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RE: Distant Worlds Mentioned by PlaySF

 
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RE: Distant Worlds Mentioned by PlaySF - 7/15/2012 2:08:47 PM   
Jon Micheelsen

 

Posts: 143
Joined: 12/26/2011
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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.

(in reply to jpwrunyan)
Post #: 31
RE: Distant Worlds Mentioned by PlaySF - 7/16/2012 4:05:38 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
A better AO type ship would be nice.

We have the ones now that can set up shop and mine the gas, but how about something that load up at a port and then refuels the fleet before returning to port? Exactly like a modern AO/AOR? Could be any size ship with a docking bay and cargo pods, and would be a cheap investment, especially for early game.

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Distant Worlds Fan

'When in doubt...attack!'

(in reply to Jon Micheelsen)
Post #: 32
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