Relevant: In the combat scenario you have multiple layers of agency, from loadout to engagement choice to combat execution.
Irrelevant. You didn't address my point. Not even remotely. Your argument was based on the premise that something isn't fun. It doesn't matter if it's fun or not. That's entirely unrelated to the rules.
Hello, this is a computer game where travel at multiples of c.
There is always a balance between gameplay and realism, even in pseudo-sims.
And having acknowledged this and explained how and why FDEV try to keep unrealistic creations to a minimum, your objection is moot. It would be easier to program static stations and pretend they have artificial gravity. Instead, they made spinning ones, because that's more realistic. You don't get it. This isn't about precisely simulating reality, it's about being as realistic as possible, and when given multiple choices on how to do something in the game, they're always going to opt for what's the most realistic, not what's most 'fun'.
You are self-interested, I agree.
Everyone is. Welcome to reality, where there's really no such thing as altruism. Even the man who donates anonymously does it for his own sense of self-satisfaction.
You clearly have no interest in mine at all.The irony is that I respect the differing desires and playstyles of others, hence the balancing within the ideas that I pitch.
You do not return the favour. I am used to this from the more defensive advocates of the time-to-reward / explo / low-stimulus communities.
You haven't done me any favours. Your idea doesn't do me any favours. So I don't owe you any in return.
Can you explain how the above wormhole pitch would negatively impact your playstyles? Beyond the sheer horror of it not being rigidly scientific.
I already have. Multiple times. It's inconsistent with the rules of Elite. That breaks my playstyle.
That would at least approach constructive interaction. As opposed to these wooly diatribes about rules being rules.
There's been nothing constructive about any of your interactions. You simply can't handle the idea that your idea might be a bad idea. You can't handle the thought that people don't like it, and you can't even conceive the fact that people might not care about the same things you care about, or horror, the fact that they are in no way obliged to care about the things you care about. The reality is, the only thing that matters is the rules of the game. My playstyle doesn't matter. Your playstyle doesn't matter. The rules matter.
Because once again, it's the rules are what define playstyle, not the other way around. That's just bad game design.