Let's talk about game difficulty
The best difficulty system I have seen to this day was Bastion's
Idol system. I think something similar would work very well in Starfarer. Iron mode could be seen as the beginning of that.
It could work this way: You can find special items/unlock achievements while playing the game. These open up difficulty modifying options. You can activate those either from the menu for the current game or when starting a new play-trough.
These difficulty options are freely combinable. They could reach from simple things like added enemy HP to really mean stuff. Some (quick) examples:
Spoiler
No rest for the wicked - Deactivates the pause function in combat, all orders have to be given in real time
Turning the hourglass - Your character has a incurable sickness and his/her time is running out. You have to purchase expensive medicine every x minutes.
This deck looks so much better with a glass floor - Your Flagship takes x% more hull damage
A question of honor - You can't choose to escape
Wonders of technology - Better optimized ship variants with OP bonus are unlocked for the AI
One stubborn Starfarer - You can't deactivate once activated difficulty modes in a play-trough
Even at night you can't walk on the sun - Your fleet takes damage close to a central star
Etc - something that makes trading more difficult, mining, exploring... basically something for every aspect of the game a player might wish for to be harder
I can see many benefits:
1) You get collectables/achievements into the game that really
do something and are thus fun to find/acquire. Other than normal items they don't have to be balanced since their activation is detrimental and entirely optional.
2) You can freely choose and combine your difficulty options to end up with a game that plays just as
you want it.
3) Both the finding of the options/items and later on using the options can be bound into the game world and narrative. Normal game difficulty takes place on a completely separate menu layer, that's a missed oportunity.
4) The game doesn't "threaten" a new player with too many difficulty options
I (choose to
) believe this would not even need a huge amount of time to realize (not much balancing, graphics) and could be easily expandable in the future.
Thoughts?