Page 1 of 1
Witchspace fuel tanks
Posted: Thu Mar 02, 2006 9:31 am
by leadslug
Hello All
Firstly my first posting, so many thanks to those responsible for Oolite.
Secondly a suggestion (sounds like I am now terribly ungrateful)
Cargo space to be converted to internal fuel tanks?
5 tons of cargo space = 1 witchspace fuel internal fuel tank holding 50 units.
The ship could use this to replenish standard fuel storage ( eg hit key "L"), this would hold back a pilot using hyperspace across an entire galaxy.
This fuel could also be sold at the docking points ( resupplying rock hermits?)
No limit on how much extra fuel to be carried ( divisable by 5 )
Good cheer
Leadslug
Posted: Thu Mar 02, 2006 12:46 pm
by Arexack_Heretic
How would that prevent me from jumping to the other side of the galaxy in my python?
Besides, this is a no-go-area type of suggestion.
I'll release my wrex.oxp in small sections, starting with the debris.
There is a fuel-pod in there, that can refuel your tanks. (It's not perfect yet: it's supposed to refuel only one LY)
Posted: Thu Mar 02, 2006 1:40 pm
by Rxke
Arexack_Heretic wrote:How would that prevent me from jumping to the other side of the galaxy in my python?
Besides, this is a no-go-area type of suggestion.
Hiya, Leadslug (nice avatar, BTW)
Arnoud: the max-jump would still be 7LJ, but there'd be an extra tank-compartiment, so you wouldn't have to dock or sunskim to refuel yourself after a jump...
(the 'techno-babble' for the 7LJ mx is that bigger jumps mess w/ space-time, nothing to do w/ your tanks' hold, it's more of a 'physical' constraint, like you only can jump so far, no matter how much coffee you drink (bad analogy)
Posted: Thu Mar 02, 2006 3:44 pm
by TGHC
Rxke wrote:so you wouldn't have to dock or sunskim to refuel yourself after a jump...
The insensitive would turn over and go to sleep or have a cigarette first!!!
Posted: Thu Mar 02, 2006 11:04 pm
by TedJ
TGHC: But you
would call in the morning, wouldn't you?
Welcome aboard Leadslug! I understand your desire for some form of auxillary fuel tanks... At the moment, I have to balance my maximum jump distance with the need to keep some WS fuel on hand in case I need my injectors, especially in feudal/anarchy systems. After some consideration, I've come to the conclusion that this adds an element of strategy to the game I've come to enjoy.
I'd be concerned that auxillary tanks would minimise the amount of time you spend flying in-system, which is the main part of the game after all. If you need to do multiple jumps, sun skimming isn't that hard.
Posted: Fri Mar 03, 2006 10:54 am
by leadslug
Thank you for the warm welcome.
I agree that you would you lose some element of the game. I am really just applying what happens in reality to the game system, you very rarely see combat aircraft flying without aux tanks.
Also there is much decrepancies between the price of fuels between systems so fuel trading could be a lucrative form of income.
The hyperspace leaping could be resolved if the hyperspace drive had to be prepared prior to a leap (set time delay), perhaps...
More programming!
Anybody though about rail guns (just kidding)
Good cheer
Leadslug