When people say they 'want to make a difference', what exactly are they expecting? All that can ever happen is for stations/systems to flip sides. What can this mean for the universe? Some trade goods get rarer, some become prohibited, some commanders find themselves on the wrong side of the law in the system. What else can change under the current system, without an almost complete redesign?
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What was the main complaint about the earlier two games? That the universe was sterile and didn't change. I had hoped that the background simulation system in E: D would have a greater role in providing interesting things going on in the universe, rather than it all having to be player driven.
The feeling of progress is something that is attractive to all but possibly a very small minority of people.
Everyone likes to know they acomplished something, and enjoys a practical proof of this acomplishment.
On paper ED seems to offer alot of progress to the player; We have ranks in three different careers, we have loyalty towards different factions, and we can earn credits to buy better equippment and ships.
But in reality, aside from the credits this "progress" doesnt do a whole lot. I never felt any different being one rank or the other in any of the careers.
Being allied with a faction makes them green on the hud, but little more.
Credits is always nice, and upgrading the ships is a source of joy but it doesnt take a whole lot to reach a "level" of wealth where more income becomes almost excessive.
The variety of ships and their equippment is small enough that after a couple of weeks of active playing (or months of casual) youll have everything you need and the hunt/need for credits is gone.
So, with credits taken out of the progress equation, your back to the above two. Loyalty and ranks that do little to nothing for you.
The sense of progress stops.
Influencing factions ingame (if they ever get it to work properly) is an extremely slow process and requires the collective work of tens or even hundreds of players to make a significant change, and even then the process is hardcoded to happen over the course of weeks. All this is for good reasons, and falls much more realistic into the game, but it all also takes away alot of the possible sense of progression a player might get.
Now, I dont (repeat DONT) want a single player to be able to change a system over the course of an evening, but point is the process is so slow that a player never gets to feel that their deeds ever acomplishes anything.
The player is "just another commander" in a world of commanders, but maybe our actions SHOULD count a little more then the AI. After all, the AI wont have a game to play if we dont
