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And making a game to complicated don't make the game better.
Using raw mining beams (R-mining) does not refine the ore automatically and it must be stored in cargo space and taken to a resource station for refinement, at which point it goes into your 'bank'.
I don't know if this makes any difference to you or if you just don't like that refined ores are a number count and not a physical thing.
Considering, later in the game, you could easily have millions of the various ore types - having all your ore inventory physically exist in game-world storage would become a huge pain the ass to deal with and is, frankly, unnecessary.
You can still have great fun destroying pirate/alien/faction ships and stations - and then use salvage lasers to turn their destroyed assets into refinable scrap - which gives the same results, more or less, as raiding an enemy ore storage facility would.
Starting off, the base ship would need to be a decent sized cargo ship that can hold 10k iron (I think that is what you start with), not a drone. In fact, it would render drones useless since you can't store things on drone.
Since we cant normally build in drone, we need workarounds.
Honestly, I don't want it. Devs should be working to add contents at this stage, not re-do the base framework the game depends on.
Maybe for Avorion 2, if there will ever be one, devs can add it. On a game that has hit 1.0, it causes more problems than fun.
In addition to the choice of difficulty, an additional box is added to allow people to selectively consider whether to limit the demand for iron ore warehouses. After all, not everyone wants to reduce complexity to be called a fun game.
When it comes to minecrft, even Steve has the biggest limit, and there is an option to let the item fall after death, and I hope so.
Game developers should not just dismiss players who want to challenge extreme survival for the simple operation of their opinions. On the other hand, they should coexist.
However, I would strongly recommend that you change it for all players who may want to play extreme survival. : P
Can always try Empyrion (EGS) then! Seriously though, I am glad to come to Avorion for awhile and not have to deal with these issues. I too like the realism it would bring, the danger added to cargo runs etc., but aside from the occasional times you run into trouble, it would mostly just be allot of things people might not like. In EGS weight and volume are still disabled by default as introducing it was so controversial.... and every ship and base in the workspace required updating.
I could see them adding random attacks on your mining operations though. Guessing it is a performance issue why they don't (perhaps long time players know), but it is doable. Maybe in a DLC.
There is also a 'problem' with people who insist on 'realism' - when do you stop? Not that striving for realism in some games is bad in and of itself, but not each and every one. Ok, you add raw resources as cargo. Ok. Why not make it so when you delete blocks on your build, they go back to your storage as scrap which you have to refine again. When on subject of refining, shouldn't we be using some kind of energy source to refine those scraps into raw materials back again? Etc.
You see, simulators are like a sniper - they focus on one thing, and push it really far, but leave other details completely ignored. Arcade games are like shotguns, they hit a wide area of functionality, but they have less of a range.
If you are not convinced Avorion is an arcade game, just look at power generation. It comes down to two blocks, rather than 20 blocks and 50 different resources you need to keep in stock to keep the generators running. Or guns. Slap it on and it fires. Ammo? Hahaha, very funny. Engines? We have unicorns farting out of those to provide propulsion. Speed limits. Speed what? You need 3000m/s to escape earth's gravitational pull, and humans pull it off 'with ease'. You have to drive a literal engine block, and a big one at that, in this game to get that as normal speed. Not to mention something like Galileo spacecraft, which is traveling at around 48000m/s. Good luck going that fast in Avorion, you'd probably desintegrate from some glitched asteroid collision.
Starmade also tried to please the hardcore players, instead of adressing the core gameplay, which was in shambles. It's dead now thanks to that approach.
So I always don't understand why such contradictory statements can even appear with the addition of game options, or even erase these mechanisms from the game.
I have also played a lot of games. I have seen the suggestions most game players give to developers.
Most of them just want to play a game that should be able to create more than 500 hours, but finally tried to propose to simplify the operation to 5 hours.
For those who want to enjoy the game time, they have to spend more money to buy a new game instead of buying a game with long-term playing value.
This happens to highlight two mentalities
1. Endless luxury and excessive desire
2. Give up solving difficulties, unable to get psychological rewards from it, disguise requires developers to design more diverse game mechanism considerations to trigger psychological reward
If I'm right, these simplified gamers, even if they purchase more games than the players who are willing to challenge them, still need to rely on a larger number of games to get fun, which obviously costs more.
So for the sake of 80% of the poor, it is the best choice to get a higher CP value with less expenses. I hope these will help people.
The mining drone that you start with has no storage capacity. Without that storage capacity, you cannot build a ship, and without the ship you cannot get the storage capacity. Then lets say we add storage capacity to the drone, so it can at least found a ship that consists of nothing but a Cargo block, and now you're bound to carry the ore back and forth between that ship and the asteroids in small packets that the drone is capable of taking. What is the ♥♥♥♥♥♥♥ point of it? This doesnt make the game more difficult - it just makes it tedious waste of time to reach the same point. I can drive this hypothetical model further, but there's no point in doing so.
Making the game on Insane difficulty already makes the game rather unforgiving, as all enemies are far stronger than you, factions do not like you, which prevents most of the safe earning methods, and you cannot rebuild your ships using the Reconstruction Tokens. From the outside this seems to be more than enough challenge, especially considering that majority of players do not even go that far.
There's no justification for the developers to waste their time to introduce any additional difficulty options (and you can imagine dozens of such options), when there's no demand for them in the general population (and there is none). It is far more effective to focus attention on improving and polishing the game according the the developer's vision.
It's not a gamechanger it simply gives you a new problem, and not a very big, because when it would become to difficult to get resources noone would play it anymore.
In a survival game resources are hard to get but in sandboxes this makes no sense in the most situation.
I know at the begin it's fun to mine the ore and so on, but later it is something that someone of your fleet is doing.
You a not the smart solo capt. (you could play this way) but the most guys build whole empires with a lot stations big ships and fleets and then you would need billions of resources and cash.
To make things more complicated would be just something that would add one or two steps to this goal and in this game I think it would eat more gameresources that it would be bring fun.
I like complicated things but the question is from what perspective you look at the game. Are you more of the managerguy who says: "hey you bring me some iron and you some trinium"
So you don't really care how this happens because you need the stuff to build something bigger.
Or the adventure who goes out and fights pirates to get the resources.