The current game system incentives you to go out of your way to make gameplay boring for yourself. A pitfall which many good games did not close and I hope Avorion will still master this aspect.
I have finished my third game and finally reached the core and fought the endboss. I don´t want to know how many hours I sunk into Avorion the last weeks, just building and refining my ships and trying to "do everything", which frankly is near impossible. And repetitive. Which brings me to my topic: A good game should captivate player base beyond the initial grasp of the mechanics and offer an engaging revolving incentivising factors. That´s why I´d like to point out some things which could be improved.
Apparently, the most efficient design is a "borg cube", with about half a million to a million shield power and firepower anywhere in the region of 16k-100k. Having arrived at the endboss yesterday, I can see this making an annoying eternal fight at least half worth your while. I hate scripted combat. I´d take a fleet of 100 Xsoltan ships instead any day.
In the meanwhile I also think that crafted weapons are too strong. In fact the whole dps-equipment system could use an overhaul. The balance between number of turrets versus a turrets firepower versus possible shield strength and regeneraten needs to be more closely aligned.
I also do not want a too high difference between iron and xanion areas, because it would not really make sense from a roleplaying perspective. Otoh, I would like to have more incentives to stay in the lower tier areas, because on my third and fourth game, I just make a beeline for a mixed Trinium/Xanion area, just stopping by enough to get appropriate salvage lasers.
Concerning the systems and faction, I think that they are a tad bit too repetitive in view of the large galaxy we can explore. Elite: dangerous players know what I am talking of! Basically, each "inhabited" system is a bathtub with about a dozen toys floating in it. I have read with pleasure that the devs want to add interactive planets. Everything which makes a system feel more alive and individual!
I order to keep the game engaging for me, I will meta-restrain myself next time with the following rules:
- explore each area in depth and just move on when you´ve done/explored at least 50% of space around at least two factions; try to identify what makes each system special and recognisable
- realistic space ship construction and repairs: Only at shipyards and repair docks. No turret swapping on the fly.
- separate into career phases and imagine a roleplay background: miner -> mission runner -> trader -> freelancer (i.e. paramilitary rescue missions for distress calls) -> faction war -> the greater Xsoltan war/rift issue
- no ship min-maxing, each ship type has a purpose, trying to build a fleet in the end; or, go with one mothership which grows over your career with some small specialized "recon ships" and "fighters"
- no turret crafting, to still use the feature, don´t maximize the sliders but use 5 produced ones to craft exotic turrets and use those
In the end, I hope that the game systems will be adapted that this kind of gameplay flows naturally, without the player constraining himself too much. I don´t want to be incentivised to "cheese the game".
Besides this awesome spacecraft building, Avorion managed for a long time to surprise me anew after every hyperjump. If only this "wow" effect could continue forever. =)
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Falkenherz
tl;dr
The current game system incentives you to go out of your way to make gameplay boring for yourself. A pitfall which many good games did not close and I hope Avorion will still master this aspect.
I have finished my third game and finally reached the core and fought the endboss. I don´t want to know how many hours I sunk into Avorion the last weeks, just building and refining my ships and trying to "do everything", which frankly is near impossible. And repetitive. Which brings me to my topic: A good game should captivate player base beyond the initial grasp of the mechanics and offer an engaging revolving incentivising factors. That´s why I´d like to point out some things which could be improved.
Apparently, the most efficient design is a "borg cube", with about half a million to a million shield power and firepower anywhere in the region of 16k-100k. Having arrived at the endboss yesterday, I can see this making an annoying eternal fight at least half worth your while. I hate scripted combat. I´d take a fleet of 100 Xsoltan ships instead any day.
In the meanwhile I also think that crafted weapons are too strong. In fact the whole dps-equipment system could use an overhaul. The balance between number of turrets versus a turrets firepower versus possible shield strength and regeneraten needs to be more closely aligned.
I also do not want a too high difference between iron and xanion areas, because it would not really make sense from a roleplaying perspective. Otoh, I would like to have more incentives to stay in the lower tier areas, because on my third and fourth game, I just make a beeline for a mixed Trinium/Xanion area, just stopping by enough to get appropriate salvage lasers.
Concerning the systems and faction, I think that they are a tad bit too repetitive in view of the large galaxy we can explore. Elite: dangerous players know what I am talking of! Basically, each "inhabited" system is a bathtub with about a dozen toys floating in it. I have read with pleasure that the devs want to add interactive planets. Everything which makes a system feel more alive and individual!
I order to keep the game engaging for me, I will meta-restrain myself next time with the following rules:
- explore each area in depth and just move on when you´ve done/explored at least 50% of space around at least two factions; try to identify what makes each system special and recognisable
- realistic space ship construction and repairs: Only at shipyards and repair docks. No turret swapping on the fly.
- separate into career phases and imagine a roleplay background: miner -> mission runner -> trader -> freelancer (i.e. paramilitary rescue missions for distress calls) -> faction war -> the greater Xsoltan war/rift issue
- no ship min-maxing, each ship type has a purpose, trying to build a fleet in the end; or, go with one mothership which grows over your career with some small specialized "recon ships" and "fighters"
- no turret crafting, to still use the feature, don´t maximize the sliders but use 5 produced ones to craft exotic turrets and use those
In the end, I hope that the game systems will be adapted that this kind of gameplay flows naturally, without the player constraining himself too much. I don´t want to be incentivised to "cheese the game".
Besides this awesome spacecraft building, Avorion managed for a long time to surprise me anew after every hyperjump. If only this "wow" effect could continue forever. =)
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