Why are Nav beacons still in the game? That’s the question. And if you’re interested, I will explain why. In my usual incoherent, rambly style.
About a year ago, at a time when I was absolutely hooked on the game, I wrote a blog post on Elite: Dangerous describing the good, the bad and the utter lack of anything ugly in the game I felt so strongly about. Since then I’ve kind of moved on, I got my Anaconda and combat elite rating so I had sort of reached my personal goals in Elite. I also had a few high workload games I needed to review, so I started spending less and less of my time in Elite, flying around shooting baddies and taking stuff from A to B. The introduction of new ships (that threatened to be bigger and better than my venerable ‘Conda!) and the Horizons expansion drew me back in, however, to see if things had changed significantly.
Well had they? Yes and no. As the hopeful side of me expected, there have been some major additions and necessary improvements to the game. However, the limits of what is possible with the design are looking more and more like impassable barriers just like my pessimistic side feared. Elite: Dangerous is a game for the long haul so it’s a bit early to draw final conclusions at the dawn of season two, but at least I can do some predictions and even if such predictions are by necessity inaccurate, the analysis itself might be interesting. And in the end we just might figure out what’s so important about those Nav beacons.