I think you mean an EMP harpoon!!! ARRRRR!!!!!
You mean a plunger tied to the end of a rope.
I think you mean an EMP harpoon!!! ARRRRR!!!!!
I would go even further and say that there should be a separate save for open and solo play, with no interaction between the two. Or better yet, remove solo altogether and leave only open. It boggles me that a game that a game that markets itself as "dangerous" has an easy button let's the player remove the danger at their own convenience.Yes, and I would even go so far to say double more things in open as the players in this game are the only real risk of you being killed, and i have played solo for close to 90% of my game time, i wish open would be more rewarding as it is a lot riskier, also once you get a fine in open, first off it should be more, (I mean i murdered someone with possibly millions worth of cargo if they are a trader and the reward for bringing me to justice is 6,400 cr?) and also you shouldn't be able to just hide in solo until your open bounty wears off, I mean that is silly. This would make open play more risky, more fun, and more rewarding, I personally don't care too much for more money, but a lot of people do and this would make open play much more lively for me at least.
.I would go even further and say that there should be a separate save for open and solo play, with no interaction between the two. Or better yet, remove solo altogether and leave only open. It boggles me that a game that a game that markets itself as "dangerous" has an easy button let's the player remove the danger at their own convenience.
It really messes with the multiplayer aspect of the game. Can you imagine how many more player interactions would take place if everyone was in open.
The day that npcs pose a legitimate threat to competent players is the day that I'll agree with the statement that solo will be as dangerous as open. And yes the only danger removed when going to solo is from other players. Funnily enough though, that is just about all of the danger competent commanders are exposed to. I wonder where all of the commanders are if they aren't in open... hmmm..
The ONLY danger a player removes when opting for Solo is against another Commander and as everyone seems to be whining about, most of the time you don't see any Commanders in Open anyway. And with what Mistress Sarah has been saying, at least in regard to the NPCs, Solo will be just as dangerous as Open!
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BTW, I gather by '.. more player interactions ..' you mean targets to steal from right? lol
.The day that npcs pose a legitimate threat to competent players is the day that I'll agree with the statement that solo will be as dangerous as open. And yes the only danger removed when going to solo is from other players. Funnily enough though, that is just about all of the danger competent commanders are exposed to. I wonder where all of the commanders are if they aren't in open... hmmm.
More player interaction means.. more people flying around for me to talk to, collaborate with, bounty hunt and yes pirate from among other things.
Just skimmed through it and nothing on there convinced me otherwise. It simply seems like they are making higher ranked npcs less of a pushover and possibly a challenge now. Highly doubt it will come close to the danger from player interactions but I hope to be proven wrong..
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Get ready to agree to that statement soon then if what SJA is cooking up is implemented. Have a read of this thread and pay particular attention to what Sarah is saying: https://forums.frontier.co.uk/showthread.php?t=166663
I would go even further and say that there should be a separate save for open and solo play, with no interaction between the two. Or better yet, remove solo altogether and leave only open. It boggles me that a game that a game that markets itself as "dangerous" has an easy button let's the player remove the danger at their own convenience.
It really messes with the multiplayer aspect of the game. Can you imagine how many more player interactions would take place if everyone was in open.
I make 100 times more money bounty hunting than being a pirate or trader.. i really wanted to do trade runs.. did that all the way up to my first Type-7.. then decided "I'm bored".. bought a Vulture, then made a stack of credits, and a lot of fun bounty hunting..
You can't really have fun trading as a wing... if you want to be a pirate, you need cargo space.. and if you have cargo space, you're missing out on lots of good modules and stuff that will help you. Most of the time you've gotta lug the loot back to a star-port... and effectively do mini-trade and combat missions.. you make far more credits and earn more rep (combat) as a bounty hunter IMHO than a pirate.
They really should do something a bit better with piracy tho, and I support the OP on this.
The pirate outposts suck - what do they really do? They are a faceless, content lacking trade outpost that doesn't give you pirate missions... how about you get some gossip or news in the bulletin boards at pirate outposts saying that there's a particular ship that makes regular refuelling stop offs at the nearby star, carrying XXXXXX commodity, and put that into the game dynamics?
Why can't you have a pirate capital ship that you can trade with, that's not linked to an outpost?
There's opportunity to advance the game mechanics, and it seems pretty simple if you asked me.
What ever happened to the hauler? A well fitted one cost about 1/3 mill. One of the best designed and balanced ships in the whole game and now used for maybe three sessions at most. i loved smuggling in a hauler, more than that I loved adventuring in one and keeping and eye out for pirates in their scary eagles
As opposed to simply blowing them up if they refuse your demands so they lose all the cargo and get an insurance rebuy. Don't really follow your logic on how this change would send more traders to solo. It's effect would be primarily on NPC pirating making it decently profitable. Against players it would let more traders live if anything.
What happened was a roll back on top of publishing blackmarkets.
Risk Vs Reward and Fun Vs Reward
- Trading and mining are the most boring (or peaceful, depending on how you look at it) professions and should be highly profitable since the fun factor is fairly low. Since they need to go to Unsafe systems regularly they are more prone to be attacked by other player and NPC pirates.
- Exploration and smuggling should be the next most profitable professions. Exploration because you're basically playing Solo Mode in Open Play (again, fun vs reward factor) and Smuggling because risk vs reward factor.
- Pirating and Bounty hunting should be equally profiting. These are considered the most fun aspect of the game I'd dare say and thus should have the lowest income (but not as low as today). Pirates will have plenty of targets since most defenseless players (miners and traders) will buy/sell and mine in Unsafe systems to take back to Safe systems. Bounty hunters will have plenty of both player pirates and NPC pirates to hunt.
I think that is the wrong way to look at the problem. Instead of increasing the reward for low fun professions and calling it good, they should work on increasing the fun of said professions.I like the Fun vs Reward concept. I think there is also a progression and learning curve element to consider as I think Cmdrs have to progress through several of the identified professions. I don't think a noob Cmdr would be able to jump straight into a pirate role via a Sidey?
I certainly had to do a lot of 'low fun' trading as you put it when I started, and i've yet to try mining as i'm too busy with other tasks to learn a completely new trade and evaluate its fun factor. Equally, I don't feel I have the combat skills yet to become pirate captain and it's something to work towards.
Good post, a lot of your ideas make sense to me. No major points of disagreement at any rate. +1First; These are my personal opinions so don't get the pitch fork out yet.
There still needs to be <snip> NPC pirates to hunt.