Well, I think you've got a point there but then the first paragraph above almost justifies the state of affairs you're criticising in the second - i.e. if you don't like it, oxp it which is a great strength of oolite.Astrobe wrote: ↑Tue Feb 14, 2017 7:49 pmHopefully more experienced players not about a bunch of OXPs that make that a bit less tedious (OP: find for instance the "Starting choices" OXP in the OXP manager and choose the "fast track" start, which should be named "Sane start" actually)...
Sorry for the harsh tone, but this is terrible game design - unless you don't give a frack about something called "player retention". I'm talking about people like Britnoth that post nine messages here and that we never seen again.
I can't remember how easy spara's start choice oxp can make things these days but I've talked about a few easier start options before (as have others) that don't throw too much cash value in the way of the player.
I could oxp the following for you if you like the sound of it?
Starting Equipment:
- Witchspace fuel injectors
- 3 Hardhead missiles with no resale value (if my plan for how to do that works...)
So from day one the player can try to run (assuming the injectors don't take a hit) and has three 'aces' to play as and when they are needed. Despite these new advantages, the start would be very reminiscent of the classic elite game - max flight performance, 3 missiles, all other aspects upgradeable.
Fast track? Not particularly - the missiles will need replacing and the injectors are relatively cheap in the long term (and will likely need repairs at some point). The player won't really be trading/pirating/hunting/mining much faster than before.
More option for the starting player? Yes - you can run with a good chance of success and you can be a real threat to a troublesome pirate pack even if your 'luck' (i.e. missiles) will run out.
Does that float your boat?