which means that just like when you attack a station you cant really "do" anything. (you can bring a stations health to 0 but it wont do anything) If you cant do it well dont do it.
I can imagine the idea of a new mode going down as well as a fart in an elevator by the current open crowd
PS I am pleased that fart is not a restricted word.......![]()
People do camp the stars for people just warped into the area, experienced it popping into Rhea's HQ's for the first time as an attempt at stopping me/people collecting fortification cargo, they both blew me up and i was left wondering if NPC's were actually going to do anything to stop them as HQ should have been a hot territory for the enemy.
Having to get through one area to get to your guilds base might give the Open pvp'ers what they have been craving as it causes choke points. Causing excitement.
But then, what about guild stacking and being mighty outnumbered? Might cause too much terror going through a system to get to yours. This is something the 'open' players would have to discuss, how much they are concerned with loss.
Not everybody knows about private groups means separate area, this is something i had to learn. Another thing to be considered. It causing a divide.
The problem I see with this is ED isn't Eve. The galaxy is persistent but instanced. So you could be attacking someone's POS (player owned station) but they couldn't defend it because you'd brought 32 people and maxed out your instance.
There are no choke points to camp in ED. If I'm in a rival guild and I know the enemy guild is in a certain system, I would just go around it to get to my guild's station.
If another mode was received in that manner then it would have been better received than unfettered Guilds in Open for those players who do not want them.
.There are no choke points to camp in ED. If I'm in a rival guild and I know the enemy guild is in a certain system, I would just go around it to get to my guild's station.
Couldn't it be a bit like powerplay, set up a challenge so you could have up to 16v16 battles in that area to then own their station or destroy it otherwise the stations shields prevent any type of damage.
But then you would be hit by another guilds system.
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I can think of one choke point in every system - the Nav Beacon! Every ship comes out of FS at the Nav Beacon. They have to spend at least a few seconds (often a lot longer) in SC just orientating themselves to their next jump vector, more if the target vector is obscured by the sun. More than enough time to interdict someone!
The point of guilds and player stations is to create conflict and fight over a station with other guilds taking part.
The universe is enormous and we can find a way to have the player stations either far from civilized space or in a corner of civilized space.
Commanders who don't want anything to do with it can just avoid the systems. The amount of player stations would be miniscule compared to NPC stations.
Where's the option for no guilds but player owned stations?
The result won't change much, not in a few hours, days or weeks.This is only a few hours old. Let it play out.
It's always easier to attack the weak. Big guilds will form peace treaties with other big guilds and attack small guilds. Small guilds will attack players who are not in a guild. Things like "they entered our system", "they traded in our system and took away our profit" will become standard. Sadly I've seen that happen to often in games.
"Commanders … can just avoid the system" is a good example of that mindset. Your suggestion would create a number of "no go areas" for anybody not in a guild and restricting their gameplay.
The galaxy is big, but the human inhabited bubble isn't that big. How will CMDRs in a guild earn money for the insurance of their ships? There need to be NPC stations for trading, for outfitting and buying new ships. Once there are NPC stations to support the guilds that space isn't far from civilized space, it's civilized space. The result would be a part of the galaxy where single commanders can't go while at the same time the guild players can go where ever they want. This would be a huge advantage for guilds.
With your ideas you created a system that "forces" players into guilds. Those players will join the biggest guild that gives them the biggest advantage. Within 2-3 months two or three guilds will dominate the game.
ED is not set up to work for large guilds. With 32 player max in an instance, battles would have to be wings of 16v16.
At the start of this thread, you requested people would not simply respond by going: Go play Eve. And I agree. It's a non-response. But with the same sentiment I'd like you to not tell other people: Just avoid the system. Because that is also a non-response.Commanders who don't want anything to do with it can just avoid the systems.
At the start of this thread, you requested people would not simply respond by going: Go play Eve. And I agree. It's a non-response. But with the same sentiment I'd like you to not tell other people: Just avoid the system. Because that is also a non-response.
The thread has been closed.
It has been noted that participants have been resorting to name-calling relating to games that other participants may (or may not) have played. This is unacceptable and will not be permitted to continue. Posts past this point in time which continue this type of behaviour should be reported as insulting other members. To be clear, "go back to <insert game name here>" is not acceptable.
Another point to note - it is no surprise that some players of Elite: Dangerous have come from EVE in particular - the games share a genre and that there are many players who are passionate about one or both of these games should not come as a surprise to any of us. With Star Citizen also in development and well supported it seems that there is more than enough room in the galaxy for all three of these games (and more are in development). During the development of this game and now, post release, there are fairly regular posts requesting that this feature or that mechanic be added to the game, features and mechanics that seem to be sourced from EVE. As the design of E: D was put in place over two and a half years ago, when suggestions are made that would require the game to change direction (in some cases) from what the existing player-base has been expecting for a considerable time, friction can arise. That is not to say that that excuses any unacceptable reactions from players, rather it may go some way to explain why some participants seem to have a short fuse when particular features are requested (almost certainly not for the first, second or even third time).
The result won't change much, not in a few hours, days or weeks.
The result won't change much, not in a few hours, days or weeks.