You Really Need To Think Ahead of Planetary Landing / Colonization...

Put on your long-term thinking cap.. or any thinking cap at all.. before entering here:

When I think of all the things Elite Dangerous is going to be, planning to be, discussing in the design forums.. I think of the merging of many features into a game that is not measured by how many billions of stars with empty planets you can visit..

I think of the many things that can be done in busy star systems, surface landscapes and a system's space stations.. thousands or millions of permutations of fun things to do in a small 500 light year globular area is better than pushing a scanner button in 400 billion unworthy systems filled with pixelized surface textures that you cannot interact with.. wont ever have the time to visit, and dont want to visit if you rely on the trade routes and reputation you've built in one small area..

So I went out looking for more ideas, and I found this:
http://www.offworldgame.com/game

Players found a company on Mars and compete against other companies looking to become the economic power on the planet.

Loosely inspired by such classics as M.U.L.E.
Resources are extracted from the planet from concentrations...
a player’s industrial buildings like a hydrolysis station turning water into fuel and oxygen

Claims are acquired by leveling up your colony...
The black market allows for more direct interactions than ...
...players must keep their facilities stocked with air, food, fuel.
Hit your opponent with an EMP that temporarily takes out his limited production capabilities



So, while I enjoy seeing a game like Elite Dangerous develop, its easy to imagine losing sight of creating fun things to do when you're up to your ass in procedurally created but virtually devoid of fun places to look at. Key word being, pretty much all you can do with those places is look. As long as you're not getting shot at by some griefer.

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