@Neo160
At first, I like the idea of random events and loot, but then something else came to me when I was replying to one of the other threads.
Why?
Why should we make mining fun? Why should we make something that's so basic and detrimental become fun? If we do, then what sense does the player have to automate it? I know there is no such thing as progression in a sandbox game, but you do have a little bit of progression in automation. The player will want to automate and make things like mining more efficient, otherwise there's nothing stopping them from sitting in an asteroid belt 'turtling' (as it was put in the other thread) until they have everything they need to buy/build their fleet.
For whatever reason why you're mining, that alone shouldn't be why you're performing that task. You want to automate it so you can do other stuff. If you are going to turtle in a belt and build your fleet, it should act as an incentive to make it more efficient/automatic.
I think of this as the same as starting out in Minecraft. You start out and the first task you have to do? Harvest wood. I don't really care for harvesting wood, and having to come back to it now and then is a bit boring. Yes, it could be a lot more interesting with loot drops and the like, but then you start rewarding something that's meant to be boring.
Let it be boring. Those who really want to do it are still going to do it regardless of the ideas put forth.
Post
Thu Jan 31, 2013 5:05 pm
#46
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Making mining fun
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.