LienRag wrote: ↑Sat Jul 18, 2020 6:11 am
A minimum supply of One should nonetheless be the norm - there would still be a difference going deeper out of supply.
Your probably mean one fuel. The question/problem is not minimum one fuel. The question is the scaling of reach using tank parts. Going 1 hop per tank part heavy hulls almost do not rely on supply network anymore (going back to what it was before). That should be a rather late tech. But not so heavy hulls should have access to extra fuel beforehand.
LienRag wrote: ↑Sat Jul 18, 2020 6:11 am
0,5 supply is confusing, especially to new players (it took me time enough to understand supply and fuel as it was in 0.4.
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Your probably mean 0.5 fuel. What you think about the solutions i proposed (rounding down fractions so there is no x.y fuel anymore (besides refuelling), marking ship designs which do not have enough fuel tank bonus to do full jumps as partly functional, changing the one-hop-is-free-dynamic)? Also fractional part of fuel could be shown in a different way in the UI. E.g. showing a small ratio bar behind the number of hops. If we separate number of hops and excess fuel we could also go back and split fuel and the number of hops you can do. But probably it is enough to do that in the design UI.
I think the one-hop-is-free is also very confusing by the way.
I really think
adding more empty systems is the best way to start removing fractionals here. Star patches could be more clustered or there could be a highway (almost every hop a planet) in the middle of the spirals arms, but with patchy stuff to the side. Exploration along stretches/patchy parts would be less fast and not so easy to invade by heavy hulls. This tweaking should make it possible to rescale fuel capacity of the tank part to one (and average efficiency hull getting a single hop out of it).
And on the extreme fuel of the small hull - i think the answer to stopping scouts is corvettes, not fuel reach. Maybe we need a cheaper corvette though - probably
a cheaper early game external part weapon which is able to sink a scout in a single combat; 2damage, 10PP, no upgrades.
Or less fuel and a better routing/refill mechanic. You must be able to
set routes which are out-of-fuel to minimize the micro management chore. Also the automatic exploration could split into close/
deep automatic exploration.
Or we simply
improve the ship design UI and encyclopedia entries - showing
tank parts' effect (part count*tech modifier) next to hull efficiency and effective hops.
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