It lacks economy, and, hence, re-playability. When you fix prices, supply and demand, the whole thing turns into a theme park. If, on the other hand, you quantify everything and tie in politics with production capacity, prices, supply, demand, ships' production, and, thus, hand the galaxy to the players, infinite possibilities for emergent gameplay will arise, in a natural way. But it's next to impossible to quantify everything because of the instancing and different layers (open/solo/groups) and other networking architecture (cheap one) considerations. So, here we are - linear missions, community goals, bring X cargo and we'll name the station after your cat. Great game for kids. Older ones will find it boring, eventually.![]()
Just my view. I understand that some people are after sights, Saggitarius A and all, but for me this is, was since E2F, and will always remain - economical/space flight simulator.. without the economy.
Personally, I've let it go and will give it a serious spin once planetary landings arrive - I feel that might turn out awesome.
It does have an economy. And it's based on supply and demand, not politics; there are a few exceptions but that usually results in an item not being available. Example: Lucan Onionhead in Tanmark. If a lot of people start buying the same thing from the same place the prices are going to go up and the supply will go down. Eventually there will be no supply at all until the background simulation replenishes some. This didn't work at release, but it was fixed with one of the updates.
As for getting bored, I might get bored with it; in 10 or 20 years. But I just don't see it happening anytime soon. I'm a spacer. I love flying around in space.