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Interesting idea.

And as far as punishing time warp goes, well why not? As a difficulty option it would be something you can turn off, and well, I might be biased, but I did make a little mini-mod with the express purpose of "punishing the lazy." Ahem.

Time warp?

I only play in real time!

Edited by Friend Bear
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Interesting idea.

And as far as punishing time warp goes, well why not? As a difficulty option it would be something you can turn off, and well, I might be biased, but I did make a little mini-mod with the express purpose of "punishing the lazy." Ahem.

Because not timewarping doesn't make anything more difficult, it only makes things more tedious

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Because not timewarping doesn't make anything more difficult, it only makes things more tedious

Yes, this! I've read through this thread a few times now, and it's certainly an interesting idea, but there's just nothing that jumps out as "fun" about it. As it stands, the ideas suggested here are very much "not fun", and it's a terrible idea to just punish time warp for the sake of it, since doing so adds zero entertainment value to the game.

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Yes, this! I've read through this thread a few times now, and it's certainly an interesting idea, but there's just nothing that jumps out as "fun" about it. As it stands, the ideas suggested here are very much "not fun", and it's a terrible idea to just punish time warp for the sake of it, since doing so adds zero entertainment value to the game.

There are some other features I'd like to see to make time more of an issue in the game.

* Scientific experiments that require particular equipment to be in a certain place at a set time. Advance planning can save fuel, but last-minute overburns work too. Especially if the slow mission that was planned to deliver the instruments just crashed.

* Urgent rescue/intercept/divert missions that need to be launched immediately and succeed first time. Save the out-of-power spacecraft, deliver supplies to the damaged space station, drop firefighting foam on the power plant. Etc.

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