We've investigated the different ways we can do it and the simple answer is that we can't - not without compromising the game we're trying to make.
Does that mean that Frontier: Elite II was a much more sophisticated game and that my Amiga 500 was a much more sophisticated computer? Because, for some magical reason both of them could manage a huge procedurally generated galaxy, a full trading system and a mission system without relying on online servers. An offline mode doesn't require dynamic events or dynamic market prizes or all that jazz. It only needs to provide exactly what Frontier: Elite II provided, which was possible with 500KB of RAM and not Cloud Computing.
It also makes me wonder what the vision of the game is: is it to shackle the users to your company so that they have to accept any possible future changes in the financial model ("You want to keep playing? Pay up!"). And does your vision also include games that can't be played by anyone anymore once the company decides to not support them anymore, because they stop being financially feasible?
And an often asked question: it very much sounds as if you knew this for many, many months. Why was that never communicated but kept quiet until now, while people kept assuring others that there would be an offline mode later on?
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