An example of difficulty that I havent seen pointed out in my short time posting and slightly longer time lurking is Aurira 4x. I believe this game is special for our case in that most of the complexity seems to be in ship systems and the actual combat. I havent put much deep thought into this, but Im wondering what concepts could or should be transplated, with minimal overhaul, leaving the question of researching individual modules aside, maybe research can stay with 4x style games (Which with Nex it totally could be but...). Could hull mods replicate individual ship systems, like a life support module adding crew capacity, while other modules add to the minimum required crew capacity. I dont know off the top of my head how much hull mods can effect, or whether you can duplicate them on the same ship, guess I could work at it or something.
Honestly in my opinion, this game's combat system already has enough depth. And mods do a good job already expanding its breadth by adding more content to it. I think by far the weakest point is how the player gets access to all of it: too easily, too randomly, in an unrewarding fashion. Second weakest point is what you're expected to utilise this combat system on: I guess, expanding your fleet? But hitting the cap of your fleet size is not only trivial, you don't even need a fleet for it to start with, when you can just buy everything you need or produce it if you havent randomly stumbled upon it already.
It takes some time to find the most overpowered builds but once you're rocking SO frigate/destroyer, heavy fighter spam, Macross missile spam, or just Paragon/Astral, the game won't have a lot of difficult content left to offer. No amount of depth getting TO the endgame can prevent a player from eventually reaching it and gaining the experience necessary to make the next run a stomp. It's how game mastery works in a game that allows mastery.
But isnt this a design mistake? If a game is designed in such a way that once you figure out how to put SO on your destroyers or how to turn your paragon's shield on, you reach its mastery, it's exactly what's called shallow. What kind of depth are we talking about here if everybody agrees that "once you randomly find paragon/astral, the game won't have difficult content left to offer"?
Factorio, Rimworld, Starsector, heck no game can maintain progression parity when you replay it unless you fill it with a metric ton of rng. You can't control progression without limiting the game to the point of reducing depth, or otherwise rendering it pointlessly inconsistent to the whims of lady luck. Adjusting your own difficulty isn't for everyone I get that, but it's one of the few viable alternatives if you really want to play again while still utilizing everything you've learned.
This is just not true. Random aspect has next to no effect in factorio. You can play the same exact seeded run twice and you can build vastly different bases that scale in vastly different ways. And modded content multiplies that tenfold, so that even if you try to build the same type of base twice, you'll probably end up with something entirely different because of a tiny perturbation and butterfly effect. And even after knowing exactly what to do it'll probably take you at least 100+ hours to reach the end of a good mod's content (as in, you stop seeing new things) and you'll probably learn even more than you learned from your previous run.
Ultimately, I think when any highly replay-able game gets old and easy, you should step away from it for a while. Good thing about games like Starsector is that the modding community adds on so much more content over time, and even if it isn't "depth", one of them may turn up or get updated to eventually wow you enough to come back and realize you can still have a blast playing through the game.
Well, yeah! But also no. I definitely have not put that much time into this game to even call it "highly replay-able". I did a vanilla midtech playthrough, vanilla high-tech and then sort of a carrier run. Then I tried heavily modded playthrough and discovered that I hit the end of the power curve even faster than I used to in vanilla. This is why I also created this thread, because I installed mods hoping they'll provide me with a longer playthrough but I got the opposite instead.