Now that I've got a bit more time to write up a better reply to the OP...
ZektorSK : First off, though I voted "no" it is a provisional no.
A secondary drive type or drive enhancement requiring fuel I can entirely get behind. The reasoning behind this is a blend of universal consistency and a dislike for contrived means of artificial difficulty (which is a rant for another time). The current drives appear to be reactionless/inertialess; which does not mean they do not impart force, simply that they tend to circumvent thermodynamic modeling by providing thrust without using fuel. Given the somewhat labyrinthine and arcane methods required to properly power even relatively simple designs already, adding another fuel-tank block or fuel requirement would cause already cramped interiors to take yet another hit--and with crew and cargo coming soon that has the possibility of turning real sour, real fast.
Second, we have a large number of materials we absolutely need to build even the simplest of ships or stations, which in solo can really cause some heavy duty grinding time--I covered this in the previous reply in-depth so I think I can safely leave this passage as is with a simple "RNGsus is not kind to new players, and new players tend to drop a program within 5 hours if little visible progress is made".
Third, I continue to use the term "artificial difficulty" and this likely needs some explanation. This is a different concept from actual challenge, and frequently represents scenarios like heavy grind reliance in a game that otherwise has little challenge (a good example of this is Warframe--many of the bosses are challenging the first time, but after the third hour of grinding said boss for a drop it's not a challenge, it's a unit of artificial difficulty enforced by heavy reliance on very low loot drop chances in order to sustain player interest), or scenarios with actually outright unfair "difficulty" in the form of intentionally broken fail-states (Ninja Gaiden 2--the original Ninja Gaiden 2, not this silly 3d breast-fest--was very easy to beat... except for large platforming zones with birds that could stunlock you into pits, causing you to restart. The game was very short and it was later revealed to be a contrived method to keep players from the end for far longer than they otherwise would have taken). A new fuel source would take months to balance fairly, and in the interim many players would simply switch to creative (as we've seen in Minecraft, Space Engineers, and a rather substantial glut of other titles) or outright leave rather than deal with the sharp uptick in upkeep requirements.
Frequently, artificial difficulty is misrepresented by certain hardcore elements as an actual challenge, and any dissenting view is met with "lrn 2 ply n00b" rather than a rational discourse on the pros and cons of the concept itself--see the one word "rebuttal" above for a good example of this.
My opinion on the matter is open to change based on further information--as I've made clear in this long-winded response.
An optional fuel source for increasing speed is acceptable, in fact would make certain builds more interesting to tinker with (scout frigates, anyone?). A required fuel source would also be acceptable if coupled with a discrete engine--a fusion torch with a fuel cost but a higher TWR would be quite interesting for, say, tuning interceptors and light fighter/scout craft--but in these cases, it's not an artificial difficulty element being introduced to make the game more "hardcore/challenging", but an optional element that provides builders with more options to choose from, which is important in a sandbox title--you don't need to rewrite an entire system to make the most players happy, you just need to provide them with the toolbox to do what they want to do; which the developers seem to have been doing quite well so far.
ZektorSK : First off, though I voted "no" it is a provisional no.
A secondary drive type or drive enhancement requiring fuel I can entirely get behind. The reasoning behind this is a blend of universal consistency and a dislike for contrived means of artificial difficulty (which is a rant for another time). The current drives appear to be reactionless/inertialess; which does not mean they do not impart force, simply that they tend to circumvent thermodynamic modeling by providing thrust without using fuel. Given the somewhat labyrinthine and arcane methods required to properly power even relatively simple designs already, adding another fuel-tank block or fuel requirement would cause already cramped interiors to take yet another hit--and with crew and cargo coming soon that has the possibility of turning real sour, real fast.
Second, we have a large number of materials we absolutely need to build even the simplest of ships or stations, which in solo can really cause some heavy duty grinding time--I covered this in the previous reply in-depth so I think I can safely leave this passage as is with a simple "RNGsus is not kind to new players, and new players tend to drop a program within 5 hours if little visible progress is made".
Third, I continue to use the term "artificial difficulty" and this likely needs some explanation. This is a different concept from actual challenge, and frequently represents scenarios like heavy grind reliance in a game that otherwise has little challenge (a good example of this is Warframe--many of the bosses are challenging the first time, but after the third hour of grinding said boss for a drop it's not a challenge, it's a unit of artificial difficulty enforced by heavy reliance on very low loot drop chances in order to sustain player interest), or scenarios with actually outright unfair "difficulty" in the form of intentionally broken fail-states (Ninja Gaiden 2--the original Ninja Gaiden 2, not this silly 3d breast-fest--was very easy to beat... except for large platforming zones with birds that could stunlock you into pits, causing you to restart. The game was very short and it was later revealed to be a contrived method to keep players from the end for far longer than they otherwise would have taken). A new fuel source would take months to balance fairly, and in the interim many players would simply switch to creative (as we've seen in Minecraft, Space Engineers, and a rather substantial glut of other titles) or outright leave rather than deal with the sharp uptick in upkeep requirements.
Frequently, artificial difficulty is misrepresented by certain hardcore elements as an actual challenge, and any dissenting view is met with "lrn 2 ply n00b" rather than a rational discourse on the pros and cons of the concept itself--see the one word "rebuttal" above for a good example of this.
My opinion on the matter is open to change based on further information--as I've made clear in this long-winded response.
An optional fuel source for increasing speed is acceptable, in fact would make certain builds more interesting to tinker with (scout frigates, anyone?). A required fuel source would also be acceptable if coupled with a discrete engine--a fusion torch with a fuel cost but a higher TWR would be quite interesting for, say, tuning interceptors and light fighter/scout craft--but in these cases, it's not an artificial difficulty element being introduced to make the game more "hardcore/challenging", but an optional element that provides builders with more options to choose from, which is important in a sandbox title--you don't need to rewrite an entire system to make the most players happy, you just need to provide them with the toolbox to do what they want to do; which the developers seem to have been doing quite well so far.