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Feature request: new species trait, fuel efficiency #2187

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Oberlus opened this issue Jun 27, 2018 · 2 comments

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@Oberlus
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commented Jun 27, 2018

Description

A new species trait that seems natural to FO:

Fixed bonus alternative 1:
Bad: -1 fuel.
Good: +1 fuel.
Great: +2 fuel.
Ultimate: +3 fuel.

Geoff wrote:

This would effectively add a fuel tank part to ships crewed by those species. That isn't overly compelling... A multiplicative adjustment might be more interesting.

Multiplicative bonus alternative:
Bad: 75% fuel.
Good: 150% fuel.
Great: 200% fuel.
Ultimate: 300% fuel.

Agrrr3 (Ophiuchus) wrote:

Note though that it would be pretty easy to get a 9 fuel scout ship (with 2 deuterium tanks) when having +50%. We could try with the multiplication first and change later if its not good.
Two extra fuel always mean one extra supply-equivalent-roundtrip-reach.
Actually what I would suggest though is:

Fixed bonus alternative 2:
Bad: -1 fuel.
Good: +2 fuel.
Great: +4 fuel.
Ultimate: +6 fuel.

Forum discussion.

@agrrr3

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commented Jun 28, 2018

In master actually some version of this is already implemented. Needed it to balance the Fulver.

https://github.com/freeorion/freeorion/blob/master/default/scripting/species/common/fuel.macros

The bonus is now bad-1 ; good +1 ; great +2 ; ultimate +3
Reasoning: the difference between average supply and great supply is +1 supply; so to match this distance fuel should be +2.

@Oberlus

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commented Jun 5, 2019

The feature requested was implemented. Closing.

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