I concur with demon59, and I'm also somewhat perturbed about how this is seen as a bad thing and the gameplay needs to be adjusted to block this "exploit". I don't see going off the lane as a "dodge the game manoeuvre" in the slightest - as a sandbox game, options for the pilot to take or not as they see fit should always be an option in Oolite or it turns into just another space-based slug-em-out combat-fest. I enjoy playing Oolite because I can CHOOSE whether or not to take a route that sends me into potential danger, not be FORCED to.demon59 wrote:No, it isn't a "cop-out" or an exploit. It is simply using the 3 dimensional environment the game provides, in a strategic manner, rather than playing it as a 2D vertical scroller (start the level at the witchspace bouy, then blast your way up-screen to the safety of the station at level's end.)I disagree, personally - sending Jamesons offlane is a cop-out, really, the equivalent of saying "just dodge the game for the couple of dozen runs, until you've got a better ship". It would be quicker just to start the player off with more money or equipment (not something I would recommend).
Besides, after a while the off-lane route becomes sufficiently dull that you WANT to go back to the main route for some excitement and some "local colour", as it were