Priority number 1 is to make the game fun for content-creators. Thats often players who loves crafting, and progressing through that sort of stuff.
Here is my example of a gameplay loop that would generate content for everyone else.
1. Start out like now, you mine manually. Fly back and forth between Origin and starter astroid belt.
2. Start to get hold of larger ships, with more automation in lasers and ore collectors.
3. Start to build stations, with factories to automate crafting.
4. Automate mining ships so you don't have to do the mining your self, so you free up more time to min/max your factory for more automation.
5. Advance down to moons, and rince and repeat part 3-4.
6. Factories are now advanced enough to build complete objects, and its placed in player owned Ship-Shops, and items are shipped through automation in ships to Auction Houses - like the origin stations and others that will come.
7. The more automation a player controlled station/moon-station have, the further they have advanced through technology. The less its own safe zone is needed, as they will have advanced enough to start to build automated support systems against pirates.
8. The core of Stations is always within a safe-zone, which can only be sieged, but as more and more stuff is automated, the area around the station is smaller until some of the station has to be build outside with defenses. This include transport of ore, minerals and gas pluss crafted object tranfered through automated ships.
What this gameplay loop would do for the game over all, is it would create content. Both for companies, but most importantly for solo players.
Player owned, crafted, min/maxed and automated NPC ships would fly around in the now empty void, and is possible targets for everyone else. The reward for the advanced automation is larger cash-flow, but the risk is they can be captured, shot down, salvaged and sold off as they would be flying outside of safe-zones to maximise possible profit. The tech they have would also be available to steal and copy for others less advanced "automation experts" to get to make shop somewhere else.
The road-map should focus on this. Make it clear for those types of players that those things will be available soon. I don't think really advanced automation would be possible with current YOLOL, so maybe a more advanced system would need to be developed. Personally I like node-based systems. "NODAL" could be the next step of YOLOL, and YOLOL chips can be brought into NODAL as nodes and built together to produce more and more advanced automation. We would also need access to more advanced sensors like radar and lidar.
For example:
A player with a moon-base becoming more and more advanced with more and more effective automation for his factory and mining, could set up 3 receiver sensors at his station, and one transmitter. The transmitter is set to transmit at X frequencies, and the 3 reciever is also set to listen to the same frequency. By triangulation (coded through YOLOL or the more advanced version of math+logic system NODAL) he can detect astroids and movable objects. The astroids X,Y,Z position is used to send off automated drones who gets a simple vector coordinate to travel to, mine and go back. Movable vector space points is possible Pirates and can be used to automate turrets. Problem is, do you code the turrets to lead its target, or shoot stright on? Automation will never be as good as players, but its important its possible. Friendly fire is of course active, but friendly players can transmit within the "secret" frequency to let the system know they are friendly players. This is of course open to exploits through spies etc who leaks the frequency. Vector Space coordinates for Auction Houses can be put in memory chips, and fed the system so that NODAL can bring it forth, to be used to send automated drones to sell off crafted items, goods, gases, ships, blue prints - what have you, to the AH.
All of this would make the game way more "life-like". And having robots making robots is just nice progression, and I strongly feel this type of gameplay loop is whats needed to keep everyone else. Those types of players are the most important types of players to satisfy for a game such as this to succeed. It creates policies, better PvE, and PvP, more stuff for Pirates etc.
Having a company owning a big ass automated factory with 100's of drones automated would be such a big target for other companies who wants to sieges and steal all that work. In the meanwhile, such companies provides excellent content for solo players as well, that keep taking one of those drones down. For the company, they don't care. They have automated the production of drones, and keeps sending them off to farm and get richer. They only care if they suddenly see 100's of drones are wiped off the server in a short time, as only big companies are able to do that, so who did it, and lets declare war!
Here is my example of a gameplay loop that would generate content for everyone else.
1. Start out like now, you mine manually. Fly back and forth between Origin and starter astroid belt.
2. Start to get hold of larger ships, with more automation in lasers and ore collectors.
3. Start to build stations, with factories to automate crafting.
4. Automate mining ships so you don't have to do the mining your self, so you free up more time to min/max your factory for more automation.
5. Advance down to moons, and rince and repeat part 3-4.
6. Factories are now advanced enough to build complete objects, and its placed in player owned Ship-Shops, and items are shipped through automation in ships to Auction Houses - like the origin stations and others that will come.
7. The more automation a player controlled station/moon-station have, the further they have advanced through technology. The less its own safe zone is needed, as they will have advanced enough to start to build automated support systems against pirates.
8. The core of Stations is always within a safe-zone, which can only be sieged, but as more and more stuff is automated, the area around the station is smaller until some of the station has to be build outside with defenses. This include transport of ore, minerals and gas pluss crafted object tranfered through automated ships.
What this gameplay loop would do for the game over all, is it would create content. Both for companies, but most importantly for solo players.
Player owned, crafted, min/maxed and automated NPC ships would fly around in the now empty void, and is possible targets for everyone else. The reward for the advanced automation is larger cash-flow, but the risk is they can be captured, shot down, salvaged and sold off as they would be flying outside of safe-zones to maximise possible profit. The tech they have would also be available to steal and copy for others less advanced "automation experts" to get to make shop somewhere else.
The road-map should focus on this. Make it clear for those types of players that those things will be available soon. I don't think really advanced automation would be possible with current YOLOL, so maybe a more advanced system would need to be developed. Personally I like node-based systems. "NODAL" could be the next step of YOLOL, and YOLOL chips can be brought into NODAL as nodes and built together to produce more and more advanced automation. We would also need access to more advanced sensors like radar and lidar.
For example:
A player with a moon-base becoming more and more advanced with more and more effective automation for his factory and mining, could set up 3 receiver sensors at his station, and one transmitter. The transmitter is set to transmit at X frequencies, and the 3 reciever is also set to listen to the same frequency. By triangulation (coded through YOLOL or the more advanced version of math+logic system NODAL) he can detect astroids and movable objects. The astroids X,Y,Z position is used to send off automated drones who gets a simple vector coordinate to travel to, mine and go back. Movable vector space points is possible Pirates and can be used to automate turrets. Problem is, do you code the turrets to lead its target, or shoot stright on? Automation will never be as good as players, but its important its possible. Friendly fire is of course active, but friendly players can transmit within the "secret" frequency to let the system know they are friendly players. This is of course open to exploits through spies etc who leaks the frequency. Vector Space coordinates for Auction Houses can be put in memory chips, and fed the system so that NODAL can bring it forth, to be used to send automated drones to sell off crafted items, goods, gases, ships, blue prints - what have you, to the AH.
All of this would make the game way more "life-like". And having robots making robots is just nice progression, and I strongly feel this type of gameplay loop is whats needed to keep everyone else. Those types of players are the most important types of players to satisfy for a game such as this to succeed. It creates policies, better PvE, and PvP, more stuff for Pirates etc.
Having a company owning a big ass automated factory with 100's of drones automated would be such a big target for other companies who wants to sieges and steal all that work. In the meanwhile, such companies provides excellent content for solo players as well, that keep taking one of those drones down. For the company, they don't care. They have automated the production of drones, and keeps sending them off to farm and get richer. They only care if they suddenly see 100's of drones are wiped off the server in a short time, as only big companies are able to do that, so who did it, and lets declare war!