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Re: Banking/Insurance

Well, unless the game saves like Minecraft. Then insurance would be useful. And it would also contribute to making the universe more persistent while the player character might be more ephemeral. After all, the mortality rate of humans (and presumably all the aliens out there) is significantly short...

Re: Dynamic Asteroids

In which case having a few kilometers between asteroids seems a reasonable middle-ground between space-rockslide and near-empty space. Asteroids should be spaced well-enough to allow for combat (albeit with different strategies) AND to allow for not-pain-in-the-neck mining.

Re: Death

The problem with harsh death penalties, even at hard difficulties, is that the player generally becomes very risk adverse. It also punishes the non OCD player who doesn't hit the autosave key every five minutes. Interesting gameplay happens though conflict (be it combat or economic) and risk taking...

Re: Planetery ownership

from another post on the forums someplace it was fairly well established that times a non factor in the game. I merely mention this for theoretical roleplay purposes. Obviously, anyone can pretend that any amount of time has passed when they're playing a game like this. But in terms of the game eng...

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