Some friends got me into this game during the last Steam sale. I've already written some about the reasons I found this game challenging to get into, but as there is a suggestions thread I'd like to write a bit more.
The game is superbly made. I'd strongly argue for this game over Star Citizen without any hesitation. However, this game is a lot like EVE in many respects. This fact can be wonderful if you're into a spreadsheet lifestyle for your gaming experience, but desire the control of something like Valkyrie (EVE's version of joystick control). The amount of lore coming from Galnet, various official and officially supported webpages, and community pleasure in putting forth videos - as with Distant Worlds to the Unknown Artifacts - makes the game entertaining to hear about even if you aren't playing. As example: https://www.youtube.com/watch?v=cE8N96U_SXQ
All of this speaks very highly of the game. Unfortunately, while watching others play and playing myself it occurred to me and continues to occur to me, the game development has gotten ahead of itself.
Ships are largely defined by their functionality. Very little aesthetic attention defines the popularity of a ship. This is probably for the best, but utility is just as wanting as aesthetic presentation when it comes to diversity. Simply stated, "There are not enough ships."
I'm paying close attention to the ships seem in Distant Worlds and those making the large treks to such areas as Sagittarius A. What I have found is that most ships have been used, but their utilization comes with powerful constraints on the player who uses them.
Anacanda
Asp Explorer
Type-9 Heavy
Diamondback Explorer
Vulture
These are the most commonly seen ships video after video. When investigating what made these players choose this or that ship Aesthetics ranks last. Surprisingly, so does utility. What's causing such a list to emerge then?
- The Cockpit
Universally, various people like this or that cockpit more than another.
Second to this is ship response and control.
- Ship response and control
Many players seem to be choosing the ships they fly based on their preference of how their ship handles in this or that aspect of flight.
Outfitting
- Outfitting
Nothing really needs to be explained here. Players seem to put this in a strong third place for their determination of ship to fly. The more slots of outfitting a ship has the more a player is able to do as they please with this.
___________
With this information above there now comes the general problem with ships as they currently are. Player preference is going to fall down the line between: Cockpit, Ship response and control, and Outfitting. However, the game only rewards you for buying an Asp Explorer. There's no good reason for this except that:
Advanced Discovery Scanner
Detailed Surface Scanner
Standard Docking Computer
... are all placed inappropriately. These are Computerized Components.
This probably worked just fine when the game launched or as some aspect of beta design. However, it's a primitive design that doesn't allow versatility in the choosing of ships besides the Asp Explorer.
A simple fix to this would be to clump these three components into a new TAB or Category in the Outfitting menu: Hardpoints, Computer Systems, Internal, Livery.
All of the disadvantages already applied could remain exactly the same.
The advantage would be that those hard points currently occupied [at least two] between the three components - Scanner, Scanner, Docking Computer - would remain free for other utilities.
To clarify why this would be such a good idea is that it would allow a diversity of ships to exist as options for play that are currently snuffed by the components: Scanner, Scanner, and Docking Computer.
No serious advantages besides liberating more ships for a wider variety of operation would be given (no serious changes to the game as-is would come from this).
With Horizons out, there's no reason to play any other ship except Asp Explorer if you intend to do planetary landings, collected cargo, and do fuel scooping: a very large component of the game.
As the ships are currently designed preference, by design, inhibits new players from taking part in game content with equal modular loadout to those veterans of a year or more. Further, this the present design of ship outfitting ultimately eliminates most ships from the having any utility at all simply by the presence of the Asp Explorer.
Example:
Diamondback Explorer Loaded OUt
http://www.edshipyard.com/#/L=70i,mpV0Wg0Wg0_g0_g,2-6Q6u7_5K6u5K8I,7Q44_w1IM2jw2UI
Asp Explorer
http://www.edshipyard.com/#/L=70g,,2-7_8S7_6u6u8S8I,08c50U1IM0KU7Pc2jw2UI
The Asp Explorer is effectively its own team of explorers by several orders of magnitude compared to any other ship below or approximating it in price range. Those ships above it mostly come with comparable loadout oppositions furthering the point that the game is unreasonably favorable to players utilizing large ships despite very little utilitarian gain across scales as loadouts are currently designed.
The simple change of creating a new tab section and moving the scanners and docking computer into these without alteration of loadouts for ships as they are would improve the game.
- Note: The intention her is simply to move these the three components below into a new tab while retaining the ships' present loadout points otherwise:
Advanced Discovery Scanner
Detailed Surface Scanner
Standard Docking Computer
I believe this would improve the game as a whole by giving new players more to do without feeling as though they can't do enough while also providing a way for ALL players to enjoy a great utility and presence of the ships currently available without being punished.
Thanks for your time.
Ship Variety, Cockpit Variety or Customization, and additional Outloading Points
The game is superbly made. I'd strongly argue for this game over Star Citizen without any hesitation. However, this game is a lot like EVE in many respects. This fact can be wonderful if you're into a spreadsheet lifestyle for your gaming experience, but desire the control of something like Valkyrie (EVE's version of joystick control). The amount of lore coming from Galnet, various official and officially supported webpages, and community pleasure in putting forth videos - as with Distant Worlds to the Unknown Artifacts - makes the game entertaining to hear about even if you aren't playing. As example: https://www.youtube.com/watch?v=cE8N96U_SXQ
All of this speaks very highly of the game. Unfortunately, while watching others play and playing myself it occurred to me and continues to occur to me, the game development has gotten ahead of itself.
Ships are largely defined by their functionality. Very little aesthetic attention defines the popularity of a ship. This is probably for the best, but utility is just as wanting as aesthetic presentation when it comes to diversity. Simply stated, "There are not enough ships."
I'm paying close attention to the ships seem in Distant Worlds and those making the large treks to such areas as Sagittarius A. What I have found is that most ships have been used, but their utilization comes with powerful constraints on the player who uses them.
Anacanda
Asp Explorer
Type-9 Heavy
Diamondback Explorer
Vulture
These are the most commonly seen ships video after video. When investigating what made these players choose this or that ship Aesthetics ranks last. Surprisingly, so does utility. What's causing such a list to emerge then?
- The Cockpit
Universally, various people like this or that cockpit more than another.
Second to this is ship response and control.
- Ship response and control
Many players seem to be choosing the ships they fly based on their preference of how their ship handles in this or that aspect of flight.
Outfitting
- Outfitting
Nothing really needs to be explained here. Players seem to put this in a strong third place for their determination of ship to fly. The more slots of outfitting a ship has the more a player is able to do as they please with this.
___________
With this information above there now comes the general problem with ships as they currently are. Player preference is going to fall down the line between: Cockpit, Ship response and control, and Outfitting. However, the game only rewards you for buying an Asp Explorer. There's no good reason for this except that:
Advanced Discovery Scanner
Detailed Surface Scanner
Standard Docking Computer
... are all placed inappropriately. These are Computerized Components.
This probably worked just fine when the game launched or as some aspect of beta design. However, it's a primitive design that doesn't allow versatility in the choosing of ships besides the Asp Explorer.
A simple fix to this would be to clump these three components into a new TAB or Category in the Outfitting menu: Hardpoints, Computer Systems, Internal, Livery.
All of the disadvantages already applied could remain exactly the same.
The advantage would be that those hard points currently occupied [at least two] between the three components - Scanner, Scanner, Docking Computer - would remain free for other utilities.
To clarify why this would be such a good idea is that it would allow a diversity of ships to exist as options for play that are currently snuffed by the components: Scanner, Scanner, and Docking Computer.
No serious advantages besides liberating more ships for a wider variety of operation would be given (no serious changes to the game as-is would come from this).
With Horizons out, there's no reason to play any other ship except Asp Explorer if you intend to do planetary landings, collected cargo, and do fuel scooping: a very large component of the game.
As the ships are currently designed preference, by design, inhibits new players from taking part in game content with equal modular loadout to those veterans of a year or more. Further, this the present design of ship outfitting ultimately eliminates most ships from the having any utility at all simply by the presence of the Asp Explorer.
Example:
Diamondback Explorer Loaded OUt
http://www.edshipyard.com/#/L=70i,mpV0Wg0Wg0_g0_g,2-6Q6u7_5K6u5K8I,7Q44_w1IM2jw2UI
Asp Explorer
http://www.edshipyard.com/#/L=70g,,2-7_8S7_6u6u8S8I,08c50U1IM0KU7Pc2jw2UI
The Asp Explorer is effectively its own team of explorers by several orders of magnitude compared to any other ship below or approximating it in price range. Those ships above it mostly come with comparable loadout oppositions furthering the point that the game is unreasonably favorable to players utilizing large ships despite very little utilitarian gain across scales as loadouts are currently designed.
The simple change of creating a new tab section and moving the scanners and docking computer into these without alteration of loadouts for ships as they are would improve the game.
- Note: The intention her is simply to move these the three components below into a new tab while retaining the ships' present loadout points otherwise:
Advanced Discovery Scanner
Detailed Surface Scanner
Standard Docking Computer
I believe this would improve the game as a whole by giving new players more to do without feeling as though they can't do enough while also providing a way for ALL players to enjoy a great utility and presence of the ships currently available without being punished.
Thanks for your time.
Ship Variety, Cockpit Variety or Customization, and additional Outloading Points