A more general question, Alex: Can you estimate how much of your dev time is spent on conceptualizing/design, and how much is the actual programming/implementation? I can't help to notice that by now you came up with a whole bunch of pretty unique, intricate game mechanics of which I had never heard before. I wonder if you maybe spent much more time thinking about what you're doing than it is the case in the average game production.
Ah, thanks
I'm pretty sure even the stuff I think is new/unique isn't; with very few exceptions - and speaking generally, not just about Starsector - it's all been done before. That's not a bad thing, though; there's plenty of room to put things together in interesting combinations, or just to try to execute something better than it's been done before.
To answer your question, it's really hard to estimate, and beyond that, I have no idea what "average" is. To make things even more confusing, a lot of what one might classify as "design" is the result of a lot of iteration, so how would you even count the time spent, you know, creating the five prior versions of one thing or another, until it finally felt right, or close to it? A good example is the command UI - look where it started out vs where it's at now, and then consider there were a few extra iterations along the way that never saw the light of day
Oh, and on the news reports: Will they be objective, reliable reports or will they be colored by faction politics? What I want to know is basically if they are going to be "just" an UI element or another game mechanic, a battlefield of information.
Very much leaning towards the latter, tempered by not making things much too complicated.
And I have to mention how great this whole thing could work in conjunction with the boarding system: Intercepting freighters just before they reach their target and boarding them to maximize the amount of the currently "hot" resource you get in your greedy claws - that's a real good motivation to attempt a now oh so risky boarding maneuver!
Hmm, yeah. Hadn't considered that, but that's pretty neat and "free".
While i like the ideas of events that shape the sector (and let you earn thick wads of cash) i still think trading should be profitable... at least usually.
BUT
there will be a lot of competotors in safer sectors with a lot of hegemony presence so the earnings will be miserable when you take fuel and ship maitenance costs into account.
However the less hegemony (and more pirate) activity the less traders work in a sector and colonies there are constantly in need of certain wares they pay at a premium for.
Of course you could bring a well armed fleet there and trade without worrying about pirates... till they decide to gang up.
Or the planet there is too small or underdeveloped to generate enough trade goods for your atlas and three escort onslaughts to be profitable when taking maitenance costs into account.
I get what you're saying - that sounds good on paper. But as much as it seems like it could work, I'm pretty sure that there'd be some cases where a safe, easy route was also profitable. With players being really good at spotting that sort of thing, it wouldn't matter if the system works 99% of the time. They'd be doing the 1% thing because it's optimal. Trying to get that sort of "organic" system to work 100% of the time is like herding cats, not going to happen.
Then, you also create the need for the player to be aware of prices of everything, everywhere. With the "no profit except for extraordinary circumstances" approach, the price of food who-knows-where generally *doesn't matter*, and that's a really good thing.
I should say that there's one case where I'd like something like regular trade to be profitable - shipping exotic, luxury goods. The idea there is that they bring in more profit further away from their world of origin, so design-wise, you're guaranteed that it's going to be a very long trip. Then, if the trip itself is difficult enough (having to refuel/resupply on the way, maybe pirates specifically hunting you since they know you carry high-value stuff, etc), it could work without becoming repetitive. Really need to see it in action, though, and it might need even more star systems than the next release will have to work properly.