Level up bonuses

Level up bonuses are already implemented in ED:

When I level up I:

  • learn skills that allow me to maneuver my ship more efficiently
  • learn to use the ship weapons more efficiently
  • learn to use the energy management options more efficiently
  • learn to trade more efficiently
  • etc (just to mention few).

See, no need for artificial bonuses?

-v

Ok, this I sort of agree with, just not how you originally described how it would work. ;)

I do think that if you constantly trade between two stations/factions, or have a certain level of trading, then you should be able to get some minor benefits (slightly better buy price as you are a good customer, for example). There could be some variations in the trading based on quality, and again when you have built up a relationship with a certain faction/station, you can get better quality goods (hence get a slightly better sell price). These in my view are benefits that you'd gain in the real world, and would be appropriate. Though we'd only be talking a few percent difference to standard pricing.

This is Elite, not Eve.
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(dons flamesuit)

It's not All About Eve...
 
There is already some "leveling up" bonuses in the game.

Getting from "neutral" to "friendly" and from "friendly" to "allied" with a faction increases the chance for high payout missions on the bulletin boards. (Though not enough yet - this is going to get improved in 1.3)

Ranking up in the military gets you permits for systems where you often have specific ship discounts.

ELITE Status gets you the permit for Shinrarta Dezra which has the best shipyard and outfitting in the game and also gives you a 10 % discount on everything.
 
Grrr multiquote fail on phone

Anyway...

I'd agree in game skill is your reward for playing but alone cant reflect actual skills that would be learned if the game were 'real'

Example as a trader you'd surely be able to drive a harder bargain and get better deals with more experience.

As far as I can see there is no mechanic for this type of thing in game yet.

If you have a higher reputation with a faction you can theoretically get better deals. I don't know how far it goes but you can occasionally get a mission that ask for a few tons of something for 150K Cr, along those lines. That's the advantage you get for building up a good relationship with your customer base.
 
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I think the idea of Elite is that you (as a player) get better. Not your ingame character.

For example after a few hundred battles you will be better at selecting a good combat loadout, you will be better in controlling weapon heat and you WILL be more efficient at power management. In the same vein, experience will make you better at using the ship's thrusters (blue zone, FA off, directional thrusters for tighter turns, etc). In essence I believe many of the advantages the OP mentioned already exist, but they are down to developing player skill and increased familiarity with the game mechanics. Not down to "leveling" an ingame character. I like it that way.
 
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No thank you. No magic, please.

I have no problem with the rights to do thing being level specific (a bit like having to rank up to a certain level in a faction to get some types of faction specific ships).
 
Yes and level bosses...maybe like in witcher and then have pacman dots near space stations that you can gobble up...gobble gobble.
No.
 
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I think the idea of Elite is that you (as a player) get better. Not your ingame character.

For example after a few hundred battles you will be better at selecting a good combat loadout, you will be better in controlling weapon heat and you WILL be more efficient at power management. In the same vein, experience will make you better at using the ship's thrusters (blue zone, FA off, directional thrusters for tighter turns, etc). In essence I believe many of the advantages the OP mentioned already exist, but they are down to developing player skill and increased familiarity with the game mechanics. Not down to "leveling" an ingame character. I like it that way.

And there we have it. You improve through natural skill progression.

I like it that way.
 
You could have done it if there was an offline version of the game........
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or it wasn't on steam.........
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Elite has always been about your own skills and improving them yourself, I don't really want that to change. Rewards (not experience) for achieving things like reputation, rank etc in the form of access to systems, cheaper goods, different mission already exist (to a very limited extent) and will be significantly improved in powerplay, and that is something I'm all in favour of.
 
One of the reasons I'm liking this game so is that it doesn't do that kinda "gear progression/grind/stat explosion" thing that MMOs typically do. I've played MMOs for years and years and I'm just increasingly disenchanted with the effect that kind of incentive has on players and on game design.

So.. I understand where the suggestion is coming from, but I'd be far and away more comfortable with FD focusing on richer gameplay than artificial stat improvements or talent trees or mastery points or what-have-you. I'd go so far as to say that if Elite introduces an MMO-style progression it might well turn me off completely. I mean, what's next? Dailies? Farming thirteen types of tokens to get minipets that follow us around in supercruise?

Ship to ship, it should be about pilot skill and loadout.
 
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You could have done it if there was an offline version of the game........
.
or it wasn't on steam.........
.

That makes no difference to the OP's concept whatsoever.

I agree with the majority of the thread though. Ratings show that you have the skill, they shouldn't give the skill.
 
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I'm feeling perky

Elite needs a proper perk system :-

Lightweight - Moves 7% faster, take no bumping damage when shields are down

Flak Jacket Shield - Take 65% less explosive damage. no explosive is one hit kill unless it is a direct impact.

Blind Eye - Undetectable by AI controlled missiles

Hardline - Player receives 16% more score money when bounty hunting or as combat bonds

Ghost - Invisible on enemy UAVs radar while moving

Hard Wired - Immune to ECM

Scavenger - Replenish ammunition and lethals from enemies killed by the players (Scoop at high speed through the fragmentation cloud on enemy ship destruction)

Cold Blooded - Invisible on enemy radar, enemy has trouble maintaining target lock on you when over 1km away

Fast Hands Swapping - Swap fire groups faster, and use lethal and tactical equipment faster. no shield cell deployment delay

Toughness - Flinch less when shot 18% shield boost, 5% reduced power requirement for Shield Booster Utility mounts.


This would have so much awesomeness, make the game soooooo much more realistic, and more importantly I don't think this 'perk' system has ever been done before

;):cool:
 
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I tend to agree with what was said by most in here. Skill should only rely on your own abilities as a pilot. And rewards / drawbacks through ones course of actions. I really hope the next big update will give players a way better feedback regarding that.
 
One of the reasons I'm liking this game so is that it doesn't do that kinda "gear progression/grind/stat explosion" thing that MMOs typically do. I've played MMOs for years and years and I'm just increasingly disenchanted with the effect that kind of incentive has on players and on game design.

So.. I understand where the suggestion is coming from, but I'd be far and away more comfortable with FD focusing on richer gameplay than artificial stat improvements or talent trees or mastery points or what-have-you. I'd go so far as to say that if Elite introduces an MMO-style progression it might well turn me off completely. I mean, what's next? Dailies? Farming thirteen types of tokens to get minipets that follow us around in supercruise?

Ship to ship, it should be about pilot skill and loadout.

Elite does have gear progression. Ships and modules are, mostly, tiered. I agree with you about character abilities though, I don't want to see those in the game. Small perks like access to better or harder missions, a couple of extra rares spawning, would be fine.
 
Thinking about Fallout3 and Borderlands could you sensibly fit bonuses for levelling up into ED?

I'm not talking about magically making your ship stronger or guns more powerful; bear with me...

In all categories to reflect the experience you have gained a few incremental gains should be available.

Example:

Combat level up:
-You have gained experience which allows you to rig your power coupling for a small percentage better performance
i learn to not just used the Balanced setting for Pip management

- You can refine your heat management
I learnt to Turn off things you don't need

- You can squeeze an extra few joules out of your reactor.
I learnt to assign things to different priorities so I use 108% just not all at once

- Tweak your thrusters
I learn to fly with FAOFF combined Lateral and vertical thrusters rather than just FAON

Trading :
- Better rates are available for buy/sell
I Learn to use the Galaxy map trading tools

- Mod your cargo racks for small extra capacity
I replaced the discovery scanner with a 2 ton cargo rack in my Sidewinder and downgrade the shield on my Clipper for an extra 8 tons.

- be less susceptible to scans...
I learn to key map and use Silent running and heat sinks
Exploration:

- Incremental increases in range
By fitting D rated equipment to dave on Mass

- better scanner performance
By fitting both a discovery scanner AND a detailed surface scanner

- better fuel efficiency
By learning to use Economic rather than Fastest route I tripled the range I can travel before refueling

- better route planning performance
By using the map filters to check my routes
Etc

Key is small gains to reflect experience gained in your field. Sort of things you might learn talking to other pilots in bars or whilst making deep space field repairs.

Looks like this is already implemented :p
 
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Ratings show that you have the skill, they shouldn't give the skill.

Currently, though, ratings show that you've spent time. Nothing about skill. In fact, they mostly reflect a lack of skill, when one spends their time on elite rather than doing something skillful... :)
 
I would ask you the question, what will you do when you have all possible upgrades/enhancements?

This is not a "get more powerups as you progress through the ranks" game. In fact there is no end game to ED. Its open-ended.
 
I would ask you the question, what will you do when you have all possible upgrades/enhancements?

This is not a "get more powerups as you progress through the ranks" game. In fact there is no end game to ED. Its open-ended.

You get a cool 'Prestige' avatar which can be painted on your hull.

If you use the avatar, you lose the power-ups, and have to build them up again until you get another avatar to paint on your ship. Rinse and repeat until your ship is plastered with sexy avatars
 
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