When the faction relation system is implemented, destroying stations will be much different. First you won't be able to dock at enemy/turned enemy stations, seccond, by destorying the CW then you open your options with the Charon Pirates and later the Ares. Destorying stations will change your alignment. This could also be a credit sink (bribery to get where you want to be) and late-game missions (spy etc.).Betelgeuse wrote:as for risk I think the penalty for destroying stations is too much I used to blow up alot of commonweath stations (even with the cuiser) but with the instant death now you can't.
Personally the imprisonment idea has taken alot from the game. Most games just turn into find enemy station and kill it games with few distractions. I liked playing a bad guy (the black market is a poor substite, it seems more like a specalty store) maybe instead have a chance of each station (of the same soveran) becoming hostle to you with the more stations you kill the better the chance is. That way you are still punished for what you do but still have a chance of dealing with them (and you wouldn't know if they where hostle or not untill you got close)
Big brainstorm
The endgame (Astral levels) of nethack is okay, but the late game(Gehommon levels) can be a cure for insomnia sometimes. You pretty much have your end game equipment and each level is just a maze. The only reason to explore at all is so that you can make the ascent quickly once you have the "AoY.OddBob wrote: Really? To me, the endgame of Nethack is the best part. Granted, I've only been there a few times, and maybe that's why, but beginning game in Nethack is boring to me. You have nothing really to do except wander around hoping to find something to kill or something to kill things with so you can level up and do the cool stuff already.
Eventually Transcendence resolves to the same, but without wands of wishing and artifact that nullify pretty much all damage, it does take longer.
The 4th Edition GURPS Space Book has a great method for simulating an economy based on relative distances and speciaclties. It works like gravity, the largest consumers pull at suppliers the hardest if they are close and less at suppliers a jump or two away.OddBob wrote: I like this. I also think that you can 'simulate' that full-on economy a little, by varying prices more, representing supply and demand and all that, even if they aren't being affacted by real world events. It would make trading mre of a challenge, and also more fun, because it's cool when you get salmon for 10 credits and the Ice Farm Flea Market, and then stumble upon a starving hotel next system that will give you 1000, after the last eight have all but made you pay for them to take it off your hands.