I think the ‘meaningful progression’ argument is kinda iffy on both sides. I don’t think having future content to explore is in itself meaningful progression, and I also don’t think having things be moving as fast as possible in the beginning eliminates the possibility of meaningful progression later.
Building a ship isn’t meaningful unless it means something to you, all the profits it’ll rake in don’t mean anything unless those profits mean something to you, this is why I focus on having a lore perspective/justification for my arguments. At the end of the day, if your company doesn’t mean anything to you, all the progress in the world doesn’t make it meaningful.
On the flip side, I think having things be zipping along at the start, and then slowing down feels very natural and is possibly a root good in game design. Think of any mobile game ever, they give you the juice to hook you, then put it all behind a paywall. Think of the games that start with your Player Character being fully upgraded, only to get ‘reset’ at the beginning, that’s the same thing but way less evil. Get hooked, take it away, make that long climb back the meaningful progression, if you can get the player to identify with the character even better, and if the player thinks the character is cool while also identifying with them, then thats a solid trifecta. They like the character, they are the character, they are motivated to see the character progress.
Here’s a thought that may solve some of the mentioned issues.
Make these buildings a ‘gift’ when someone renews their PRO license. Don’t give them 24 if they buy 2 years worth all at once, but it shows up in their inventory or at a CX as a contract needing to be fulfilled once a month until expired. It’s not like this suddenly makes the game pay-to-win, if it can’t be built then it can’t be spammed by a vet and it’s not too expensive for a beginner to build, the discussed constraints mean it doesn’t overly impact established players, it provides a little more sugar to push people to buy PRO which keeps PrUn kicking, and it drums up some demand for those higher tier products.
There’s a couple different routes on the table for specific implementation but the general idea seems to be input T2 materials and boost anything other than T2 material output, namely, T1 material output. Same math applies for T3 inputs boosting T2 outputs, and on and on up the chain.
I think the idea to loosen the staffing restrictions to any tier is a good one.
I like Fuyutsuki’s name, and ideas on consumable rate impacts and failure to staff. The idea of having the bean counters in the Planning Office being turned into finnicky caffeine addicts no matter if they’re PIO or SCI just fits. Though I am a bit foggy on what separates a make things better vs a make things less wasteful building. The only issue I see is how does the Planning Office link a higher tier input to a lower tier output?