JeffBTX wrote:When people start saying things like "This will encourage people to start sunskimming! Yay!", I get a little worried. And quite frankly, for passenger or cargo contracts, I DON'T WANT to be TOO concerned about fuel costs per MassOfMyShip per NumberOfJumpsRequired per DeadLines... you see? At some point it is no longer "a fun game". So IF implemented, make it a factor, sure, but not too extreme.
Nobody said that this will enourage people to start sunskimming. All I said in my earlier post is that it adds the
option of sunskimming, because as it is now nobody ever worries about it. Why do it, when a top up costs 10Cr or so? In addition to that, consider that for someone who has three million Cr, for example, a possible top up of 200Cr is negligible anyway. Also, if you read the first posts carefully, we explicitly state that the situation with the Cobra MKIII will remain exactly as it is now. Smaller ships may even have less costly fuel and you would start worrying about fuel prices only from ships like Boa Class Cruiser upwards. But on the other hand, having such a ship means that you can take and fulfill trade contracts and make grand profits due to large cargo capacities anyway. Essentially, gameplay may be affected only if one uses the very large ships, which means that they have plenty Cr already, for the rest I don't see anything changing, really.
I would be just fine with leaving things as they are. The physics of "leaving things as they are" must be something like... it takes a certain amount of quirium to open a wormhole for a 1 LY jump. It takes more quirium to open a wormhole for a 7 LY "corridor". This is consistant regardless of the mass of the ship... it is just setting off a "reaction" and the mass of the ship has nothing to do with it... there is a consistant relationship with length of wormhole corridor to the amount of quirium used. The mass of the ship DOES affect how long it takes to move through witchspace though (do I have that right?).
Here are some facts about the way wormholes work in Oolite:
- The radius of the wormhole depends on the mass of the ship. This means that small ships create small wormholes and big ships create big ones. Therefore, it makes good sense to consider that a Cobra MKI generating a 1LY wormhole uses less fuel than an OSE Juggernaught generating a 1LY wormhole.
- The lifetime of the wormhole depends on the mass of the ship. You can verify this immediately if you buy a Wormhole Scanner and sample-scan a few wormholes. You will find that a Cobra MKI generates a wormhole that collapses in, say, 1.5 minutes, but an Anaconda created one collapses in 5 minutes or more (the numbers are inidicative only and not necessarily accurate). This may be interpreted as another indication that a lot more fuel was used for the creation of the Anaconda wormhole.
- The mass of the ship does not affect the time taken to travel inside the wormhole. A Mamba escort entering a wormhole opened by its mother will arrive to destination together with the mother.
All the above indicates that justifying increased fuel consumption for bigger ships is entirely possible within the game's rules as we have them now and that gameplay is not overly affected. Maybe someone trying to buy a big ship will have to wait a bit longer until they have cash to support refuels, but I do not see it as a show-stopper at all.