From an 'outsiders' perspective, this is one of the more interesting threads of late - thank you Hooch.
I have played this game from the time I purchased SFC Gold a few years back, though I never tried the dynaverse until this latest version. Can someone point out what made the D2 experience different from the D3? It may help those of us that have no way to compare the two to actually contribute to its improvement.
I hear very often about the lack of 'strategic depth' with SFCIII, and in that I agree. I am assuming, by the critique, that the D2 was more rewarding. Is that correct? If so, how?
- on an unrelated note, I am so very much leaning towards playing on any D2 server that will have me... but drad gummit, the cloak is too cool in III. One of my main concerns with the D3 is that the whole process seems far too sterile.
It all boils down to flipping hexes. The problem is, there are but a handful of ways in which to go about this and only one of them brings true thrill - PvP (and even that is sometimes questionable). One can only go on so many scan missions (when a frigate pup) or planet runs (when a wee tougher) before it gets stale. Once it gets stale, you do not play as much. Once you do not play as much, you return to find the ten to twenty hardcore players zipping along in their superior hulls. This, in turn, removes the thrill of PvP from the equation and leaves you back at square one.
As far as contributing ideas to better the process... (and forgive me if some of these can not be seen to light)
*For the smaller class hulls just entering a dyna, more missions will help alot in my opinion. It will make navigating within your borders, while working your way up to higher hull classes, much more interesting.
*A better working of neutral zone economic values would make the capturing of hexes more interesting. Provide pockets of 'rich' systems with low defense values but high economic ones within the neutral borders of Empires, perhaps? In this way, the taking and maintaining of hexes would become much more important. It would lead, in theory, to more intense (and again, important) PvP battles within these 'hot spots'.
*Opening up LOS rules on larger maps may help. Make it three to five hexes, instead of one. I bring up the classic TOS episode 'A Balance of Terror' as an example of the interesting nature of crossing through no mans land and finding oneself in enemy territory. Totally cut off and at the mercy of the enemy's organization skills, and yet able to hurt that enemy's economy with hit and run tactics. Open LOS up and yet feather the economic and defensive value of the homeworld hexes so that they progressively get stronger the deeper in. To further prevent these 'deep strikes' from doing too much damage, it would be nice if you could make it so that hexes within your borders (those 2 and further deep), if captured/flipped by the enemy, became neutral - instead of enemy owned. It would hurt you while not necessarily helping the opponent (and avoid the multi colored checkerboards that LOS is there to protect against).
I don't know... Just a few ideas to whittle away the day by. Forgive its length.
Hopefully the braintrusts of the community will figure something out sooner rather than later.
I am doing my best to keep the interest alive. I love the series too much not to.