I don’t agree with this. Maybe it can be a builder skill perk or something, but shouldn’t happen for everyone right off the bat. Using a plotter for larger builds should be possible but there shouldn’t be bonuses for having two different beacons. I could see it as a builder perk, but I don’t think it should be a feature for everyone upon release.[quote=“TheBirne, post:23, topic:4285”]
Make the “buffer” in the beacon large enough to put fuel for half a year into it and let the fuel be “storage-able” so that somebody can hoard some more to put some into “if” he want to.
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What do you think about having the “tank” be pretty small to start and then it can be increased via the builder profession skills? So it starts at 2 weeks or so but then end-game builders who have progressed through the tree can make it larger. That was a suggestion proposed earlier in the thread.[quote=“TheBirne, post:23, topic:4285”]
For the regeneration: Start regging first and then after it’s finished remove the beacon. That sounds fair … just slow the reg a bit down 
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I made the suggestion that the beacon disappears first and then the world regen takes care of the supplies. This allows skilled explorers to have a chance to discover artifacts (loot) from a lost civilization (missing players) or some such. It provides quite a bit of incentive for the explorer style of gameplay.
I’m really concerned about people thinking 6+ months sounds good for Beacons until they disappear. Do you guys who are suggesting this realize how long this is? Do you really want half-finished builds and ghost-towns clogging up the Boundless landscape for 183+ days? 3 months of needing no maintenance seems fair for end-game builders but 6+ months should definitely not be an out of the box feature for everyone.