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Lemmiwinks

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  1. While I think that could be nice, I still firmly believe we need constructs with purpose. Right now, constructs can only be used for 3 things: combat, hauling, and personal transport. Even though there are dozens of potential jobs, any construct you make can only serve one of these 3 functions. Any base you build is purely for aesthetics, or for housing industry elements. I can't help but compare to games like Starbase, EVE, Space Engineers, etc. which all have vehicle based professions. The end game for thousands of hours of mining must be a different experience than the day 1 gameplay. It is not about the visual of the hand tool or its capability, it is the fact that there is nothing to truly work towards within a given profession other than stat boosts at the moment. As a noob miner you may use the handtool, but as a expert veteran player, you may have a massive mining ship that you have specifically designed to discover and eat entire asteroids. There must be a sense of depth and progression in every industry, and there must be the ability for players to use their creativity to innovate. Innovation and creativity are the essence of DU and its player driven world, and there needs to be the chance for better designs to win out over lesser ones. A miner must dream about the day he can finally purchase that XL Mining Laser, or that High Speed Repair Arm for his ship. There should be entire Orgs built around strip mining moons or providing On-Demand repair services to fleets after combat. All parts of the economy must have progression and depth or people will eventually grow tired of them and they will cease to grow. Right now, mining is purely a means to an end, not something that the community as a whole finds genuinely enjoyable.
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