Quick feedback on SE2 Colonization

Qutatron - Space and Survival shared this feedback 3 days ago
Not Enough Votes

Disclaimer:

It's very possible that what I'm writing here is already planned or has already been announced, so if I'm repeating someone, I apologize.

These suggestions are long-term and concern the final game rather than upcoming patches. They also primarily concern more advanced contracts, not necessarily the tutorial.

What's good:

This feature is great; it helps give meaning and direction to the gameplay, encourages exploration, allows for the discovery of more resources and unknown signals, and allows for the experimentation of different playstyles. For now, it's excellent for new players or for first-time playthroughs.

What could be improved:

- Currently, after completing objectives, we can simply scrap entire POIs without consequences. I think that losing the contract reward and reputation loss (and possibly a drone attack on the player in the future) are necessary to balance the risks and rewards.

- Provide an alternative way to acquire blueprints for players who value a typically sandbox approach to gameplay, and for players who want to live the pirate life. Solutions: random loot in the form of blueprints and research mechanics (e.g., the need to find and scrape several refineries to learn how to create your own refineries).

- To increase replayability, it's worth adding randomized content: e.g., a contract to deliver a random amount of a random raw material/component to a space station.

Possibility of encountering enemies near the contract destination.

Randomized locations for a given contract.

Randomized contract sets that change over time, like in the SE1 economy.

Randomized blocks to repair in engineering contracts.

Various container sizes and weights in hauling contracts.

Rescue contracts requiring the towing of a disabled ship to a space station or the delivery of medkits to injured NPCs. Combat contracts: eliminating an enemy ship(s) in a given location, conquering an enemy base and disabling a key system, defeating an enemy and obtaining, for example, a container that must be delivered to the base, or an FPS contract, for example, in a mine attacked by enemy soldiers (here, you can task the player with eliminating an enemy or recovering an item inside a POI that shouldn't be destroyed by the player). Escorting ships or NPCs has probably never worked well in any game, so I suggest avoiding it.


That's pretty much it, at least for now.

Have a great day!

Qutatron

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