Ratings and Goals is the key to commitment.
First of all, the game is awesome. I can only imagine how much better it will get over time.
Review based on 70+hrs played
To the point.
The things that in my opinion penalize the game and the players:
•Originality (what the game needs) = Time (dedicated builders) ≠ Outpost profitability and survival.
•Raid rating system.
•Visibility on what makes an Outpost survive (point: death ratio, evaluation...).
•Visibility on the loss/gain of rank after having finished the raid and if it is adaptive to the outposts (hidden average deaths of players for a given Outpost).
•Permanent closure of the P10-Outpost.
-This choice should be left to players who have defeated or at least attempted the Outpost, not to times.
The gameloop, although intuitive encourages players to create DeathKillMegathing-Boxes (which are cool even though they do not attract all players) by the simplicity it requires to be built (and therefore the time dedicated) and the prestige system that requires killing much more than building entertainment and new challenges. System which is at the origin of the growing number of these models. Although the death boxes will eventually decrease due to the annoyance of the players who leave them, we do not want a repetitive game where originality gives way to redundancy, and certain Outpost classified as uninteresting caused by lack of precision in the ratings.
Ratings/reviews left by players should count and be more varied, stats alone are insufficient to judge that a "bad" Outpost does not "work" and condemn it, although they can precisely certify that another "works" without knowing if it is "good".
It goes against Lore, but we want those who enjoyed and dedicated time to the Raid to be able to visibly and measurably notify those who dedicated time building it (OutofGas/UpAndRunning is too brutal and frustrating for a lot). The system works although it is discreet, but i still find it a little too shady in some aspects.
Well-designed areas are time-consuming and bring in little Gas*, where DeathKillMegaThing-Boxes are Gas* factories and guarantee their durability. O=T≠Ok
There are many technical constraints that force the system to burn outposts quickly (thank you btw for implementing replays, this aspect is simply magnificent), and we have to clean up, but a bad evaluation system penalizes dedicated builders who make the game better and one unlucky day sends the work to the trash.
Assuming that the evaluation system is accurate and effective, a prestige10 Outpost should be able to survive if it really deserves it. Like a legacy. 200 social OutPost but no "monument" that continues to draw blood. The idea here is of course that he gets relegated to social, and I'm sure you have a plan for that aspect of the game.
There could be a category, where all OutPosts that have reached P10 and accomplished something (a big requirement in rating AND cumulative death over a longer period?) would be displayed and playable, giving rewards to those who beat them , a title? something visible in the replays so that we can say "damn look at him, he's strong he's Xthing that means he's tough and today he played my Outpost". And once every X time, this same list of monuments is subject to a selection where only the top continues to be playable for the reward. So there is recycling, so there is something to achieve and to share.
We can't just build aiming for the trash can.
And idem, tierlist of "tough players" with their "evaluation" notified separately from the others. Their replays are "must-watch" and the whole cocktail gives a game where building well is attractive and "building only DeathKillMegathing-Boxes" is less interesting, playing well is rewarded, and those who just want to play as it is have more variety in their play sessions.
Looking forward to the smartphone app to manage Outpost
Also, please pretty please add a "permadeath" clone that we can choose and play separately, we love to suffer here, and we want to show it.
Finally, I am fascinated by the game, its potential and the work you have done. I had read some about the gameplay, thinking "it would be crazy, but they won't make it, it will be boring and repetitive". I was wrong, it's amazing.
+ the potential for content creators
+ a 1/1 texture/cube reward season-based to well-ranked Outpost