{on exploration wear-and-tear}
(e.g. normal car tires on a normal car driven normally will last for months to years ; F1 car tires are getting noticeably damaged after an hour)
Having hyperspace jumps cause wear and tear which if you're operating in the bubble gets sorted out cheaply as part of pressing the "repair" button at a station every so often, but if you're 100 jumps into deep space without a service starts causing serious problems ... that wouldn't be an unrealistic mechanism.
It obviously couldn't be added to Elite Dangerous now after 1.0 released without it, and ED1.0 didn't have enough other things to make it work at all well with it, but a different game (probably a more heavily exploration-focused one) could make it a key part of the exploration process to establish forward supply depots to stockpile spare parts for repairs, etc. that might eventually become the start of a new inhabited system.
Depends on the technology, of course. Basic consumer tech, sure, that might last thousands of hours. Ultra-high performance stuff might last a few hours if that.What kind of thing falls apart under four days? I mean IRL tech can clock thousands of hours before really failing.
(e.g. normal car tires on a normal car driven normally will last for months to years ; F1 car tires are getting noticeably damaged after an hour)
Having hyperspace jumps cause wear and tear which if you're operating in the bubble gets sorted out cheaply as part of pressing the "repair" button at a station every so often, but if you're 100 jumps into deep space without a service starts causing serious problems ... that wouldn't be an unrealistic mechanism.
It obviously couldn't be added to Elite Dangerous now after 1.0 released without it, and ED1.0 didn't have enough other things to make it work at all well with it, but a different game (probably a more heavily exploration-focused one) could make it a key part of the exploration process to establish forward supply depots to stockpile spare parts for repairs, etc. that might eventually become the start of a new inhabited system.