A game Beyond the Anaconda - Towards galactic domination

For the record... I do not have an Anaconda... or a Python... nor can I afford one. Not sure who that post was aimed at.

You may not have a Conda or a Python but my post is still aimed at you, as well as all people who don't understand what a sandbox game is. Saying something like "there are no more targets to achieve after getting an Anaconda" is like saying "in minecraft, there are no more targets to achieve after you get full diamond armour." In your first post you passed off piracy and missions as a means to an end, that end being getting your Anaconda and rankings with the Feds/Empire. How about you stop thinking about progressions for a moment and do something in the game you actually enjoy, just for the sake of enjoying it.

The beauty of a sandbox game is that it allows you to set your own goals and not be bound by a progression path. If you cannot understand that concept then this is not the game for you. We have so few decent true sandbox games out right now, and here you are trying to change one of the few we have.
 
Beyond Anaconda level there is no purpose except to get more credits. There are no more targets to achieve. There is ranking up in the factions and achieving the elite statuses but they are rather hollow to be honest.

You've got it completely the wrong way round. You'll waste your time grinding trade routes to get the Anaconda, that's not the objective at all. The point is to become Elite in any or all fields.

You've done an Arsenal and spent all your time trying to play pretty football and ignored the bit about scoring goals, beating opponents and winning trophies.
 
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For example instead of 'progression' you might set about (either solo or as a group) make a system too dangerous a place for pirates (or a safe haven).

You might jump aboard a station that periodically jumps to other systems and see where it takes you.

Change control of station or system, hamper a factions attempts to take over a syatem ir infiltrate a pirate gang with a view to helping bounty hunters. You might be a bounty hunter, trader, pirate just because you enjoy the role.

Not everyone needs (or wants) a game to tell them what they should do or achieve.

Take Bioware games for example. They offer you a small number of choices during scripted missions. They even tell you what is a good or bad choice (in case you can't work it out for yourself). Often you cannot complete a mission if you choose wrong often.

That's fine if you want to follow the character you have chosen's life path (many do) but that is not what people who want a sandbox game often want.

Elite offers you the chance of making your own mind up about how your character acts (whether that be a dirty pirate or system hero or just a coward) and you have to deal with the consequences of those actions.

There are not many games where you can completely change your 'class' 6 months into the game because it breaks the mission paths the game has in mind for you.

Granted we need the npc contacts, more complicated missions and many other aspects that are coming with future updates and it can be frustating waiting but FD are building the fundamental grameworks that all of these will be built on.
 
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I think that loads of these concerns can be fixed in two simple (the second at least in concept, if not in execution) ways: allow players to directly join factions, and improve the background simulation until it can genuinely handle power shifts and the procedural generation of community goals itself. With those things working, I think plenty of people would be thrilled. Nobody would be directly contolling factions, but player influence over them would be a realistic version of effectively the same thing.
 
You've got it completely the wrong way round. You'll waste your time grinding trade routes to get the Anaconda, that's not the objective at all. The point is to become Elite in any or all fields......

Sorry sir but you have got it completely wrong yourself.

Your goal is to become Elite in any or all fields - and that is your choice. What happens when you achieve that goal though - will you then be creating threads asking what to do next?

The point is to set your own goals, to do whatever you enjoy the most. There is no right way to play, There is no End-Game (unless you choose there to be one).

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I think that loads of these concerns can be fixed in two simple (the second at least in concept, if not in execution) ways: allow players to directly join factions, and improve the background simulation until it can genuinely handle power shifts and the procedural generation of community goals itself. With those things working, I think plenty of people would be thrilled. Nobody would be directly contolling factions, but player influence over them would be a realistic version of effectively the same thing.

An excellent idea - lets hope we see something like this once we have NPC contacts. I would love to see that a Player managed to affect the status or politics of a faction by their actions (even if that went against my own plans).
 
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i agree with OP, and add a few small things:

Let players found factions. Let them name a new faction and have them work together building capships and stations for it.

There is no need for control per se, but let us create our own factions. People will band together.

Also, this plays right into executive capship control lateron.

This would give us a reason to play beyond the core mechanics.


Btw don't point to the DDF and say it cannot be done, thanks ;)

It can, if you want.
 
Wouldnt be a day at elite forums without one of these threads popping up...

I dont dissagree with OP but good god there is a search function, and no you are not the first one who came up with these kind of ideas/suggestions.
 
That statement begs the question :
Are you still in your basic starter Sidewinder and do the same things that you did when you launched the Game on the first day ?

Because if not.... *gasp* you progressed! How dare you? :D

Progression is naturally going to happen, even if you stick to the basic sidewinder (experience and skill can count as progression). HOWEVER I do not focus on that progression and I certainly don't treat the activities I'm doing as a means to an end. The main difference between myself and someone like the OP is that I enjoy every minute of my time in the game, whereas they are constantly looking forward to the next imaginary progression. And that's fine, if you are the type of person who likes a very progression-based gaming experience, but this game is not like that.
 
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This thread epitomises what is wrong with the community right now. "I ground my way up to the Conda now I have no more progressions...."

How can I put this bluntly?

YOU DO NOT NEED PROGRESSIONS!!!!!



Why are you treating those things as just a means to an end? If all you care about is getting the biggest ship possible or as many credits as possible then you are missing the entire point of this game.

I have a hard time believing you've played this game.
 
I get the feeling that there's a very large amount of missing the point of the game in the OP.
There is no ladder of progression.
ED doesn't work that way.
The big stuff isn't the goal. The goal is to survive and prosper in the universe.
The ships are just tools.
Find a job you want to do and acquire the appropriate tool to do that job.
When you do a different job go get the relevant tool for that job.

The game beyond the Anaconda is a meaningless statement. The game has always been here. It was there in the original Elite and it's here in Elite: Dangerous.
 
I get the feeling that there's a very large amount of missing the point of the game in the OP.
There is no ladder of progression.
ED doesn't work that way.
The big stuff isn't the goal. The goal is to survive and prosper in the universe.
The ships are just tools.
Find a job you want to do and acquire the appropriate tool to do that job.
When you do a different job go get the relevant tool for that job.

The game beyond the Anaconda is a meaningless statement. The game has always been here. It was there in the original Elite and it's here in Elite: Dangerous.

And when you tire of the endless amount of , erm, 4 careers, what then?
 
What some ppl do not realise is that even if certain features are not "elite style" Players and the game would still profit from them. Some say offering players a certain path would narrow the game down to exactly that, all it really does is offering the player a new option.

When u implement player driven things, faction / clan wars etc etc all it really does is giving ppl a new way of playing the game.
I ld say the game in it current state is nothing more then a backbone, beside some basic things there isnt actually much to do. and when new features add options to the game how exactly would that change a thing for all of you ppl that are claiming that these features are not what elite is about ? Oh exactly it doesnt. u can still do what ur used to do, and while games do good on sticking to their history, its 2015 and what elite is offering in ED is closer to 1984 then it is to the way modern games work.
 
I get the feeling that there's a very large amount of missing the point of the game in the OP.
There is no ladder of progression.
ED doesn't work that way.
The big stuff isn't the goal. The goal is to survive and prosper in the universe.
The ships are just tools.
Find a job you want to do and acquire the appropriate tool to do that job.
When you do a different job go get the relevant tool for that job.

The game beyond the Anaconda is a meaningless statement. The game has always been here. It was there in the original Elite and it's here in Elite: Dangerous.

If this were true... if no goals were really required... then we'd all be playing the original 1984 game now today. But who continued playing it after they reached the 8th Galaxy, had reached elite and had defeated the thargoids?

What I'm talking about is a living game. It's like I've been to Oz and seen the man behind the curtain... the game can be so much more. I want it to make sense and to feel what I do has some impact and meaning.

You can have your 4 careers and keep them and nothing will change for you... for for those of us who see the potential of a living breathing game with the potential to deliver more possibilities... why do you begrudge this?
 
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Currently beyond cobra level, the only occupation that pays is trading. When you get on to the bigger ships, trading really is the only way to make a buck... you can engage in missions, piracy or what not, but it's really just for your own amusement.

Beyond Anaconda level there is no purpose except to get more credits. There are no more targets to achieve. There is ranking up in the factions and achieving the elite statuses but they are rather hollow to be honest.

So I have been thinking... what could you add to the game to create perpetual meaningful targets that hold some interest for players indefinitely.

The basic idea has a couple of strands:
1. Player driven content (e.g. ability for players to post billboard missions - more on this later).
2. Player factions
3. A mechanism to "settle" uninhabited systems (that would work for player factions and NPC factions and CMDRS could play a role in both). This would mean that FD don't have to create arbitrary community goals and have to patch the game to add a new system - it has to be dynamic
4. The ability to challenge control of a station and system
5. Joining the dots in the background sim to allow all this to happen
6. Closely related to 5. above, everything players AND NPCs do should be meaningful in terms of the background sim. Whether it's trading or combat, it should all be affecting the background sim in some way

Some core principals so that the toys stay in the pram for now (based on my understanding of what is important to much of the player base)

1. There should always be relatively low risk options for players
2. Risky play should be opt-in so there should be high security systems and systems of systems where penalties for griefing style play are severe and policing is very high. In fact, lets have policing as a player career option with ranks etc.
3. The game remains relatively unchanged for players that choose to remain away from the frontier systems

Please note that this isn't a fully thought through idea, but I think it lays out some of the basic elements for what could be a REALLY interesting game.

So... joining it all up.

The objective is to create player driven goals for players beyond the anaconda that require no intervention by FD. The idea is to allow single players or groups of players (player factions... but a faction might only have one player) to take control of space stations and to settle uninhabited systems and build new space stations. These would all require investments in terms of combat, credits and resources but once a player faction controls a system, it would provide an income based on it's economy and trading activity - this is the end goal. This would eventually supply enough income and resources to look at settling/taking over another system... it should take a long time however.

How could this work?

Colonizing a new system
- A suitable planet would have to be settled before a space station could be built
- Some game mechanism would need to be devised to allow a system to be scanned for its ability to support life and then identified as a target for settlement
- The system would need to be "cleared" of any existing pirate activity or otherwise unwanted unlawful elements - this would be the combat phase. To clear a system if undersirables would require player posted billboard missions. Players and/or factions would control and supply the reward and provide the moderated text. These missions would all need to be completed before the system could be settled.
- There could be a commodity called "settlers" that would have to be brought once the system is clear. The faction who brings these settlers would determine the relative influence of the faction in control of the system.
- After some predetermined amount of time after a predetermined minimum settler colony is established, a space station would need to be built to support them.

Creating a new space station
- A new space station would need investment in terms of credits and resources.
- A certain amount of resources of type X, Y and X would need to be brought to a system along with commodities such as "labourers" which would need to be paid
- After sufficient resources have been supplied and credits to pay the labourers, a barebone station would exist. This would have basic functions
- Now the station is basically like a ship and it needs to be equipped with modules, like laser defenses, outfitting facilities, refueling facilities etc.
- A functioning commodities market will now be the basis for survival of the system. Depending on the planet type, system and it's settlers will produce A, B, C... commodities to be sold via the commodities market and the system will need commodities X, Y, Z... to survive. The controlling faction set the prices of these commodities and this drives the cost of maintaining the system vs. the income it receives. This in turn controls the faction income. The faction can control prices to attract supply of commodities which would grow the system and the same for exports and resultant income etc.
- As well as upgrading the space station's facilities and defense, credits could be invested in NPC defense - a new type of NPC that can actually fight... or at least groups of NPCs that would be able to defeat at least a single player :)
- The player faction can post missions that will allow players to participate in the defense of the system


Taking over a space station
- A prerequisite for making a gambit for control of a system would be that faction has greater than X% influence in the system
- A faction could have influence in a system by initially supplying some of the settler population
- If a faction starts off with no influence in a particular system it would need to establish a foothold and then increase it's influence to the threshold level through the usual methods... trading etc.
- A mechanism would be needed to allow a new faction to gain a foothold in a system
- Once a foothold has been established, player or NPC factions could post billboard missions that would increase that faction's influence in a system
- The players and factions decide how much to reward for specific missions... this will achieve a number of important things
a. It will allow players to control the reward and attract more skillful players to missions and thus the likelihood of success
b. It will create missions with increased difficulty and reward and enable a new "mercenary" career
c. It will add variety and by allowing players to write the (moderated) content will address the arbitrary feel to current missions
- These missions would create persistent conflict zones where players and NPCs would fight it out to increase their influence.
- Once an influence threshold has been exceeded, a battle for the station would ensue and this is where investment in the stations defenses and NPC defense will bear fruit


Player factions are key
- The players could define their own rank structure
- The players would define the types of missions and reward required to rank up and so can control the quality of players in their faction and also compete with other player factions
- Factions would have influence and income and can pursue galactic domination

All this combined would create a persistent universe where players drive the content, create the missions and fight for galactic domination. Players who like the game as it is can continue to play in the home systems and beyond while the fight for domination rages in frontier systems. This should even give the pirate types plenty of other targets!

Although the idea here is to create player driven goals and objectives, NPCs would be doing all this too... therefore making their activities less arbitrary. I.e. NPC factions would also be vying for control of systems and players would be free to help these NPC factions too... but player controlled factions would be in there too... driving the interesting content.

In summary, we get:
- Player driven content
- Persistent meaningful goals beyond ship and rank attainment
- A new "mercenary" career
- Meaningful NPC activity

Maybe I'm a dreamer?

Edit: Player and faction postable missions could include:
- Bring my ship from X to Y
- Bring stuff from X to Y (such as commodities required to settle/sustain a system)
- Assassinate X player (player bounties) subject to certain conditions to prevent abuse (such as reputation, wanted status, faction bounties etc.)
- Police station X (prevent wanted criminals or unlawful goods from entering and protect clean players)
- Kill X number of ships from faction Y in conflict zone Z (mercenary missions - in system takeover bids).
- Etc.

So another set of ideas to turn Elite Dangerous into EVE in a cockpit?

As I've said before why not let Elite be Elite, it's okay for Elite to be unique. I mean this nicely - if you've not tried EVE give it a shot or hold out for Star Citizen - it might be more what your looking for.
 
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