The problem with Ship Interiors is simple from a Developer's standpoint. The ROI just isn't there. Look at features like Colonization: For the first time, we can actually tell EXACTLY how much time a new feature generates. In the first week, about a billion tons of commodities got moved for colonization, according to Galnet. With 792 tons of cargo per load, that's about 250,000 hours of player time, in the first few weeks alone!
ROI (Return on Investment) in B2P games is not affected much by the time player spends doing/grinding/farming something in the game, unless there is a store solution to 'buy and don't grind'. Elite doesn't have that. For Subscription games - yes, it can be affected by time spend in some cases.
MAU (Monthly active users) metric can be directly increased by the time players need to spend grinding, at least up to a point of each player capacity to endure the grind. It is an important metric to gauge players engagement, but in this specific case - it has minimal to no influence on ROI, as there is not option to 'Pay to avoid the grind'.
ROI with Colonisation depends on game sales to new players and microtransactions for all existing players (renames, future stations skins, other parts of the game). If ROI was the most important thing for the whole feature, and nothing else would matter - the feature won't be locked behind the hauling grind, and had other ways to access/interact with it to open it to a wider audience of players. The fact that it is not could indicate that Frontier wants to balance the feature with the game world (and not to mindlessly litter around), and maybe to control their own server expenses in the long run (indicated by recent servers/maintenance news).
This short version should be enough to indicate how 'ROI <-> Length of time to do the gameplay loop' has no meaningful interaction, compared to other relations and factors.
ROI with Ship Interiors depends on the same as with Colonisation - new players buying the game, and all players potential to engage in microtransactions for cosmetics. The bigger informational boom the feature release creates - the higher the potential for new players to buy the game. The more desireable new feature is - the bigger the amount of old players who will return to check it out. Arguing against popularity of Ship Interiors at that point is very silly, and more along the lines of denying reality.
Engineering.
After all, even though the current engineering isn't BAD, it's also not exactly something players dream of, you know? It's a necessary hurdle you need to get past to play the game, it's not really compelling or fun in its own right. At best, you might think of new builds to try, but even then, the actual engineering part is secondary.
Original version of the Engineering had two combined problems - grind and RNG of the outcome of that grind. These two problems not only enhanced one another, but also made the feature very daunting after the first try. Because the feature provides a direct power increase - any player who wants to progress with the power, for whatever reason - has to engage with it, no matter if they are enjoying it or not. As latest engineering rework clearly indicates (and countless discussions before) - the majority of players did not enjoy it and did it only because there was no other way.
In multiplayer games, in which player power can have direct or indirect effect on other players, any feature that allows power progression will always and inevitably be min-maxed. There is no way around it, it was proven by all multiplayer games with power progression over more than two decades. When features like that are introduced - they could be exciting, but after the initial freshness goes away (it always does, there is no way of keeping it) - only the need to use it is left, and if it is not fun to use it - it becomes a bad feature that players have to endure.
Prestige-like everlasting features has two main approaches:
- Continuous power progression. Only used in games where players interactions with each other do not exist (single player) or these interactions are not in any direct competitive way.
- Variety progression. Used in general multiplayer games. It doesn't give any extra power progression that cannot be achieved without it, but it can provide a variation of tools to use or cosmetics, etc.
- Alts empowerments and ease of many characters play, etc. are not factors to consider for Elite or your idea.
Continues power progression in games with direct player interactions/competition can exist ONLY if there are unavoidable mechanics that GUARANTEE the loss of that progression to level the playing field. Otherwise, no matter how slow that progression is - it's going to overshadow any other aspect of the game, and it's going to become the main activity to always chase it.
For example, Eve Online - it doesn't have a guaranteed loss of power progression, but it is highly likely that player can loose what they've got, and even that is not enough to justify having a endless continuous power progression, and in that game there is always a stop level which players cannot go above.
No amount of diminishing returns will help - if there is a way to accumulate more power over any period of time it will create a constant need for it. With RNG on top - it will always create a frustration of randomly prolonged grind because it is something completely out of player control.
Here's the basic idea. We already have examples, in Odyssey, of being able to cut open panels and see assorted materials arrayed inside. This would be the core principle of Engineering 2.0. Every module would have at least one panel that could be opened, to see the stuff inside. At a basic level, they'd all have an energy input, and an energy output. Between them could be placed a variety of different modules(engineering components), which would modify or change the energy flow.
The main problem here - it makes Interiors extremely expensive to produce, because for something like this - Ship Interiors models have to be absolutely complete, every single module model, every single room and place for each and every one of them. No other ideas (reasonable ideas) deal with something like this for that specific reason, especially if ROI is an important factor to consider.
Now, the tricky part here is that every engineering material should interact with every other engineering material, in a predictable and somewhat consistent, but also unexpected, manner. This would not always be as simple as, 'insert G5 material, get G5 result'. Sometimes, you might instead find that a G3 or G1 material enhances the power of another G5 material as much or more than using a G5 material there would. For example, putting a Heat Vane directly after a focus crystal, could multiply the strength of both. These are the things Engineers would know; that you could get the same engineering effect for a fraction the cost using these hidden synergies. But there would be more synergies than this, ones even the engineers don't know. But the only way to find out is via experimentation and tinkering.
Something like that could be interesting if the main and only activity in the game was - Elite Engineering and the whole game was about tinkering with how the ship is.
Elite has variety of activities. Engineering is a feature of 'means to an end', something extra to make a ship better in what player wants to do in that ship. That part 'what player wants to do in that ship' is the most important.
If the amount of possible recipes is fixed:
- Experimentations will take some time, but eventually players are going to figure them out
- Then, out of all recipes, only the best ones would have any importance
- Then, players would go after the same recipes over and over again, just as it happens right now
If recipes are constantly changing, and there is RNG:
- There is always a finite number of relations between components
- All of the effects eventually are going to be figured out, and the best relations are going to be determined
- Then players would go after only the best effects/relations
- RNG of the process would become nothing more than frustration, because there will be no more discovery/experimentation at that point.
If you would constantly add new recipes and relations to keep it going, then it'll make this activity (to chaise it) into main activity of the game that players would have to do instead of playing and using what they've built in other parts of the game. Also, it'll create bigger and bigger divide between new and old players, so if one would expand it infinitely that divide is going to become infinite with no possibility to catch up.
But iron would also have other effects, hidden effects, based on where the iron was sourced. Iron from one planet might have some impurities that make it better or worse, or give it special characteristics, or make it work particularly well with one type of component. It would always do what it is supposed to, but it would also have additional features, hidden features, that must be discovered.
The main goal of Engineering is to add an extra layer to outfitting your ship for a specific use you want to do with it, so the ship and outfit ideas can perform better in that activity. The process of engineering will always be secondary to the main gameplay of the game - other main activities.
As mentioned before - all recipes and relations will be discovered eventually, and the best possible options will be determined.
You may want to gatekeep it with something like - only one place has some specific variation and expect other players not to share it - aside from that being not a fair game design, it can't work in Elite because of how the game is. Source can be tracked (the are tools for that), game modes makes it impossible to block an access to it. So all such gatekeeping will achieve is - prolong the inevitable discovery the best options and add frustrating RNG to the whole process. The best solution for problems like this - is to avoid creating them in the first place, because any possible solution after will be just a band aid that makes them worse and worse in the long run.
All that was one of the reasons why RNG was removed from Engineering. Introducing it back, and even more of it with even more complexities and problems it could cause - won't go well with any player that didn't like RNG in engineering in the first place (majority of players).
Also, all the extra variations for materials and availability only on specific planets - means that there is a need to make significant changes to systems that governs planets/materials generation (Stellar Forge probably).
However, planets should slowly be 'used up'. A planet that starts out plentiful with materials should reasonably be depleted over time if too many players are going there and harvesting everything in sight! So players would be encouraged to find their OWN harvesting grounds.
This is a good example of how solving a problem is not better then not creating a problem in the first place.
To have an economy of materials for ships/equipment, with scarcity and limited availability, will only work is ships/equipment can be lost. For example, Eve Online - there is always the need to get materials to produce because produced things are lost much more often then not. Introducing something like that in Elite wont work for way too many obvious reasons.
On paper this idea (quoted) could look good - you want to restrict players, so there is always the need to restart the process of discovery again, or at the very least - slow down the process of power progression.
In reality it is very different:
- There will be always a finite number of available options. If the source is not replenishable and/or distances to get upgrades are going to become insanely big, less players are going to be using or experimenting with new equipment, new player will never be able to reasonably catch up and the game will be in a permanent state "it's to late to start". If sources are replenishable, then you only artificially extending the grind that is not going to be fun after the initial discovery.
- If you want to try to make infinite number of options, the consequences are described above.
I'm not going to lie, this would be a pretty major rework of Engineering. But, as far as I can tell, a fairly major feature is NEEDED to justify the existence of Ship Interiors. And once they're justified, you could THEN add all the other neat things people want from them, but which aren't enough on their own to justify their creation! Repairs, crew, salvage, all that stuff could be added in tandem, making interiors the sort of fully-fleshed-out feature a significant enough pool of players could want!
Ship Interiors is the major feature, there are many reason to have them - original vision, immersion, monetization, gameplay possibilities, attracting more players and wider audience, etc. etc.
On one fundamental reasoning I completely agree with you - Ship Interiors as a feature need to have something to do with/in them. Although playing decorator is already HUGE both for players and ROI, I would like more gameplay so Interiors could attract a wider audience.
You clearly understand that. Your idea looks like you either didn't account for various connections/dynamics and pitfalls, or you've dismissed them as non-important when they actually are. If you could rework your idea with provided feedback and extra information in replies you got here - it could be a good addition to what we're all discussing here - how to make Ship Interiors an interesting and compelling feature.