Svengali wrote:We (OXPers) have this choice and responsibility, not the user. It's part of developing and releasing things to the public, I'd think.
I think part of it is that there are a lot of things which can be OXPed - many which indeed
should be OXPed - which have far bigger effects on game balance than is at all obvious. It's virtually impossible, for instance, to add a non-hostile OXP station which doesn't make the game easier (certain features in 1.77 make it slightly more straightforward to do so)
- if it's not in planetary or solar orbit, then it becomes an easy source of fuel. Prior to 1.77 stopping it selling fuel (while allowing other items) was very difficult.
- if it's off the lanes but easily discoverable, it (accidentally) encourages going off lane where the pirates aren't. Filling in all the secondary lanes is possible but expensive
- if it has a market there's probably an opportunity for profit. (and taking the "simple" route of just giving it the default market puts lots of easily obtainable illegal goods everywhere, especially with Narcotics) In 1.77 you can use JS to tie its market prices very close to the system market (and similarly keep the quantities of goods low) but it's not straightforward.
- the market prices algorithm is right out of 8-bit Elite and not easy to adjust carefully: the wraparound can especially catch people out.
- if it's near or on a spacelane, then it can provide a source of reinforcements via the "trick the enemy into shooting it" strategy.
I can't think of any OXP stations - ones by authors publicly concerned about OXP balance included, and my own certainly not excepted - which avoid all of those pitfalls. Some are far worse than others, of course.
Or fuel: it's 2Cr/LY at main stations. It's really not obvious that its worth at the witchpoint can be well above 200Cr/LY, at least for the first LY of fuel.
Similarly it's probably not at all obvious to most OXPers why an energy recharge of rate of 4.5 (Fer-de-lance) is high but fine for a player ship, but a rate of 5.0 is a recipe (especially prior to a certain quiet change in 1.77) for a ridiculously powerful ship ... while the distinction between 3.5 and 4.0 is mostly trivial.
So there are probably quite a few OXPs which make the game easier but weren't intended to do so, and the author perhaps didn't even know how to balance it. Similarly, while there's the [wiki]OXP_Levelindicators[/wiki] to indicate OXPs which make the game harder, there's no similar indicator for OXPs which make the game easier - so players may install equipment OXPs (which pretty much entirely are either toys or make the game easier) thinking that they might be fun to have without realising the effect it will have on difficulty. (And some will also install them because they want an easier game, which there's nothing wrong with)
Perhaps a hints page on the Wiki which talks about how the basic game is balanced, and how OXPs might affect that balance, would be useful for OXPers.
There are also design decisions in the base game which make certain sorts of expansion difficult to balance.
Station OXPs: see above
Ship OXPs: Because the player starts off in the best ship in the game (more or less), a new player ship is probably going to be even better. If the player started off in an Adder or a Gecko then there'd be more room for ship OXPs exploring the performance range below the Cobra III. But they don't (and won't in the foreseeable future). NPC ships can also be difficult to balance, though the effects are quite subtle.
Equipment OXPs pretty much always make the game easier (or are toys like Beer Cooler, Camera Drones or HyperRadio) - because it's not easy for OXPers to write the right sort of costs into equipment items. Financial costs don't work because it's too easy to get money. Other sorts of balancing are not easy with the current core design. (E:D seems to have much better scope for balancing in this area)
(and that's pretty much most types of OXP except missions and the purely visual)