Conflict zones need work.

Been a backer since alpha 4, so I'd like to think I know most things about the game.

All I do in Elite is make money off of combat, since I feel it is the strongest part of the game with the most potential. Bounty hunting, assassinations, pvp interdicting in high security space, combat zones, you name it. If it requires ammo and a lack of remorse I've done it.

So I spent all morning at Sorbago after reading about the slave free-ing crap on Gal net and how the empire sent two caps to deal with the peasants.

First of all, freaking sweet. If you haven't gotten in the instance and heard something like "capital signature detected" or some such only to turn around and see the empire cap warping in, you have to see it.

Second, good amount of chaos going on. Only saw a few other players, but as more arrive I can see it becoming pretty hectic in a good way. The capital was returning fire and engaging targets; very cool. However a lot of the modules had zero percent health and were still functioning (turrets, lasers, stuff like that). I sided with the slaves to see if I could damage the cap. It took a while, but I saw it go from about 63% to 55% ish. I wonder what happens at 0%... Overall, the capital did NOT seem to have an effective impact on the battle. Guns were too inaccurate and weak. That actually goes the same for most NPC ships in the zone. You can cycle through all enemy/friendly targets, but you'd be lucky if a few had their shields down let alone hull damage.

Third, ship types. On both sides, very few faction specific ships. Nice to see the new Empire fighter and clipper in the battle, but there were very few of them on the empire side, and there were even a few on the other side which was kind of odd. A lot of cobras and a lot of vipers with a few asps and condas. Sometimes there was also a surplus of one ship type. The entire enemy force is in cobras? Really? Force some variety here. I thought I was up against the empire, not cobra commander and all his followers.

Forth, declaring a faction. I think this should only be able to be selected once for the duration of the conflict. The fact I can warp in and out to change factions is lame, and the only reason to do it is if there are other players in the instance on the opposite team. Competition is good Frontier, and at the end of the day PvP and Player interaction is what is going to make your game last, whether you agree or not. Fighting NPCs all day WILL get old. Especially since the AI sucks at dogfighting. It's really more just farming at that point.

Fifth, kill rewards. This needs immediate attention. 3000 for any kill on any ship. Imperial fighter? burst of laser for the shield and one more will kill one. 3K. Anaconda you've been shooting for 5 minutes? also 3K. Bigger/more durable ships need larger kill rewards to simply justify combat zones as a viable way to make money.

Example:

Imperial fighter: 1000
Eagle: 1500
Cobra: 5000 (they are tanky af)
Viper: 4000 (less tanky but fast)
Clipper: 6000
Asp: 8000
Conda: 10,000
Captial ship kill(?)- 500,000

The above reward suggestions are what I feel is fair, but I could be wrong. I could go back to assassination missions and make ~150-250K an hour, but those are less fun. I quite enjoy intense and chaotic dogfights that elite has to offer. I want to do this, but the game is clearly telling me it's not worth it.

Finally, there needs to be some kind of end-game/ end-state to these conflicts. If these little wars would pop up one day and last a few days at a time, there needs to be some influence when one side is clearly winning against the other. Maybe record all kills during the conflict for example and decide on an outcome of some significance. Just ending it and starting a war in another system would be anti-climactic. Maybe something like this: If the war is 24 hrs long, and if a certain amount of empire caps are destroyed in that time, the rebels win and it is no longer an empire controlled sector. If that cap ship destruction count is not met, Empire wins and continues to enslave the locals with some effect on the economy or whatever and providing certain benefits to the player if he/she participated in the winning faction. Long story short, make it MATTER. I don't want to log on one day and see that the conflicts ended, another wars been started in another system, that is going to turn out to be the same grind with the only difference being a text description or a different capital ship skin. You have the best flight model and space dogfighting game I've ever played, yet you refuse to capitalize on it, or if you do, you haven't proved it yet.

Also as a last note, Capital ship zones and high/low intensity zones are the exact same but with/without a cap ship in them, and like I said when the cap has almost no effect on the battle it feels pointless.

edit 1: Forgot a clipper kill reward
 
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Given the status of the game (gamma/ release) have you considered ticketing this?

Add my +1

I thought tickets were more for technical issues, not game suggestions. If not, would you mind pointing me in the right direction? Never submitted a ticket before.
 
You could double those and it would still feel very small compared to what you get by trading. Easily a million cr per hour with a type6.
 
You could double those and it would still feel very small compared to what you get by trading. Easily a million cr per hour with a type6.

I've never bothered to trade; too monotonous for me. It is sad though that the most intricate and skill-filled area of the game, combat, is comparatively pointless.
 
Been a backer since alpha 4, so I'd like to think I know most things about the game.

All I do in Elite is make money off of combat, since I feel it is the strongest part of the game with the most potential. Bounty hunting, assassinations, pvp interdicting in high security space, combat zones, you name it. If it requires ammo and a lack of remorse I've done it.

So I spent all morning at Sorbago after reading about the slave free-ing crap on Gal net and how the empire sent two caps to deal with the peasants.

First of all, freaking sweet. If you haven't gotten in the instance and heard something like "capital signature detected" or some such only to turn around and see the empire cap warping in, you have to see it.

Second, good amount of chaos going on. Only saw a few other players, but as more arrive I can see it becoming pretty hectic in a good way. The capital was returning fire and engaging targets; very cool. However a lot of the modules had zero percent health and were still functioning (turrets, lasers, stuff like that). I sided with the slaves to see if I could damage the cap. It took a while, but I saw it go from about 63% to 55% ish. I wonder what happens at 0%... Overall, the capital did NOT seem to have an effective impact on the battle. Guns were too inaccurate and weak. That actually goes the same for most NPC ships in the zone. You can cycle through all enemy/friendly targets, but you'd be lucky if a few had their shields down let alone hull damage.

Third, ship types. On both sides, very few faction specific ships. Nice to see the new Empire fighter and clipper in the battle, but there were very few of them on the empire side, and there were even a few on the other side which was kind of odd. A lot of cobras and a lot of vipers with a few asps and condas. Sometimes there was also a surplus of one ship type. The entire enemy force is in cobras? Really? Force some variety here. I thought I was up against the empire, not cobra commander and all his followers.

Forth, declaring a faction. I think this should only be able to be selected once for the duration of the conflict. The fact I can warp in and out to change factions is lame, and the only reason to do it is if there are other players in the instance on the opposite team. Competition is good Frontier, and at the end of the day PvP and Player interaction is what is going to make your game last, whether you agree or not. Fighting NPCs all day WILL get old. Especially since the AI sucks at dogfighting. It's really more just farming at that point.

Fifth, kill rewards. This needs immediate attention. 3000 for any kill on any ship. Imperial fighter? burst of laser for the shield and one more will kill one. 3K. Anaconda you've been shooting for 5 minutes? also 3K. Bigger/more durable ships need larger kill rewards to simply justify combat zones as a viable way to make money.

Example:

Imperial fighter: 1000
Eagle: 1500
Cobra: 5000 (they are tanky af)
Viper: 4000 (less tanky but fast)
Clipper: 6000
Asp: 8000
Conda: 10,000
Captial ship kill(?)- 500,000

The above reward suggestions are what I feel is fair, but I could be wrong. I could go back to assassination missions and make ~150-250K an hour, but those are less fun. I quite enjoy intense and chaotic dogfights that elite has to offer. I want to do this, but the game is clearly telling me it's not worth it.

Finally, there needs to be some kind of end-game/ end-state to these conflicts. If these little wars would pop up one day and last a few days at a time, there needs to be some influence when one side is clearly winning against the other. Maybe record all kills during the conflict for example and decide on an outcome of some significance. Just ending it and starting a war in another system would be anti-climactic. Maybe something like this: If the war is 24 hrs long, and if a certain amount of empire caps are destroyed in that time, the rebels win and it is no longer an empire controlled sector. If that cap ship destruction count is not met, Empire wins and continues to enslave the locals with some effect on the economy or whatever and providing certain benefits to the player if he/she participated in the winning faction. Long story short, make it MATTER. I don't want to log on one day and see that the conflicts ended, another wars been started in another system, that is going to turn out to be the same grind with the only difference being a text description or a different capital ship skin. You have the best flight model and space dogfighting game I've ever played, yet you refuse to capitalize on it, or if you do, you haven't proved it yet.

Also as a last note, Capital ship zones and high/low intensity zones are the exact same but with/without a cap ship in them, and like I said when the cap has almost no effect on the battle it feels pointless.

edit 1: Forgot a clipper kill reward

Isn't the main reason for being in them, to gain ranking with the side you're fighting for? The credits, to me, would be just a bonus.

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I've never bothered to trade; too monotonous for me. It is sad though that the most intricate and skill-filled area of the game, combat, is comparatively pointless.

I find them very enjoyable *shrugs*

Maybe I'm more interested in enjoying myself than the grind.
 
Isn't the main reason for being in them, to gain ranking with the side you're fighting for? The credits, to me, would be just a bonus.

Yet I see no point in participating for "reputation", since it really has no effect on anything other than missions that require even more cargo space for even more money. It's all about the money, since nothing else matters.
 
I agree with the OP, I had made a post similar about the rewards 2 days ago with videos, copying here as it's archived now:

3 examples to make the point:

1st:
[video=youtube;cA4DcoXd0fU]https://www.youtube.com/watch?v=cA4DcoXd0fU[/video]


2nd
[video=youtube;_X5nc6ObEWw]https://www.youtube.com/watch?v=_X5nc6ObEWw[/video]

3rd:
[video=youtube;AHeSJbSr16A]https://www.youtube.com/watch?v=AHeSJbSr16A[/video]

Combat Bonds should be related to the tonnage of the destroyed ship, I'd prefer to hunt a lone Python with 80,000 bounty than fight a bunch of them for 1,000 CR each...

If we use tonnage, it could be something like 50 CR/tonne
Eagle: 2,500 CR Bond
Viper: 3,000 CR Bond
Cobra: 9,000 CR Bond
ASP: 14,000 CR Bond
Python: 17,500 CR Bond
Anaconda: 20,000 CR Bond

And if we can share the bond for the capital ship, it should be the same for the other ships, because unlike bounty hunting which is a solo (or wing) career, conflict zones should really encourage coop play between players of the same faction.

BTW, the Majestic Class still need some buff :D
 
Isn't the main reason for being in them, to gain ranking with the side you're fighting for? The credits, to me, would be just a bonus.

This is important .. making money is not the only motive ..
unlocking missions can and will be another ...

However .. a couple of the points in the OP make the conflict seem non-sensical and can't be purely explained away by balancing (and if conflict zone are fun but not 100% profitable ... that makes sense ... "reward" for conflict is more pew-pew fun and reputational than cash-cash .. you're not being "employed" to fight, just joining in?)

Outcome of battles might be too " meta " to be obvious immediately within the game ...
But strength of Capital Ship weapons, ship types and faction alligiance picking, are definitely important ..
 
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This is important .. making money is not the only motive ..
unlocking missions can and will be another ...

However .. a couple of the points in the OP make the conflict seem non-sensical and can't be purely explained away by balancing (and if conflict zone are fun but not 100% profitable ... that makes sense ... "reward" for conflict is more pew-pew fun and reputational than cash-cash .. you're not being "employed" to fight, just joining in?)

Outcome of battles might be too " meta " to be obvious immediately within the game ...
But strength of Capital Ship weapons, ship types and faction alligiance picking, are definitely important ..

So by that logic, I shouldn't be rewarded by having fun (combat) and I should be rewarded by space trucking? Sorry, but trading is the most boring part of the game for me. If it is what you enjoy, then so be it. I'm not here to argue what level of enjoyment people get from different aspects of the game. I'm just trying to say, as a valid way of progressing through the game, combat is ineffective for the amount of effort the devs put into it, yet trading/cargo missions are much, MUCH more rewarding. Yet there really isn't a whole lot to trucking besides the somewhat dynamic economy.

Also you speak of money not being the only motive... What? It is literally the only motive for anything... There is no industry or guilds or anything except for personal gain, of which the only aspect is your credit balance. The rep system is more or less a meaningless statistic.
 
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