Rafe Zetter
Banned
Ironic isn't it?
Single player offline mode was dropped in favor of online only "dynamic world vision (TM)" where players actions affect the universe.... except all it's done for one of, if not the, core mechanics of the game; trading, has been broken because FDev have not taken into account how players will spam the same commodites that give the highest returns, without having a mechanic in the background running to remove or otherwise deal with the excessive influx.
Offline would not have had this problem, and what's worse you can't even escape it with solo play either. Another very valid argument for offline play to be made available.
A game called HARDWAR (an elite esque trade / combat sim based on a terrformed version of Jupiters moon Titan - 1996 IIRC), got around this by making trade goods recipients actually MAKE stuff - i.e you wanted a shipyard to make a ship, you took metals and electronics etc etc and a day or two later a ship was available to buy.
This would fit in nicely with a "dynamic world vision (TM)" and actually make things a bit more lively:
Ship components could be made more widely available if the right resources were transported.
Ammunition supplies made more abundant / scarce as supplies dictated.
Ship hulls also become more available / scarce as supplies dictated - this would add an interesting dynamic to outlying systems - You turn up in your Iron ass cobra, only to get 'sploded somehow and all you can buy is a sidey, with a backorder for a cobra if you supply the necessary materials.
FDev have an opportunity to breathe some reality into their "dynamic world vision (TM)" and solve a very real problem at the same time.... or they could just keep saying "It's all working as intended folks!"
Single player offline mode was dropped in favor of online only "dynamic world vision (TM)" where players actions affect the universe.... except all it's done for one of, if not the, core mechanics of the game; trading, has been broken because FDev have not taken into account how players will spam the same commodites that give the highest returns, without having a mechanic in the background running to remove or otherwise deal with the excessive influx.
Offline would not have had this problem, and what's worse you can't even escape it with solo play either. Another very valid argument for offline play to be made available.
A game called HARDWAR (an elite esque trade / combat sim based on a terrformed version of Jupiters moon Titan - 1996 IIRC), got around this by making trade goods recipients actually MAKE stuff - i.e you wanted a shipyard to make a ship, you took metals and electronics etc etc and a day or two later a ship was available to buy.
This would fit in nicely with a "dynamic world vision (TM)" and actually make things a bit more lively:
Ship components could be made more widely available if the right resources were transported.
Ammunition supplies made more abundant / scarce as supplies dictated.
Ship hulls also become more available / scarce as supplies dictated - this would add an interesting dynamic to outlying systems - You turn up in your Iron ass cobra, only to get 'sploded somehow and all you can buy is a sidey, with a backorder for a cobra if you supply the necessary materials.
FDev have an opportunity to breathe some reality into their "dynamic world vision (TM)" and solve a very real problem at the same time.... or they could just keep saying "It's all working as intended folks!"