So can anybody else...
i left out combat because it's the only thing they have that at least tries to have a scale in difficulty and reward that involves skill.So why not time gated exploration? Exobiology? Just pick a region, and you get a random system's first discoveries, first footfalls, and all the bio data to sell.
You leave out combat, so I have to assume you want to only shoot NPCs and get colony development for that. That's not this gameplay loop.
Hmm, I disagree a bit. All of those activities are easy to get started in but need knowledge, experience and careful ship design to optimise.
Saying they're "not hard" is like saying "combat is easy; all you have to do is point at the target and press the fire button". Sure, you can get started in combat like that, but it will be a frustrating and boring experience unless you put a bit more thought into it and are willing to practice and learn. The same applies to those other activities.
my idea of failure is that you foot the bill for the losses (including % of ships) or if that's too harsh, you can only take lower reward escort missions than you failed till next tick.I liked the idea of escort runs, but failed runs should be negative progress. Go far enough below zero on the initial port and the claim is lost. Cap subsequent installations at negative 100%. If the idea is too scary, fly the cargo yourself!
See.. I'm still posting! Cos I can!
can I haz auto-combat and auto-exploration?my solution will be Auto Trade
allow player to hire NPC crew to stock up/sell cargo from their carrier automatically at a slow rate, 500/hr would work (that's 12000 unit a day)
this will force architact to choose either haul it yourself or do other task without your carrier or not build any colony to free up your carrier. this seems fair to me
if we build on this idea
we can have NPC crew piloting an assigned ship owned by CMDR, set a limit on what ship is allowed to prevent Type9 spam. non sco small ship will be a good balance
alternatively
player can unlock NPC pilotable ship through trade rank, as long as we limit what is NPC pilotable we wont break the game economy
a simplified version will be a CQC style ship build for the NPC ship
we already have auto combat, the Anaconda AFK haz farming buildcan I haz auto-combat and auto-exploration?
I think you're wrong to dismiss any activity as not requiring skill, although the skill might be knowledge and experience rather than twitchy muscle memory.your activity is the same whether you are 1 day in or 10 years. there's nothing both players are doing that is a different game loop. the only difference is the where they are doing it and how fast they do it.
that's not a difference in difficulty and it doesn't lead to a more 'skilled' player able to leverage that to do that activity in a better way to avoid the easy but repetitive activity the 1 day in player is doing.
no it very much doesn't. while the scale of difficulty is not very big, how you do combat varies between the quantity of ships, the type and what the objective is. there is a easily followed trail between a new player interacting with combat scenarios and a 10 year in combat player. it's not just efficiency that changes in the same exact actions in game, but there is some degree of approach strategy needed for different kinds of combat situations. it's certainly not enough, but it's there at least a little. combat ships are harder to kill than trade and worth more, aliens , etc.
And yes, combat is easy too, if you know where you can be safe in your setup and when to exit. there is no such equivalent for trade or exploration or xeno, etc. the only difference between the newbie and veteran in the other game loops is efficiency in the same exact activity.
edit: for clarity, the little bit of scaling combat has can be seen with how combat against easy small ships differs from taking on a wing of anacondas and vultures or sys authority ships or aliens. these more difficult ships offer higher rewards or better materials. so a player can go easier and slower killing trader ships or small ships or they can use their better skill to kill fewer but much better armed ships. and this combat is a bit different entirely with aliens.
that's the beginnings of building upon a base grind game loop. that doesn't exist with the others. you can't get better at trade and do less repetitions of some more difficult trade activity for an equivalent reward as someone doing many easier loops of the base. you'll both be doing the same thing.
there isn't like a really hazardous and difficult trade route that will make your cargo worth more if you survive it. there's no alternative activity that gets you to the same end state in less time but at higher risk and difficulty. you can't avoid doing the exact same thing a newbie is doing. and that goes for basically all of the base game loops with a small asterisk next to combat.
You - being the 'owner' of the system - cannot even land your ship at a surface installation without getting shot at.There IS no BGS without the system owner. Your position is invalid. Also as BGS starts with "background" that should remove any discussion about 'will' being involved anyway because it's irrelevant to the discussion.
I "own" my home. Does that mean I can start building a nuclear reactor in the basement? Pretty sure I can't. So all these silly notions that any limitation on star systems means we don't own them is nonsense.
we already have auto combat, the Anaconda AFK haz farming build
The secret is to win the interdiction, if you do that then shields are a waste of good cargo spaceUnfortunately the type 9 has no such luck and relies on shields which in turn lower it's cargo capacity considerably.
I've run a shieldless Type 9 for years, when a CG has 'forced" me to haul, and never lost more than a few % of health to enemy attacks. I wouldn't use it in open, but neither would I a shieldless cutter.I recently swapped from a cumbersome type 9 which oddly l really like flying, to a cargo maxed shieldless cutter. Specifically because not only can the Cutter not be mass locked, but It can also boost out of trouble & high wake.
Unfortunately the type 9 has no such luck and relies on shields which in turn lower it's cargo capacity considerably.
I actually find it quite funnyI've run a shieldless Type 9 for years, when a CG has 'forced" me to haul, and never lost more than a few % of health to enemy attacks. I wouldn't use it in open, but neither would I a shieldless cutter.
Right, as long as you have a carrier...my solution will be Auto Trade
allow player to hire NPC crew to stock up/sell cargo from their carrier automatically at a slow rate, 500/hr would work (that's 12000 unit a day)
this will force architact to choose either haul it yourself or do other task without your carrier or not build any colony to free up your carrier. this seems fair to me
Why bother playing at all, let the NPCs do it for you... Heck, exploration is boring, why can't we hire NPCs to fly our ships and we can teleport out to Beagle Point, takes some screenshots discover a few systems.... Maybe they can send us a, message when they find an earth like so we can teleport out and scan it!if we build on this idea
we can have NPC crew piloting an assigned ship owned by CMDR, set a limit on what ship is allowed to prevent Type9 spam. non sco small ship will be a good balance
alternatively
player can unlock NPC pilotable ship through trade rank, as long as we limit what is NPC pilotable we wont break the game economy
a simplified version will be a CQC style ship build for the NPC ship