Thank you, Hellcat !!!
thehawk said:
Part of what you said I agree with. Well, partially. I agree that -some- areas should most certainly be doable in a Tarsus and easy for everything else. However, space being what it is, there should be a number of areas that if you wander in to in a Tarsus (or any other freighter, for that matter) that you are not friendly with the occupants, you lose your ship. Confed is a war machine, and -they- have problems in some areas with pirates and Kilrathi.
Indeed, INDEED. I tackeled this very subject in some other thread, and that's the ONLY solution I was able to find to the traditional problem of balancing a game throughout the evolution of the player's skills and capabilities, without resorting to cheating against the player (which is what the original did, making enemies stronger as you upgraded your guns). And that is to make difficulty "geographically mapped". This solution has the added benefit of being more realistic and intuitive.
The game presently does implement geography based difficulty to some extent. There is a "safe zone" between Troy and Constantinople, with another branch of safety going up through Nexus to Tingerhoff and Perry. There are Pirates to the North West, Kilrathi to the North East, and Retro to the South East. This is good! What isn't so good is the amount of enemies of all 3 kinds in Detroit. Detroit being the "Industrial Capital" of the sector, and having huge amounts of trade, and being situated right between the political capital and the miltary capital, it should be well secured.
Additionally, if there are kilrathi incursions into New Detroit (or any system for that matter), it should be possible for the player to identify, after a while, where they are coming from. I understand the original game opted for pure randomness, as those were the days of DOS and floppies; but it wouldn't take too much programming, I don't think, or contradict too much canon, to have them jump into system through some jump point and TRAVEL to where they are going to harrass the player and other MPC's.
But I'm digressing.
Yeah, so, I was saying the game already partially implements a geography based difficulty system; but then fails it in two respects:
1) Profits do not reflect fully the geographical difficulty: A mission to Tri-Pak should pay a lot more than a mission to Troy. Missions between Troy and New Detroit are too well paid: In the order of 12 or 13K. So I load up in Uranium and Plutonium, exit and restart the game enough times to catch 3 missions to New Detroit, and I make 60K in one trip with hardly any harrassment. THAT I can say is almost "too easy".
2) Missions going to more dangerous places aren't only not paid appropriately, but in fact often don't make good trade routes. Additionally, as a player I may not remember what each of the bases in each of the systems sells and for how much, so rather than take a chance by going to Padre or New Caledonia, I might as well just reload the game until I have missions going back to Troy, and load up on fuels, medical and holographics. Sure thing! But the simplest way the game could break this viscious circle is not to somehow prevent reload randomization, or any such hacks, but simply to make the random mission generators make sense. Currently it does not make any sense: It might produce a mission carrying food dispensers from Troy to New Detroit; it might generate a mission carrying Plutonium from New Detroit to Troy. Not only is this incomprehensible, but it wastes a precious opportunity to hint to the player what alternative trade routes there may be, and what kinds of goods would be good to take where. If the mission generator did the right thing, I could take a mission or two from New Detroid to McAbee, then find that there's a chance of making a quick buck transporting ore from there to nearby Tingerhoff's refinery, and so on.
So, for geography based difficulty, the difficulty has to be well mapped out, trade trips have to be priced accordingly, and the mission generator should help the player get a taste of where the big money is, which should NOT be in following along the safe corridors.
With respect to the difficulty in using joystick vs. mouse, perhaps the game should partly compensate by reducing aiming accuracy of the enemy AI? Not fully compensating, though, just half-ways. Why half-way? Because there would not be an incentive for the player to buy a joystick, otherwise. But why compensate at all? Because some players in poorer parts of the world may just be unable to afford a joystick, and some in the richer parts of the world may be using someone else's computer and not be allowed or expected to install a joystick. So, if the game is twice as hard with a mouse, say, I'd make a 1.4142 compensation adjustment of difficulty, as lowered AI aiming accuracy, the standard for players using a mouse.
Going back in time through this thread, yes, demons are too maneuverable, and the enemy AI is too infallible, both in terms of how they evade shots, as well as the accuracy of their shots. Too much so to have them outnumber you on top of it.
Getting back to the first topic in this thread: Indeed bolts seem slower than in the original game. They seem as slow as in Privateer 2. Frankly I don't care much one way or the other, except when coming out of a jump point, or after Auto-ing, and finding myself, not only surrounded, but with bolts arriving at my ship at the instant I get there. Whether bolts are slow or fast, they aren't supposed to be instantaneous... Are they?
EDIT:
Another way the game could encourage the player to get out of the safety zone by hinting at money opportunities, would be a "convoys" computer, or screen as part of the missions computer. Bandit LOAF was suggesting in another thread, that perhaps a better way of addressing the lack of firepower in Draymans could be for Draymans to travel in convoys with hired escorts. This would be useful not only to players who own Draymans, though; it would have at least three added benefits:
1) It would allow a player with a Tarsus, say, to experience and get a taste of the profits to be made by taking dangerous trade routes, presently in the safety of a convoy.
2) It would provide an opportunity to take escort missions to players who own a fighter with little cargo space.
3) It would provide hints that a player willing to risk making the route alone could use to make quick bucks: If I have a Centurion with cargo expansion, and I see in the computer that a convoy of 4 Draymans loaded with pets are leaving for New Caledonia, I might guess that Caledonia is in a life or death dire need of pets right now; and I might load my ship with pets to the brim and beat the convoy to it (being first).