Faction Controlled Space and Capitalism

Robert Farrugia shared this feedback 26 days ago
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"Capitalism encourages hard work and innovation by rewarding those who take risks and create value, offering the greatest incentive to succeed."


I absolutely love sandbox games like Space Engineers but after sinking 1400 hours into the first Space Engineers game, I started to feel as though there wasn't really any reason to keep playing... I lacked motivation to mine, build, explore..


I feel that the game could use some structure... starting with a Map of space that players could navigate. This would also make jump drives truly necessary as only ships equipped with a jump drive could travel to different sectors on the Map. The map could still be randomly generated but different sectors could be inhabited by different NPCs with their own distinct space stations, planets and economies. Stable worm holes and unstable worm holes could lead to sectors of temporary pockets of space that could be littered with loot in the form of unique asteroids, derelict ships or space debris etc.

Having different sectors and faction controlled space can foster all kinds of interesting game play. Players could become merchants, pirates, soldiers, pilots.. and engage in missions or commerce. There would be a reason to build ships of different types to accomplish specific missions. Players could build cargo ships and ferry cargo all over the universe.. and get paid for it... take down pirates and get bounties, build custom ships or facilities for other players or NPCs.. for a price.

The idea of space currency and economies can be a great incentive for players. This could be a new mode of play... a Capitalism mode... or an Economy Driven mode..

Here are some other ideas:

* Different sectors in space could yield unique materials or tech components that enabled the building of certain blocks.

* NPC Space Stations or Planet Bases or entire population centers could serve as a hub of commerce or as a source of components needed for certain kinds of building.

* Sectors in space could be the home of unique resources, biomes or contain unique artifacts that could give players an edge - this would inspire players to explore

* Buying and selling of ready-made ships and equipment

* Faction only blocks - players would have to join a faction to have access to certain blocks

Replies (4)

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Dynamic territories, neutral zones and bad lands. Systems that can change, can adapt to the available space. The expanse of territory could defined by the ability to patrol, defend and maintain borders with controlling factors of resourcing, personnel, technology, and aggression.

A dynamic territory system would allow players to create world systems, which could be faction seeded and the rest would be clockwork and a little chance.

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Yes.. I love this idea. A lot of games already incorporate this idea... EVE online certainly has this down however they rely on players to do this. Though I think that player controlled space is great for an MMO, it will not work for a game like SE2. This is why I propose NPC controlled factions with a bit of capitalism. The player interaction, even single player could influence the success and expansion of certain factions. An economy model based on supply and demand works... and it doesn't just apply to resources.. it can apply to change the balance of power, to clear sectors of pirates.. or to encourage piracy.


The idea of sectors with different levels of policing could also be interesting. EVE has areas of safety as well as lawless sectors, this could give players a lot of incentive to play... smuggling, humanitarian mission runs in dangerous space, raids on colonies or the protection of colonies.. it opens a LOT of doors.

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How many players will be in one server world and how big will that world be?

How to make the world "permanently usable" and attractive for both "new" and "old" players?

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https://support.keenswh.com/spaceengineers2/pc/topic/46146-faction-choices-for-more-end-game-content


This was my post. Yours dovetails with it seamlessly. I think having starting factions where you can't just make every block, but powerful blocks are "trade secrets" for different factions that require you to trade/interact for frames (similar to the factorum frames) to build them. Then you MUST interact. Have you been picking on another faction? They're now hostile to you. You need their frames for their enhanced power generation to make your ship run on less resources. Gotta do some trade, pay a premium, or heck just do some good old fashioned pirating...


Massive endgame potential. I'd add the caveat that you could turn off this feature if you wanted to go with the traditional SE1 feel and be able to make everything, but the choice to go with Faction A: Enhanced Power Generation. Faction B: Enhanced weapons. Faction C: Enhanced defenses... etc. etc. Changes how you start and changes what you must do later in the game. Adds a ton of problems solving for later in the game which is 100% why I play SE.

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This post has motivated me to start a new X3 play-through.

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