I have recently started another playthrough of Freelancer.
At some time it got me thinking what things/game elements made this game so intriguing as opposite to boring.
I would say that would be:
-fast pacing changing environments (alright, that is not the core deliverable for ED)
-abundant traffic - multi class ships, including npc only type of ships giving scale - super freighters, lifters other utility vessels - it gives sense of scale and variety.
-ships do differ depending on the sector - this kind of implemented, but constant re-occurrence negates the variety. With a such vast interstellar space colonised pweople still have same 3-5 types of space stantions and X number crafts which are available exactly everywhere?
-versatile space stations by function - shipyards, mining stations, trading stations and etc...
IN essence that is in line with the logics observed in other games - like X-com and etc.
Would you want similar approach in ED?
At some time it got me thinking what things/game elements made this game so intriguing as opposite to boring.
I would say that would be:
-fast pacing changing environments (alright, that is not the core deliverable for ED)
-abundant traffic - multi class ships, including npc only type of ships giving scale - super freighters, lifters other utility vessels - it gives sense of scale and variety.
-ships do differ depending on the sector - this kind of implemented, but constant re-occurrence negates the variety. With a such vast interstellar space colonised pweople still have same 3-5 types of space stantions and X number crafts which are available exactly everywhere?
-versatile space stations by function - shipyards, mining stations, trading stations and etc...
IN essence that is in line with the logics observed in other games - like X-com and etc.
Would you want similar approach in ED?