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The meltdown update changes a lot fundamentally about the game, and I'm a bit unsure of it myself. After playing a bit in it, I've enjoyed the experience of building around the heat system, and the side upgrades are genuinely fairly interesting to build around for the most part, but some other things just feel a bit unbalanced, and a lot of ships in the game just aren't built around the system in general. I haven't made it to the later sectors yet, but I worry that later game ships that are built in will just break due to the nerfs to reactors, among other things.
I assume the since Meltdown is in the preview branch, things aren't set in stone, and things can change, but I'm a little worried about the future of Cosmoteer.
I have considered it. In the end the speedchanges by themselves I could get used to (even though imo it's a senseless change since from my perspective it solves a problem that doesn't even exist), but in the end I would never get used to the wack overclock system.
It's like they wanted to implement the heat system (which by itself is graphically very well done) and then add new weapons (because the community has been starved of new weapons for quite a while, so they will essentially be happy with any new weapons added to the game) and then decided to crunch these 2 features into 1 for convenience or something.
The heats system is not the problem for me (far from it), the new weapons are not the problem for me. Them being packaged into a single one wack feature is however.
I could never get used to overclocking an orange and then getting a cat or overclocking a brick and then getting a pencil. That's not how overclocking works, but it is what heatpipes are designed for. It's just too wacky for me.
So from my perspective they rolled 2 features into one, changing it into a new feature that is changing an important conceptual pillar of the game.
One way to illustrate this is suppose that there is a medieval combat game and it's been developed for a couple years now and everything is balanced around that.
Then suddenly the devs decide to add magic! It changes the whole core of the game and while most of the players will probably like it (in part due to previous starvation of real content), some players really wanted a medieval combat game.
What also didn't help was the initial responce I got from the balance council when I first tried to voice my concerns for the state of balance of the freshly released preview update. For me it made the balance councel come across as immature and as arrogant, even though the main reason for the balance council existing was supposed to be to take balance seriously.
Not that this would in any way change my stance on the actual matter, in the end it's the state of the game I care about.
I expect the majority of players to like this update but it's not my cup of tea. I'm probably staying on the 0.29.0 update and keep tinkering with private versions of my mods from time to time.
I expect my asteroid mods to be very easy for me to keep maintaining though, so I will probably fix these if an update breaks them again.
Don't worry. Next major update adds coffee, where you must manage coffee machines and supply lines to keep your crew caffeinated and move at +25% speed. To balance this, they need to go to the bathroom, and you must design a whole bio waste management system in your ship!
But really, I've just migrated to Starsector at this point. Found out about it a little over a month ago (if only it's on Steam) and I've been hopelessly addicted to it. It's pretty much everything I wanted out of Cosmoteer and more. You wander around in space, fight and salvage, build up your power level, and both games have tons of mods. But Starsector has actual tech progression, fleet combat, and a ♥♥♥♥ ton of things to do with the story, quests and factions. I can't even say that the 'tinkering with ship builds' shtick is better in Cosmoteer because I legitimately lost the same amount of hours exploring weapon combinations and fleet compositions in Starsector, and the latter actually pays off because it offers an infinitely deeper game outside of solely designing.
As someone with 112 hours, It's a real shame that Cosmoteer is going to be one yet another 'promising indie title that gets stuck in pvp hell'. Of course, the lead dev can do whatever he wants with the game, ya-da ya-da, but he shouldn't be surprised if people start slowly ditching after years of no fundamental updates to the core game.
He seems more keen on adding menial content catered to PvP rather than long-term, bigger additions that would help lay the framework for bigger updates and mods. Faction wars, diplomacy and deeper interaction? AI improvements beyond charging at you and hoping their ship is stronger? Any additions to the game beyond "hey look at this existing mechanic, now it's marginally more involving manually"? Nope, new weapon system with arbitrary module mechanics number 13.
I almost think that the dev does play Starsector, and got his fix of campaign-progression gameplay, which is why this weird direction the game is being taken in is more interesting to him.
I'll be laughing my ass off when Starsector has a full release on Steam and gets hundredfold more sales and positive reviews, and it'll be the ultimate up yours to the dev and the discord smoochers about how huge of a market in space games they had just missed.
I used to think this was one of the coolest sandbox games back then, and now there's a new 'major update' and I'm so comically uninterested in it. Oh boy, can't wait for another round of sidegrades upon sidegrades that'll affect literally less than 5% of my game experience.