Commander McLane wrote:ioannis wrote:Station ownership is indeed something many players look forward to, methinks.
…
I think it would open up a whole new set of possibilities and oxp-ers would quickly get to work.
I don't actually think so. Excitable players with god-complexes perhaps, yes.
It's one of those ideas that seem brilliant and are exciting for a moment. But as soon as you start to think about how it would work in the game, it stops making sense, because there are far more questions than answers:
- Surely a station would cost way more to purchase than even the most expensive ship. Where do you get all that money in the first place?
- How far do you want to micromanage it? If it's just a plot device for a daily message à la "your station cost X cr to maintain yesterday, and brought Y cr of income", it would seem like a lot of effort for a very small result, gameplay-wise.
- Most of the time you're not where your station is; you're most likely to be in another galaxy, totally cut-off from any reasonable connection to it. So what's the point anyway?
Bottom line: in a big Ooniverse where you spend your time mostly traveling, the concept of an immobile station as a main focus of your game is somewhat alien. It just doesn't fit.
- Surely a station would cost way more to purchase than even the most expensive ship. Where do you get all that money in the first place?
Surely a station would cost way more to purchase than even the most expensive ship.
It would. That would have the player set a new goal in the game, ie, make enough money to own a station. In fact, making more money in order to own a better ship and explore its potential, or buy new equipment keeps or renews the interest of many players. Ownership of a station would be another (admitteldy a very high one) goal for players.
Where do you get all that money in the first place?
Make some of it, then attempt to get a loan or multiple loans, perhaps. Of course, station ownership and the profit it would make, would help repay the loans.
[*]How far do you want to micromanage it? If it's just a plot device for a daily message à la "your station cost X cr to maintain yesterday, and brought Y cr of income", it would seem like a lot of effort for a very small result, gameplay-wise.
Good question. That's where the oxps would come in, i think. There could be a "basic" setup, and after that point there could be oxps that allow more micromanagement, or more details, just like the specialized cargoes oxp, which allows more detail for the already known commodities.
[*]Most of the time you're not where your station is; you're most likely to be in another galaxy, totally cut-off from any reasonable connection to it. So what's the point anyway?
Bottom line: in a big Ooniverse where you spend your time mostly traveling, the concept of an immobile station as a main focus of your game is somewhat alien. It just doesn't fit.
There are different professions in the game. In each profession, there is a certain amount of travelling involved. If you are a trader, you were "encouraged" to keep to one specific profitable journey, ie take x cargo from this planet, sell it to y planet, take y cargo from y planet and sell it to x planet, perhaps make some journeys to nearby systems, etc, at least until you can get a better ship to go to another, more dangerous destination, etc. That sort of player genarally kept to a specific place.
If you are a miner, you mine the asteroids you can find in one place, then move on to another place. A person who seeks feudal systems with the ability to fight in duels, would generally try to stay around these systems, etc.
Admittedly, some players like to travel around more than others do, and therefore choose professions that allow them to do so. However, there are also players who like to stay in specific locations (a bit longer).