DefianceIndustries
Vice Admiral
Quick Update: I hated the asteroids so much that I hammered out most of them except the giant class ones (they may need a tree, I'll have to research them). Asteroids come in several types, small, medium, large, huge, and giant. There are two of each to make a nice asteroid field. Here you can see some of the newer rocks, including one giant chunk of ice I made for fun. (and yes this is my dev copy since I still have the Panther cockpit mock-up...)

















. The problem is that there is no point in refuelling the player unless the mission is really, really long and demanding. But the more demanding the mission is, the more likely it is that the player will take damage along the way. So, if a mission gets too long, there's a pretty good chance that the player will be too badly damaged to even be especially grateful for the extra fuel and ammo. Instead, they'll resent the fact that the mission is long enough for them to need it in the first place. This is particularly true for games from the Wing Commander era - the good old days before checkpoints, when it had to be possible to complete a mission in one go, and you couldn't stress the player with excessively difficult sequences because you knew that if they died, they'd be repeating the whole thing rather than just going back to the nearest checkpoint. But then again, with checkpoints it could potentially be worse, as you'd be saving at a checkpoint with a damaged ship.