the various rock/stone blocks we always get by the millions but never actually have a reason to use.
Then we could store those tokens in traditional cargo for long term, and have a new type of storage block (some kind of dispenser block) that acts like a chest for only food/fuel tokens. If you have a dispenser in a system, and food tokens in it's cargo space, then the system can start taking tokens out of it. Same with fleets and fuel, only this time the dispenser/cargo combo becomes fuel tanks on board your mothership. For trade, they would become bank vaults.
---
And best yet, if all of these tokens require substantial effort to produce, the tokens themselves would naturally become quite valuable. Which means they would themselves become trade goods. Any faction can send out miners to gather asteroid materials and make conventional blocks, and slap down a bunch of enhancers to churn out said conventional blocks. But if fuel took a dedicated station to extract? Or food required a huge amount of surface area to produce (like say each unit produced 1/100th of a token per hour, so you could produce one per 100 hours with one block, or 1 per hour with 100 blocks)? Then we might get into where some factions just don't find the effort worth it, while others who want to focus on support/supply gain a niche.
Could even make planets useful. If the earth-like planets gave a boost to food production, alien worlds gave a boost to fuel, desert boosted trade, etc. Then finding a system with the right planet types becomes an actual part of gameplay.
And since it would all be there only as an alternative to using Faction Points, it becomes entirely optional on if you want to invest in it, or simply have enough players you can afford to ignore it.