The economy system and progression system needs a rework
The economy system and progression system needs a rework
Economy
We need a re-balancing and expanded the economy system.
Need larger haling contracts, no more deliver 100 steel plats and 20 oxygen bottles. It should be bulk cargo in the 1K or 10K items, making a cargo ship a more useful thing. Unlock new harder and harder escort missions and larger haling attractants when reputation progress with a NPC faction. Gaining I high reputation level with one faction can make you a hostile for another NPC faction and they put out bounty on you but also can tip off outer players to try and stop you when your out on a specific missions like escort and repair. New harder missions types could also involve doing raids on outer NPC stations with the coming new AI update.
We also need have larger freedom setting prices and be able to sell ships and hydrogen for refueling ships in our own trade stations.
Progression
Current progression system to unlock blocks is fine for new players in single player game but quick become tiresome for experienced players and multiplayer games.
Make economy system part of progression system when enabled. Rewarding players with unlocking new blocks after gaining a certain reputation levels with a NPC faction. Either by unlocking new blocks schematics in the NPC stores or finding them as loot items on special missions. For example unlocking the Jump drive block could require you to travel to a station on the moon to buy the block schematic. Unlocking the more power full weapons could be traveling to space station on another planets of find the schematic as loot on a ship.
Different factions has access to different technology. You need to travel to and explore new planets and find new NPC traditions or defeat NPC bases to gather all block schematics.
I'm totally in for a rework and rebalance of the economy system! So much potential so little used.
I'm totally in for a rework and rebalance of the economy system! So much potential so little used.
I agree we need a higher market volume and more economic freedom.
I agree we need a higher market volume and more economic freedom.
This should've been 2 posts. I agree with the economy part, it does need a rework.
Progression is an annoyance that I wouldn't want either way.
- What they could also do:
- Introduce goods that are not player producible/usable, but are solely there for economy.
- Require single-use items for healing at medical stations or for using jump drives.
- Piloting missions would be nice to, you start the mission and get a ship that needs to be delivered at a station or coordinate.
You transfer the grid's ownership on arrival, it is then compared to the original blueprint. Damage to the ship reduces payout and decreases the gained reputation. Loss of the ship or not making it in time means failure. Success or failure, the grid and subgrids disappear (are removed) either way. You are free to add to the ship, but removing blocks will cost you.
- Upgradable everything: add a couple of upgrade slots to any accessible block and allow players to buy upgrades at stations which they can then add to those blocks. These upgrades do not create scrap, but can be destroyed when a block loses HP, making them onetime usable and making players revisit stations for new ships or after repairs.
- Have stations that can repair grids at a price (per component, block size, percentages to repair, ...).
- Make it possible to sell ships. It can't be that hard to estimate a value for a grid based on its state.
This should've been 2 posts. I agree with the economy part, it does need a rework.
Progression is an annoyance that I wouldn't want either way.
- What they could also do:
- Introduce goods that are not player producible/usable, but are solely there for economy.
- Require single-use items for healing at medical stations or for using jump drives.
- Piloting missions would be nice to, you start the mission and get a ship that needs to be delivered at a station or coordinate.
You transfer the grid's ownership on arrival, it is then compared to the original blueprint. Damage to the ship reduces payout and decreases the gained reputation. Loss of the ship or not making it in time means failure. Success or failure, the grid and subgrids disappear (are removed) either way. You are free to add to the ship, but removing blocks will cost you.
- Upgradable everything: add a couple of upgrade slots to any accessible block and allow players to buy upgrades at stations which they can then add to those blocks. These upgrades do not create scrap, but can be destroyed when a block loses HP, making them onetime usable and making players revisit stations for new ships or after repairs.
- Have stations that can repair grids at a price (per component, block size, percentages to repair, ...).
- Make it possible to sell ships. It can't be that hard to estimate a value for a grid based on its state.
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