I've been playing with
"sun_distance_modifier" = "65.0";
so its a good 10 minute journey to the sun, if not more. The systems look great this way, but once, when I took a contract to move some contraband as a new Jameson (New Cargos), I ended up changing my modifier back to the default.
I like the idea of making skimming a more beneficial, currently its not really worth the extra time in light of how cheap fuel is, but I don't think it should always be the better option either.
Redspear wrote:Another one would be to have some systems uninhabited.
I like this idea, a good way to deal with the damaged scoops issue would be to spawn a fairly regular flow of NPCs traffic that would skim then jump. A stranded player would just have to wait/survive long enough for one of these ships to create a wormhole.
Disembodied wrote:
Another idea would perhaps be to make occasional fuel shortages
This would support the idea that less than 7ly of fuel might be available in some systems. I think some kind of general inflation on fuel pricing that begins once the player has had a little time to get some equipment would help slow game progression and give the player more incentive to do a little skimming. Shortages could be even more interesting if they also affected market pricing somewhat so a system or sector affected by the shortage might be more profitable for a commander willing to do some skimming.
phkb wrote:
Another idea: remove fuel from all galcop/oxp stations, and limit it to a fuel station that is positioned on the opposite side of the planet to the main station (or in some other consistent position). Fuel is a combustible materiel so it would be prudent to keep it out of the way of most space-farers. Possibly using the "Fuel Station" oxp for this purpose. Or, if not completely removing it from other stations, only allow for 1ly worth of fuel to be bought at galcop stations (sort of like an emergency ration), and full refuelling can only be done at fuel stations or by skimming.
I wouldn't mind this except that before I get the ASC sometimes I really have trouble finding the mainstation especially if its in the shadow of the planet, finding a fuel station might be very troublesome. It would also make it easy to avoid the mainstation for someone with a contract to move contraband or with a fugitive status. I think the idea has merit though, perhaps only a few systems feel the need to store fuel in a separate location, maybe some mainstations in more dangerous systems never even set up a refueling facility and an alternative fuel station sprang up on the other side of the planet.
Cmdr James wrote:
Think of the new jameson who hasnt got enough money for a scoop, who now has all kinds of extra hassle just to be able to get to another system and sell his tiny collection of wares.
I agree with this and I think something like this should be delayed so a new commander can get a good start first. I also think anyone thinking of implementing this to consider something I believe Cody mentioned, something along the lines of "I think a lot of OXP stuff should be more rare." I am as guilty of overdoing it as anyone else probably but with this I really think that too much might become tedious very quickly.
Norby wrote:
The cost of fuel could be measured in credits/kg instead of credits/ly, then a big ship must buy even 1000 times more kg to get 7 ly fuel.
Yikes! Why should those guys be treated differently? I don't know seems like the player would have to skim just to make a profit, it might even make it pointless to get a larger ship anyway. I don't know this just seems a little too restrictive. The player doesn't compete with with other players so placing restrictions on specific ships that only affect the player doesn't make much sense to me. I think it would tend to limit the player to a specific set of roles while I feel we should encourage the player to explore more roles.