From the Design Discussion Archive:
https://forums.frontier.co.uk/showthread.php?t=14422
Persoanally I am glad the above never made it into the game. Far to convoluted and a massive inconvenience for explorers.
IMO adding a Military grade Hyperdrive and Fuel Conversion module would be a much better idea.
A Military grade Hyperdrive would be .5 higher than the corresponding Standard Hyperdrive. For example, the Mil Drive version of a class 4 Standard Drive would be class 4.5. It would have the same weight as the class 4 Standard Drive but a jump distance between a class 4 and a class 5. The Mil drive would cost five times more than a standard drive. Mil grade fuel would cost 10 times more than standard fuel and would only be available to purchase at Military Outposts. Mil Drives could also have higher power requirements.
Ships would be able to fit a Fuel Converter module. Fuel Converter modules would work in tandem with a Fuel Scoop. Ideally you would want a matching class and grade. For example, an A3 Fuel Scoop would match with an A3 Fuel Converter, both would take the same amount of time to work (i.e, 1 min to scoop the fuel and 1 min to convert it). Fuel Converters would be quite expensive.
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The above would enable three things:
1 - Current exploration ships would be much more effective at the cost of an internal slot and the high purchase price of the Mil Drive and Fuel Converter (An Asp's 5.5 Mil Drive would cost over 25 million).
2 - Ships that are borderline exploration ships (Clipper, Courier) would be far more viable at the job.
3 - A new profession is added to the game, "Fuel Miner". Ships with lots of internal compartments (Asp, Lakon Type 9) could load up on extra fuel tanks, scoop and covert the fuel, then sell the Mil grade fuel for a tidy profit.
https://forums.frontier.co.uk/showthread.php?t=14422
TYPES OF FUEL
To add variety and player choice to the fuel mechanic different types of fuel are available to be purchased/scooped/acquired. The following rules apply to different fuel types:
The default fuel sets the benchmark on which other types of fuel operate; it is considered standard
Other fuels are either of a lower or higher quality than the standard fuel
Lower quality fuel has a penalizing modifier to consumption rates, i.e. if standard fuel will keep a particular power plant running at 75% power for 1 hour, a lower quality fuel with a modifier of +20% consumption would only last 50 minutes
Lower quality fuel also has a penalizing distance modifier for hyperspace jumps, i.e. if standard fuel gives a 1 light year jump per unit fuel, a lower quality fuel with a modifier of -50% distance would only jump ½ light year per unit fuel instead
Higher quality fuel has a beneficial consumption modifier, i.e. a ship will run for longer on it compared to standard fuel
Higher quality fuels also have a beneficial distance modifier, i.e. each unit fuel used in a jump will go further than 1 light year
Regardless of quality certain types of fuel may have additional effects or byproducts that need to be dealt with (e.g. irradiated waste that must be stored in empty cargo canisters or risk contaminating the ship and its crew)
The entire Fuel Tank module can only operate on a single quality level type of fuel
The player can acquire fuel of a different quality level to that already in their system but conveniently all fuel is compatible with one another albeit only as efficiently as the lowest quality in the system (i.e. the entire Fuel Tank takes on the quality of the lowest quality fuel within the system)
E.g. scooping any fuel higher in quality to that which you have will maintain your fuels current efficiency. Scooping fuel of lower quality than that in the system will lower the quality of everything to the same level as that scooped
Persoanally I am glad the above never made it into the game. Far to convoluted and a massive inconvenience for explorers.
IMO adding a Military grade Hyperdrive and Fuel Conversion module would be a much better idea.
A Military grade Hyperdrive would be .5 higher than the corresponding Standard Hyperdrive. For example, the Mil Drive version of a class 4 Standard Drive would be class 4.5. It would have the same weight as the class 4 Standard Drive but a jump distance between a class 4 and a class 5. The Mil drive would cost five times more than a standard drive. Mil grade fuel would cost 10 times more than standard fuel and would only be available to purchase at Military Outposts. Mil Drives could also have higher power requirements.
Ships would be able to fit a Fuel Converter module. Fuel Converter modules would work in tandem with a Fuel Scoop. Ideally you would want a matching class and grade. For example, an A3 Fuel Scoop would match with an A3 Fuel Converter, both would take the same amount of time to work (i.e, 1 min to scoop the fuel and 1 min to convert it). Fuel Converters would be quite expensive.
----
The above would enable three things:
1 - Current exploration ships would be much more effective at the cost of an internal slot and the high purchase price of the Mil Drive and Fuel Converter (An Asp's 5.5 Mil Drive would cost over 25 million).
2 - Ships that are borderline exploration ships (Clipper, Courier) would be far more viable at the job.
3 - A new profession is added to the game, "Fuel Miner". Ships with lots of internal compartments (Asp, Lakon Type 9) could load up on extra fuel tanks, scoop and covert the fuel, then sell the Mil grade fuel for a tidy profit.