Ironman, Tinman, and Misc. Self-Nerfing

I'm just curious how many long-term players exercise one or more versions of "self-nerfing" in order to make the game more challenging / rewarding. I've expressed my opinions in the past about things that I personally think are too easy in the game (and requested that Frontier fix these 'exploits'), but I quickly learned my lesson not to threaten someone else's coveted gameplay.

So instead I've gradually been adding a list of 'self-nerfs' to my own personal gameplay to make ED more sensible and challenging for myself. Many of the these I practice now, others I'm considering*:

Only scan undiscovered bodies - I don't believe I should receive a huge payout for scanning a system that's already been scanned recently, especially in the bubble or along well-travelled routes like the RTR. I'll make exceptions for AWs and ELWs because these are living, evolving planets of great interest.

Don't use exploits, cheats, or other get-rich-quick schemes - This includes obvious things like Quince, mode-switching, and the like, but it also includes penny-pinching tactics like selling modules before selling a ship (90% for a used ship is actually a very good resale value) or firing my NPC crew right before cashing in.

Fly without a rebuy - this means choosing the Sidewinder over the rebuy, and then either using that Sidewinder or another of my ships to go and buy / build a new ship to replace my lost one. I've lost enough ships that my insurance company refuses to cover me. The one exception is if I lose a ship due to some problem with the game - falling skimmer, griefer, exiting witchspace inside a star...

Limit engineering - I don't want a "god ship". I only use engineering to make some of the more limited ships that I love more useable, like the Keelback as a combat platform and the Orca for exploration.

Limit synthesis to exploration - If I'm outside the bubble, then I'll synthesis fuel for my SRV and "jump juice" for my FSD, as this feels very "Robinson Crusoe" to me. As for massless and weightless materials, I figure 1000 materials are perhaps a ton of mass (not that much), and I store them in the leftover space in my size two bays that carry size one scanners ;)

No shields on cargo ships - I've already started doing this on my Type-7 to maximize cargo capacity. I like the challenge, and it makes station approaches and landings feel more real.

No core module swapping between ships - It's nontrivial to swap an engine between one car and another, yet we do this in ED between ships of different classes and even different manufacturers in mere minutes.. However, I'm okay with swapping most optional modules ('boxes' like cargo racks and SRV bays) and hardpoints.

Hull damage takes time to repair - If it's a mere scratch (1%), that's one thing, but if I come limping into the station with 20% hull left, then it might be time to log out for the day while the repair crew / robots rebuild my ship.

Don't fly a Python - It's too perfect.. I'm not sure about the 'Conda yet, as it'll be awhile before I can afford one.

Tinman mode - This one I've given a lot of thought to. I'm not hardcore enough to clear my account, so I'll never "die" in this game (and let's face it, true death would be uninstalling the game). I believe it's within ED lore to imagine our escape pods / RemLock suits put us in a state of suspended animation when our ship is destroyed. Like Khan Noonien Singh, I can survive for years floating in space while I await rescue. This is my "Tinman" mode - I need to be rescued. If my ship is destroyed in a High Sec system, then I'll impose a 24 hour wait period to be rescued by security forces, resuscitated, and briefed before I can climb into my rent-a-winder. If I'm out in the middle of nowhere, I might put in a call to the Fuel Rats for an imaginary rescue (rolepay), during which time I'm unable to play the "lost" CMDR. Since I have two accounts, this does not violate the Prime Directive of "have fun".

When it comes to self-imposing time restraints on things that should not be instant, I tend to balance this against the unnecessary time-sinks in the game.

I know that this post probably sounds downright crazy to most of you, but I think there's a small percentage of players who do something similar, including playing in full hardcore "Ironman" mode. To be honest, I'm not totally sold on all these ideas myself, and I tweak this list regularly with the ultimate goal of maximizing my fun.


* I'm updating this OP as I think through my list and garner ideas from subsequent posts.
 
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I'm not able to force these nerfs on myself. I'm one of those players who always take the easiest way. But I 100% agree that most of these "nerfs" should be part of the game.
 
My rules:

1) have fun
2) never grind
3) no mission stacking
4) no combat logging
5) no fooling the game (no money exploits, no relogs to get missions etc.)
6) no forced engineer results (but i keep a good roll of course)
7) play a mission like a mission - think, collect data, plan accordingly, get things done - its all about the mission not the money
8) no meta gaming
9) always prepare - like flying armed exploration vessels, even if space isnt full of evil aliens
 
I'm not able to force these nerfs on myself. I'm one of those players who always take the easiest way. But I 100% agree that most of these "nerfs" should be part of the game.

This will be the hardest part for me if I implement the suggested nerfs. Not scanning a pre-discovered planet is easy because scanning planets is as boring as heckling a tree. Limiting my engineering is also pretty easy as that means less grinding for rare mats. Self-destructing my ship, deleting all my gathered mats, or choosing to not rebuy my favorite ship that was just destroyed, however.... That'll take an iron will should the day come! Is that why they call it "ironman" mode?

ps - I may completely rethink the whole "reset my character" Ironman / Tinman mode if I'm being destroyed 12 times a day by the Thargoids...
 
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This will be the hardest part for me if I implement the suggested nerfs. Not scanning a pre-discovered planet is easy because scanning planets is as boring as heckling a tree. Limiting my engineering is also pretty easy as that means less grinding for rare mats. Self-destructing my ship, deleting all my gathered mats, or choosing to not rebuy my favorite ship that was just destroyed, however.... That'll take an iron will should the day come! Is that why they call it "ironman" mode?

Well, that and the fact that Tony Stark turns up and punches you in the face if you fail to follow the rules. But mostly that, yes.
 
My self imposed rules are:
1a. Reset Save on Ship or SRV destruction.
1b. No combat or other logging to avoid ship destruction.
2a. Repairs are limited to: Large stations 5x 10%, small stations 2x 10% per visit.
2b. A Repair all can only be done if - End of play session or switch to another ship for at least 30 minutes.
3. RES/CZ sites can only be used for short periods (30mins max).
4a. No stacking of 'exploits'.
4b. No relogging.

Each reset is a new commander with each Commander having a different personality, wants, drivers, aims and as such will react to the galaxy differently from the previous ones.

I also play in Solo as I don't care to have others (either for good or bad) in my game experience
 
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I'm just curious how many long-term players exercise one or more versions of "self-nerfing" in order to make the game more challenging / rewarding.

I know that this post probably sounds downright crazy to most of you, but I think there's a small percentage of players who do something similar, including playing in full hardcore "Ironman" mode. To be honest, I'm not totally sold on all these ideas myself, but I am at least considering them..

Good topic :)
Yep, I do a form of self-nerfing after I realised that i was in danger of ruining the game for myself by playing in an unlimited way;

- Not using my Python at all (a ship I really like) because it's CRAZY OP. It's almost indestructible and capable of easily killing Elite NPC 'condas without any effort. I can't bring myself to sell it though, I just leave it in the hangar. Plus I don't want the money back because I'd have to find a way to spend it again lol.
- Flying a Cobra (or an Eagle sometimes) to limit abilities except for very specific things (like I use my AspX for long-range exploration, though I'm tempted to try the DBX next time instead)
- Not numberchasing Engineered stuff. I just go with whatever I get after up to 3 rolls.
- Playing with the mindset that losing my ship is really bad (when in reality it's not at all) - this leads me to run from more combat that I would otherwise, and makes it more interesting for me.
- Trying to limit how much money I make (not taking part in CG's and things except when my Commander is connected to to goal - i.e. of the recent ones I only did the one linked to the Tharg research).
- Buying ships I don't use just to dump my cash (like I just bought and A rated a Fed Assault Ship but I've no real intention of using it, except it the Thargs are really tough).
- Being relaxed about grinding ranks.
- Not collecting tons of scan missions in the same area to avoid the scan bug that completes all missions of the same type at once.
- Not logging out and in to refresh the mission board or use any other tactic to try to get more favourable missions. I get what I get and either take one or not.
- Always doing the "donate xxxx credits" for my chosen factions.
- Picking factions (minor factions), and sticking with them, acting as though changing factions had meaningful consequences.
- Actively seeking out things to do that aren't based around getting money in (like just going out exploring to see the sights, try to find something new, etc).
- Having a long-term goal, but not racing to get there. Currently getting a Fed Corvette (for my Thargoid attack ship!) but I'm relaxed about raising my Fed rank and getting the cash in.
- Not using Founders World to get all my stuff (Kickstart backer, so I've had access to every ship and every module all in one place since day one, it really makes ship fitting too easy).

I've found these are enough for me to still enjoy everything, but it stops my getting bored. The biggest change for me is only using a Cobra for most things. The Python is amazing and I love it, but it's like having an "I win" button. I deliberately didn't buy a 'Conda for the same reason. When I get the Corvette I'm planning to only use it in extreme circumstances (like fighting the Thargs or getting involved in CG's that seem relevant, for example).

I admire people who have the discipline for things like the Iron Man approach, but I feel too attached to my character and enjoy having things that I've worked for.

I'm considering adding some sort of "cooldown" on death next time I die that goes something like this;

- If die I have to use a Sidewinder (or one of my other 'legal' ships) for 2-3 days while my ship wreck is found, towed back and salvaged/fixed up.
- I have to buy a ship with approximately the same value as my fitted ship that I just lost and destroy it. This represents the recovery and rebuild cost of my lost ship.

Reading through some of the others posts there's a few things I'm planning to adopt now too! Specifically around the repair features in stations.
 
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My rules:

1) have fun
2) never grind
3) no mission stacking
4) no combat logging
5) no fooling the game (no money exploits, no relogs to get missions etc.)
6) no forced engineer results (but i keep a good roll of course)
7) play a mission like a mission - think, collect data, plan accordingly, get things done - its all about the mission not the money
8) no meta gaming
9) always prepare - like flying armed exploration vessels, even if space isnt full of evil aliens

9. Who needs Evil Aliens when we have all the Evil Humans we could ever need? I've always long joked that nothing says "Welcome back" to "civilized space" after an extended voyage into uncharted space, like that NPC who's "come a long way for what's in your hold."

As for the rest - I stop at 1.

1. Have Fun - maybe gaming the game is how you have fun - that's fine, but it's not for me. I don't have a problem with taking all the missions all the faction offer at any given station at any given time.
However, I'm not going to spend my time logging in and out to see how many times I can do this, as it's a waste of my time - time I could be spending collecting more missions at other locations, completing the missions I have, and moving on with my play.

Combat logging is a non-issue for me, as I just don't play in Open and as a result, do not get engaged by other players. I have had to kill Elite a couple of times due to things happening that were out of my control - a networking glitch that left me "stuck" near a brown dwarf, on perpetual heat build-up and could not even call up the menu to log out, the occasional "black screen" where I can hear the game environment, but cannot see it, cannot call up the menu, or a 5-and-a-half minute jump to hyperspace that neither completed nor failed to communicate to the servers - all situations that could never "realistically" happen, and are clearly faults in the software. Of course, I'll "push the button".

Engineering - if I say "here, make this better" and they do a crappy job, of course I'm going to say "I know you can do better than that, try again." who wouldn't?
"Tod, do something with the capacity of my multicannons"
"Ok, here, it holds one more round, weighs 12 tons more, and will glow white-hot after the 3rd round."
"Tod, do something USEFUL with the capacity of my multicannons."
"Ok, but I'll have to charge you again."
"That's fine, just do better than I could do on my own, over a weekend, in a half-outfitted rental hanger."

7. For me, it did use to be about the money. Now I'm on my way to owning at least 2 of every ship, and don't need the money. What I do need are the Thermic Alloys, the Cracked Industrial Firmware, the Modified Embedded Firmware, and the Exquisite Focus Crystals. I may pass on all missions offered and go elsewhere if I don't see something offering up what I actually do need. A billion credits in my pocket, an Admiral and a Duke in name, and I can't buy a single Exquisite Focus Crystal anywhere in the galaxy - yet somehow these things are produced to be given out as mission awards?
 
I'm just curious how many long-term players exercise one or more versions of "self-nerfing" in order to make the game more challenging / rewarding. I've expressed my opinions in the past about things that I personally think are too easy in the game (and requested that Frontier fix these 'exploits'), but I quickly learned my lesson not to threaten someone else's coveted gameplay.

So instead I've gradually been adding a list of 'self-nerfs' to my own personal gameplay to make ED more sensible and challenging for myself. For example, I don't perform detailed scans of already-discovered planets - no RTR for me! I also currently choose not to fly a Python (for a variety of reasons).

I've been considering other self-imposed limitations such as:

* Selling engineered modules on ships that are destroyed and replaced via rebuy

* Limiting engineering so that I'll never own a "god ship". I will likely focus on engineering that compensates for "dumb" limitations like the short laser falloff distance (thus I'd go for long-range lasers).

* Limiting synthesis to "simple" things like SRV fuel, simple ammo (not guided missiles), FSD boost, etc.

* Related to the previous nerf - I might not carry materials for synthesis, which means when I want to synthesis something like SRV fuel, I must first acquire and then use those mats on the spot. Another option is to force myself to have filled cargo space that represents the storage of these mats. In other words, ditch the current massless, volumeless material storage system. A ton of some random metal in my cargo hold might represent 500 materials, for example. Oh, and that means if my ship is destroyed, then my mats are deleted.

* If my SRV is destroyed with me in it, then I'll self-destruct the ship too (SRV is not telepresence like SLF)

* And the hardest one to commit to - playing "Tinman" mode instead Ironman mode. What I'm currently thinking is that when my ship is destroyed in a system where rescue seems unlikely (Anarchy or somewhere remote), I roll a pair of dice to see an NPC comes to my rescue or not. If not, that means I'm "dead" and must reset my account. I might even role-play this and post an SoS in the forum, and if a player can get a ship to my system before the "timer" runs out on my RemLock suit, I live! If not, my account gets cleared.

I know that this post probably sounds downright crazy to most of you, but I think there's a small percentage of players who do something similar, including playing in full hardcore "Ironman" mode. To be honest, I'm not totally sold on all these ideas myself, but I am at least considering them..

Duck, I had to eat my words on selling my Python.

I bought a vanilla alt account, on sale, for my clean save experience.
 
I like the ideas many of you are sharing! My "nerf list" is getting longer, and I may also replace a couple of my ideas with some shared here.

Now I have a quick question - if I choose a Sidewinder over the rebuy, do I lose the engineered modules on that destroyed ship? What about materials? I'm kinda hoping the answer is "yes". Flying without a rebuy "on purpose" might be one of the simplest yet effective self-nerfs to implement, though I might need my wife to push that button when the day comes. [cry]
 
I like the ideas many of you are sharing! My "nerf list" is getting longer, and I may also replace a couple of my ideas with some shared here.

Now I have a quick question - if I choose a Sidewinder over the rebuy, do I lose the engineered modules on that destroyed ship? What about materials? I'm kinda hoping the answer is "yes". Flying without a rebuy "on purpose" might be one of the simplest yet effective self-nerfs to implement, though I might need my wife to push that button when the day comes. [cry]

Yes, you lose the mods.
 
I like the ideas many of you are sharing! My "nerf list" is getting longer, and I may also replace a couple of my ideas with some shared here.

Now I have a quick question - if I choose a Sidewinder over the rebuy, do I lose the engineered modules on that destroyed ship? What about materials? I'm kinda hoping the answer is "yes". Flying without a rebuy "on purpose" might be one of the simplest yet effective self-nerfs to implement, though I might need my wife to push that button when the day comes. [cry]

You know what's strange. I never once considered not doing the rebuy... it would actually make sense for me not to rebuy and just buy the ship again... can't believe I didn't think of that!

Thanks for that o7
 
Some good suggestions here. Here's my 2 pence. For my next playthrough my conditions will be:
  • If ship is destroyed, I don't use rebuy
  • Only fly small /medium ships (though when we get space legs I'd like to walk around the big ships in VR)
  • Buy / Fly / Engineer ships I've never flown before
  • No mission stacking through exploits (board swapping, Quince, Sothis etc
  • No grinding
 
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