Dear FDev, design team.
This is a bit reflection on how I experience the Horizon + Engineers after using it for a couple of years. Please grab a cup of tea before reading.
I'll avoid the Blueprint + RNG topic for now, it's a different beast both good & bad.
The crux of it
- Too many resource-types.
- A lacking toolset for acquiring, managing and consuming the resources.
In reflection, have a look at how many other games are trying to balance how many resource-types you have to manage.
- RTS games. Quite often it's as low as 4-5 resource types. Quite often chosen so that it's possible for a player to manage these efficiently in the game.
- Some more advanced games (city building or similar) you may have some in the range of 10-20 types, ranging from wood, metals to advanced composites.
- Other games dedicated to design & manufacturing may have more types. But their interface is designed to cope with the amount of resources you manage as well as automation.
In Elite however we have a staggering 120 different resources you have to relate to!
Tracking 40 types of Data, 55 Manufactured types and 25 raw Materials is just mindblowing.
This is due to the 'simulation' aspect of what can be found in the Elite universe though.
However, it doesn't mean that it's a good idea to involve all of these for gameplay though.
It could still work having this many resource types if we had a proper management system in game.
Unfortunately we don't.
All we have is a 'listing of current stock' and 'drop items'.
And it's all integrated with the ship-consoles in an attempt to make it immersive. Perhaps not the best solution.
Options or Restrictions?
Finding and collecting the 120 different types require a lot of different ship setups and player styles.
You may call them options, but some acts as restrictions.
- Data via ship collection : Wake scanners, seeking out combat arenas as well as exploration content (settlements or USS).
- Data via surface surveying : SRV and settlement interaction
- Materials via ship : Collecting from USS or combat aftermath in general.
- Materials from Surface : SRV and wavescanner to find raw materials.
- Material Mining : Mining raw materials from asteroid belts.
You are forcing many of the players to go back and rearrange the ship setup with either wavescanners, collection limpets, mining gear, SRV hangar and what other equipment to drop - or change ship. Turnaround time to station, refitting and ship management - well, we know this takes a lot of time.
Time which could have been spent playing the game instead of managing the game assets.
Gameplay or Obfuscation?
Not being able to directly understand where and when to find certain resources is another problem.
Having to use system maps, guesswork and forum hunting is required to understand HOW to find just ONE of the resources.
Now multiply with available 120 types.
Where's the fun? The exciting moment when you detect a 'map of precious resources'? The feeling of joy to have detected your own personal gold-mine.
Personally I cannot say that these moments exists for me with the current gameplay.
Verdict
Implementation: Absolutely horrendous management. *sadpanda*
Gameplay : It's a chore to play due to it's being affected by the staggering amount of resource-types and the poor choices for managing these.
----------------------
What can be done to remedy the situation?
Let me toss some ideas, I'm sure there may be some other ideas that could help resolving the issues though.
Strategy a) : Reduce the number of resources being used to a healthy value, max 5-10 resource types.
That means a full revisit of which resources to be used with which blueprints.
You could possibly keep all resources in game, but making them non-collectible or clearly visible that it's not being used for anything.
This means you can keep most of the mechanics, but consument/drops-rates need to be rebalanced.
Strategy b) : Keeping the amount of resource types, 120 in all.
Support for dealing with 120 resources both with locating them, collecting them, managing them as well as better tooling on consumption of these.
Improvements in general
Locating resources / planning:
- Being able to put up filter for a resource-kind and see 'hot spots' in galaxy/system map, or while in supercruise.
- Being able to query NPCs / station services (as well as remotely) to assist in finding a specific resource. Waypoints / POI to said resource.
- If someone need to go outside the game to find information on where to collect a resource, then you have failed the design & implementation.
Resource Collection:
- Clearly state where to find resources in game. Tooling should be available where the player spends his time, either in the general interface or available from the ships interfaces.
- Hire someone (faction or NPCs) to collect resources for you over time.
- As pilot, being able to filter 'wanted items' and 'unwanted items' so you don't fill up precious space with resource you do not desire.
Automatically drop 'unwanted items' to unclutter / save cargo space.
Management of resource stock & blueprint planning:
- Facilitate managing all resources in a better manner.
The current side-panel is utterly cumbersome, although it is true to 'the ship instruments and design', it's not efficient at all for a 'management game' with 120 resources.
- Be able to plan more than one blueprint at a time.
Being able to filter all resources for all your blueprints as well as set up filter for collecting these resources.
----------------------
Final though
If you force the player to go outside of the game to collect information or use 3rd party tools, then you may have a flawed design and implementation.
Giving the player to option to do so is good. Require them to do so is bad.
Dont forget ... sometimes less is more.
If anyone else feel like taking on the challenge with some improvements to the resource system, please knock this thread
This is a bit reflection on how I experience the Horizon + Engineers after using it for a couple of years. Please grab a cup of tea before reading.
I'll avoid the Blueprint + RNG topic for now, it's a different beast both good & bad.
The crux of it
- Too many resource-types.
- A lacking toolset for acquiring, managing and consuming the resources.
In reflection, have a look at how many other games are trying to balance how many resource-types you have to manage.
- RTS games. Quite often it's as low as 4-5 resource types. Quite often chosen so that it's possible for a player to manage these efficiently in the game.
- Some more advanced games (city building or similar) you may have some in the range of 10-20 types, ranging from wood, metals to advanced composites.
- Other games dedicated to design & manufacturing may have more types. But their interface is designed to cope with the amount of resources you manage as well as automation.
In Elite however we have a staggering 120 different resources you have to relate to!
Tracking 40 types of Data, 55 Manufactured types and 25 raw Materials is just mindblowing.
This is due to the 'simulation' aspect of what can be found in the Elite universe though.
However, it doesn't mean that it's a good idea to involve all of these for gameplay though.
It could still work having this many resource types if we had a proper management system in game.
Unfortunately we don't.
All we have is a 'listing of current stock' and 'drop items'.
And it's all integrated with the ship-consoles in an attempt to make it immersive. Perhaps not the best solution.
Options or Restrictions?
Finding and collecting the 120 different types require a lot of different ship setups and player styles.
You may call them options, but some acts as restrictions.
- Data via ship collection : Wake scanners, seeking out combat arenas as well as exploration content (settlements or USS).
- Data via surface surveying : SRV and settlement interaction
- Materials via ship : Collecting from USS or combat aftermath in general.
- Materials from Surface : SRV and wavescanner to find raw materials.
- Material Mining : Mining raw materials from asteroid belts.
You are forcing many of the players to go back and rearrange the ship setup with either wavescanners, collection limpets, mining gear, SRV hangar and what other equipment to drop - or change ship. Turnaround time to station, refitting and ship management - well, we know this takes a lot of time.
Time which could have been spent playing the game instead of managing the game assets.
Gameplay or Obfuscation?
Not being able to directly understand where and when to find certain resources is another problem.
Having to use system maps, guesswork and forum hunting is required to understand HOW to find just ONE of the resources.
Now multiply with available 120 types.
Where's the fun? The exciting moment when you detect a 'map of precious resources'? The feeling of joy to have detected your own personal gold-mine.
Personally I cannot say that these moments exists for me with the current gameplay.
Verdict
Implementation: Absolutely horrendous management. *sadpanda*
Gameplay : It's a chore to play due to it's being affected by the staggering amount of resource-types and the poor choices for managing these.
----------------------
What can be done to remedy the situation?
Let me toss some ideas, I'm sure there may be some other ideas that could help resolving the issues though.
Strategy a) : Reduce the number of resources being used to a healthy value, max 5-10 resource types.
That means a full revisit of which resources to be used with which blueprints.
You could possibly keep all resources in game, but making them non-collectible or clearly visible that it's not being used for anything.
This means you can keep most of the mechanics, but consument/drops-rates need to be rebalanced.
Strategy b) : Keeping the amount of resource types, 120 in all.
Support for dealing with 120 resources both with locating them, collecting them, managing them as well as better tooling on consumption of these.
Improvements in general
Locating resources / planning:
- Being able to put up filter for a resource-kind and see 'hot spots' in galaxy/system map, or while in supercruise.
- Being able to query NPCs / station services (as well as remotely) to assist in finding a specific resource. Waypoints / POI to said resource.
- If someone need to go outside the game to find information on where to collect a resource, then you have failed the design & implementation.
Resource Collection:
- Clearly state where to find resources in game. Tooling should be available where the player spends his time, either in the general interface or available from the ships interfaces.
- Hire someone (faction or NPCs) to collect resources for you over time.
- As pilot, being able to filter 'wanted items' and 'unwanted items' so you don't fill up precious space with resource you do not desire.
Automatically drop 'unwanted items' to unclutter / save cargo space.
Management of resource stock & blueprint planning:
- Facilitate managing all resources in a better manner.
The current side-panel is utterly cumbersome, although it is true to 'the ship instruments and design', it's not efficient at all for a 'management game' with 120 resources.
- Be able to plan more than one blueprint at a time.
Being able to filter all resources for all your blueprints as well as set up filter for collecting these resources.
----------------------
Final though
If you force the player to go outside of the game to collect information or use 3rd party tools, then you may have a flawed design and implementation.
Giving the player to option to do so is good. Require them to do so is bad.
Dont forget ... sometimes less is more.
If anyone else feel like taking on the challenge with some improvements to the resource system, please knock this thread
Last edited: