Helium Rain

Helium Rain

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Hariwulf 2018 年 3 月 26 日 上午 8:15
Session #8: Technology tree feedback + Overhaul
Feedback session #8

Mostly one main point here:

8.1: It takes too long for Player to open the gameplay or start productions.

The freedom of action of the player is severely gimped, this hurts the sandbox elements and replayability of the game. When you start a game, nearly everyone has some facilities and technologies, but not the player. And we are not talking about "super special things" either, all researchable technologies are pretty basic in the world. This is limiting in the ways the game can be played. Instead of hiding the interesting elements of gameplay behind "technology points", the whole Tech-Points idea should be scrapped in favor of freedom.

Maybe I want to play as Pirate, maybe I want to produce a specific good or commodity, forcing me to be a trader is not beneficial to the game. On top of this restriction, the increasingly number of points needed to research every new technology doesn't make any sense whatsoever.

If I like autopilot I will unlock it, if I don't then I will fly manually, it is my decision, especially in a game where big ships are frustrating to park and my attention is often required on the menus. The same goes for every other "unlockable". Give the choice to the player. Hiding gameplay behind an obtuse mechanic is only detrimental to the game. Same for forcing the player in a gimped state where unlocking tech only serve the purpose to bring the player on par with everyone else. At the very least the player should be able to decide how to play and make money from the start.


An alternative could be Licenses:

1- Create a Licence market for Industries, Sectors, or both

2- Prices of low-tier structures or sectors are low, prices of high tier structures or sectors are higher

3- Prices inflate or deflate according to the "sector demand" of Licences, which can shift throughout gameplay by a number of factors (desirability, safety, production benefits, etc etc)

4- Licence is needed to own (stock) military ships and to legally install higher-tier weaponry, but Pirates can provide the player fighters and higher-tier weapons without the need of a Licence (choose your playstyle). [Maybe: On top of this, owning a shipyard could allow a faction to produce Fighters, or owned Arsenals higher-tier weaponry, but at the cost of marking said structure/ ship unlawful]

5- Add bounty-hunting to hunt unlawful Faction's ships [and stations] without the need to declare war. These contracts require destroying the abusive asset. (and give AI freedom of choice about producing/ purchasing/ upgrading assets unlawfully)

6- We could relegate Harpoons to Pirate Faction only, and making capturing stations an unlawful activity if lacking the needed Licence


As I see it, these 6 points would make for an extremely deep and engaging gameplay.
I the Devs are interested, I could keep refining the idea and discuss about it more, here or elsewhere




8.2 Like in X3, allow to ask ships to purchase XYZ and sell it where is convenient, or to buy/ load XYZ where possible and convenient and to transport it in specific location. This would make big cargo ships more usable from the get-go.



8.3: Add a filter to find XY Faction Ships/ Structures in discovered sectors.



I know that point 8.1 is a sensible topic, but I also hope you will consider it. Perhaps you could release a Beta build without Tech tree or featuring Licence system? So we could try it and see how it goes?
Anyway, that's all for now. Keep up the good work! :)
最后由 Hariwulf 编辑于; 2018 年 3 月 26 日 上午 9:18
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Stranger 2018 年 3 月 26 日 上午 10:56 
Thanks for this great feedback !

I'd like to start by stating that other companies do have to unlock technologies too. They do have some technologies unlocked on start, but it's not that bad, really.

As to the larger point, we meant technology as a way to ensure companies, including the player, would have to specialize in some fields when starting the game. It's also a good way (in my humble opinion) to let players experience basic elements of the game separately before handling everything at once. Finally, there is also a progression element here - people want to unlock some station, and they'll work on tech to go there.

I get what you're saying, and it does make sense to me. However, I feel these are pretty large changes that would both require too much rework, and make it a pretty different game in spirit that it is now.
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