Marcomies wrote:
:Q:"Provide an idea of how to implement you idea. But within the current structure, so that a new player who starts playing the game discovers the feature, but can easily identify the flaws and benefits of having such a room.":
A: well, if common sense didn't tell the player not to put all the eggs in one basket I'd imagine he pretty much notices the flawedness of his design during first collision simulation as his entire crew gets spaced after the first asteroid impact. So... the player has learned something new, wipes his bitter tears of disappointment and gets back to the drawing board.
But this is what will drive the average player away from the game if you assume that "common sense" prevails. Common sense is inherently not common in it's understanding of how it works. There has to be a structure to help educate players on a more complicated ship design, or at least something to point them on how to find out the information for themselves. Currently I think the rooms and themselves with the one ship design we have right now can be easily played around with.
I like your idea but the key thing with it is the
idea how it gets implement so a player can take and mould it. The underlying theme of this game is the players create the content so I'm all for your idea but again my concerns are leaving a game open to lots of changes and adjustments will overwhelm players unfamiliar with the genre. To be honest I would like to see this game be a success and easy access and easy to learn is the first step in that process.