Cholmondely wrote: ↑Wed Jun 29, 2022 9:47 am
What do we need to facilitate this and make it enjoyable?
I tried some of the oxps/scenarios that you reference but for me (admittedly after often limited experimentation on my part), they were either two complex or too restrictive.
What is the point (and indeed fun part) of exploration?
This needs to be clear IMHO because I think finding out new info isn't sufficient. Jumping to an unknown system as a beginner, only to discover it to be an anarchy can be a death sentence - not fun IMHO.
So what you find out needs to be interesting or rewarding in some way. For example, jumping to a system in the hope that it might be industrial (to sell the goods you bought at an agricultural world) is a fair risk. You might have to sell a TC or two to refill your fuel tank when it doesn't work out but the situation is recoverable with a little luck.
Contracts were fun when I first tried them because they took me to worlds that I might not otherwise visit.
So, I think we'd need
Furthermore I think it would be a balancing act between the three, with too much of any one diminshing/ upsetting the others.
Variety
For example, imagine a very different oolite in which every system is radically different to the next: different ships, different inhabitants, different police, different station, prices, goods, asteroids etc. etc. That might sound
really cool to some but without a 'typical' system there soon becomes little surprise or reward in finding a different one.
Although I have lots of ideas my programming/experimenting time is about zero at present. My
station variation idea for example relied on the fact that most of the systems were inhabited by human colonials and so I decided not to interfere with those systems but rather with the 'alien' inhabited ones. More variety but not by having every sytem (or even most sytems) be 'remarkable'.
Variety requires surprise in this context I think and part of that surprise is that some things be unexpected and not merely different. So to make station variation more surprising, I'd probably hide sytem inhabitants in all cases on f7. That way you'd still be surprised to discover a bird inhabited system even if you've visited such a sytem before, merely by the fact that such sytems are rare.
Commies works well IMHO but less so if combined with Anarchies, Fuedal States and Dictatorships, not because any of those oxps are bad but rather because when most systems start to have additional stations then I'm less inclined to visit or even find them to be interesting; they become expected rather than exciting/fun.
Reward
This could be as simple as finding a new system of a convenient economy type or a particularly high tech level. Tech level might be a good example if we're prepared to either drop it or to change how it works.
Suppose that all of the systems near Lave had a tech level of no more than 6, then they player would naturally wish to explore further in order to find new equipment or repair whatever damage they had sustained. If tech level were also hidden from the f6/f7 screens then arriving in a higher tech system would constitute a good discovery for a player.
Another idea would be that rather than hiding system properties, some planets could be entirely hidden: not on the map at all until within 7LY (or perhaps even less...). Imagine that there were some well known lore-rich planets that were on the map such as Lave, Reorte etc. If more of the higher tech level and safer worlds (the two tend to go together) were not on the map then exploration is encouraged and finding somewhere useful or fun is a nice surprise.
Maybe Tionisle for example is not shown on the map until... some chance contract is ofered to a completely unknown (to the player) world (in this case Tionisle). There would need to be just enough known 'stepping stone' planets around in order to ensure that the player could reach any new found planets but if just the highest tech ones were cherry picked for 'X-directory' status then it could be interesting.
Risk
Just as there should be rewarding finds rather than 'jackpots' (again, IMHO) there should be risks but not 'death traps' that are completely hidden from the player visiting a new sytem. In other words: both nice and nasty surprises are needed but neither should be so potent as to (automatically) remove the need for further risk in a pilot's career.
So government being unknown is high risk for example (and potentially deadly) but tech level or economy type being unknown constitutes low risk.
Although, not strictly an exploration oxp,
Weapon Laws encourages players to travel to systems that they might otherwise wish to avoid, knowing full well that there would be a reward (and risk) for doing so.
A nasty surprise could be thargoid presence in some systems (maybe too severe) or a lack of police (likely less so) for whatever reason. Maybe some systems consistently have less (or more) commodities for sale and the only way to discover this is by visiting for yourself.
Risk needn't be high to be significant, it need only have consequences.