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Suggestions / Re: Making (some) money should be easy...
« on: April 05, 2024, 01:08:44 PM »
I agree a lot with what OP is saying here.
Agree
This can be fixed simply by increasing the proportions in cost from each ship class, make destroyers substantially more than frigates, and crusiers substantially more than destroyers ect. Make a cruiser be a million, Make capitols even more, 10 mill, balance the numbers, but make that progression up ship classes more expensive.
Totally agree, adding mods effects ship value I notice, but do they even cost anything to add? if they do it's so trivial that yea they're free. This could be another place to sink credits.
Making money is pretty easy once you know what your doing.
People mentioned the new player vs veterans thing, and yea, I forget how hard it is for new players to learn everything. A lot of us learned how to fly ships before there was ever an economy to worry about. We got to learn every concept of the current game, one patch at a time over many years. I try to show this game to people, and I just don't get how they don't know how to fly a ship right lol. I think maybe the tutorial should include making them use the shift aim - strafe mechanic if it doesn't already.
On the subject of money, there just needs to be more money sinks. The colony system has been a good fun money sink, it makes players feel established and permanent, like they really matter in the sector. I'm hoping later in development, Alex implements some of the mechanics nexelerin sort of implements. With a vanilla capture colonies system, but story line unlocked at some point in the main story line, so that you can have a static sector until a certain point when the player can interact with it. This also solves the problem of locations being captured and making the story line wonky. Just have the big war be end game where you can finally bring stability to the sector in how you see fit, or fail in doing so. Then there could be a big ultra end game threat, sort of like how stellaris does the big end game event crisis. So just when your like, ok I'm conquering the whole sector, player has achieved ownership of 50% of colonies, BAM Dominion shows up.
To touch on the thread about Story points and S-Mods, S-mods could be something thats added with high amounts of money and time. You have to leave your ship at your colony for months for an S mod refit, and make them more expensive than removing D mods. This is another, what to do with money. S-mods are crazy powerful, they should be reserved for end game fleets.
I'm sure Alex will flesh out the economy more, the new changes have been great. This has been my favorite game for over a decade.
literally whole portions of the game become ignored... which is a huge shame.
Agree
1. Hulls/ships - yes, it's true that buying a brand new Paragon from some arms dealer guy is pretty expensive, but this is the exception. Hulls, in general, feel cheap at best, or trash at worst. I feel this aspect of the game needs some serious work, but that's a separate topic.
This can be fixed simply by increasing the proportions in cost from each ship class, make destroyers substantially more than frigates, and crusiers substantially more than destroyers ect. Make a cruiser be a million, Make capitols even more, 10 mill, balance the numbers, but make that progression up ship classes more expensive.
3. Cool mods for ships - currently this whole system is strangely free, once you've found the hullmod (which is neither difficult nor expensive). This part of the game could also be made more complex and 'gamey' - certain hullmods would be very cheap, and able to be installed just about anywhere, while others would be expensive, require special parts, and/or require special facilities.
Totally agree, adding mods effects ship value I notice, but do they even cost anything to add? if they do it's so trivial that yea they're free. This could be another place to sink credits.
Making money is pretty easy once you know what your doing.
People mentioned the new player vs veterans thing, and yea, I forget how hard it is for new players to learn everything. A lot of us learned how to fly ships before there was ever an economy to worry about. We got to learn every concept of the current game, one patch at a time over many years. I try to show this game to people, and I just don't get how they don't know how to fly a ship right lol. I think maybe the tutorial should include making them use the shift aim - strafe mechanic if it doesn't already.
On the subject of money, there just needs to be more money sinks. The colony system has been a good fun money sink, it makes players feel established and permanent, like they really matter in the sector. I'm hoping later in development, Alex implements some of the mechanics nexelerin sort of implements. With a vanilla capture colonies system, but story line unlocked at some point in the main story line, so that you can have a static sector until a certain point when the player can interact with it. This also solves the problem of locations being captured and making the story line wonky. Just have the big war be end game where you can finally bring stability to the sector in how you see fit, or fail in doing so. Then there could be a big ultra end game threat, sort of like how stellaris does the big end game event crisis. So just when your like, ok I'm conquering the whole sector, player has achieved ownership of 50% of colonies, BAM Dominion shows up.
To touch on the thread about Story points and S-Mods, S-mods could be something thats added with high amounts of money and time. You have to leave your ship at your colony for months for an S mod refit, and make them more expensive than removing D mods. This is another, what to do with money. S-mods are crazy powerful, they should be reserved for end game fleets.
I'm sure Alex will flesh out the economy more, the new changes have been great. This has been my favorite game for over a decade.