@meaker-vi, on 28 October 2011 - 10:14 AM, said in Legacy TC Status Thread:
<food for thought>
Like you, I've also considered the possibility of fuel payments including the cost of resupplying the ship with rations and spare parts. At the same time, though, a measly 100 credits for all of that seems quite small to me when the consider the payment players receive for missions and how much various ships and outfits cost. When you consider the cost of goods in the trade centers, the 100 credit fuel cost would have to be much larger to include resupply.
You also mentioned how long it takes players to get to a decent playing position in the game. If the game starts you in a shuttle, then yes, paying for resupply everywhere you go could seriously lengthen how long that takes. In the case of Legacy, though, the player starts in a much larger ship with a good bit more funds. As explained earlier, the player's background involves entering the game right after inheriting his/her father's ship after he dies in battle. Even if you pick the 'pirate' background (in which case the player starts with zero (or very little) cash) their starting ship is a pirate destroyer, the most valuable of the possible starting ships. The ship itself is also a good deal larger than other destroyers, making it even more valuable. That all means players who pick that chΓ€r still won't be too bad off if they simply trade in their ship. Or they could simply loot some hapless traders with their warship.
I have considered the possibility of forcing the player to lose their ship and, while I like the idea a lot, I'm not confident I can pull it off in a good way. If I can figure something out, you can be sure it'll show up in Legacy. At the moment, though, it's simply an idea floating around.
@starsword, on 28 October 2011 - 06:40 PM, said in Legacy TC Status Thread:
<good idea>
That's definitely the simplest way to do it, but I wanted to make it more involved. Say, to the point where supplies actually take up cargo space. Buy more supplies and you can go longer before resupply, but then you can't haul as much cargo. Buy less supplies and you can make some serious cash on cargo runs, but you then have a greater risk of running out if you miscalculate. In short there would be outfits representing the supplies. Every inhabited planet would have an outfitter selling at least those if not other stuff, too. Using crΓΆns those supplies would then slowly disappear from your ship. If you run out, more crΓΆns would then trigger various 'disaster' missions such as ion buildup in the engines, frayed electrical cables causing power failures, or even scurvy running rampant among the crew. Then you'd have to pay to make repairs and still purchase more supplies to make sure it doesn't happen again. Except for the scurvy; that you'd probably have to wait awhile to go away once you have more food.
It would definitely be a very complicated procedure to implement, but relatively straight forward to use in-game. The whole thing is still in the planning stages, though, so if anyone else wants to offer ideas, you're welcome to do so.