Astro Galaxy - a realistic space exploration game
  March 28, 2024, 03:27:11 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Members Login Register  
Pages: [1]
  Send this topic  |  Print  
Author Topic: Fuel efficiency tree in science module?  (Read 2713 times)
Raptor
Sergeant First Class
*

Reputation: +185/-25
Offline Offline

Posts: 577


Ć’uck it, Scorched Earth it is, SirEmi


View Profile
« on: September 20, 2014, 11:06:03 AM »

Even with the engines specialist, a Mk. XXX WHG consumes 24m3 per ly, which is a lot IMHO. Cutting down on crew may make it more fuel efficient, but increases jump times.
It'd be great, and indeed logical, if like IRL you'd be able to allocate research capacity to fuel efficiency, possibly even leading to the development of completely different fuel.
Report to moderator   Logged
JamJulLison
First Sergeant
*

Reputation: +55/-44
Offline Offline

Posts: 1710



View Profile
« Reply #1 on: September 20, 2014, 03:01:20 PM »

This is a good idea.  Though I don't really see it happening.  I don't usually have issues running out of fuel though so this isn't a huge deal to me. But it would be nice.
Report to moderator   Logged
Antilak
Corporal
*

Reputation: +18/-1
Offline Offline

Posts: 146



View Profile
« Reply #2 on: December 07, 2014, 10:10:05 PM »

I think a non-linear answer would be funner. For example, some kind of spatial anomaly can randomly spawn in the interstellar space. If a player enters it they immediately get transported to another place in the universe, just like a wormhole. The difference in this case is they might spawn more frequently, but unlike wormholes, they're destroyed the moment anything enters them. Now, the trick is to identify them (and where they go) without having to go to them. There could be a section in hte science research for this. As your research compiles information about the anomalies and how to use them effectively, you're able to identify them and where they go more readily. Otherwise, it's rare when you'll be able to find them and determine where they go. The other factor is they may not go where you want to go, so they'd sometimes be ineffective for you.

I guess the game could be make it so they're only visible to YOU and if you pass one by it'll eventually remove itself from the game after an elapsed time. These psuedo-womrholes be stored in the player files which're stored on the server.

If it happened infrequently it might be kind of fun. Too frequently would not be fun because having to compare where the wormhole goes and where you're going and whether it's effective to use the wormhole would take a bit of time. The game could make it easier by automatically calculating the navigation cost/time if you continue your current destination from the other end of hte wormhole. Note that there might be other factors than what your nav computer is set to which might make you use the wormhole.
« Last Edit: December 07, 2014, 10:18:46 PM by Antilak » Report to moderator   Logged

"Lots of things happen after you die - they just don't involve you." - Louis C.K.
Pages: [1]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!