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I DO agree about the debt though. What I think would be a better move - which keeps to the intent of the game - is to lower the debt but make things much more expensive. Raise the price on O2 and Fuel. Make maintaining a functional airlock where you can refill your tanks worthwhile because of the cost of O2. Make navigating by hands and grapple worthwhile because of the cost of fuel.
Those 2 things alone will up the tension and decision making in the game if O2 and fuel are say, $1,000,000. You'll no longer just zip back to Jack to gas up. Instead you'll need try to be smart to maximize your profits. Maintain that airlock, move around by your hands - oops airlock has a hole in it. Oops overshot and now heading for the furnace. This change will add consequences to air and fuel usage which currently do not exist.
Random ship condition and more variety on gear I think are completely doable. We are still early access so I'm hopeful we'll get some more ship and gear options. I also love the idea of "rush" jobs or the like, something where there is more of an incentive to work fast (and thus dangerously) but for a bigger payout.
Also, you could literally say that about 3/4 of all game mechanisms. Lol. It's just part of the story of the game. It doesn't mean much to the gameplay, but it's about the story. It's also about giving you a metric for how you're doing, and how far along in the "game" you're getting.
Also, what Thaxor said. It's supposed to be reminiscent of the older days, when miners were beholden to companies, and lived and worked in the mines literally until they died, and usually passed off debt to their families at that point, as well.
Again, we just need to wait until a bit more of the game is released, as this is only supposed to be act 1, in a 3 act game, according to the roadmap...and things may change significantly in act 2 or 3. :)
Expenses do need to be higher though. its too easy to meet the daily break-even goal as it stands now.
Again, I think this is a great concept but is not what the game is trying to do. Maybe Acts 2 and 3 will put something like this in? But again just seems outside the realm of what they are trying to do with this game. It doesn't make sense for you to start your own business when LYNX is the monolith that it is. They'd just squish you.
Maybe Act 2 or 3 will place you on Mars? Or at other salvage docks that are larger and can accomodate more ships.
Since the devs stated the planned length of the game is about 40 hours, I expect the debt can go away much faster than the current rate.
That being said, I'd prefer the OP way as well. I find the 1B debt very lame. Seriously, how can someone get into this much debt??? And EXACTLY 1 billion? It just sounds nonsense.
Now that I am a homeowner in the Real World, I don't get a house for free. I get a mortgage that I have to pay off with interest over my lifetime and possibly beyond. That seems realistic enough to me. I believe you should have to carry a mortgage in Elite.
Funny, though, that it seems strange to have one in Shipbreaker. I guess, like how its mentioned above, the ledger numbers all seem to be pulled out of thin air rather than have any basis in anything tangible. Likely, it's too early in EA to expect balance for the financials, but I also wonder if the devs care about financials at all. I find it hard to tell.
First, kudos to another old-school gamer, I spent some scarce cash on a PC and Frontier:Elite was one of my fondest memories. Sunk a lot of hours back in the day.
Second, I agree with with your premise, accruing debt isn't that wild of an idea... homeowners or small business owners will likely relate.
I don't find the debt a huge turnoff, personally. If you want the lore, maybe it's a horribly dystopian socialist nightmare of a future where everyone is just naturally indebted to whatever government there is and a citizen has to strive to break even. Or maybe you inherited your debt because your family made some poor decisions.
Regarding the debt... you have a free play option, you don't really need to let it hang over you if you don't want. Also, if you focus on meeting the goals first, the upgrades make the cash flow much easier. Your daily debts drop when you aren't paying rental on your gear, and as you nibble at the debt, the interest hit goes down as well. Finally, once everything is upgraded, you no longer need to worry about goals any longer, so you just messily tear up ships and fling everything at the receptacles without worrying what's left behind or overlooked. You can hit $9-10million per shift and the debt drops pretty quickly. And it's more fun doing the speed runs, in my opinion.
To each his own, but I didn't find it to be too intimidating. I zeroed one account and my second account is down to $300mill.
But yes, the debt overall is more thematic and serves the story more than any kind of gameplay. And that's fine, because the Devs are trying to tell a story. You don't have to like it, but it's not like they accidentally portrayed a corporate dystopia. It's quite intended.
And that story is far from finished, so it's difficult to be that critical of it as we have no idea of where it's going. You could make a load of fuss and it turns out all the things you wanted are intended to be end-game.
1.4 TRILLION? The debt is only a Billion! What the heck did you do to rack up those extra fees?