Cholmondely wrote: ↑Thu May 08, 2025 10:20 am
I much prefer your early version of Weapon Laws with only a handful of places to buy more specialised things in each galaxy
Is that not still the case? There was no conscious design change as I recall.
When did it change for you?
Cholmondely wrote: ↑Thu May 08, 2025 10:20 am
Consider this.
How about adding in some blackmarket chandleries at a small number of planetary rubbish dumps? These could be constantly changing as they either run out of goodies - or get closed down by the planetary authorities (or possibly GalCop) - and the closures could be reported on GNN, alerting the player to their existence in general.
You have added adventure to locating/installing weapons (New Lasers, Weapon Laws).
Considered it. Doesn't address the whole point of the oxp.
I'll say it one more time as plainly as I can and then I'm (genuinely) respectfully leaving it there.
It's about risk.
Issue: no need to leave the safe systems to iron-ass your ship due to safer systems being the most likely to be high tech
Problem: by the time you've bought all of the kit and caboodle you can head tio the dangerous systems and they're now even less dangerous (to the player) than the safe systems used to be
Analysis: the player can achieve reliably better and better rewards whilst taking reliably less and less risk (as their ship becomes better equipped) - I believe this to be poor game design
Desired Fix: make oxp (i.e. this one) so that player required to head to increasingly dangerous systems in order to equip increasingly militarily potent equipment - so that government, not just tech level, become a requirement of their sale
Rationale: that the
sale (to avoid unwanted side-effects) of such equipment be restricted in the safer systems being part of what keeps them safe.
Desired Result: player must leave safer systems in order to fully upgrade military hardware and so that they must face proportianal
risk relative to the reward
Cholmondely wrote: ↑Thu May 08, 2025 10:20 am
You have added adventure to locating/installing weapons (New Lasers, Weapon Laws).
Fine but there must be risk to go with it or it's not only different but contrary to Weapon Laws.
Government stability represents danger. Credits balance needn't, nor necessarily does fishing about for/stumbling upon rumours etc.
Cholmondely wrote: ↑Tue May 06, 2025 6:58 am
How about this one?
The ability to buy "banned" weapons in a high tech politically safe system.
There's the issue, right there.
You're suggesting an exception that, although it might be perfectly reasonable using real-world comparisons, is contrary to the design, purpose and even the utility of this oxp.
Further, as I've explained (or tried to) several times, they're not banned, rather they are only sold at certain places. There are real world examples of such including: alcohol, medicines and, I believe, weapons.
The same 'adventure' could be added without the association with the attachment to politically safe systems could it not?
Your suggestions appear to be counter to the idea of increased risk and therefore counter to the purpose of my creating this oxp.
If you already knew that then I'm left with the conclusion that at least one of us does not understand the other. Perhaps a large part of this particuar thread is evidence of that and perhaps it's me. My apologies if the latter is true.