As for random space dangers and harshness etc. The player must be given a way to navigate hazards, that's a basic requirement of design, otherwise they are just playing a frustrating game of dice. Once players become skilled at navigating hazards, they can avoid them, and this is the point that players become bored and complain.
This is where we have explorers who discover these things, map them out, probe their characteristics and dangers, report back and help the rest of us develop methods and technologies to overcome. That’s exploring. They take the risk of being in unknown space, with unknown dangers and make the journey safer for the rest of us, and stake their claim on the discovery. So far we have unknown space mushrooms and clouds or snowflakes or whatever.
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