Jon Micheelsen -> RE: Distant Worlds Mentioned by PlaySF (7/15/2012 2:08:47 PM)
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Rather than, quote:
Or maybe if your ships REFUSED to fly further than their fuel amount would allow them to return (ie do away with the 0-fuel impulse mechanic). Which is a bit too medieval for my liking, how about making and exponentially growing fuel consumption on distance to nearest colony or base. It would realistically require a lot of energy to communicate with home base in real time, through some imaginary tachyon comm tech, so why not simply build this in. It would give a whole new tactical purpose to the abandoned base find as well as "outpost" low quality colonizing and border base building. It could be an interesting admiral skill - captains - maybe even ambassadors on exploration missions - Startrek!? Combined with colonize range limit it would push exploration to a truly long time grand scale, and not the: Start game. Spend all start credits on max explorations ships on auto. Start the actual game. Repeat every two hours.
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