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Too much fuel #15362
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I'm going this route right now. When I finish the traction system, heavy vehicles (and regular cars going offroad) will consume more fuel. Also more suggestions:
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Makes sense. IRL older (and more inefficient engines) are much happier to run on poor quality fuel so we could provide such variants. Modelling would help to make vehicle design more of a trade-off rather than choosing the biggest engine you can find |
Oh God, no, just big fat NO. Loosing something you gather previously due to rotting is a bad game mechanics, IMO (food is acceptable because player it's able to convert at least part of it to non-rotting versions, and I don't want to downgrade players' vehicles to coal-driven mechanisms just because coal can be stored till the end of time). It's much better to search something new than gather the same things again and again (compare: discover new locations for some brand new things you never had before or get another tank of gas because previous one was rot). |
Moreover, we can't make fuel rot without making it a comestible. |
I think that the best way to limit fuel would be the npc factions. Most factions would hoard the stuff like crazy. Especially the hell's riders and the Old Guard. If the player wants fuel to safely run a vehicle they would either have to raid those factions or ally with them. Would produce a much more interesting gameplay that having all your fuel rot come summer months, and become unusable gunk come the second year.Sure that is realistic, but I think it would make some plausible and fun gameplay scenarios impossible, it limits the end game much more than what is IMO worthwhile |
I second John Candlebury's point. (Not to mention that then there will also be a reason to add wood gasifiers as a fuel source - Can't buy it? Make an alternative with extra work.) |
This makes the game harder, sure - but what does it add? Just because you have a vehicle with massive fuel loads does not mean that vehicle is impervious by far. Develop a leak without the proper tools, and that load is going to be gone very fast. Unless you're a really hard-core player or go all out bionics, a fuel leak can be a death sentence for a vehicle, and the larger the vehicle, the harder it would be to even discover a leak at all. Factions would be a nice gateway, and would also be very lore friendly. Hell, even if there was a new merchant who simply filled fuel for goods or cash would be easy enough. Truth be told, my major dislike of this idea stems from the fact that I tend to hunker down in a location and try to create a long-term establishment(often returning with new characters after death). This means that fuel tends to get tapped out pretty quickly, and I play stingy after that. It feels like it inadvertently punishes characters who don't do the whole roving survivor thing. |
Fuel leaks currently aren't implemented anywhere near like that. |
Answer: biodiesel |
I was thinking less like fuel rot and more like half-life. After x time, y% fuel is removed. |
I would save the disappearing fuel thing as a last resort nerf though. I think that it would be best to start with: |
I'm against that. Having hidden issues with vehicles that you need "tricks" and careful out-of-game observation to discover sounds like a giant design problem and annoyance.
You mean "rotting" engines? |
I think it was @kevingranade who originally made the suggestion. It involved the player getting notices in the form of your engine doing ugly noises, backfiring and not wanting to start properly. To fix it you were supposed to take a "carefully examine the car" action after which it would become clear what small part needed to be replaced/fixed. The non overt fuel leak would be similar, you would only notice it if you left the car parked somewhere with a non permeable floor. Then you could do the "careful examination" again and find the leak and duct tape it. Edt: found the suggestion, its in here: http://smf.cataclysmdda.com/index.php?topic=11936.msg264095#msg264095 |
So im the only one that likes the rotting gas idea.
hmm, if im correct cdda is a survival game. The game is pretty much easy as is, find an RV > safely proceed to end-game. lol true. John-Candlebury's idea is good but i dont like it in its pure form. Random merchants are good too but hey... who would buy from them (reloads shotgun) |
I suppose @illi-kun is correct in that taking away already scavenged supplies is the wrong approach
Indeed. Currently vehicles are so OP that it's game breaking once you know how they work and keeping it that way so you can avoid having to survive adds nothing to gameplay.
Generally a sign of poor design. We should aim to provide a balanced implementation that satisfies most people.
I'd actually like to implement engine wear, with older/damaged engines leaking oil and needing topping up, belts and spark plugs requiring replacement etc. |
A start would be to reduce the fuel existing in pumps and vehicles. Like previously said, such things are hoarded like crazy. Make finding some fuel in a vehicle something to get excited about instead of always expecting to get 4-5% fuel from each vehicle. Another thing, while perhaps not very realistic would be to somehow limit the fuel storage capabilities of vehicles. stacking fuel tanks on your vehicle is way too easy, you can quickly get 3-4 tanks installed and then you never have to worry ever again, you're even safe from leakage since one tank only means a minor fuel loss and not the whole car useless. |
@DeadLeaves I don't think it's a good idea to limitate number of tanks because player always can store fuel in containers, so your proposition will cause only inconvinience for player by adding exccesive (and annoying) loops of refueling. |
So, the best way of fixing this issue is to increase fuel consumption by big engines, so you will need to decide which option is better for you: have monstrous power under the hood or save fuel and enjoy by 10 mph ride; adding more ways for spending of fuel will also help. |
The rate of consumption is probably low, especially for megavehicles.
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In regards to fuel rot- Don't forget about fuel stabilizer sold at most hardware stores and gas stations. This could also be craftable (maybe a recipe in the biodiesal book) |
http://arstechnica.com/civis/viewtopic.php?t=1165310 |
The whole thing is rather tricky, the general process of "rot" is going to proceed in parallel across all petroleum products in the game, but potentially proceeding faster in some circumstances (uncovered containers, half-full fuel tanks, in-engine as opposed to in a sealed container). The general rule of thumb seems to be that it's possible to use after a year of storage, but at that point it starts requiring admixture with "fresh" fuel to get it to work, and supposedly in increasing quantities as time goes on. tl;dr for the proposal, as time passes, the survivor will need to start crafting some fuel around the 1.5 year mark, craft half of the fuel they use by the 2 year mark, and 75% of the fuel they use by the 4 year mark, at which point the ratio stays at 75%. Proposal: Let's assume for the sake of discussion that the point at which fuel can't sustain combustion is 2 years and the age cap for fuel is 4 years, but I have no idea what the real numbers should be so it's definitely up for discussion. Effects: Additional notes: * This wouldn't be an active process like food rot, because it's never going to turn into a different item type, and is part of the reason I'd like to ignore storage and environmental conditions. You'd just check the effective age whenever the fuel is used (or examined) and act accordingly. |
If we're going to add fuel degradation, then we really ought to add chemical fuel stabilizers as well, so the player can store treated fuel for longer than the untreated stuff. |
Part of the proposal was:
What I was reading indicated that the 1 year limit before engine problems is based on treated or properly stored fuel, and untreated and improperly stored fuels would go bad (for different reasons) within just a few months. Is that not the case? |
Yes it is. Also is it possible to ignore geography and add possible petroleum wells/refineries to the game? |
Would there likely be a point where the player simply ignores found fuel because they can craft enough on their own? Would this happen in less then a year? |
Most chemical stabilizers can give you an extra year (or maybe two) on the fuel's lifespan before it starts to turn into varnish, particularly when it's already in the fuel tank/system. |
Continued in #19348. |
Fuel is by far too plentiful a resource in the cataclysm and/or vehicle engines are too efficient. It's perfectly possible, within a few days, to acquire a tankful of fuel and never come close to running out.
Siphoning the tanks of nearly empty abandoned vehicles into your jerrypack and looting fuel stations under the cover of darkness is both thematic and good gameplay. Therefore we perhaps need to deal with both the efficiency issue and make fuel harder to store.
Suggestions:
Possibly with a few rare or otherwise balanced high efficiency variants
Encourages more variation in both vehicle parts and overall design
Also make speed more realistic overall (possibly by just rescaling the units)
Balances fuel stations by limiting what you can reasonably store in a vehicle
Dilutes the overall supply. Also a basis for a sane implementation of engine mods
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