Risk vs reward is a very popular theme for the key game mechanic, however I think significantly more thought needs to be put into how risk and reward are passed back to the players at different stages of the game and how player choices affect their own risk / rewards.
Rewards are things like cash, goods, vanity items, titles, access.
Risks include the loss of things offered as a reward, you ship, your cargo and your time spent playing.
The size of the risk needs to be offset against the size of the reward and keep the capabilities of the player in mind. The same mechanics could also be used to shape player behaviour at different stages of their game.
Insurance plays a key part of this, and by placing it in players hands removes resentment. The player chose their coverage.
This also feeds into the new user experience, it's easier and safer to get going, and like any good addiction, bites when you're in deep.
Some of my ideas (not all of them good) include
What would make the game fun for you ?
Rewards are things like cash, goods, vanity items, titles, access.
Risks include the loss of things offered as a reward, you ship, your cargo and your time spent playing.
The size of the risk needs to be offset against the size of the reward and keep the capabilities of the player in mind. The same mechanics could also be used to shape player behaviour at different stages of their game.
Insurance plays a key part of this, and by placing it in players hands removes resentment. The player chose their coverage.
This also feeds into the new user experience, it's easier and safer to get going, and like any good addiction, bites when you're in deep.
Some of my ideas (not all of them good) include
- Insurance, like the real thing is dependant on presented risk. Make the insurance policy feel real, make it something you buy in advance, it should make sense from the perspective of an insurance company, not just be a death tax.
- The less you have, the more insurance covers. New players get awesome coverage and only loose their time (ship back, cargo back, free hug). Players with huge ships and all the toys get less for a higher price.
- The more cargo you move, the more expensive it is to get it all insured. Cargo insurance pays your cost / market average whichever is lower. Getting 4 items covered is easy, getting 100 .. not so much.
- Carrying weapons linked to insurance - If you do, you get less. If you don't you get a much better deal.
- If you opt to play pirate then a key risk is the inability to get insurance. You loose, you loose it all. (after-all, who are you going to buy it from, another pirate? good luck!)
- Legal or Pirate grants access to certain places. Can't dock at a pirate base if you're not a pirate, pirate bases have awesome perks not to mention community.
What would make the game fun for you ?