But it could be made good game design. Upkeep mechanics are so pervasive over so many genres of games. Yet FD keeps making everything so simplistic and in-your-face mechanical.
Matter of taste. But now i am curious: can you please give me an example of a game where RL-time based upkeep (very different from ingame-time based upkeep) actually was a positive factor? I above mentioned some examples of games, which for actual reasons did have a RL-time based upkeep. I explained why they had it, but also gave examples of the negative impact.
Next to that, i also gave examples on how ED could have handled things better, without having the negative impact. So, which games would it be, where the mentioned RL-time based upkeep, which keeps ticking down when you are not logged in, actually was positive, without having to pay the price of reduced customer retention and feeling hostile to the returning player?
I disagree. Without upkeep some possible choices wouldn't matter anymore. So you wouldn't have to think a minute about whether you want to install all facilities or just the ones you need. Upkeep is at least a soft challenge to use your wits and think ahead a little bit, whereas everything else is already sinking into arbitrary. Good game design requires limitations, rules and borders - and not removing them.
Also, keep in mind that the whole drama and exaggeration about upkeep is mainly based on wrong numbers that are confused for solo and multiplayer purposes. If you refuse to use your wits, you will feel the consequences. But that's how it should be with a good game design.
This one is funny. After i pointed out how FD failed their own design goals, you just add new ones. And you would be right, if upkeep would be the only option to achieve the goal.
But now we can ask two questions.
First: Does it actually meet the design goal you now state? I dare to say that it does not. What we now have does not force you to limit your choice. You merely have to suck a little longer on one of the several fountains of unlimited credits the game by now has. So, grind a little longer, pack everything. No need to choose. Goal not met.
Second: Would there be better alternatives? And i dare to say that yes, there would be. If limiting what the player brings is the goal, you could have predefined outfitting suites. You could have a slot system, perhaps even a weighted one. These are just two examples of what would be possible. While they may seem random, the first represents our SLF options, the second is our current ship outfitting system, which for years reliably made sure that we don't have the 900 ton cargo eagle.
And it's not hard to come up with other options. You don't even need to invent them yourself, there's plenty of games out there, which have a variety of different mechanics to give you options., while still putting limitations on them. Just take a look around, see how they work, what they do well and where they fail and pick the suitable one for the problem at hand.
It means that you've exaggerated, making it sound like that. You've put dramatic examples of how people might be forced out of the game for long periods of time by unforseen events and loose everything, being greeted by depressing messages that their posessions were lost when they finally return to game.
I have not made examples on how things would be, i have brought up examples of what i have already experienced to happen. I stated in which games i saw it happen, i stated on the circumstances (as far as i knew them) on why it happened. I am sorry if what actually happened seems exagerated to you, but that's not my fault.
You've made those claims without putting it in perspective, which is that even if that's true, even if something like that might happen to someone (who chose to buy a carrier and knew what costs it entails), it would be rather isolated incident that anyone can easily protect himself from, because upkeep isn't that big of a deal, and even if it would happen to that unlucky someone - it's still not a tragedy, like loosing all your stuff and progress, which was the case in examples you gave.
On this i dare to re-iterate myself:
Now look at what ED does. No matter if the owner of the FC then looses all 5 billions or if he gets 4 billions back, the message still is: "How dare you return! We took your stuff, now get lost!"
Indeed you can say that by not taking away everything, it's not -as bad- as the examples i experienced in the past. By mere numbers, you are right. If you are a bot, then by all means, stick to your point of view and i am utterly wrong. But most of us players up to now are still human. And humans most commonly, especially when playing a game, react like humans.
Of course i can't tell about you specifically, but i can say that at least according to my personal experience, somebody returning to a game and first of all getting the message that the game took something away from him for being away for too long, the game already is in a very bad position. When somebody enters a game, he usually wants to have fun. And first of all getting the message "you were away for too long, so this is how we punish you" is not exactly the most fun he can have.
People are different. Some shrug it off and play anyway. But most humans will react in a very human way, find that the first thing the game gives them for returning is a punch in the face and decide that it's not worth it. There are other games out there, which are more than happy to have an old player back. (See the example of STO i gave. ) So it's those games which will have the player and his money.