> If there's no danger of running out of them, then what are supplies good for? You could just pay credits every month to maintain your fleet.
Honestly, I wouldn't mind that.
At the moment, supplies and fuel are sort of a tether that attaches you to the core worlds. You aren't ultimately free to be a pure starfaring vagabond because at some point you'll have to go back to the core worlds to resupply. This is intensified by the fact that the coolest loot you can get from exploration (or bounties) isn't really money or a colony device (although that's nice) but it's SHIPS. You pick up a cool derelict, maybe it's [REDACTED] maybe it's a capital ship, either way the logistics demand is too much for you to haul it around forever so you eventually have to go back to town to store or refit it. I mean, that's reasonable, you have a loop where you eventually need to go back to town to refit, resupply, change up your fleet, turn in/pick up quests and whatnot. I get that you want supply to be this sword hanging over your head where you die if you make a misstep, for me it's more like a reminder of "oh, I'm running low on supplies, probably time to go back to town and sell my loot."
But if there were skills that actually allowed you to leave the core worlds and basically never return except for picking up quests - well why not? If exploration is fun, why do you want to take that away from players? Just let them play how they want. If maxxing out Industry meant you never had to worry about running out supplies as long as you kept salvaging and winning fights, what exactly would be the problem with that? I mean, that sounds great to me.
The Sentinel encounter was great, I loved it. It was *new*. I didn't know what to expect, and the reward is incredible. More stuff like that please. I'm completely ambivalent about losing 1 cargo space as a result of the encounter. By the time you're beating it, 1 cargo space shouldn't matter at all.