[Suggestion] Difficulty Options

Taxibutler shared this feedback 13 days ago
Not Enough Votes

In Marek's recent blog post, posted on his blog and the steam store, the following was said:


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What I've described is just a glimpse into the ongoing design discussions we're having. Another major topic we're currently brainstorming is the combat meta and core loops - examining why players would attack or defend, what challenges they'll face, what rewards they'll receive, optimal combat frequency and distance, and whether combat should be automated or manual. These decisions will fundamentally shape the SE2 experience.

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This suggestion is one of a few, separated for voting purposes.


I believe that players should have the option to customize their difficulty per world, rather than the SE1 way where the difficulty is mostly the same between worlds (excluding meteors).


For example, a new player may open up the section to make a new world/save, and use a preset or tutorial world with pre-configured options. This allows the developers to choose in advance how hard it is for a new player to learn the ropes (in regards to combat). However, for many of the veterans in the community, having the same, small amount of ships patrolling the planet is quite easy and monotonous.


Therefore, I propose that we should have options for how often enemies spawn, faction relations (in the future), and other general difficulty options (harder ships/enemies). This allows the new players to have a curated experience, while also allowing the veteran players to easily crank up the settings if they so wish, leaving everyone happy with the result.


In the past, we had to rely on choosing harder planets, but I think it is a much better option to make it based on the world/save you're on, as to not homogenize each playthrough (For example, X planet is always the same difficulty, so it never changes, even if you're doing a 'harder' playthrough just because you're on a different planet, you can still easily go to the easy one. That isn't so great).

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