Walt So something that I've witnessed having watched probably hundreds of hours of people playing Cosmoteer is that, nearly universally, people really hate having an FTL efficiency lower than 100% (or seeing any yellow/red on the overlay) and will do everything they can to get to 100% (or at least very close) without rationally considering the underlying economics. And so, if FTL efficiency and blink efficiency are the same thing, then I'm 99% sure that the average player in singleplayer will have near-maximum blink on all their ships, not because they've made a deliberate choice to have blink on all their ships, but because they were satiating their psychological desire to max out that percentage bar. I think that would be a bad thing
I definitely agree that would be a bad thing. Do you think that it could be avoided with surface UI changes, such as doubling all efficiency numbers (so old 50% is now called 100%, and old 100% is now called 200%) and visually deemphisizing efficiencies above 100% (e.g. yellow for 50%, green for 100%, slightly lighter green for 150%)? UI changes plus exponentially more work/cost to get above 100% might be enough to discourage people who just want to see their whole ship in the green.
Walt I think it would be useful for me to explain how the current FTL fuel cost is calculated. I'm not saying it can't be changed (I'm not particularly wedded to this approach), but it's probably useful to understand as a starting point.
Ohhhhhhh, I see. Thanks for explaining it, that's definitely not what I assumed. Clearly I've been playing bounty hunter wrong 🙂
Walt Dalas120 Obviously fighting will never be perfectly comparable, but at the very least players should be able to use the same warship effectively in both modes.
Honestly, I think that is likely to be an unachievable goal as singleplayer gets more fleshed out. Imagine, for example, if things like hydroponic farms and research labs and holodecks get added, basically anything that plays a role in long-term singleplayer progression. Those will be pretty useless in multiplayer.
Depending on how long-term singleplayer progession works, I don't think they would have to be useless. A holodeck, for example, in single player might be used to improve your crew, subject to some kind of ceiling (say, 10 veteran crew per holodeck). The same mechanic could probably work in multiplayer, except ships would start with those 10 crew already trained.
Stuff like research labs or asteroid mining or trading bays definitely wouldn't help you in MP combat, but those wouldn't help you in SP combat either so I don't see any problem - a SP warship would fight just fine without it's own labs. I'm only against the sort of thing where X part is necessary to kill enemy ships in singleplayer, but cannot help kill enemies in multiplayer (e.g. FTL).
Walt You would prefer this to a wholly separate system? Is that because it'd keep the systems unified instead of having two separate-but-similar systems?
Yeah, that's my reasoning - I strongly dislike separate-but-similar, especially for something that used to be unique. I agree with your concerns though, that it would muddy the lore and there would be even more balancing/UI issues to figure out.