In French we have an expression "pet dans l'eau", "fart in water" basically mean doing something which proves useless afterward. That probably what's topic will be, my feeling about the actual game and also the occasion to warn you this topic wiil be full of english grammar error. I'll try to keep it short as possible.
1) Base Game
When I started playing this game there was no engineer, no material, only commodities and credits. I started learning to fly this little sidewinder and remember to fell like this game was damn huge and has a lot to offer. When you start you got 3 clear path that determine your way of playing, fight , trade and exploration. Anyway I choose fight.
After a couple of weeks I started planning a lot of stuff for my evolution, wich ship I would buy next, which style of combat, what weapon would fit it, compare ship hardpoints etc...
So I really get into the fight and take lot of assasination mission, farming bounty in danger ressource site beacause this was the way to do it but more importantly this was the way I wanted to play. Every kill, every misssion get you closer from your objective It might be a 1000CR bounty but it still 1000CR less to get your FAS or your Anaconda.
2) Engineers
Then engineers came... I was like damn this is cool my ship can became even stronger. Then I learn you need to get material, commodities, unlock the enginneer. It basically exactly where the nightmare begin.
The moment you start to spend more time looking for information on fanmade website than actually playing. The moment you buy a ship you don't want for doing something you don't care about.
Droping in the same hi-res signal over and over because the RNG say no you won't get this today. The guardian site became a chore and remove all the magic of an ancient civilization site.
Doing things you don't want to sometime for nothing because of bad RNG.
3) Conclusion :
Let's get it an exemple in case 1 you go back from work play 2h of what you like, win some credits that get you closer from what you want, that's sense of progression.
In case 2 you go back from work, need a grade 5 material, spend 2h looking on website where to find it, get the ship you don't want to do something you don't care and yet you find nothing because you got a bad RNG, that's not sense of progression at all, you just fell like you have wasted your time.
To summarize my suggestion would be let every gameplay mechanic already in place but add the possibility to unlock every engineer materials even module with credit and rank. Add the possibility to unlock enginneer with fight, trade or exploration mission. Getting close to elite in the path you choose would unlock high tier module up to grade 5 at elite rank. Also explorer could win money by selling there surplus material, same for bounty hunter after fight, so it would justify the ability to buy it.
Basically let the player fell he's in a real simulation of society where everyone is an actor and provide by doing things he's good to, you don't bring flour and water to your baker, you just buy the bread.
Thanks for reading
1) Base Game
When I started playing this game there was no engineer, no material, only commodities and credits. I started learning to fly this little sidewinder and remember to fell like this game was damn huge and has a lot to offer. When you start you got 3 clear path that determine your way of playing, fight , trade and exploration. Anyway I choose fight.
After a couple of weeks I started planning a lot of stuff for my evolution, wich ship I would buy next, which style of combat, what weapon would fit it, compare ship hardpoints etc...
So I really get into the fight and take lot of assasination mission, farming bounty in danger ressource site beacause this was the way to do it but more importantly this was the way I wanted to play. Every kill, every misssion get you closer from your objective It might be a 1000CR bounty but it still 1000CR less to get your FAS or your Anaconda.
2) Engineers
Then engineers came... I was like damn this is cool my ship can became even stronger. Then I learn you need to get material, commodities, unlock the enginneer. It basically exactly where the nightmare begin.
The moment you start to spend more time looking for information on fanmade website than actually playing. The moment you buy a ship you don't want for doing something you don't care about.
Droping in the same hi-res signal over and over because the RNG say no you won't get this today. The guardian site became a chore and remove all the magic of an ancient civilization site.
Doing things you don't want to sometime for nothing because of bad RNG.
3) Conclusion :
Let's get it an exemple in case 1 you go back from work play 2h of what you like, win some credits that get you closer from what you want, that's sense of progression.
In case 2 you go back from work, need a grade 5 material, spend 2h looking on website where to find it, get the ship you don't want to do something you don't care and yet you find nothing because you got a bad RNG, that's not sense of progression at all, you just fell like you have wasted your time.
To summarize my suggestion would be let every gameplay mechanic already in place but add the possibility to unlock every engineer materials even module with credit and rank. Add the possibility to unlock enginneer with fight, trade or exploration mission. Getting close to elite in the path you choose would unlock high tier module up to grade 5 at elite rank. Also explorer could win money by selling there surplus material, same for bounty hunter after fight, so it would justify the ability to buy it.
Basically let the player fell he's in a real simulation of society where everyone is an actor and provide by doing things he's good to, you don't bring flour and water to your baker, you just buy the bread.
Thanks for reading
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