brucewarren wrote: ↑Mon, 28. Jan 19, 17:31... It just feels more realistic.
Just a search for a knowledgeable opinion on ED: How many "fiddly bits" are in it?
I read a fair amount about people tweaking their "stuff" in game, mostly related to ships. But, are there lots of things to tweak? For instance, is the ship design/tweak/weapons/stuffs system geared up so that many different overall designs are actually viable and meaningful? Or, is most of it a railroad towards "Best Practices/Min-Max?"
I like Fiddly Bits. In X3, there were a bunch of fiddly bits. There were min/max issues, but one could make just about anything "work well" for some kind of useful purpose. And, there wasn't "one path to rule them all", either. One could play however one wished and even within certain flavors of play-throughs, one had a huge array of choices for fiddly bits.
IF I played ED and decided, for instance, to pursue a career in asteroid mining... forever. How much stuffs would I get to fiddle with? Would it end up being "you have to get this one type of ship in order to really do that well" and "after three upgrades to your limited selection of fiddly bits, you're basically done with asteroid mining?"
For instance, in X3TC, if one wished to be a "miner," one would start with a POS crappy ship with an ore collector. But, eventually, one could move up to having huge Mobile Mining Fleets with base ships, huge merchant ships ferrying ore, fleets protecting Mobile Mining Base Ships in dangerous sectors, centralized distribution trade posts stocked by highly trained pilots ferrying goods within your network and that your very experienced ore merchants used to supply themselves as they ferried ore to every industry in the galaxy... Every ship, every installation, customizable by you with your weapons of choice, systems, preferred tunings, trained pilots, support and logistics ships, etc..
That is a very deep level of "fiddly bits."
I don't expect ED to provide that, but I'd like to know if that sort of customization and an equitable amount of it focused on the player's ship is possible in ED. Or, would it eventually come down to "there are no further fiddly bits and no productive point being an asteroid miner after about ten hours of play and once you get xxx ship."