@Alexander Prime
You seem to get where I\'m going with this.
@rmooney01
I\'m glad you agree that it could use a difficulty bump, but as for players wanting a quick and easy path to power... The truth is, people always want what is bad for them. Sure they \'say\' they want a quick start to everything in game, but where does that leave you once you get there?
I don\'t get a whole lot of time to play myself, but, there\'s a common misconception that a person has to reach \"endgame\" in order to really enjoy a game like this, but the truth is it\'s more fun getting to the top than actually being there. I\'d have far more fun looking forwards to and planning the next step in my attempt to ascend through the tech tree in the limited time I\'ll have available than just sitting and building random aesthetic builds for the sake of having something to do.
As for \"everything optional\", a certain game designer on another site let me in on a little thing known as \"design paralysis\". If you include too many configuration options, it becomes impossible to add anything to the game without unbalancing one option or another. An item balanced for one mode of play may completely unstabilize another, or become entirely useless altogether. For example, if you can get LAZ-EX 1000 for 500 credits, and it deals 1000 damage, and a LAZ-EX 2000 goes for the same price, but deals 2000 damage, what do you think will happen to the LAZ-EX 1000?
@Jcewazhere
I don\'t really think that goes far enough. All that would really do is make meaningful shops 20 times more rare, and extend the time spent hopping from one to another to drain it for valuable items. Earning billions from glass would instead be replaced by building thousands of cheap grey/black hulls from your factory, dumping for credits, then swapping them for whatever goods you need at the nearest black market you haven\'t pillaged already. I\'d much rather resource gathering were dependent on mining rather than the time you spend hunting through boring empty expanses of lifeless space.
As for configuring, please see the note above on \"design paralysis\".
@Kaamio
The idea isn\'t to discourage combat altogether so much as make combat meaningful. Running and hiding from pirates while you\'re still too weak to fight them, so you can eventually get to a level of power where you can eventually fight them and win.
I figure catalogues were pretty much implimented as a GM command so people could try out ships in a more freeform setting, but hardly a thing to be used in what should be a resource-driven fight for mastery over your environment.
As for 3000 meaning I build too small, maybe it\'s that you\'re building too big instead? If you have the resources to make a 40,000 block ship, then nothing in the game poses any form of challenge to you anyway, and it\'s only a funny toy for making block sculpture. My intent is to have a mode of play in which this actually is a game rather than just another form of 3D pixel paint.