
I'm not sure about making it more complex, but I definitely think there should be more diminishing returns. I will say, regardless if it's a matter of making combat harder, or returns less beneficial, capturing is large and by far the easiest and best way to make money in the game, and is most certainly not comparable to other aspects.

For now my request is along the lines of imagine different players as you add features.īeta Was this translation helpful? Give feedback. I have a couple of further idea which carry this through into the narrative structure, and aim to write them up when I have a little more time. If you want an in-game mode, allow me to purchase a tactical computer which will allow my captain to just yell "attack" and does all the tricky stuff without taking me through a more complex UI. For example, "tactician" gets you more of the detailed combat features "explorer" simplifies combat "accountant" means the logic of purchasing and depreciation is made more complex (I mean this one a bit facetiously).
#Endless sky dominating planets code#
I know adding preferences can pretty easily get out of control and they make testing and balance harder, but it could be made manageable by having a small number of pre-defined play styles each mapping to a collection of different code paths. Then consider making complex dynamics controllable through preferences.
#Endless sky dominating planets how to#
How to address this? First, respect that there are different play style and people enjoy different things about the game.

The 6986 proposal says "Capping gets much harder/more taxing/more specialised in general" and lists a whole lot more parameters I would need to understand instead of just loading up with rifles and clicking Attack. I don't mind working out a balance between heat, energy and the features of my ships. Neither would stop me playing the game, but they would detract from the experience. That's certainly the impression I get from watching the discord channels, seeing many of the plugins, and reading proposals such as #6986 or #7333 (not to pick on anyone, just a couple that I saw on a quick scan of the issues list). I worry a bit that the developer community places a bit too much emphasis on enhancing and adding complication to the combat aspect, and more generally to the gear and tactics side of the game.

I like the narrative aspect of working through the plot lines best, so I tend to start by using trading (missions, for example) to build lots of cash use cash and capturing to obtain lots of ships and use the ships to make combat relatively easy so that I can focus on my progress through the narrative. You can't completely neglect any one aspect, but you can use each of them to shift the emphasis to the others. It is all of these, and the reason I enjoy it is that it finds a balance between the three, leading to different styles of play. Is Endless Sky a combat game, a trading game or a narrative game?
