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General Discussion / Re: Are Black Holes too forgiving?
« on: January 05, 2019, 06:00:22 AM »Anyway, combat is a minigame too, and it's too aged and broken by performance limitations to really be the heart of the game. So more stuff in campaign is good.
Combat is also meant to be the heart of the game as per Alex's own stated goals: though there are other ways to play, the game revolves around combat and how to make it interesting/attractive for the player.
https://en.wikipedia.org/wiki/Authorial_intent#Literary_theory
What Alex intended matters less than what the game as produced actually is. Anyway, probably grist for another thread of its own.
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In essence, I'm not entirely disagreeing. Just that the rewards near black holes would need to justify the increased level of danger (risk/reward balance)
Yea. Well, the economy and scarcity levels of the game are totally out of whack-- players can easily gather up tonnes of rare items and find 100s of ships just lying around the galaxy (or buy them for one mission's worth of cash), and achieve absurd levels of power in excess of every faction in the game within relatively few hours of play.
The difficulty curve is broken. One component of fixing it could be to make black holes serve a purpose besides window dressing, by making them more dangerous and more rewarding, by concentrating drops of some rare items near them.
It also would make sense to add some campaign abliities/hullmods that allow the player to take advantage of the relativistic effects and outlier physics near blackholes in order to synthesize some useful materials like transplutonics or whatever.