I wanted to formalize my thoughts on a potential fuel mechanic, and realized my ideas are different enough from Jake_Lancia's thread to put it in my own thread rather than hijacking his. There will be a fair bit of similarity though. I will break these thoughts down into sections specifically addressing how a certain block or system would be changed (or created).
I think these ideas are completely incompatible with Schine's initial proposal for the new power system. How this could play with their new (still-secret) ideas remains to be seen. Oh well.
Fuel Capsule
First off, there needs to be a consumable fuel item. These can just be called a Fuel Capsule. I will describe the manufacture of these later. (What it actually contains doesn't matter, but in this idea it's basically deuterium.)
Power Reactor Changes
Next, I suggest changing the Power Reactor softcap to a server-configurable hardcap and greatly reducing it. For example, the hardcap could be 10k e/s, meaning a ship or station will never generate more than 10k e/s no matter how many Power Reactors it has. Otherwise they remain similar to the current Power Reactors, generating energy for free. The idea here is to allow very basic starter ships, thruststicks, etc. to function without requiring any fuel so new players are not penalized. It also allows a very small amount of free power which could allow a large ship to eventually limp home if it ran out of fuel.
Change Aux Reactor to a fuel-using Fusion Reactor
Power Auxiliaries no longer generate energy for free. They also have their own small inventory which can only hold Fuel Capsules. Next, the Fusion Reactor acts like a Power Capacitor with a limited energy output rate, which cannot be recharged by anything but itself. When its energy storage is 0, it will consume a Fuel Capsule which will instantaneously recharge its energy pool, which can be drawn into other systems just like a standard Power Capacitor. It can also be linked to Storage/Cargo Space to auto-pull Fuel Capsules from a larger inventory.
Gas Collector Blocks
Fuel Capsules are produced by mining gas sources using a new Gas Collector block. These are similar to the Salvagers, but do not produce beams. Instead, when active in an appropriate environment such as a Nebula or a Gas Giant's atmosphere, they will consume Crystal Composite and Alloyed Metal Mesh to produce Fuel Capsules.
Gas Giants as a Fuel Source
Some star systems may have gas giants, their atmospheres can be mined to produce Fuel Capsules. Because a planetary atmosphere is dense, gas mining is quick and efficient. Gas Collector Blocks here produce more Fuel Capsules per input items (Crystal and Mesh) so Gas Giants become a very valuable strategic resource. By default, Gas Giants cannot be depleted, though that would make a very interesting server option if they can only create a limited amount of Fuel Capsules before being drained and unsuitable for more gas mining.
Nebula Systems as a Fuel Source
Some star systems may be inside a Nebula. We kind of have this right now via the background image shown when you're in a system, but to add to this they need to be represented on the map somehow. Anyway, Gas Collector Blocks in a nebula system can produce Fuel Capsules. However, because a Nebula is a very sparse gas cloud, the rate of production is rather low and inefficient. Still, mass-production of Fuel Capsules is viable, and even faster than Gas Giants, if you build a whole bunch of gas mining stations throughout the system. Also, Nebulas can never be depleted, making them a long-term strategic resource if the server allows depletable Gas Giants.
There should be a server option which configures the probability of a system being a nebula. So if this is 0.1, then 10% of the non-void non-wormhole systems in a galaxy count as nebulas. An "easy mode" server could set this to 1.0 so all systems can be mined.
Refueling
Refueling is simple. Since Fuel Capsules can be stored in Storage/Cargo Space, just make the Storage auto-pull Fuel Capsules through a dock. Dock to a station (or fuel supply ship, or whatever) and if it's configured to provide fuel, the ship will refuel. Fuel is just another inventory item so I don't think anything special is needed here.
Mining Fleets
Fleets gain a new mission/order type, which is to perform Gas Mining. Any ships properly outfitted will mine gas from the target sectors. In addition, there is a new fleet order to Supply Fuel, which can be used for fuel transport fleets to send fuel to remote stations/outposts, or also used by gas mining fleets to deposit their output to a fuel station.
Shops
Finally, NPC shops need to carry and stock Fuel Capsules. If you don't want to mine, or you find yourself short, just buy more fuel.
I think that pretty much sums it up. Additional thoughts, suggestions, and criticisms are welcome.
I think these ideas are completely incompatible with Schine's initial proposal for the new power system. How this could play with their new (still-secret) ideas remains to be seen. Oh well.
Fuel Capsule
First off, there needs to be a consumable fuel item. These can just be called a Fuel Capsule. I will describe the manufacture of these later. (What it actually contains doesn't matter, but in this idea it's basically deuterium.)
Power Reactor Changes
Next, I suggest changing the Power Reactor softcap to a server-configurable hardcap and greatly reducing it. For example, the hardcap could be 10k e/s, meaning a ship or station will never generate more than 10k e/s no matter how many Power Reactors it has. Otherwise they remain similar to the current Power Reactors, generating energy for free. The idea here is to allow very basic starter ships, thruststicks, etc. to function without requiring any fuel so new players are not penalized. It also allows a very small amount of free power which could allow a large ship to eventually limp home if it ran out of fuel.
Change Aux Reactor to a fuel-using Fusion Reactor
Power Auxiliaries no longer generate energy for free. They also have their own small inventory which can only hold Fuel Capsules. Next, the Fusion Reactor acts like a Power Capacitor with a limited energy output rate, which cannot be recharged by anything but itself. When its energy storage is 0, it will consume a Fuel Capsule which will instantaneously recharge its energy pool, which can be drawn into other systems just like a standard Power Capacitor. It can also be linked to Storage/Cargo Space to auto-pull Fuel Capsules from a larger inventory.
Gas Collector Blocks
Fuel Capsules are produced by mining gas sources using a new Gas Collector block. These are similar to the Salvagers, but do not produce beams. Instead, when active in an appropriate environment such as a Nebula or a Gas Giant's atmosphere, they will consume Crystal Composite and Alloyed Metal Mesh to produce Fuel Capsules.
Gas Giants as a Fuel Source
Some star systems may have gas giants, their atmospheres can be mined to produce Fuel Capsules. Because a planetary atmosphere is dense, gas mining is quick and efficient. Gas Collector Blocks here produce more Fuel Capsules per input items (Crystal and Mesh) so Gas Giants become a very valuable strategic resource. By default, Gas Giants cannot be depleted, though that would make a very interesting server option if they can only create a limited amount of Fuel Capsules before being drained and unsuitable for more gas mining.
Nebula Systems as a Fuel Source
Some star systems may be inside a Nebula. We kind of have this right now via the background image shown when you're in a system, but to add to this they need to be represented on the map somehow. Anyway, Gas Collector Blocks in a nebula system can produce Fuel Capsules. However, because a Nebula is a very sparse gas cloud, the rate of production is rather low and inefficient. Still, mass-production of Fuel Capsules is viable, and even faster than Gas Giants, if you build a whole bunch of gas mining stations throughout the system. Also, Nebulas can never be depleted, making them a long-term strategic resource if the server allows depletable Gas Giants.
There should be a server option which configures the probability of a system being a nebula. So if this is 0.1, then 10% of the non-void non-wormhole systems in a galaxy count as nebulas. An "easy mode" server could set this to 1.0 so all systems can be mined.
Refueling
Refueling is simple. Since Fuel Capsules can be stored in Storage/Cargo Space, just make the Storage auto-pull Fuel Capsules through a dock. Dock to a station (or fuel supply ship, or whatever) and if it's configured to provide fuel, the ship will refuel. Fuel is just another inventory item so I don't think anything special is needed here.
Mining Fleets
Fleets gain a new mission/order type, which is to perform Gas Mining. Any ships properly outfitted will mine gas from the target sectors. In addition, there is a new fleet order to Supply Fuel, which can be used for fuel transport fleets to send fuel to remote stations/outposts, or also used by gas mining fleets to deposit their output to a fuel station.
Shops
Finally, NPC shops need to carry and stock Fuel Capsules. If you don't want to mine, or you find yourself short, just buy more fuel.
I think that pretty much sums it up. Additional thoughts, suggestions, and criticisms are welcome.