' Wrote:make them shut their thruster and cruise is also good idea
This. Exactly my thoughts after the first post. And i'd say NOT save the time after disconnect - it will also prevent or make more inRP or both for disconnecting in space. And i'd say lower the numbers so that would really matter. And i would say one more timer for oxygen - after which the ship will actually blow up.
That would be great.
EDIT: One more thing. If that would be possible to make timer stop and/or restart in the presense of a carrier capital ship for fighters and bombers... You follow my idea, right? SUDDENLY carriers are useful as carriers, not just usual battleships with pictures of docks.
I like the idea, I loved it in WC: Privateer that I had to plan my trade routes based on fuel consumption.
However, I think you are underrating the endurance of a capital ship. Modern naval ships especially battleships and carriers, are virtually a floating city. They can and often do stay at sea for six months to a year, with only occasional port stops, which are more often for crew than for the ship herself. Conversely, fighters only have a few hours of flight time on a tank of fuel. Thus, the entire reason ships like a carrier exist.
I am relatively new to disco, and haven't yet had a chance to interact with a colony ship or carrier, IS it possible to dock with these? (btw, if not currently, that would IMO be the single coolest upgrade possible to the mod)
If so, then you could have four basic tiers of fuel duration, burning cruise or thrusters eats double fuel time, while engine kill stops fuel consumption (thus, most traders would drift-pilot with corrective burns):
Fighters (tier1): Inexpensive fuel, but short duration, based on role
Light Fighters: Slowest fuel consumption (their engines are moving less mass than anything else in space), but small capacity, range 1.5 to 3 hours
Heavy Fighters: Higher capacity than light fighters, increase in fuel consumption more than compensated for by increased capacity; range 2 to 4 hours
Very Heavy Fighters: Sheer mass gives them highest fuel consumption, with only marginal capacity increase over heavy fighters, 1 to 2 hours
Bombers: While their mass is relatively equal to VHFs, perhaps even more, a key consideration in any bomber is their striking range, so most are designed with disproportionately large fuel reserves, 2.5 to 5 hours.
Craft whose description specifies they are designed with longer range than most could have their fuel time multiplied by 1.5
Transports (tier 2): Vehicles designed specifically for travel over combat, intended to move goods either quickly or over long distances.
Light Transports: Ranges similar to a heavy fighter, these vessels are smaller and faster, for short, possibly dangerous runs, 2 to 4 hours.
Med Transports: Somewhere in the 1k-3.8k cargo range, these are your mac trucks of space, made for long duration trips with minimal stops on the way. 3-6 hours
Freight Liners: 4k+ cargo vessels, these massive behemoths haul large quantities of goods, and as most are corporate owned, they are designed to follow well-supplied and secured trade routes, requiring little extraneous fuel use, 1.5 to 3 hours
Light Warships (tier 3): These are the support vessels for a fleet, built to operate in close proximity to either a port or a flotilla, their range is intended more for large-scale combat than long interstellar treks.
Gunboats: Gunboats serve utility roles as close-in support and forward patrol bases. As such, they have fuel reserves to grant them more mobility than their larger cousins; range 2.5 - 5 hours
Cruisers/Destroyers: These ships are just big enough for the guns they carry, leaving little room for fuel reserves. Still, their lower tendancy to space acrobatics and careful design due to monumental investments in the ship grant them good efficiency; range 2-4 hours
Battle Platforms (tier 4): Battleships, Juggernauts, Colony Ships, and Carriers, those ships capable of serving as flagship for a flotilla or even a fleet.
Battleships/Juggernauts: Largely self-sufficient, floating cities, these ships have stores for months, though they still sacrifice fuel efficiency for firepower; range 12-24 hours
Carriers/Colony Ships: These ships were specifically designed to increase the range of a fleet, either for warfare or exploration, the end result is that a fleet moves as far as these ships can lead them. With massive fuel reserves both for themselves and for refueling smaller craft, these ship are unmatched in range; 36-72 hours. (more if ships could be capable of docking with them and drawing on their fuel reserves)
One improvement I see this bringing to RP, is that currently, you have a lot of people "RPing" pirates, lingering in VHFs and Bombers at a trade lane for hours. Pirates were always a hit and run crew, and if there HAD been pt boats and torpedo boats in the heyday of pirates, they wouldn't have used them with a few exceptions. They used light, mobile merchant vessels, because they needed cargo capacity AND range. The only time you should see fighters and bombers steadily harassing trade lanes is if they have a carrier hiding in a nebula or asteroid field nearby supplying them. (A pirate carrier could be as simple as a stolen medium transport they return to to transfer fuel from).
PS - if a pirate crew would be able to pull something like that off, that'd be additionally cool, a legendary pirate fleet like Black Beard himself. Yaar! ;oD
Bigger ships, like capitals run on Mox, so there would be no need for two types of H-fuel.
But something's bugging me: how do engines actually work? Does the H-Fuel get burned to provide energy, or do they have a fusion reactor? If they have such a reactor, fuel is a non-issue, since with only a bit of fuel, you get tremendous amounts of energy, enough to keep a ship going for a long time (E=mc?), making this plugin pointless.
1)A special cargo for fuel
2)1 unit of fuel/10k(for example)
3)Put some neutral base in all system(gasstation)
4)7 fuel type(LF,HF,VHF,Transportor/Freighter, GB, Cruisers/BC, BS/Carrier)
5)If you are out if fuel, can use power generators(alternative engine who give you 50 speed for 5 minutes) and when you acctivate alternative engine can't use thurster(it will be closed)
1)A special cargo for fuel
2)1 unit of fuel/10k(for example)
3)Put some neutral base in all system(gasstation)
4)7 fuel type(LF,HF,VHF,Transportor/Freighter, GB, Cruisers/BC, BS/Carrier)
5)If you are out if fuel, can use power generators(alternative engine who give you 50 speed for 5 minutes) and when you acctivate alternative engine can't use thurster(it will be closed)
Why would the different fighter types use different fuel? Because they're a bit bigger? My mom's Range Rover uses the same fuel as my dad's Civic.
Well that's the whole point of modding, to change the game design.
But yeah, I would be open to this in some form or another, preferably with only one or a few fuel types. I think it could be interesting and add some new elements to the game. And if it was combined with carrier ships, it could be pretty friggin awesome.
I would also like to add that this has been brought up inside the Dev team and shot down before, so it will probably take some effort to sway them.
I didnt like the idea. If you are in the heart of an enemy house and your fuel ends? you cant dock any where... There are factions like the QCP that operates inside an enemy system for pirating and all know that sometimes you need to wait a long time for a trader pass by, you take 30min just to reach your enemy heart system if a relative security (using the right aproach).
And those fights that takes 2 hours long or more, i already had plenty of them!!!! so all the fighters would stop because of the fuel? no more events for them!
Discovery complexity dont allow such thing as fuel in my opinion.
The Mandalore's Office Signed, Mandalorian Alor'ad: Vau.Bendak, Mandalorian Mercenaries. Slaver: Cpt Fernandez, on board of -SE-Arabian.Nights, Slavery Enterprise Corp.