![]() Thus the nearby systems should be relatively safe and "dry" except for a handful of hotspots clearly signaled by beacons. And only a few large menaces would be left only because no faction would have dedicated the resources to clear them out yet. ![]() Logic would then dictates that the worlds around the core would have long been cleaned up from all the small easy-to-deal-with /Remnant fleets. Additionally, tech-mining and recycling are supposedly big things in the Sector. What we know is that the various factions try to keep a close lid on their territories, that Derelicts do not rebuild or move around, and Remnants kind of want to keep out of sight. But how the game world would look if it was done the logical way? While I understand very well why that is from a game design perspective (closer to the core = safer) that clearly doesn't make any sense in-universe: How come that the various factions dealt with the nearby big menaces but couldn't cleanup their doorstep from the trash? I think that a clear case of game-ism circular logic, it is done that way because a lot of open world games are done that way. How comes that nobody ever visited those close-by systems in 200+ cycles anyway? In general their smaller fleets are closer to the core worlds and conversely, thus you have to travel far away to finally encounter more interesting stuff. Derelict encounters are leveled instead of seeded on the map (I know there was issues when it was the case), meaning you have to deal with small fry before getting to the meaty stuff. So here are my grievances with Derelicts and Exploration: Usually I'm not fond of Big Wall-o-Text Gameplay Suggestion threads in general, but this one was too tempting to write if only to feed some thoughts and discussions. But it went on and on through a series of "what-if". So, this started as a reflection about the Derelicts (or the Remnants), exploration and how there are some things bothering me about them.
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