I just read a book. The stories are richer and more complex.Interlinking missions that tell a story are some of my favorite game mechanics, especially in sandbox-style games, regardless of "profitability". I've been known to earn money through other methods in the game, in order to have enough to get through the next bit of story.
I'm here to design space ships and stations, then use them in fights (ideally) - something other mediums cannot do better.
To each their own, for sure, but I avoid missions like the plague in MP games. They always feel like digital hamster wheels.
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Agreed.Well that's a good point we don't need gold sinks, we need activity sinks. If someone is cargo humping, they could perhaps own a freighter company and do something with that cargo, giving pirate players an incentive to attack as they deliver cargo to various NPC'S.
Give players cause to mine further afield and make it take longer, and make it properly profitable to ship cargo about and pirates will arise, after which pirate-hunters will come. Instant, infinitely dynamic, player-generated plot. Even better than procedural generation.
For a while now my prescription to draw players out has been 1: nerf the crap out of resource respawn rates and reduce respawn predictability, 2: nerf the crap out of stick-shop spawn rates and fix their prices to have them actually make a profit rather than sell things at cost and even at a loss as they do now, 3: increase stick-shop currency caps and generation rates, and 4: increase the player currency cap to something ridiculous.
Mining will become more profitable while simultaneously requiring miners to range further afield taking more risks, and it will allow player-run shops to profit, thereby employing traders/shippers which will also become profitable.