More choice through system diversity?

Some want NPCs to be much harder, others think they may be too hard.
Some want mission revenue reduced, others want them increased to reduce the grind.
Some want Engineers combat mods stripped from the game, others won't give them up without a fight.

So FD end up tying themselves in knots trying to balance everything, everywhere; and keep everyone happy (or everyone equally unhappy?) There is some variety from system to system, but by and large the galaxy feels like 4 billion stars were shoved up the Great Tortoise's nose and sneezed out randomly. Anarchy systems don't feel much different from the governed. Often I'm Wanted in a system and scarcely notice it. I can fly a Clipper about the Federation capital Sol, and no one bats an eyelid.

Having much greater system diversity could help with many issues:

Add very high-level NPCs with all Engineers upgrades in high security (or 'Pirate') systems, and scale the rewards appropriately:


Let those with the skills and the mods enjoy the challenge. For those who have neither, there would be a real feeling of 'running the gauntlet' in doing missions in systems like that. A Federation pilot should have his heart in his mouth visiting Achenar, even in peace time. Pirate badlands where you get danger pay for every delivery, if you live that long. It would really add a sense of landscape to the galaxy, and a sense of personal progress when you have the ship and the skills to survive in those systems. Want an easy life, just stay out of them. It would be very important to have these systems cleared marked so newbies don't accidentally jump into them and get windscreen-splatted. (Some might argue all Anarchy/Lawless systems should be like this - I disagree. You don't want explorers vs high-level NPCs; and surely if anything you want a smaller number of systems to focus combat, rather than roaming the entire galaxy for action).

Introduce regions where combat Engineering mods don't work:


For (handwavium) reasons, the experimental engineering upgrades don't work in certain regions or systems. Maybe white dwarfs & neutron stars disrupt them, who knows? If you hate the effect of Engineers on combat, then patrol regions where the weapons and shield mods are rendered inoperable. If you love Engineers, avoid those regions/systems. Everyone wins.

Reduce the disincentive to PvP, by reducing the rebuy costs in Community Goals / Combat Zones systems :

It stands to reason that a faction that's asking for you help would subsidise your insurance to encourage more participation. Instead of 5% rebuy, maybe 1%? Maybe less?

Create focal points for PvP, by making it more opt-in:

(I'm donning my nomex before suggesting this one...) Allow those who want it the option to play in open but 'opt out' of PvP (maybe a FSD Interdiction inhibitor you can fit? Maybe you pay a cut of your mission rewards as protection money?) BUT there are certain systems or regions where it doesn't work and anyone can attack you. As above, the mission rewards should scale appropriately because of the greater risk of PvP / piracy in these 'Badlands'. I think there would be a lot less complaining about PvP, and less combat-logging, if PvP combat were more 'opt-in' like this. It should be a mecca for bounty-hunters too. And if traders and pirates want to make a deal to milk these higher rewards and the pirate just gets a cut for letting them by; hey, that's business.
 
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