But its an incorrect analogy, as design and lifestyle are completely independent things.
Now my analogy actually worked: it was about design. Again, I would prefer a remote that dimmed my light with two buttons over one with two-hundred, if the goal was to dim my light.You might want as little as possible, but that seems strange to me - would you prefer a keyboard with only 2 keys? (One to scroll throug the different inputs, one to select it.)
Again, you're mixing lifestyle with design. Let me give a valid analogy. If I were to build a table, I could build a table. I would require four legs and a surface. Of course, I could continue there. I could add touchscreens, retractable chairs, inbuilt light, a sushi rail and a fridge - but that doesn't make it a better table. All it does is make it something else - and sure, it might be better at being that other thing - but it is not necessarily a better table. More likely, the table ends up being extremely heavy, the touchscreens make it dangerous to put liquids on their, the retractable chairs don't allow me to put it where I want, the inbuilt light requires a power cable, the sushi rail takes away my laptop when I go to the toilet and the fridge leaves little room for my legs. Supports and a surface make a good table.Or to use an in-game analogy, what about all the hidden planets? Would you prefer it if they weren't there, since you don't come across them that often anyway. Why have 2 methods of cloaking? 1 would be fine. Why have 2 sets of frames? 1 set worked fine in EL. Why bother with military/civilian? Why bother having anything but the talon? Why bother playing EM, tetris has *so* much less. Heck, why tetris, or even a computer for that matter? I'm sure snap would be fine. In fact, let's not play snap, that's got way too much stuff involved in it. Just sitting there is even simpler. Perhaps that's got too much in it as well? I mean, there's people around you, they might distract you. Becoming a hermit might solve that problem though, then you'd wouldn't be distracted!
And again, in terms of design, you're wrong.My point is, less stuff =/= better.
Great, I feel I've taught you something valuable.Not that I'm advocating filling a game with lots of stuff.
Okay, I retract my previous statement.As I said, that's not the right thing to do either. Perfection is in the middle. (The problem comes in defining the middle, and between different people.)
You mean you consider the above 'off-topic'? It feels quite on-topic to me.Anyway, back on topic a little more:
Wait, what? What you just said is "It's not about 'perceived worth', it's about perceived worth?"it's not really 'perceived worth' - it's easy enough to make tonnes of money and get a starmaster relatively quickly, which is why it's not much of a trophy.
Okay. Suggestions are good. I'm going to force you and think about your suggestion a second longer than a second. If you would be so kind as to answer the questions I pose, that would clarify a lot for me .Since this is a suggestion thread, I'm going to repost my previous list-of-stuff-to-add, for anybody who cba to read the previous page
More is not better. Changing the value balance of the current items will be a better fix than adding more items with the same problem.-*loads* of new equipment, but say you could only find certain pieces in certain places, not just the general special-stuff-in-hidden-planets.
And what would that fix?-Change the fairly linear nature of ship components, make certain ship components only available in certain places.
Would there be a difference between the two, or would this just be skins? If the latter, why don't these differences echo to all the other available options?-Alliance/Fed frames only available in those territories.
Isn't that annoying? Random is a hard-to-control thing & it could potentially drop you in a place from which you'll never make it back. If not random, what makes these 'uncharted' planets uncharted if there's a wormhole leading there?-Wormholes that spit you out randomly near uncharted planets.
Bars?-Bars you can go into to pick up info on uncharted planets.
More effect?-Have stations other than the trade station have more effect.
The alternative, making credits harder to earn, is a better solution to this problem - as it solves multiple problems.-Make items that could cost >10,000,000 credits, heck >100,000,000 or even higher.
Basically, an additional role. The current frames are created with a specific role in mind. Therefore, there is no absolute 'best' frame.-Ultra-rare frames that are perhaps both quick but also with fairly good shields, or especially high assembly, or high allocation-points (CMs, crew etc, those points, whatever they're called)
Why would we want that?-Other alien races, some friendly or not? Choose between races???
Why would we want that?-Stars that take up an actual amount of space, like several sectors in diameter.
Why would we want that?-Special shields for 'stardiving'.
Cool. What does that do?-Artifacts littered around, doing special things like teleportation, giving special equipment (once only?), blasting stuff etc.
Great idea, what about Single Player?-Make capitals truly powerful (i.e. several fighters needed to take one down, minimum. Even for eclipse.). This would encourage fleets, allying etc.
Could be interesting.-Customising ship to have two particle cannons, or 3 lasers (large frames have more options)
That is completely ridiculous in every interpretation.-Underwater cities, allow spaceships to go underwater with the right upgrade.
Which would all do the same, thus fix nothing.-different looking ciites, some with special interior areas to dock etc.
Great. But, uh, what would that add to the game?-Mega-stations, which you can fly around in.
How about moving certain minerals that already exist there?-Rare ores and minerals hidden in the giant asteroids
This is directly contrary to your point that things should feel more valuable. If you have more equipment available earlier, you have less perceived reward for getting them.-More weapons, shields, missiles etc. (like more equipment, earlier)
That might help the believability of the universe.-More things to do with the backstory, hidden beacons that say stuff about it, stuff in the news.
Examples?-More quests to follow
What kind of interface are you proposing and how would this integrate in SP?-Player-created quests (would be especially good in mp)
Refer to 'underwater cities'.-Underground cities?
For what reason?-Hollow planets? (tunnel leading into them)
The same stuff you find everywhere else? Why would I go there and why don't the asteroids suffice?-Stuff in the hollow planets (cities, containers, wormholes etc.)
Maybe add something with a prince who needs to find the giant mythical sword?-Giant living creatues, maybe some kind of alien skywhale or something living in gas giants (something anyway)
So, basically, make gas giants like every other planet? Wouldn't hurt, now they're simply scenery and that's not really useful.-Floating islands in gas giants - have the islands float around? (whilst staying facing outwards, of course)
You have an odd obsession with tunnels.-tunnels and stuff in said floating islands!
Why new ships and what would you suppose a capital ship do?-New ships, able to fly capital ships??
Isn't that already in the game? If not, the tension could be useful. Then again, the safe zones in the game are there for a reason, so making that more dynamic might have a bad effect.-Diplomatic relations - have stuff in the news, which affects the universe, about e.g. tensions between different factions, war breaking out, espionage, perhaps you could become an official diplomat on one side's behalf!
Good one!-Make money not so easy to get hold of.