This is the fundamental issue with running the Beta, unpolished, in the long-standing stable Galaxy. The stations built now may be incompatible with the as-is Galaxy, because of a defect, and may also be incompatible with next week's universe, because Fix 2 (or will we be on Fix 3? I've lost track) will change some rules.The "catch", I'd say, is that as Frontier might overreact and go for something like "all system economy influence affects all colony stations in the system", to give players what they deserve, you probably don't want to actually start building any of this stuff until things are out of Beta.
"Feature complete" isn't a useful distinction if you are going to make major iterations to the ruleset on top of those features, and achieving confidence that you aren't going to find yourself in that situation is quite difficult in small-scale testing, even if you have done a decent amount of business acceptance testing before that.
The statement that "there are some things we will only find out by doing the Beta this way" is fine, but it also masks that there are quite a lot of thing you would find out if you had a smaller test first. And now there is the problem that anyone who built a system, good or bad, might find that they can never reproduce that, and other players will come along and be very confused about how it was done, because it will have become impossible later.
And that might lead us further down the path of just making everything easy so nobody can possibly complain (hello to Insulating Membranes again), and then half the gameplay's gone.
There absolutely is a point where you'd drop an all-players version into the live galaxy, but the state FDev chose to do that is simply too early and the problem is the state machine, skewed by both defects and the law of unintended consequences, is going to run away from FDev. Which is particularly annoying when Arf waxed lyrical about the point that FDev never know what players will do.
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