I like the 2.2 update, but I'm trying to figure out the strategy of producing exciting and interesting features that then have limited player use because they are niche or have too many restrictions to use. Does it make sense to spend all that development time on main features that are designed for low frequency use.
Examples:
2.2 Fighters
A great idea but most of the ships that you can fit a hanger in are the ones most people don't want to fly, can't afford, or don't have the rank for them. So this becomes a niche feature for a minority of players, unless you want to downgrade your ship to use them. I think once the novelty has worn off few people will use them.
List of ships that can use fighter:
Anaconda - Nice if you already own, otherwise base ship cost is 146.9 mil (grade E).
Type 9 - Personally only flew one once, and that was enough for me/most others. Ship cost 76.5 mil (grade E).
Federal Corvette - Requires 12th Fed rank (Rear Admiral). Ship cost 187.9 mil (grade E).
Imperial Cutter - Requires 12th Empire rank (Duke). Ship cost 208.9 mil (grade E).
Beluga - Role specific - refer to Passengers comments below. Ship cost 78.9 mil (grade E).
Federal Gunship - Requires 7th Fed rank (Ensign). Relatively cheap though at 35.8 mil (grade E). Personally I find this the worst medium combat ship to fly on par with the Dropship.
Keelback - Nice starter trading ship at the base bargain price of 3.1 mil (grade E). You get what you pay for.
What can be done about this (suggestion):
Add hangers to a larger range of medium and large ships so this feature is used and enjoyed by more people.
2.2 Ship transfers:
A great QoL feature that everyone wanted and loves, but for some reason it has both a high time sink and a high credit sink attached to it. Why do we need two sinks on this feature? People voted for the time sink, but we have a high price to pay as well especially on large ships. The effect being another feature that has limited use and hence an unnecessary limited QoL improvement.
What can be done about this (suggestion):
Kill two birds with one stone (note: no birds were actually harmed in the production of this thread). Significantly lower the cost of ship transfers, and add an option to pay the vanilla price if you want faster (express) ship transfers.
2.2 Passenger Missions:
I guess technically this is not a feature, but content, however it is featured content. Another niche addition that that most people may try a few times before giving up on it, except for dedicated travel agents. Some of the first missions I saw that were worth 3-4 million for a 1300 Lyrs journey, presumably you will then want to go back to your turf afterwards which is a return journey of another 1300 Lyrs. This is not taking into account that you will be stacking missions, i.e. that means detours on the way.
I did a 5000 Lyr journey for an engineering unlock in a fully engineered D-rated Explorer Asp and that took a very very long time. In a Beluga (even modded) long journeys would just be even more painful. The payouts are just not worth that level of boredom. Sure some people will love it, but it will ultimately be a niche group, i.e. not many people doing them.
What can be done about this (suggestion):
Not much you can you do with this without adding more content really. Maybe increase the the payout substantially, add multiple very rare mats like MEF to the payout and reduce the distance needed to travel...and even then.
Conclusion:
It would be nice if less niche/restrictive features are added in future, and features that have been added are less prohibitive to use.
Examples:
2.2 Fighters
A great idea but most of the ships that you can fit a hanger in are the ones most people don't want to fly, can't afford, or don't have the rank for them. So this becomes a niche feature for a minority of players, unless you want to downgrade your ship to use them. I think once the novelty has worn off few people will use them.
List of ships that can use fighter:
Anaconda - Nice if you already own, otherwise base ship cost is 146.9 mil (grade E).
Type 9 - Personally only flew one once, and that was enough for me/most others. Ship cost 76.5 mil (grade E).
Federal Corvette - Requires 12th Fed rank (Rear Admiral). Ship cost 187.9 mil (grade E).
Imperial Cutter - Requires 12th Empire rank (Duke). Ship cost 208.9 mil (grade E).
Beluga - Role specific - refer to Passengers comments below. Ship cost 78.9 mil (grade E).
Federal Gunship - Requires 7th Fed rank (Ensign). Relatively cheap though at 35.8 mil (grade E). Personally I find this the worst medium combat ship to fly on par with the Dropship.
Keelback - Nice starter trading ship at the base bargain price of 3.1 mil (grade E). You get what you pay for.
What can be done about this (suggestion):
Add hangers to a larger range of medium and large ships so this feature is used and enjoyed by more people.
2.2 Ship transfers:
A great QoL feature that everyone wanted and loves, but for some reason it has both a high time sink and a high credit sink attached to it. Why do we need two sinks on this feature? People voted for the time sink, but we have a high price to pay as well especially on large ships. The effect being another feature that has limited use and hence an unnecessary limited QoL improvement.
What can be done about this (suggestion):
Kill two birds with one stone (note: no birds were actually harmed in the production of this thread). Significantly lower the cost of ship transfers, and add an option to pay the vanilla price if you want faster (express) ship transfers.
2.2 Passenger Missions:
I guess technically this is not a feature, but content, however it is featured content. Another niche addition that that most people may try a few times before giving up on it, except for dedicated travel agents. Some of the first missions I saw that were worth 3-4 million for a 1300 Lyrs journey, presumably you will then want to go back to your turf afterwards which is a return journey of another 1300 Lyrs. This is not taking into account that you will be stacking missions, i.e. that means detours on the way.
I did a 5000 Lyr journey for an engineering unlock in a fully engineered D-rated Explorer Asp and that took a very very long time. In a Beluga (even modded) long journeys would just be even more painful. The payouts are just not worth that level of boredom. Sure some people will love it, but it will ultimately be a niche group, i.e. not many people doing them.
What can be done about this (suggestion):
Not much you can you do with this without adding more content really. Maybe increase the the payout substantially, add multiple very rare mats like MEF to the payout and reduce the distance needed to travel...and even then.
Conclusion:
It would be nice if less niche/restrictive features are added in future, and features that have been added are less prohibitive to use.