independent stations

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Betelgeuse
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I would like to see some stations that do not belong to anyone but themselves. They would be better armed than the equivalent stations and would deal in there own currency (with exchanges from credits at a loss).

This would counteract the effect of any one group being too important. Right now the commonwealth has all the early shipyards. An independent dry dock early on in the game that didn't do as good as the commonwealth but would expand on what the player sees as feasible to do.

A useful thing for them to have is self destructing cargo holds. When they get destroyed all there items get destroyed too.
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FAD
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Are you suggesting that we have another sovereign with yet another form of currency being introduced into the economy? Or what about having them deal in tradeable items alone, no currency at all?

"So, you want this self-exploding cargo hold? That'll be 1 Mark V Howitzer and 3 cases of Red Nebula Beer...We gotta deal?"
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Betelgeuse
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I was thinking different forms of currency (maybe even in the form of an bulky item). But barter would work as well.

As for the self-exploding cargo hold that is more for people who don't want people to take there stuff after they are dead. I don't think too many players are worried about that.
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Blitz
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So, do you mean that there be more smaller factions like the tinkers? And they have their own network of stations within commonwealth space and maybe even out of it which deal in their own special currency? And you'd have a lot of these currencies which can be exchanged like the currencies in the world now? And this currency may be a particular type of commodity? And are you saying that commodities will finally have more purpose than simply money-giving items? That'd be good but wouldn't that make the game too complex for the average gamer? That'd make the learning curve a bit steep, wouldn't it?
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Betelgeuse
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different kinds of money and different barter items are much easier the understand than damage types and shield absorb vs. damage (I don't think most players even understand the difference between them now)
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OddBob
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Different types of currency is a concept familiar to everyone. There is no learning involved. I like the idea.
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Blitz
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I play RPGs a lot but I still found Transcendence a bit overwhelming at first because it pushed so much information onto me is so little time. That kind of multiple currency thing, if it is introduced, should be introduced a bit late in the game - like after Rigel Aurius or St.ks. It may be familiar in the real world but it is still something to learn about for a player who's just started the game.
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Betelgeuse
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the issue is that it is the early game that needs them.
What about the early game was confusing? That might need to be improved. Most rouge types have a high learning curve and this one is different that most of them so I think most of the problem is that there are few games like this. Most games you know how to play immediately because you played a very close variation of the game before. Look at the major genre's games (fps, rpg, rts) with tons of games that are basically the same.
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Blitz
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That's not the point. I knew my way around Transcendence form the first game. That was because I've played freelancer and a lot of Roguelikes. The problem is that like many roguelikes that you play for the first time, there are too many things to learn in a short while. Sure, the on-screen help messages do help. But there is no real Tutorial. You are put straight into the game without anything telling you the basics. For eg. in Freelancer, the first mission shows you the basics of controlling your ship and combat. There is almost no way you can lose. In roguelikes, like ADOM and nethack, you start right away and you are expected to know everything. For most new players that's hard. People get put off when this happens. A LOT of people I know dislike this sort of game as they feel lost and are too lazy to spend the time to learn. If this learning process was included in early game, it would become easier.
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