LoBaron
Posts: 4776
Joined: 1/26/2003 From: Vienna, Austria Status: offline
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quote:
ORIGINAL: cmdrnarrain I have no idea what half of you are talking about as it has no relationship to my original post. I have no problem with fuel in the economy. I haven't had a problem with the automated part of my fuel management, just the micromanagement of fuel on manual controlled ships. To help clear the air; below are some situations which annoy the hell out of me, 1. Assign a warship to guard a debris field. Enemy construction ship jumps in... assign warship to attack. Second construction ship jumps in. Warship destroys first construction ship and then jumps to refuel with plenty of fuel still on board to have destroyed the second constructor. 2. Assign warship to kill a kraken swarm. Warship jumps in kills one and then jumps out to refuel. 3. Assign to a constructor to jump into a system which I don't have any other ships in and the Ancient Guardian has built several bases to see what is available. The constructor jumps in and then immediately jumps out to refuel. etc, etc. I won't even touch the problems with trying to have a fleet with multiple ship class as it is almost impossible to run. My solution to this micromanagement pain in the ass is to have fuel bubbles. If you are in the bubble you have fuel period and anything outside of the bubble you don't have to worry about because you can't travel to. Think MO2's range. I really think it would help the AI out by forcing it to concentrate and prevent you from completing the original storyline in only a few years. It would also prevent you from grabbing all of the choice spots early and require you to build supply lines e.g. remember outposts? I understood you perfectly well, thats exactly why I said you should not criticise a feature before you understand it. Perhaps I was not clear enough on the implications of your proposal which you seem to be missing: Fuel IS a part of the economic system, theres no "I can live with fuel, but only in the economy" option because it only gets consumed by devices with a reactor. What makes it interesting and one of the best features, is that the consumption is as often player driven as AI driven, so does not increase with a steady pace like most other raw materials, but gets used with a large gulp and you have to enable your economy to compensate/prepare for it. Thats part of the fun. And part of the planning ahead. The whole ship design is centered on reactors consuming fuel to produce energy. Without that a major part of the ship design would lose its basic concept which is a mission related balance between fuel capacity and fuel consumption, and based on that, energy generation and its distribution to the ships´systems. Half of the research tree is centered on providing better means of fuel storage, more efficient use of fuel relative to energy output and alternative means of providing energy, or more efficient use of that energy. So: By removing fuel from its current purpose you would not only adress your "issue" but wreck part of the economy, research, and ship design as they are intended as a game concept. I thought that was obvious but seems I was wrong. As for the rest of your post, you seem to be a micromanager. I understand that well because usually I am too. But in this game micromanagement down to a certain level is simply the wrong approach. Every single point you make is either related to micromanaging something you should not - or don´t have to, failing to provide logistics for the operations you deem neccesary, using ship designs on missions they were not designed for, or operating at ranges from your bases which are not suited for you current technology level for extended time periods.
< Message edited by LoBaron -- 1/5/2011 7:39:01 AM >
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