Slavery and Cyborgs - Fleet carriers as battlefields (raids)

I wish the presence of Slavery was used as an excuse for the real presence of cyborgs and androids in game, literally working in the place of slaves, adopted from all anti slavery factions and super powers. On an additional point, a new power should emerge, probably linked to Thargoids, the droids or whatever, robots with a power of their own, but only NPC, won't be possible to join it really.

Borgs and Cyborgs would not require much work in game: as artist can easily camouflage the NPC in Odyssey Conflict zones with Droids (looks).. just use different skins, and put a slightly different movement, bugged maybe speedier.. will see, but it's not much work at all.

However such cyborgs\androids won't be only bad guys, or neutral like the workers hired (mostly lore and non visible, maybe visible in assets as they work, carry etc) but they would also be good willing, so on the side of the good people and how?

Now you will understand why I talk of Fleet carriers: Fleet carriers should be attackable, this will create a so called "money sink", as people will be able to hire different levels of Cyborgs protection, a plan that allows the player to hire from 100k CR protection (easily taken down) to a 1mln per week or maybe 5 mln per week protection.
With a maximized protection it would be barely impossible to make it through the first entrance door for an attacking party, even of multiple attacking players.

What would be the purpose of such attacks?
Raiding a Fleet carrier would not only punish the player who does bad things etc, but also enable act of piracy and so on.
Special items might be found in it, or simply plenty of money, or materials and so on that raiding party might be able to obtain.

Fleet carriers additionally could allow also the mounting of internal laser\beams and so on.
Of course the atmosphere in the case of an attack should be eerie, alarms, low lights, flashing, constant ringing... there could be different ways to do this, but Fleet carriers should be attackable.

Also.. if u attack a fleet carrier and you are caught or else, it will be KNOWN. So you will be shot on sight when u reach another fleet carrier for a time of a wanted system is in place. (1h etc)

With this I am responding to two big issues. Fleet carriers not being active (same should be put in Strongholds (payed by the super power, the more one power has he more will be asked to cover the max level of defense, which is the one that ensure no attack really can make through it and sack it), is a cannibalizing issue: fleet carriers should be interactive assets...

Best regards and thanks for reading, feel free of course to add you ideas and improvements to the ideas here.
 
If you can make it so that having my carrier raided is not a giant pain in the butt then sure it could work. Making it so that I have to pay extra millions per week just because some bored troll now has the opportunity to ruin my stuff does not sound like a fun mechanic. Right now this is sounding like adding gameplay for trolls and making the game worse for the majority of players.

If there was no negative effect for the carrier owners would you care to have this change? If the answer is no then it likely doesn't belong in the game because the only purpose is to have fun ruining someone elses time. If you can figure out a way to make this beneficial to the carrier owner we're onto the start of an actual gameplay loop that could be fun for all involved.
 
I wish the presence of Slavery was used as an excuse for the real presence of cyborgs and androids in game, literally working in the place of slaves, adopted from all anti slavery factions and super powers. On an additional point, a new power should emerge, probably linked to Thargoids, the droids or whatever, robots with a power of their own, but only NPC, won't be possible to join it really.

Borgs and Cyborgs would not require much work in game: as artist can easily camouflage the NPC in Odyssey Conflict zones with Droids (looks).. just use different skins, and put a slightly different movement, bugged maybe speedier.. will see, but it's not much work at all.

However such cyborgs\androids won't be only bad guys, or neutral like the workers hired (mostly lore and non visible, maybe visible in assets as they work, carry etc) but they would also be good willing, so on the side of the good people and how?

Now you will understand why I talk of Fleet carriers: Fleet carriers should be attackable, this will create a so called "money sink", as people will be able to hire different levels of Cyborgs protection, a plan that allows the player to hire from 100k CR protection (easily taken down) to a 1mln per week or maybe 5 mln per week protection.
With a maximized protection it would be barely impossible to make it through the first entrance door for an attacking party, even of multiple attacking players.

What would be the purpose of such attacks?
Raiding a Fleet carrier would not only punish the player who does bad things etc, but also enable act of piracy and so on.
Special items might be found in it, or simply plenty of money, or materials and so on that raiding party might be able to obtain.

Fleet carriers additionally could allow also the mounting of internal laser\beams and so on.
Of course the atmosphere in the case of an attack should be eerie, alarms, low lights, flashing, constant ringing... there could be different ways to do this, but Fleet carriers should be attackable.

Also.. if u attack a fleet carrier and you are caught or else, it will be KNOWN. So you will be shot on sight when u reach another fleet carrier for a time of a wanted system is in place. (1h etc)

With this I am responding to two big issues. Fleet carriers not being active (same should be put in Strongholds (payed by the super power, the more one power has he more will be asked to cover the max level of defense, which is the one that ensure no attack really can make through it and sack it), is a cannibalizing issue: fleet carriers should be interactive assets...

Best regards and thanks for reading, feel free of course to add you ideas and improvements to the ideas here.
Denied.
 
This is a different thing though. This is about boarding carriers, basically making them an FPS level, not attacking them with ships.

Yeah do that with megaships, not sleeping on the bridge of my carrier 24/7 in case some jarhead decides to board it, that's always the problem with these suggestions, stuff that affects you shouldn't happen when you aren't there to do something about it!
 
This is a different thing though. This is about boarding carriers, basically making them an FPS level, not attacking them with ships.
Same thing though. Attacking, pirating, damaging, forcing to jump or anything that resulted in something that the owner didn't intend was resoundingly rejected. Certainly the idea that you'd have to pay to defend your carrier when you're already paying upkeep would not have been popular.
 
I wish the presence of Slavery was used as an excuse for the real presence of cyborgs and androids in game, literally working in the place of slaves, adopted from all anti slavery factions and super powers. On an additional point, a new power should emerge, probably linked to Thargoids, the droids or whatever, robots with a power of their own, but only NPC, won't be possible to join it really.

Borgs and Cyborgs would not require much work in game: as artist can easily camouflage the NPC in Odyssey Conflict zones with Droids (looks).. just use different skins, and put a slightly different movement, bugged maybe speedier.. will see, but it's not much work at all.

However such cyborgs\androids won't be only bad guys, or neutral like the workers hired (mostly lore and non visible, maybe visible in assets as they work, carry etc) but they would also be good willing, so on the side of the good people and how?

Now you will understand why I talk of Fleet carriers: Fleet carriers should be attackable, this will create a so called "money sink", as people will be able to hire different levels of Cyborgs protection, a plan that allows the player to hire from 100k CR protection (easily taken down) to a 1mln per week or maybe 5 mln per week protection.
With a maximized protection it would be barely impossible to make it through the first entrance door for an attacking party, even of multiple attacking players.

What would be the purpose of such attacks?
Raiding a Fleet carrier would not only punish the player who does bad things etc, but also enable act of piracy and so on.
Special items might be found in it, or simply plenty of money, or materials and so on that raiding party might be able to obtain.

Fleet carriers additionally could allow also the mounting of internal laser\beams and so on.
Of course the atmosphere in the case of an attack should be eerie, alarms, low lights, flashing, constant ringing... there could be different ways to do this, but Fleet carriers should be attackable.

Also.. if u attack a fleet carrier and you are caught or else, it will be KNOWN. So you will be shot on sight when u reach another fleet carrier for a time of a wanted system is in place. (1h etc)

With this I am responding to two big issues. Fleet carriers not being active (same should be put in Strongholds (payed by the super power, the more one power has he more will be asked to cover the max level of defense, which is the one that ensure no attack really can make through it and sack it), is a cannibalizing issue: fleet carriers should be interactive assets...

Best regards and thanks for reading, feel free of course to add you ideas and improvements to the ideas here.
The reason slavery is included is because it's an implicit fact of human existence. It's prevalent today in the real world in far greater numbers than any other time in history. Some societies pretend they don't have slavery, but they accomplished this by Outsourcing their work to places that do have slavery. Some places disguise their slavery beneath the veneer of wage slavery.

It's much like prostitution really. It's basically impossible to stop, because it just keeps on springing up from the woodwork. Which is why some people, most notably the empire in Canon, have instead adopted the approach of legalization and regulation. If you really are against slavery, then you should support Zemina Torval, the only one to truly recognize this!
 
This is a different thing though. This is about boarding carriers, basically making them an FPS level, not attacking them with ships.
Both.
Fun would be defending it, being able to have a new place to get items (it could be just standard generated items that are randomly in the carrier, NOT OUR ITEMS.
But .. if one gets to the "vault" then maybe they can manage to get some of the items.
As I said both of course also ship fight would be the first layer of defense which can be made "impenetrable"...

Such defense would be automatic. It's already all in game and already working right now.
The only thing is the characters of Droids etc and the lore that would have to be added but it's nothing difficult seen and read what they have done so far.
 
Humans are built for general-purpose and they have no choice. Robots can specialize and they have a lot of choice. A robot shouldn't go into combat with a chassis that's not optimized for combat.

Why use legs when you can fly with thrusters for an infinite duration?
Why use arms to pull triggers when you can have an array of firing chambers mounted directly?
Why use a head when your most important weakpoint can be buried behind all your weaponry and in between your thrusters?

The only reasons why a race of machines would use androids would be diplomacy or infiltration.

Edit: Cyborgs, on the other hand - they are humans. They don't operate on AI, but can choose their own hardware. I'd assume most cyborgs stick with a humanoid body for appearance or out of habit. I'd still ditch legs for thrusters and use something that can bend like an elephant trunk for arms. Ideally, something which extends and retracts, too. Wouldn't limit myself to having 2, either.
 
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Well you have it all in ED- slaves, androids / robotics (as seen in holo adverts around stations) and cyborgs (as seen with some engineers). I just assume because ED is highly abstracted they all exits 'in the numbers'.

Ironically I did suggest an idea regards FCs in that to lower/ raise upkeep you could have android / regular crew / slaves, with each class having pros and cons (such as low upkeep but longer jump time intervals) that could be extended in some ways to stations perhaps.
 
All ideas to "attack" player assets when the instancing means you end up with Schroedinger's Fleet Carrier are always DOA.

When players can attack them, players will want to defend as well. You can't do that when you're in different modes/instances/platforms/tin-can internet.
 
It's not like this, when you create games and anything good you must have a can do attitude.
The ideas are not there to stay but to be improved I just jotted down (as always) a case, a matter.
There is no doubt that the game would be much more fun with this and it would require of course balance and cool working mechanics on all sides, especially on defending since the plaeyrs are so careful about it clearly.
Oh and by the way this, since Carriers are visibile in Open, will push players to enjoy playing with others more, everything in a game design works with other forces, other pulls and levers etc.. and can be properly designed for the health of this game which could host much more players to the benefit of the company not just the fun which is crucial.

And Rubbernuke, glad to see some constructiveness, unfortunately you get all these no no no, it's a pity to deal with this as a developer sincerely, I would not see fun in developing a game when players behave like that.

Also funny that people scream and hate, but don't read your post, just the title.
I won't comment on any post that does that, and unfortunately do that in a very clear way. Read the post then write, thanks.
 
It's not like this, when you create games and anything good you must have a can do attitude.
The ideas are not there to stay but to be improved I just jotted down (as always) a case, a matter.
There is no doubt that the game would be much more fun
Maybe much more fun for you, after all it is your idea, for the rest of us…
with this and it would require of course balance and cool working mechanics on all sides, especially on defending since the plaeyrs are so careful about it clearly.
Oh and by the way this, since Carriers are visibile in Open, will push players to enjoy playing with others more, everything in a game design works with other forces, other pulls and levers etc.. and can be properly designed for the health of this game which could host much more players to the benefit of the company not just the fun which is crucial.
The concern is less about mode but more about time, very few will be able to devote more than an eighth of a day to defending their carrier while it could be attacked at any time during the whole day. Lots of fun for attackers much less for the victims.
And Rubbernuke, glad to see some constructiveness, unfortunately you get all these no no no, it's a pity to deal with this as a developer sincerely, I would not see fun in developing a game when players behave like that.

Also funny that people scream and hate, but don't read your post, just the title.
I won't comment on any post that does that, and unfortunately do that in a very clear way. Read the post then write, thanks.
 
Oh and by the way this, since Carriers are visibile in Open, will push players to enjoy playing with others more,
I will go to open, and see nobody because my country has bad internet, meanwhile in a completely different instance, my carrier will be getting trashed.

Fix this problem, and then the discussion can start.

(There is a solution, a complete architectural rework, which will basically just be a from-scratch rewrite of the game at large. Good luck with that.)
 
I will go to open, and see nobody because my country has bad internet, meanwhile in a completely different instance, my carrier will be getting trashed.

Fix this problem, and then the discussion can start.

(There is a solution, a complete architectural rework, which will basically just be a from-scratch rewrite of the game at large. Good luck with that.)
Yeah, it's hard enough finding the guy undermining the system I'm reinforcing, never mind coming after my carrier.

(someone else had the guy in question friended and sent me a screenshot of his social menu listing the guy as in the system, in PG, so naturally I didn't waste time looking for him directly and just focused on out-grinding him)
 
I will go to open, and see nobody because my country has bad internet, meanwhile in a completely different instance, my carrier will be getting trashed.

Fix this problem, and then the discussion can start.

(There is a solution, a complete architectural rework, which will basically just be a from-scratch rewrite of the game at large. Good luck with that.)
The idea has not even been created and you jump to assumption. This is not a way you create things but just aim to destroy.Of course your worries are totally crucial to the design of a sustainable functioning cool creative implementation. I never say these things aren't.
But if you read the message, I said that as people unfortunately refer to it as "money sink" the money sink of high level Cyborgs but also human personnel hired for the protection of such personal assets which are the Fleet carrier (pilot's FCs) can get to a level of very high. where such weekly or monthly payment will make them impenetrable.

This means of course that also in terms of economy the life in game MUST become more active, also with Vanguard presence and the banks this means that MORE AND MORE people will become rich and have probably tens of billions in their account (REGARDLESS) of how long they play the game since or how much or how they play.

A creative new thing introduced in a online game especially, does brings tons of riverberations and does inter relate with tons of other things, this has to be kept and known.
Creating something is not easy, not because of nay sayers and cheap shot franc tireur underminers, but because it has to keep into account a wide INTERDISCIPLINARY series of aspects.

Anybody interpreting an idea like "let's do this like this right now" has no idea and is just there to destroy even the chance to speak of something which is against very rights people also have in forums.

So, this said ... the protection bought monthly and that can be renovated automatically (by selecting a tick) could be not only IN ship protection of various levels.
but also Air protection. =

If a FC is attacked ships DEPENDING ON LEVEL PAYED will show up (spawn) and defend.
A ship will also have a third level (hardware shooting hardware outside) that activates and can be upgraded.

An attack on a fleet carrier that WORKS will need a HEAVY massive presence of fighters, and organized and all of course would need Odyssey (= CLEAN MONEY not MTX for Frontier Developers, as a company should earn btw) and also make the entire experience fun.

With actually paying in game money (the CRs) a owner of a FC would be able to protect monthly without issue their ship.
That's all.
So there is nothing to worry. So FC would need actualyl people to get contact with Vanguard banks or other methods or play to have the money.. can be like 25 mlns a MONTH.

To have - Maxed SPACE PILOTS protection
Maxed - IN ship cyborg and military defensive corps
also upgraded and functional and also Ammunition filled for FC external shooting hardware.

In case a player is in the ship they will even be able to fight in there...

----

What is the gameplay for the other side (the attackers):

Intel gathering FIRST OF ALL.
MAssive organization.
Skill to pilot and also on ground shooting, cover based and so on (what we have basically already).
Proper equipment use.
Roles as every attack will surely need probing the target and scanning and so on.

Different approach: Brute force? Hacking through it? Mechanical failure or "sneaky breach" ?
The defense plans however would be able to repel anything depending on the level that is bought of protection of course those that do feel they might be attacked wanna spend the MAX for the MAxed out levels of FC defense (listed above).

The attacker will have at their disposal a TRANSPORT (default) ship (like the one of the resapwn for Ground CZs) where ON FOOT soldier will be held and respawn.
Such ship will be placed in a location during the attack and can be targeted ... once destroyed the attack loses 1 of its crucial ponds and such transport troops ponds will anyway have to be limited so that the attack can be at some point ending of course.

I am not describing tons of other things as they are details (important, as details are important) but ... this is up to the creator.

I just wanted to explain further the idea.
 
...

This means of course that also in terms of economy the life in game MUST become more active, also with Vanguard presence and the banks this means that MORE AND MORE people will become rich and have probably tens of billions in their account (REGARDLESS) of how long they play the game since or how much or how they play.
Now you are the one making several assumptions about the impact and popularity of Vanguard as well as its ability to trivialise credits even more.

...

I just wanted to explain further the idea.
But the idea should take account of the existing networking mechanics used by the game and their limitations.
 
You can work around the problem in two ways.
1) Attacks/raids only by NPCs. And FC owners get an alert 1hr before the attack (your NPCs intercepted chatter) and jumping FC out of system prevents the attacks.
2) Attacks only happen when pilot is in Open. Also, add on a "distress beacon" in the menu that lets the FC owner alert any pilot within 5ly of the carrier. Pilots landed on the defending carrier can join the crew to fight off the invaders, in exchange for a reward preset by the FC owner. Y'all have billions, surely you can spare a mill for defense purposes. Pilots need to eat 🍔🍔🍔 🥒 too.
 
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