If this post wasn't meant to be constructive, why post it at all? Just simply post it as 'these are the things I don't like about SS and why.' You somewhat did this, but didn't really provide more details. Which ships in particular don't you find balanced? Saying 'this balance sucks, fix it' is much less useful compared to 'the Hammerhead sucks and the Paragon is OP, fix it.' Just be more specific in your rant, or in replies to your rant.
The points I gathered from your post:
- You feel some ships are too strong/too weak (which ones?)
- The campaign tutorial system is lacking.
- You would like the features listed on the front page now.
- You want more different goods.
- You feel tariffs make trading practically impossible
- You feel trade campaigns are impossible (I'd like to hear your definition of what a trade campaign is, to see if I can make you eat your keyboard)
- You feel there is no flow to the economy
- You feel the economy/trading is RNG dependent
- You feel mods are required to have fun with the game
- You feel mission balance is off in many cases (again, which ones?)
I can agree the tutorial is lacking, but again, that's part of a full game. How much of a tutorial was there in Alpha Minecraft? IIRC you had to just open the wiki and such.
Can't really make a comment about how fast development is, I think everyone agrees that more features now would be better, but there's only so much that can be done...
More economic goods can easily be added, but again, why add them when the economy system is likely not set in stone.
Regarding the tariffs, Alex feels that normal 'buy low, sell high' trading should not exist. You can probably make arguments for or against (I personally am okay with limited buy-low sell-high styles of economy)
There is a flow to the economy, it's just very difficult to see. Goods are updated every 30 days, based on the various tags that the planet has, and based on how the planet's demand was met. I felt like the lack of visibility of this was a problem, which is why I posted my thread.
Effective trading is somewhat based around exploiting food shortages and trade disruptions, which is what Alex feels is the better way to allow trading. There's a little RNG involved, but only for it occurring.
I think the modders in this community have sunk a lot of time and effort into pushing the boundaries of what SS can do. I would not be surprised to find that the players collectively have spent more man-hours creating mods than Alex has developing the game.
Mission balance, as I've said, doesn't make a lot of sense to make a pass on it when the rest of the game still needs balancing. If the mission is still possible to beat then the mission is probably fine. Who cares about the listed difficulty?