>>5294693>The way to do these is not to punish NOT having the resource, but reward utilizing the resource - for example, if fuel offers very good gameplay boons (maybe extra mechanic?), it will be engaging and make players seek it themselves.i was thinking of making it work like the nintendogs walk system where you could plot out a course of a certain length and retrieve a number of things along the way, starting from one station to a conveniently far away another station, then as you get better at these runs your range would increase. the reward for cleverly using it would be to be able to hit more than one objective in a single run instead of doing quick there and backs. pic related.