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So fuel only matters for determining your maximum "in one go" jump path.
*Lands on planet, realizes doesn't have enough aluminum for an he3 extractor. Can't fly back for resources. Delete save game*
Choices on travelling would matter a lot more.
This was probably one of the main reasons for outposts in the original design.
Having to build an outpost to gather He3 and refuel your ship.
I think they probably figured they wanted to sell the game to smooth brains, who would complain if they had to do math, or had any logistics to do at all.
Jokes kind of on them there. All the smooth brains are engaged in a smear campaign anyway.
I kind of say bring back all the survival elements that were originally planned, because the "Let's go Brandon" crowd Isn't biting anyway.
You pee inside and your ship fly.
X4 is extremely complex but slightly inaccessible due to the UI but the world is very accessible thanks to jump gates and fast travel mode.
Elite Dangerous is complex yet quite accessible due to the really good UI but quite inaccessible due to its own 'immersion' which really is code word for 'tedium'.
NMS is not very complex but also not very accessible due to the UI requiring a ton of clicking around and also the travel being extremely slow without using black holes. The space suit constantly nagging you about everything is also annoying which requires a bunch of menu clicks to fix which gets old fast.
Crusader Kings 2 is extremely complex and also quite inacessible due to the complicated UI that takes a lot of getting use to. Crusader Kings 3 fixed the UI while removing some of the complexity of CK2 which most were not happy with.
SF is moderately complex and moderately accessible due to the way the menus are. Some stuff requires too many clicks, IMO, and are not accessible enough. The world is very accessible b/c it is efficient and does not require tedium (sans planet surveying) to accomplish tasks. The fast travel portion does not affect the complexity of the outposts nor the complexity of quests and the stories therein.
Agreed, it was a novel concept in StarBOUND (a Terraria in space game) at first, and after the first couple planets you either cheat to get a bunch of fuel or sigh and go back down into the mines if you're a purist
They could not handle making it super obvious that the DEVS could not handle the responsibility of fuel, if you had to top up your tanks.
Even now, you can end up capturing a pirate ship with a 20+ listed jump range and... literally 50 fuel or some garbage, unable to make jumps to either pirate town or the red mile without fuel errors, only able to stop by cop scan country. Even with maxed out jump range and fuel economy skill.
"Hey if *supply name* mattered... how the ♥♥♥♥ would *faction name NPCs* even get to X in the first place? let alone manage return trip "
It isn't just about how it would be busywork that would only be rewarding if the content was worth the wait between jumps instead of childishly bragging you think visiting an MMO shop counter for repairs is survival gameplay.
It is because few things are as immersion shattering as realizing "Hey wait a minute, I am literally the only one paying any bills while the entire rest of the setting has to desperately cheat to avoid imploding"
Even great games with robust logistics models and economies/make half the game about your fleet logistics suffer this problem. And starfield sure as hell wouldn't compare there.