If that makes fuel more relevant in game...Ophiuchus wrote: ↑Thu May 30, 2019 8:52 pmI actually do not understand this. Do you mean having to go to shipyards to refuel at all? If we are not spamming shipyards that would mean that the base fuel levels need to be much higher. Base hull fuel should be at least two higher to compensate. And you would have to plan round-trips all the time, charting the way to pass over shipyard planets. Hop out and hop in movements would be much more "expensive" compared to the current state.
But yes, having to pass through shipyards would make fleet movement require more player attention. If that requirement goes against playability, then I get back to "what's the point of having fuel apart from slowing down scouts?" Fuel is quite irrelevant in FreeOrion.
That could work in a similar way (than above), without the problem of considering your shipyard placement within your empire, but feels more counter-intuitive.Or like in supply fuel does not drop, but if you want to increase your fuel level, you need to go to a refuelling place (i.e. shipyard)?
That would slow down hop out hop in movements (because for a second hop out you need to refuel).
Currently, for me (unless Sly), that means outposts and supply techs.But i like the challenge of finding a way to reach a juicy planet which is too far off at the moment
I don't have that perception. Supply and fuel kinda overlaps, but you can't get the benefits from deep expansion if you only have good fuel, because the new colony would be disconnected from your supply group. Good fuel, stealth and stockpile + bad supply makes sense for stealth distributed empires. But for non stealth, good fuel is less interesting than good supply even if they have good stockpile. So yes, fuel expands the strategic options but only in certain specific niches, wouldn't say "in a huge way".[fuel boost] expands the strategic options in a huge way (or the other way round the strategic options of other species are much more restricted).
Easier implementation (but not necessarily better) if we just take out fuel capacities from bigger hulls. But I like this. Currently we don't have a way to give value to small ships. This could do the trick (apart from the incoming new weapons).So maybe we should make differences between hull types(?). Maybe we should consider some measurement of hull mass? Sizes like: small (0.5), medium (1.0), large (1.5), huge (2), gravitic (4)
So a gravitic ship would need four fuel for a single hop jump out of supply. A small ship could jump the double amount of hops a medium sized ship could jump.
That's basically giving every ship -1 fuel. But I think it is more intuitive to spend that supply. When I met FO I was a bit amused that going out of supply did not spend any fuel, so I have to sum 1 to the distance reachable outside supply. I would do that (and either leave fuel values as they are or give them all or some a +1).Also we should consider if the first hop out of supply should already cost one fuel (please point me to the original discussion if there is some). So if e.g. your gravitic hull with no extra fuel gets cut off from supply it is basically stranded.