Any plans for Crafting/Manufacturing?

I just had a dream about a space game hybrid that combines the scale of ED with the construction, terraforming and crafting features of Space Engineers =)

yes..

and honestly I think game companies should work together making their games connectable.

For example, I am growing wheat on an earth like planet using Farming Simulator, I take it to the shipping port using a truck simulator, I put it on a navy ship using a ship simulator, I take it to the launch pad and use kerbal space program to take off, I use space engineers to work around the moon base, I use ED to get it to a distance system.

hard? yeah..but it would be the epics of epic
 
I have 120,000 cr and I am still in my sidewinder with only a fuel scoop as an upgrade.

I dont understand why people think they need a lot of money

Correct, you don't need money, if you don't want to trade or do bounties on vipers, asps, Anocondas.... Or,.... And.....
 
Earth and beyond anyone?

With the way this game is right now, it would take another 40 years for the Devs to implement a crafting game.
We don't even have an MMO experience, how about we work on given the people what they paid for first?
2 weeks and I take my hat off to the folks who are still playing this boring game.

It wouldnt take that long.
What is time consuming and expensive are graphics and flight mechanics and the like, stuff that they have already done. The types of stuff we are talking about are just a few tables in a database and some UI changes. MUCH easier than creating 'getting out of your ship' content.
 
yes..

and honestly I think game companies should work together making their games connectable.

For example, I am growing wheat on an earth like planet using Farming Simulator, I take it to the shipping port using a truck simulator, I put it on a navy ship using a ship simulator, I take it to the launch pad and use kerbal space program to take off, I use space engineers to work around the moon base, I use ED to get it to a distance system.

hard? yeah..but it would be the epics of epic

Sounds like... Life :)
 
Correct, you don't need money, if you don't want to trade or do bounties on vipers, asps, Anocondas.... Or,.... And.....

lets back up a bit

why do you want to trade? to make money...why do you want to make money? no reason

Why do you want to do bounties in a viper instead of ones you can do in a sidewider? becuase the pay more...why do you want that extra money? no reason.

the reasons for getting more money really are not in the game at the moment. its not like I can make a guild focused space station or something and even if I did what specific use would it be? there are some but the reason to make one would depend on what those reasons are
 
Crafting and Manufacturing doesn't make sense on a gameplay like this one, the truth is that this is direct action-based gameplay, they don't want to make it about resource management but about your life as a spaceship freelancer pilot.

Yep, that sums it up. One way to approach ideas like this, judging from FD's statements in the past regarding the game's direction, is to ask the following question:

Can you imagine Han Solo doing it?

If the answer is No... if you can't quite picture Han Solo getting fat and smoking cigars in his private space station factory, instead of being an adventurer piloting a spaceship... then it's not likely to appear any time soon. I can easily imagine 'ol Han doing the activities in planned expansions, like walking around stations and landing on planets. Maybe getting into a few FPS laser blast scraps in zero-G. I can't quite see him as an industrialist, or spending time hammering out gadgets in the shed out back of his house.
 
yes..

and honestly I think game companies should work together making their games connectable.

For example, I am growing wheat on an earth like planet using Farming Simulator, I take it to the shipping port using a truck simulator, I put it on a navy ship using a ship simulator, I take it to the launch pad and use kerbal space program to take off, I use space engineers to work around the moon base, I use ED to get it to a distance system.

hard? yeah..but it would be the epics of epic

The Space Engineers devs have actually integrated a PG exploration mode recently:

[video=youtube;ZF9Wnyss69k]https://www.youtube.com/watch?v=ZF9Wnyss69k[/video]

In theory it shouldn't, hence, be completely crazy to consider the combination of SE's and ED's tech.

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Yep, that sums it up. One way to approach ideas like this, judging from FD's statements in the past regarding the game's direction, is to ask the following question:

Can you imagine Han Solo doing it?

If the answer is No... if you can't quite picture Han Solo getting fat and smoking cigars in his private space station factory, instead of being an adventurer piloting a spaceship... then it's not likely to appear any time soon. I can easily imagine 'ol Han doing the activities in planned expansions, like walking around stations and landing on planets. Maybe getting into a few FPS laser blast scraps in zero-G. I can't quite see him as an industrialist, or spending time hammering out gadgets in the shed out back of his house.

I wouldn't be surprised if Han and Chewie would have a secret hide-out where they also produce some illegal tech items or weapons.
 
lets back up a bit

why do you want to trade? to make money...why do you want to make money? no reason

Why do you want to do bounties in a viper instead of ones you can do in a sidewider? becuase the pay more...why do you want that extra money? no reason.

the reasons for getting more money really are not in the game at the moment. its not like I can make a guild focused space station or something and even if I did what specific use would it be? there are some but the reason to make one would depend on what those reasons are

Variety. There are 15 ish ships in game, there will be more soon, if you are h happy to never be able to afford them then that's fine, but if you do you need money.

But as to the OP, I know crafting is the game mechanic du jour and every game's must have accessory this season but do we really have to have it here?

Call me a grumpy git, but the only place crafting adds anything is in Skyrim-esque 'hunt for the magic boondongle' situations. In the vast majority of games it's nothing but a mindless chore inserted as an imagination free time sink. If I wanted to search the galaxy for the one bloody item I urgently need to progress I'd look for my car keys after the kids have got to them!

As for manufacturing, I'm sorry, I don't see how a game about (essentially) lone wolf pilots benefits from allowing them to be captains of industry on the side. Without wanting to get too much into ED/EVE comparisons (because EVE does what it does very well), it just seems like an idea in the wrong game.
 
Variety. There are 15 ish ships in game, there will be more soon, if you are h happy to never be able to afford them then that's fine, but if you do you need money.

But as to the OP, I know crafting is the game mechanic du jour and every game's must have accessory this season but do we really have to have it here?

Call me a grumpy git, but the only place crafting adds anything is in Skyrim-esque 'hunt for the magic boondongle' situations. In the vast majority of games it's nothing but a mindless chore inserted as an imagination free time sink. If I wanted to search the galaxy for the one bloody item I urgently need to progress I'd look for my car keys after the kids have got to them!

As for manufacturing, I'm sorry, I don't see how a game about (essentially) lone wolf pilots benefits from allowing them to be captains of industry on the side. Without wanting to get too much into ED/EVE comparisons (because EVE does what it does very well), it just seems like an idea in the wrong game.

no see I dont think you fully understand what I am saying.

In most games the point in getting better gear and the like is because they have specific aspects to the game play. As it stands now a larger ship just means the exact same battle but with different ships.

does that make sense? I mean think about it. Another example, some MMOs have housing that has ZERO effect on game play. Some MMOs have housing that directly affects game play.

As an explorer I have zero interest in getting an Advanced Discovery Scanner. You know why? because its a game killer. its auto-game. Its not like it shows things impossible to find otherwise, it just does all the play for me.

does that make sense?
 
The galaxy seems big enough to support player-owned stations in my opinion.. if you limit it to 1 Outpost per CMDR and those outposts could process goods, it'd be a kind of "crafting" I'd very much like.
 
no see I dont think you fully understand what I am saying.

In most games the point in getting better gear and the like is because they have specific aspects to the game play. As it stands now a larger ship just means the exact same battle but with different ships.

does that make sense? I mean think about it. Another example, some MMOs have housing that has ZERO effect on game play. Some MMOs have housing that directly affects game play.

As an explorer I have zero interest in getting an Advanced Discovery Scanner. You know why? because its a game killer. its auto-game. Its not like it shows things impossible to find otherwise, it just does all the play for me.

does that make sense?

I understand perfectly, and the answer is exactly the same, if you are happy to fly a Sidewinder, great. I quite like being able to jump between ship types. A fight in a Viper requires different tactics to a Sidewinder (as a single example), learning to fight in each ship is satisfying in itself. At the end of the day it is still battling small (by in-game standards) spaceships, so I'm not quite sure what extra impact you expect there to be?
 
I wouldn't be surprised if Han and Chewie would have a secret hide-out where they also produce some illegal tech items or weapons.

Well, maybe... although that seems a bit tame for those guys, compared to the lifestyle of under-the-radar transport pilot and smuggler.

Instead of economic-oriented crafting, I think we might see something like doing EVA ship repairs and engine modding, once we can walk around inside our ships and on stations. Finding or building the parts to hot-rod your engine or shields wouldn't be too un-Han-like, and that might satisfy the crafting itch for some players.

I doubt it will ever be anything that directly ties into the overall economy though, because FD doesn't seem to want players affecting the economy in any other way than through activities related to flying our ships.
 
I understand perfectly, and the answer is exactly the same, if you are happy to fly a Sidewinder, great. I quite like being able to jump between ship types. A fight in a Viper requires different tactics to a Sidewinder (as a single example), learning to fight in each ship is satisfying in itself. At the end of the day it is still battling small (by in-game standards) spaceships, so I'm not quite sure what extra impact you expect there to be?

so the core of what we are both saying is the same! I am surprised you didnt notice it.

you complain that there is no content and I am saying there isnt enough content to justify grinding.

the difference I think is that I enjoy the actual game play, I enjoy flying around and trying to find stuff regardless of what ship I do it with.

I also understand that this is an indie game on release year, I dont expect the same amount of content as an MMO that has been around for 5+ years
 
so the core of what we are both saying is the same! I am surprised you didnt notice it.

you complain that there is no content and I am saying there isnt enough content to justify grinding.

the difference I think is that I enjoy the actual game play, I enjoy flying around and trying to find stuff regardless of what ship I do it with.

I also understand that this is an indie game on release year, I dont expect the same amount of content as an MMO that has been around for 5+ years

No that's not what I'm saying at all. Let me try again.... The fundamental difference is I believe that the ships *are* (at least a big part of) the content. In the same way that I didn't get DCS: World, play the free SU-25 and then look at the other aircraft and go "well they are just aircraft, why would I want them?", I wanted to learn to master each of them in turn, to explore their differences, so right now when I load up DCS I can choose what I want to fly today, Hawk, Mig-21, A-10C, Huey etc...

Difference between them is here I have to grind for them, in DCS I have to pay for them, but the attraction is the same. Mastering multiple ships of different types, capabilities and purposes is satisfying on it's own, just because they are all "small spaceships", doesn't make it any less true than for their real world simulator cousins.
 
Are there any plans for crafting and manufactoring in this game?

No Elite has never been about crafting or manufacturing. We may see extractors that we can place on planets and moons though to mine resources like we had in Frontier Elite. You would land on a moon or planet and set them up to extract minerals, metals and water. After a time they would fill up and you would then go back and empty them out to sell to a station.

They were prone though to pirates who would either blow them up or steal the resources they had mined.
 
No that's not what I'm saying at all. Let me try again.... The fundamental difference is I believe that the ships *are* (at least a big part of) the content. In the same way that I didn't get DCS: World, play the free SU-25 and then look at the other aircraft and go "well they are just aircraft, why would I want them?", I wanted to learn to master each of them in turn, to explore their differences, so right now when I load up DCS I can choose what I want to fly today, Hawk, Mig-21, A-10C, Huey etc...

Difference between them is here I have to grind for them, in DCS I have to pay for them, but the attraction is the same. Mastering multiple ships of different types, capabilities and purposes is satisfying on it's own, just because they are all "small spaceships", doesn't make it any less true than for their real world simulator cousins.

no the ships are NOT the content.

think of the ships like a hammer, each hammer EXACTLY the same except for different colors.

what makes one hammer different from another is the features said hammer has, the tasks they can do. There isnt much difference in that area.

If you are playing this game for the ships you will not like the game and should not buy it.
 
Anyone here ever play JumpGate? We had crafting... plenty to do too... I miss that game..

Sure did :) Contego Octavius! I loved the flight model and the way it responded to the mass of the ship, including cargo. It was a real shame the devs left it on life support and moved on. It probably needed a total rewrite, but it was a great game design. Did that dodgy Russian server live on?

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No Elite has never been about crafting or manufacturing. We may see extractors that we can place on planets and moons though to mine resources like we had in Frontier Elite. You would land on a moon or planet and set them up to extract minerals, metals and water. After a time they would fill up and you would then go back and empty them out to sell to a station.

They were prone though to pirates who would either blow them up or steal the resources they had mined.

Why do so many people want to limit Elite to what was possible in previous decades? Elite was always ground breaking, not limited to the past. The way to be true to the legacy of the Elite franchise is to innovate and bring in astounding features that no-one thought possible.
 
no the ships are NOT the content.

think of the ships like a hammer, each hammer EXACTLY the same except for different colors.

what makes one hammer different from another is the features said hammer has, the tasks they can do. There isnt much difference in that area.

If you are playing this game for the ships you will not like the game and should not buy it.

We're going to have to agree to disagree. Whilst they are not the whole content, they are a portion of it, and one which I am exploring. You are right that they are not the entirety of the content and that the game could not stand alone as "spaceship simulator", but they are sufficient content to represent something to work towards. You see them as mere tools to be used and assign value only to what can be achieved by them? Fine, many people see real world vehicles the same way, I see them as nuanced creatures to be mastered (and the decent flight model helps). Neither is wrong, it's just different ways people view games, and Elite can be played many ways, such is the beauty of it :)

And for the record, I bought it, I am playing (at least in part) for the ships, and I'm actually quite enjoying it really :)
 
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no the ships are NOT the content.

think of the ships like a hammer, each hammer EXACTLY the same except for different colors.

what makes one hammer different from another is the features said hammer has, the tasks they can do. There isnt much difference in that area.

If you are playing this game for the ships you will not like the game and should not buy it.

Well gee, I'm playing the game for the ships and I like it. :)

I think what we're seeing in threads like this one, is that ED attracts people from the two very different gaming worlds of air combat sims and MMO's.

Those of us who come from the air combat side are probably more likely to enjoy the game for what it is, without tacking on MMO-like features. Players who are mostly familiar with time spent in MMO's, naturally see big gaps in the design that they're not used to, like crafting.

It's a hybrid, to be sure. No air combat game offers the variety of "professions" or player lifestyles that ED has. And the actual simulation bits here are very thin, compared to something like DCS A-10, or even Rise of Flight. But it's still more like an extended air combat sim than it is a traditional MMO. Sitting in a cockpit and flying is the main focus. I don't think the Kickstarter description and current marketing ever implied that it was anything different.
 
We're going to have to agree to disagree. Whilst they are not the whole content, they are a portion of it, and one which I am exploring. You are right that they are not the entirety of the content and that the game could not stand alone as "spaceship simulator", but they are sufficient content to represent something to work towards. You see them as mere tools to be used and assign value only to what can be achieved by them? Fine, many people see real world vehicles the same way, I see them as nuanced creatures to be mastered (and the decent flight model helps). Neither is wrong, it's just different ways people view games, and Elite can be played many ways, such is the beauty of it :)

And for the record, I bought it, I am playing (at least in part) for the ships, and I'm actually quite enjoying it really :)


here is my point.
The main game is the actual interaction of it. The flying, the fighting, the mining, the trading. If you do not like doing that then this game is not for you.

The ships are a minor part of the game and they will not change the interaction of flying, mining, fighting or trading.

that said you are free to disagree but I strongly suggest you find another game.
 
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