Diversified Progression Paths (Mining, Trading, and Pirating)

misher shared this feedback 22 days ago
Not Enough Votes

Currently, mining is the fastest and easiest way to progress in the game, but I feel that the progression system could be more varied and engaging. I propose introducing alternative progression paths that would cater to different playstyles, allowing players to choose how they want to advance in the game. The idea is to have at least three balanced paths: Mining, Trading, and Pirating.


New additional starting position on economy station might be available, and you will have just enough money to purchase your first ship. At least some basic starter ships designed for 3 different paths should be available to purchase on every single economy station.

Mining Path

  • You buy your first small mining ship (space or atmospheric miners).
  • Some production blocks should be locked behind progression, but instead of just building and griding temporarily a block just to unlock a different one you really need to build, players could find blueprints for advanced blocks. These blueprints could be found in planetary encounters, distant economy stations, or through a time consuming and resource-intensive research system.
  • This system would make mining progression feel more rewarding, as you gather resources, explore, and unlock new capabilities.

Trading Path

  • You buy a trading ship and coordinates to the other trade station. You can buy and sell goods, improving your reputation with economy stations over time.
  • With better reputation, you get better deals and can earn more money, allowing you to purchase bigger ships and scale up.
  • Trade ships should be designed to look more interesting as you progress, with basic ships available on all stations and advanced ones at specific ship-building stations.
  • As you transport bigger and more valuable goods, pirates may spawn, requiring protection or forcing you to drop cargo and escape.
  • In the late game, after a certain number of trades and reputation with NPC factions, you should be able to build your own trading stations and establish long-term contracts with other stations, providing passive income. This would give players the ability to rely on spending space credits and buying all the staff they need instead of producing them on their own as the path of miner imlply.

Pirate Path

  • You buy a small fighter ship, and as shown in the trailers, you could raid trade ships with disposable cargo containers. By "scaring" cargo ships enough, they drop their containers and escape.
  • The loot in these containers should be valuable enough to make pirating a viable path. Small cargo ships should drop loot that’s easy to pick up, while larger containers might require additional ships, like transport ships or tugboats, to carry back to your base.
  • You can sell stolen goods at any neutral station, but each cargo ship belongs to a specific faction, so you’ll need to balance pirating with maintaining neutral relations with factions that you want to sell to.
  • As you gain reputation with pirate factions, you could discover hidden pirate bases offering unique ships, repairs, and the option to sell your loot for a slightly lower price than regular economy stations.
  • Larger cargo ships will have stronger armor and defenses or be escorted by NPC warships (or even players), making them more difficult to raid but yielding more valuable loot.
  • In the late game, after completing a certain number of successful raids, you should be able to construct your own pirate base and establish contracts that provide consistent passive income from piracy.

Balanced ProgressionThe key to this suggestion is that all three paths (Mining, Trading, and Pirating) should be equally viable for progression, and they should provide a roughly equivalent pace of advancement. The wealth generated from each path should be similar, ensuring that no path feels more “efficient” than the others.

Additionally, reputation systems may need some adjustments, especially when playing with teammates.

This system would add variety and depth to the game, allowing players to pursue their preferred style of play while still being able to compete or cooperate with others.

Replies (2)

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Mining, Salvaging, Trading and Pirating.


> Currently, mining is the fastest and easiest way to progress in the game

Agree for that about planets, but for space I find resource rich wrecks faster than I find cobalt.

> Some production blocks should be locked behind progression

Progression thing is done terribly. Personally I think it should be redone from scratch. May be even be a couple of separate systems, including one that is backed by economy (with factions researching techs, techs you can pirate or salvage if you don't want to do the work yourself).

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I hope we will see some sort of that in a new update. In trailers we can already see new cargo ships dropping containers upon being attacked. They could do bigger price differences between economy stations to incentivate trade. Add option to spawn on economy station with money instead of dropship/rower is also not that hard to implement I think. So, in reality, very few things can be done to drastically improve trade and pirate route. Late game is a bit more hard to balance. At least I would like to see much more modern ships available to buy, or even allow buying your own blueprints or from other players. I saw many intersting suggestions about this too.

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