@XenoCow i do see what your saying but the data is pretty much there if your just looking at the forums alone, this thread not counting you or myself has 8-9 different people who seems to oppose these sort of mechanics. and if you look at other threads on these forums with similar topics also have more overwhelming opinions and arguments that oppose these kind of ideas effecting these specific areas. im sure you remember how upset a lot of players got when they increased the size of the safezones, i sure do. but then look at how since over 2 years ago or maybe 3 now when they first publicly announced this game, emphasized a lot towards this game play(go back and read and watch a lot of early stuff leading up to now). Which is defined not by the company but sorta a genre of its own, as a risk versus reward style game, even more so since endos will drop their items upon death. A direct quote from their information of the game on steam says, "Mine raw minerals from asteroids and salvage different parts from broken ships, trade your salvaged goods at trading stations, or steal from others if that floats your (space)boat."
So FB themselves are on board from day one with this concept. The reason we call this a RvR game, is because of the way materials and goods needed in the game are moved around with the possibility of losing it not only to other players but the environment as well. I still tell people your biggest issue outside the SZ isn't pirates, but asteroids, your likely to lose your ship to asteroids before ever coming across pirates. And changing the risk value vs your reward value with devices like the damper and other things doesn't change the game but rather you as a player, playing smarter and shrinking the margin of risk. That is a method everyone is comfortable with, and yes these games do have a higher amount of players looking for that thrill of RvR, it is the main reason a lot of them are drawn to it. Look at the bigger player ran factions, do you honestly think any of them with their 100s of players would prefer these mechanics? Im pretty sure The Collective wouldn't be and they are a real faction. A big proof of it is look at the increase in games that are like this, the number is rising quite high every year, steam store is full of them.
Just like many other players, I think having the abilities that you can work for in or design yourself to lower your own risk while still maintaining your high reward is very much acceptable as long as it is the player who came up with it and not a forced mechanic that completely changes the theme of the game. What is the point of a completely destructable universe if players don't count? What is the fun or challenge of a game when there is no risk or competition? Basically without it, starbase is just a building simulator or single player game with multiplayer option with a lot of extremely now unimportant game size.
So FB themselves are on board from day one with this concept. The reason we call this a RvR game, is because of the way materials and goods needed in the game are moved around with the possibility of losing it not only to other players but the environment as well. I still tell people your biggest issue outside the SZ isn't pirates, but asteroids, your likely to lose your ship to asteroids before ever coming across pirates. And changing the risk value vs your reward value with devices like the damper and other things doesn't change the game but rather you as a player, playing smarter and shrinking the margin of risk. That is a method everyone is comfortable with, and yes these games do have a higher amount of players looking for that thrill of RvR, it is the main reason a lot of them are drawn to it. Look at the bigger player ran factions, do you honestly think any of them with their 100s of players would prefer these mechanics? Im pretty sure The Collective wouldn't be and they are a real faction. A big proof of it is look at the increase in games that are like this, the number is rising quite high every year, steam store is full of them.
Just like many other players, I think having the abilities that you can work for in or design yourself to lower your own risk while still maintaining your high reward is very much acceptable as long as it is the player who came up with it and not a forced mechanic that completely changes the theme of the game. What is the point of a completely destructable universe if players don't count? What is the fun or challenge of a game when there is no risk or competition? Basically without it, starbase is just a building simulator or single player game with multiplayer option with a lot of extremely now unimportant game size.