I've thought about the gameplay implications of these notes a bit more, focused around this change
Increased XP gain from fighting more challenging battles; up to 500% more XP gained
more than before you're discouraged from going after easy targets, and encouraged to go after larger targets where you can make full use of all of your combat ships.
This was the reason I kicked of the discussion that lead to the bonus XP change, but...
These changes definitely encourage players to try maximising the efficiency of a smaller fleet through carefully designed fleet strategy and loadouts in order to fight bigger fleets
Combat vs Logistics by asking Combat-focused fleets the question "Do you want to focus on Combat XP, or do you want more space for Salvage?", which adds extra playstyle options even among Combat focused fleets.
...I hadn't fully thought through these implications, so - thank you! I think these are great dynamics. It also makes the new auxiliary fleet skill ("which lets the player make a limited number of civilian ships very combat-effective")
quite an interesting choice!
Cargo Pods: cheaper to stabilize, stabilization adds 400 days (was: 150)
This also supports the idea of removing cargo ships to increase combat efficiency to some extent
This, however, has me slightly worried. I hope it doesn't encourage a playstile where you go out hunting with a pure combat fleet to get all those sweet XP, stabilize your cargo, and then later have to come back with a cargo fleet to make a tedious pick up cruise. But I guess in the time that would take you could just fight more targets and get overall more XP that way...
Maximum level is 15
You get 4 story points per level. Or maybe 2. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. You also keep gaining story points after reaching the maximum level, so there’s progression beyond that.
This makes me wonder: If the story points are all given at level up, and you have good reason to either spend them all at once to maximise their efficiency, or to hold on to them until you are in real big trouble - that doesn't really help to "keep things flowing", does it? It still leaves you stranded in the (presumably) long intervals between level ups.
Mh. How about doling out some of the story points at half or quarter level intervals?
(You could get more fancy and link the
timing of SP distribution to outstanding player actions. Basically, you earn the right to a story point at level up, but you only get it after fighting that big battle, progressing that storyline, founding that colony...
I just like the idea of story points not just shaping your story, but also your story influencing your SP.)
Another point - if lvl. ups are now rare and far apart, how about celebrating them a bit more? A fanfare, some fireworks? At the moment I often miss it completely when I just leveled up.