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U114145

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  1. But.. If I'm able to decide who can, and who cannot use a jetpack on my ship, then that sounds like boarding will never be a viable option. That was one emergent gameplay aspect that I was looking forward to. Maybe I'm projecting my own vision too much, but I was hoping this game would one day be similar to Space Engineers. Maybe NQ envisions something closer to Second Life.
  2. I like building stuff. And I really like the programming part as well. The game was getting tedious trying to produce everything myself. So now I mine, sell, and buy. Progress has been decent I'd say.. I now have a nice small hauler (only 50T or so) but that feels like reasonable progress for three months of casual play. Off course I dream of having a big battleship one day, but I got the feeling that that path was relatively straight-forward from here on. And I don't like straight-forward. Now I don't know how I'll progress toward that end-game goal, but I have to say I'm glad I no longer have the feeling I could easily get there if I'd just train the talents and and sacrifice two weeks of vacation time for grinding. I don't know where this will go. But I like that they are experimenting. That might make for a better game on release. As a statistician, I'd really love to get some insight in the data behind the choices they make at NQ. They must have some really interesting data-science going on..
  3. Interesting changes. I think this will indeed help to keep demand healthy. It may also create emergent play around trading worn-out high level elements. Space-scrapyards!
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