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About the initially difficult docking / ship control, which then becomes almost trivial.
Perhaps my most played computer game of all time is the original Elite. Back when I first started playing it in 1984, it was crazy hard to do anything. Docking was pretty much always death even if I made it to the space station.
However it wasn't too long before manually docking was trivial and surviving even an anarchy was... well not impossible... but it never got boring, partly because when something is initially that difficult, you never forget it and whenever you do that trivial thing it is a satisfying accomplishment. even 35 years later.
Of course Elite was a much simpler game, but I think it holds some key lessons for modern games that have held up over time.
Have a world that feels living through implication as well as in an obviously scripted way. This is neglected in so many games, To add no complexity that might ruin this is so important because in this matter one wrong thing can spoil the effect of 20 perfect things. Have as much persistence as possible, especially with NPC's, or at least the feel of it.
Have no difficulty scaling, either economically, socially, or physically, but have discover-able / procedural encounters or areas where the level of danger can be anticipated, and that have, at least some possibility to see how dangerous it is and escape before you are committed.
And, also a lesson from my pen/paper days - death means death, not in a surprising way but in a I know how I could have avoided that / prepared better. I like to be constantly reminded about how dangerous the universe is. (In Ostronauts a lot works towards this, including the sound-tack and general look/feel). But in general death can be avoided fairly easily too, if that is the enjoyed play-style.
Suggestion - how about a dead-pool type thing in stations - a spacer tradition. Odds on NPC/s of the player making it back alive? Barflies have a book running, or something.
Now, I am teaching granny to suck eggs here with my observations I can tell. The whole idea of games that are enjoyable by people who like old pen and paper rpg's thing shows the devs are far in front on this one,
I am looking forward to seeing this develop.
Meanwhile, my next game to buy is NEO SCAVENGER!
With less than $500 in cash, you absolutely don't want to visit K-LEG because docking & fueling fees are about $450 and you will be struggling trying to raise enough cash just to leave the station. Elements currently in beta testing (expected to release in a week or so) make this less of a fatal trap but it's still a painful grind to pay docking fees and have a chance at making money.
With less than $5k, you are limited to selling low-value (s)crap at the Supply Kiosk. This is initially rather depressing because you put all that effort into finding and salvaging big-ticket items only to find that you don't have access to the buyers. It's a little like stealing the Mona Lisa - yeah, it's worth a fortune but not one that's accessible to a nobody like you. Alternatively, you can load up on junk you _can_ sell, factor in that it's going to cost $5-600 cash each time you dock and just do that a few times until you hit the magic $5k limit that buys you a salvage license. It's grindy but not nearly as grindy as selling empty drink pouches and stolen bits of station furniture to pay off docking fees.
Selling to the Fixer may be an option depending on character creation; the social combat system is still being actively developed so your chance of getting access to the Fixer is changing from version to version. It's great if it works out for you but probably not best to count on the Fixer for the your first few playthroughs. It only costs time to make the attempt so definitely try but don't pin all your hopes on it working out.
Depending on your mortgage situation, $5-20k is sort of a gray area. You can afford a salvage license and depending on what you've been able to salvage, you can really start making money. Debt collectors aren't (yet) a thing so blowing off mortgage payments and eating the late fees don't hurt nearly as much as not having cash-on-hand for docking fees, fuel/O2, and a salvage license. I find that if you break $20k, you have enough breathing room to explore more remote and more lucrative derelicts or even restore a ship to upgrade cargo space, acceleration, and fuel capacity. Once you get to a point where you've paid all your debts, have a ship with ample cargo space and good range and life support, you're at the make-your-own-fun portion of the game - you can essentially do whatever you want.
In the current v0.6.12 release, I tend to start new characters once I've hit $100-200k; that's a function of the game being actively developed and in early access. Fundamentals are still being added and tuned; those take dev time and effort away from adding more content.
Also, very nice to meet another old-school Elite player. I played the hell out of that game in the mid-80s and the whole manual docking process is still burned into my muscle memory. Also still would sell my mother for a docking computer... ;)
Prolonged use, exposure to harsh elements (high heat values, low pressure, vacuum...), errors when installing it if not skilled in that branch of engineering etc, could lead to having a rolling need to repair or change components. The worse the wear & tear on a component, the higher the risk of it failing (even [pristine] could carry some risk, depending on the make - maybe some makes are trustworthy but not too powerful, others pack a punch but tend to fail, others are really perfect but are extremely expensive and new so you would probably never find them in a derelict)
And when long term space travel becomes a thing (i'm guessing with some very powerful thruster parts not in yet, as we are talking AUs of distances), having spares on board + planning redundancies could be the difference between life and death.
That's the thing with sim games - if you proceed with caution, manage danger properly, you can make most of it routine. That's a thing I enjoy, mastering the details, but it does lead to designing classic difficulty curves for these kinds of games a bit more complicated (either the odds are harshly against you, or can feel too easy)
And glad to hear there are some Elite fans in the crowd. I was a huge fan of Elite II on my Atari ST, and I think it shaped a lot of my tastes.
We're overdue for updating our roadmap, and hope to get that update published soon. But you'll be happy to hear that "Wear & Tear" is a milestone on it. And not too far off in the future, either. (We have the current jobs/gigs milestone, a social "combat" one, and then W&T.)
And I think it'll be interesting to see if the job/gig changes impact the feedback on economy balance. I still think some of your suggestions are worth doing regardless, as you're right about there being some dominant strategies right now.
Ditto for making character creation a bit more balanced.
More item variety is a bit further out, but we definitely recognize the value in that, as well. If we can at least get low and high tier equipment in a handful of categories, combined with wear and tear, there should be a lot more room for aspirational shopping.
Thanks again for this feedback! And here's hoping we can give you all many more hours (days/weeks/longer) of fun!
Just take into account that there will need to be a way of dealing with wear-and-tear which doesn't involve having to completely disassemble your ship in order to repair individual components. We've discussed this a bit before, but if you intend to integrate the ship editor into the game proper as something like a hangar at OKLG where the player can modify their ship, it would be a good idea to add a "Repair All" button there (like in Elite: Dangerous, since you seem to be familiar with the earlier games in that franchise). It's one thing to make a game challenging, but quality-of-life is another matter entirely, and can be the sole arbiter between a fun challenging game and one that's just tedious and frustrating.
The way I see it proper structural design of the ship needs to include thinking of how you'll go about the maintenance of that ship too. Ie maintenance hallways to key components, easy access to conduits. And I think that out of dock maintenance should follow standard procedures:
- Finding the problem (visual feedback is important here - sparks flying from a faulty wire, blinking lights on a malfunctioning component, etc)
- Diagnostic of the problem (I need to repair / replace the faulty part)
- Fixing the problem
I think it's important in dock that you could have access to scanning tools that would run structural diagnostics, kind of like the ship diagnostic we have right now : listing components and their W&T state. It could even be something you could have as a part and install it on your ship for long haul travel.
And of course, when in dock, having an option to have NPC techs repair / build your ship with a time-to-completion to wait would be really useful & immersive too :) (use the downtime to find jobs, sell off stuff, shoot the breeze at the local spacebar and so on)
EDIT!: The maintenance hallways thing also makes me think that a very small door could be very useful to have - some kind of hatch that only needs three tiles (two sides with power access and one central which opens - or even a manual version which would be only one tile). It'd be cramped but could save a lot of room for those kind of designs!
I've been musing about how one would integrate a very simplified version of Shenzhen I/O as a diagnosis and repair minigame with voltage and signal probing, de/soldering components, cutting/repairing traces, adding bodge wires (but no assembly language programming). Something like that may be a $5 game on its own...
Maybe that could be solved via crew? You could hire a pilot if you don't want to deal with navigating the ship and docking it, or hire a mechanic to keep repairing the ship? And make the process somewhat automated, so the player could focus on other stuff. Gives more of a reason to hire people. The game already sort of hints towards being able to hire people with different skill sets to compliment your crew, so that could fit in there, maybe? Just spit-balling here.
We'll definitely be keeping an eye on the tedium vs. fun balance when it comes to repairs and maintenance. I think for obviously damaged or broken parts, we can auto-generate tasks to repair them such that crew take up that work without you telling them to.
And ditto for more preventative maintenance while en route.
A station-based "repair all" or "overhaul" option seems pretty likely, too. And I like the idea of making that a reason to stay put and take care of errands or R&R while you wait.
I also agree with the point about ships needing to be designed with maintenance in mind. And I think that will be an enticing differentiator between one ship vs. another. "Oh man, I hate Van Hummel designs. All looks and a pain to get to the guts. Gimme a Ryokka over VH any day."
Getting crew to do things you don't want to is also on our radar. Particularly piloting and construction/maintenance stuff. And ideally, skills play into those. (Already they matter when it comes to installing and repairing, but piloting should matter, too.)
Corey's also been hot to get some sort of preventative or tinkering action into the game for Wear & Tear milestone. Like, get your hotshot mechanic to tinker with the air pumps to increase their useful lifetime, etc.
Shanzhen I/O for diagnosis might be a little beyond our reach, though :) (However, I saw they did something almost like that for control panels with damaged components in Objects In Space!)
But yeah, these all sound really on-target for what we have in mind. I think we're aiming to have similar experiences!
While I'm all for a more intricate and detailed ship maintenance system, I'd caution against getting overzealous with things like immersion timers, especially those which result in being essentially trapped somewhere for an extended period. If there's one thing Elite teaches us, it's that sometimes too much arbitrary "immersion" ruins the pacing of the game and detracts from how fun it is to play (or in the specific case of Elite: Dangerous, potentially locks players out of access to core gameplay elements for unreasonable amounts of time). Games that are too heavily biased toward realism without reason are often less enjoyable and/or more frustrating than those which judiciously prioritize QoL, and speaking from 30+ years of experience in both gaming and game dev, my personal view is that you have far more leeway for emphasizing QoL than you do for emphasizing immersion. This is because systems which make a game more like real life also tend to inherently make it more tedious, which can cause the gameplay loop to wear out its welcome very quickly. Ultimately you need to look at a feature like immersion timers and ask yourself, "What does this do to improve the experience? Will it make the game more fun? Will it actually add anything positive? What negative impacts might it have, and how likely are they to outweigh its benefits?" Having slogged my way through a fair few games that went too hard on immersion purely for immersion's sake, my humble but nonetheless emphatic advice on the matter is, "Less is more."
i think Ostranauts has a good foundation to avoid this. As long as these, (in any other game, immersion-breaking) details or difficulties, as long as they arise in a way that is consistent within the world, as a result of in-game events and player choices, they will add to immersion.
This is one reason why persistence of the game-world is important. I for one would find it fulfilling and to be honest surprising - in a good way, if Ostranauts, or any other game were to go down this road.
I agree less is more, or even none is best, when it comes to arbitrary additional stuff, but when it comes to actual persistent game detail and depth, even complexity, I am of the more is better school. Although to be honest I can hardly think of any existing examples.
I think patch notes ought to be written before the changes are implemented, in the following format.
That way if it sounds stupid when you read it out loud, then it probably is, and you shouldn't implement it.
IMO - you could have the ability to use scrap to patch up individual parts (just by right-clicking them and patching them up).
Then maybe if your character has mechanical engineering, they can do some more indepth modifications to parts to make them better using scrap. This would be more involved, maybe stuff like adding in new functions + rewiring to those new functions.
And then, you could have your repair all button - which would just be signalling the station's engineers to fix your ship for a fee.