this post was submitted on 17 Sep 2023
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How would you solve that paradox. You can always procedurally generate the encounters, buildings, dialogs to make it more interesting. Look at Minecraft or dwarf fortress. They have done a pretty good job in that sense I think
That's what I was going to suggest as well. Basically, the planets and whatever is on the could benefit from a greater degree of procedural generation, even if as trivial as variable room layouts, but a deeper system (variable objects, contents, colors, designs based on the module manufacturer like with ship habs, etc.) would greatly remedy the repetitiveness, as with the current system, you've basically seen all the POIs or the type once you've seen one of them.
Planet surface is nice, though, because I agree with Bethesda's idea of barren and deserted planets being much more prevalent than those that support any kind of life or even atmosphere. Elevation and scenery changes are also fine by me.
But still, POIs are oddly repetitive, even if somewhat numerous. They definitely should've gone for the more roguelike approach or something and use more proc gen with these.
Yes that would help. Also we need to fly across the planets. Really missing that