Decent rework of base mechanics for more crunchiness would probably work imo. Degrading the game by making it easier definitely hasn't improved it.
That’s one of the main reasons why I don’t play nearly as much as I used to, the other being the real time ticking timers on missions. Every time Frontier responded to the complaints of the Veruca Salts of the community by giving them what they demanded, this game became less interesting to me. I play games to make interesting decisions I don’t necessarily have to make in real life, not to indulge in power fantasies.
Trading in this game went from, “Responding to shifting supply and demand on an ABA trade route to maximize profit”, to “Always choose the same two commodities on an ABA trade route to maximize profit.” BGS manipulation went from “Trading influence and reputation among multiple competing factions, so I can manipulate faction states for maximum effectiveness,” to “Just run missions for one faction* for maximum effectiveness.” My own personal play style went from “Needing to consider the effects of my actions on my bank account against multiple competing priorities,” to “Any action I take will be very profitable, no need to worry about credits.” Ship design went from “Needing to consider any individual module’s rating and it’s impact on profitability,” to “Use A rated modules on everything that’s mission critical, otherwise use D rated to increase jump range." Ship engineering went from “Carefully considering the pros and cons of engineering modules above grade 3,” to “Higher grades are always* an improvement."
I wanted to play a struggling Commander, who was fighting a one woman war against the Evil Galactic Federation, and needed to make interesting decisions to do so, while still wanting improving her ship. Instead, I'm playing a wealthy dilettante with a large ship collection, who's most interesting decisions are on the order of "What do I want for breakfast?" The former is a lot of fun to me. The latter? Not so much.
This game went from something I would regret not being able to play more often due to time constraints, to one I have to both be in the mood for and have enough free time to play it. And someone who plays only occasionally doesn't have much desire to buy ARX.
And the most annoying part of this whole thing is that it all boils down to Frontier's "original sin:" Ship and module prices increased exponentially, while ship and module capabilities increasd logarithmically. For example, a power plant that maximize a Cobra Mk III's power output costs 813 times as much as the smallest module it run on, while providing only 2.4 times the amount of power. Elite Dangerous's initial economic sim ensured that ship expenses increased much faster than a ship's ability to produce income. Ships could rather quickly reach a point where they were no longer profitable to operate.
The best solution would've been to flatten the curve on ship and module prices, so that larger ships would be able to make a decent profit, while still making smaller ships easier to operate. Frontier's solution? Exponentially increase rewards instead. Which set the pattern for Frontier "fixing" issues: rather than addressing the underlying issue, just increase rewards until the complaints stop.
This game is still a fantastic science fiction space flight simulator, and it's brilliant in VR as well. But I want something more from a game like this. I want depth of gameplay, to make decisions that have in-game consequences. That used to describe this game, but Frontier's method of addressing complaints is to remove depth of gameplay.
And that makes me sad.
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* There are some rare edge cases where this isn't the case, but they rarely come up in my normal gameplay