4 small changes that would give some of the depth ED needs

1 - USS and PoI spawning in specific locations:

- Missions target location should be "near planet X" or "Around X:Y:Z coordinates of planet X" etc. An easy fix would be to spawn the uss/poi of the mission only when the player is at that location.
- Removal of USS and PoI appearing in front of you EVERYTIME. They should be rare and when some appear the player should be compelled to see what is in there because of how rare they are. The travel at 30km/s in supercruise and an USS always appearing in front of you is extremely immersion breaker and a very bad user experience.



2 - Buff Mission reward scaling with rank:

- It makes no sense in terms of gameplay that a player by spending more time in a game, the credits sources get lower. It should be the exact opposite. Missions provide the only objective oriented gameplay there is in the game and should be a credit source for the new player AND the veteran player.
- Make these high rank missions not give a lot of influence to the minifaction so that the player groups work toward the BGS isn't affected by casual players passing by.



3 - UI improvement regarding BGS:

- ED has a nice background system behind but the problem is that it isn't transparent for the players. The player should get information by the user interface on, for example, that the present system is in BOOM and how this affects the economy and gameplay for the player. As well as of the other states. The devs having to make spreadsheets in the forum to teach people on how the BGS works just shows this lack of UI elements.



4 - Supply and demand should work as intended:

- Supply and demand right now means almost nothing. If players are constantly selling the same commodity to a station after depleting demand that station should not want that commodity for some time.
- A station far away from the main star should PAY MORE for commodities it imports. It would make trade routes to distant stations viable instead of just picking those near the main star. Prices should scale linearly with the distance to the main star.
 
No. Your first advice(excellent one) breaks first rule of fdev game design. Fake it/placeholder it/mock it and move on to another system. When you have nothing to fake, you are fired. Normal development is not allowed.

Prove me wrong on ingame design if you wish. There is no element in game (not the flight sim or ai, that's different team apparently) that feels finished.
 
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