I tried to replicate this kind of gameplay and also add the faster super cruising with gravity braking to make stuff more engaging. The game did feel better and not as such a waste of time, however, to take advantage of things like these you have to have a multipurpose ship with just about everything intalled:
- Wake scanner
- Cargo rack
- Discovery scanner
- Surface scanner
- Limpet controller
- Weapons
- Pretty good FSD (has to be engineered)
- Fuel scoop
- SRV
- Shield Generator
So, I guess you can kind of make the game more interesting by using a multipurpose ship and doing all of these things, probably why the Cobra / Python / Anaconda are so popular.
Generally, of that list, I'd say only the wake scanner (I scan a wake as I FAO out of mass lock), shield generator, limpet controller, and cargo bays are "must haves." Everything else can be equipped on an "as needed" basis, depending upon what you're in the mood for.
I generally keep a discovery scanner equipped when traveling or doing short-range sight seeing missions (which I also install a surface scanner for) in order to get some exploration scans that I can use to quickly gain rep in a new theater of operation, and an SRV because I'm
still trying to get better at high-speed planetary approaches, but like a planetary approach suite, an SRV is only necessary if you intend to land on a planet. Same goes with weapons. If I'm planning on doing sight seeing missions, I don't equip weapons, because hull damage generally upsets my passengers... including the ones who offer a bonus for ship destruction.
This, of course, assumes that you have a home base, either temporary or permanent. If you prefer to drift from system to system, wherever missions take you, you may want a more varied kit.
There are a few drawbacks though:
- People deny it, but the game gives you goals.
- Some actions need work to make them more interesting
*** Goals ***
For example:
- Unlocking an engineer:
You think, hey I would like to have a better FSD. Let's unlock the engineer to improve the FSD. Then, you find out that you have to do many/many/MANY repetitions of something to unlock the engineer.
** many players want to accomplish something, it is just human nature. You set a goal and want to do it, but the bars are set way too high and if you focus on it (which a lot of people will do...) you are in for quite the beat down.
- Getting some weapon from Powerplay
Same thing, you have to repeat some stuff too many times
- Guardian weapon:
Still the same repetition
- Getting some "material"
This can be for engineering or anything. At some point, you have to get some material. (it is never something you have lots of, because, it has to be some incredibly rare thing)
This gameplay tends to be pretty boring and time consuming. Also, trading is absolute ripoff. Same grade material is not 1-1, it is like 3/6/16/36/ - 1. You are usually trying to get the rarest material.
- Getting a ship you like
This is just a no brainer, you like some ship and you want to have it. Well, grind some of them money or wait a LONG time to get it. With the gameplay above, while entertaining I made about 1 mil in 45-50 minutes... So yeah, it will take you a while.
In addition to this, the modules for the ship you want will probably cost you close to as much as the ship itself. So get ready for LONG play time or grinding money.
When it comes to personal goals, my general approach has always been to kill multiple birds with one stone. Plan ahead, and figure out ways complete multiple goals at the same time. Is unlocking Professor Palin one of your goals? (though for most players, I would say its the G5 dirty thrusters, and not Palin himself, that's their goal) Use the exploration data you bring back as reputation bombs to unlock other engineers, or get factions you want to allied status. Want to unlock Selene Jean, and mining isn't your thing? Wait for a good mining CG, especially one that offers non-standard rewards.
Above all, recognize that this game
is under continuous development, and the current iteration of a game mechanic isn't necessarily permanent. Don't be afraid to take the long view, and pursue
other goals if one of your goals is currently behind a "grind wall." Consider whether a 3% increase in speed is
genuinely worth the effort you're putting into it to get it
right now, as opposed to putting it aside and pursing something else. So far, taking the long view has served me well, and I anticipate that when I do start to investigate the guardians (I'm waiting for atmospheric planets, to make things more interesting) I'll have more tools in my exploration tool kit to make doing so
fun.
*** Actions that need improvement ***
- Mining
Tried mining and it just got too stale / boring and reward for doing it is crap. "Experts" will say, oh you can make a ton of money doing mining, but too much RNG and gameplay is too dull.
If I hadn't unlocked Selene Jean due to a mining CG with a unique reward, I was planning on waiting for the more interesting, skill based mining techniques and new exploration tools being introduced in Q4 to do so. I'm still hoping that the changes in Q4
will make mining a lot more interesting than it is now. Variety, as they say, is the spice of life, and this game can always use a little more seasoning.
- Surface mining
This is probably more RNG's fault, the gameplay is decent. But stuff is soooo rare that you'll spend hours finding stuff. So, decent gameplay but RNG needs to be WAY better.
IMO, this is where developing skill at reading a wave scanner while flyving an SRV comes in very handy. Once you've become decent at it, you can usually find where the metallic meteorites are within five minutes or so, despite the clutter of other contacts. I'm not saying I wouldn't mind other tools in my tool kit (MB4 mobile mining machine anyone?), but the SRV's wave scanner is one of those areas where I feel Frontier knocked it out of the park.
- Super cruise in long distances
While locations are close you can kind of improve gameplay by avoiding gravity wells and doing gravity braking. Locations longer to the star do become fairly tedious and annoying.
Again, this is where I wouldn't mind having more tools for my took box. I don't want to see micro-jumps, primarily because the window of opportunity is too small any form piracy as it is, but a device that could temporarily increase or decrease the local mass lock effect has enourmous potential both as a skill based way of getting to your destination faster,
and as offensive or defensive tool.
- Making specialized ships more relevant
After doing the gameplay above which improves gameplay within the game, you are pushed to use of multi-role ships. Basically, if you don't have a multipurpose ship you are going to have a bad time playing the game (unless it is combat and you are close to HAZ res).
This makes a ton of other stuff harder, since you tend to use the Taxi ship to move around and now it means that you need to put more "stuff" into your taxi ship to have a decent time. Or go to the place, and then wait the stupid REAL TIME at the other location for your multipurpose ship to get there.
IMO, this is where
planning ahead, as well as having a home base, has its advantages.
- Waiting for ships
Don't know who came up with this one, but not being able to instantly use your other ship is absolutely bad (NOTHING is gained by adding wait time here). Whoever came up with this is a moron.
This is something the player base voted for, by a wide margin. And by voting for, I'm not talking about on the forums, but via a poll Frontier added to the game launcher at the time.
Why people voted for it varies, but there is a rather large strategic component to this game, and the ability to instantly teleport a highly specialized ship into a system interferes with that.
Again, this is where
thinking ahead has its advantages. To quote the great Earl Bassett: "Damn it Valentine, you never plan ahead, you never take the long view, I mean here it is Monday and I'm already thinking of Wednesday... It is Monday right?"
I usually know what I'll be doing the next game session, so if I'm not at my home system or current base of operations, I move ships and modules right before I log out, so they'll be waiting for me when I log back in next time.
- Traders
Just add PvP trading. The traders in the game are such a ripoff, it is horrible. You can't store cargo anywhere you, so you never have stuff to really trade much and you get destroyed in the trades. You could also add station cargo storage so there is an incentive to pick up more things but not have to get rid of them right away.
No thank you. If I was interested in that sort of thing, I'd be playing EVE. Been there, done that, got tendinitis in the process.
- Rewards
Not sure why people complain about too much rewards here, you need a ton of money to A rate most ships. Modules costs as much as the ships themselves and you need a ton of money. This is why people tend to just stick to lower/less expensive rebuy cost ships like the cobra/sidey for missions and risky stuff. I would prefer to take a FGS for risky skimmer mission, instead of a sidey... Makes all the big ships irrelevant, only the Conda for Taxi purposes.
If you had more money, you could get many ships and have different varieties of them. Like a Conda Taxi / Conda fighter / Conda Trader and other stuff. This does not affect the game in a bad way at all...
But as it stands, you'll be lucky to have a good fitted Conda/vette/etc. Unless, you just live in the game.
Personally, there are three reasons why I think rewards are too high in this game:
1) New players are able to skip over the small ships, and thus make their newbie mistakes in ships with relatively high rebuys compared to their skills in the game. This wasn't the case when missions were locked behind Pilots Federation ranks, but now players have access to missions that have rewards higher than what their ships are worth.
2) Currently, missions generally trip my "You can buy your own ship for that!" sensor. Call me crazy, but when I see a CEO offering me three million to take her and five others to another system, I can't help but wonder why she's wasting her money hiring
me, rather than buying a company Dolphin, and hiring one of the inevitable down on their luck Commanders who just lost their Anaconda due to a newbie mistake.
3) Personally, I prefer skill based games, as opposed to skinner boxes. I find progress is much more rewarding when I have to use strategy, guile,
and a decent plan to get ahead, as opposed to just putting in time. Current rewards are far too close to the skinner box end of the spectrum for my comfort. YMMV.
I'm sure I could come up with some more stuff but too tired. And yes, the game makes you grind in many cases. You have the option to avoid it which means you will never get something in the game.
There's a difference between
never getting something in the game, and not getting it
now.
I have the assets right now to buy, equip,
and engineer my
long term goal of getting an Imperial Cutter via fairly "casual" play, by which I mean I've probably "wasted" half my time on Buckyball racing, indulging my curiosity on how aspects of this works, poking my head into places where I don't belong (via roomscale VR and the camera suite) and just flying for the sake of flying. I'd probably have the rank as well, if I also didn't "waste" so much time playing the Imperial Agent, providing aide and comfort to brave freedom fighters resisting the rule of the Evil Galactic Federation.
Toss in the fact that I consider myself lucky if I can put in five hours a week on this game, and I consider myself well ahead of others seem to be, given similar efforts. And far more importantly, I had fun in the process.