Permits ? Why are they even there? i mean what is the point?

Permits ? Why are they even there? i mean what is the point?

While grinding away at my rank for the corvette.. I get permits to systems here and there, but why ?

It's not like they are special in a meaningful way or has any real bennefits as far as i can tell.

What is the point ? Shouldnt there be something worth your while there? or did i miss something entirely? ( besides some mirror discounts on some selected stuff. )


Personally I think permits are an underdeveloped mechanic.
There should be much more gameplay involved with permits that is not implemented (yet) because the game is still in development.

I think there should be specific missions, or chains of missions to get you access to certain systems.
I also feel that the systems locked behind a permit lack special advantages, or special features to make them interesting and attractive to work for those permits.
There is nothing special about the permit-locked systems.

For example a military system could be locked because there are huge military installations like battle stations and shipyards in there and a military fleet. And there could be special military missions in such a system that make you rank much faster in the navy.

Or a system could be locked because of delicate and secret scientific installations (they should look the part), and once you get access you can get certain material or commodities more easy in that system.

Or perhaps some permit system could sell rare goods.

Stuff like that should make permit systems special and unique.
Currently they are mostly uninteresting and we have no real specific reason anyway to go to those systems.

FD did lock 2 engineers behind a system permit. I think that is good, because that made those permits more valuable and gave me a reason to work for them.
 
Last edited:
At its core, the permit system could have been the basis for a more restrictive navigation system where hyperspace routes would need to be discovered before you could get there.

Maybe this is all that's left from that original idea.
 
Last edited:
Permit locked systems are often thematic: Prisons, religious havens, or navy bases. They're someting thematic which doesn't have to have a point. Some of us who aren't 'grinding for a corvette' think they add a bit of texture to the bubble.
 
Permit locked systems are often thematic: Prisons, religious havens, or navy bases. They're someting thematic which doesn't have to have a point. Some of us who aren't 'grinding for a corvette' think they add a bit of texture to the bubble.

I agree about the texture.
But they would add more texture if there was more to them than is now.
Currently it is a very empty mechanic.

You mention prisons for example.
Would it then not be great to have stations that really resemble well guarded prison complexes in such a system.
And would it not be great if we then could have special missions related to this prison theme.
We might transport prisoners, hunt for escapees, or help someone escape, get special bounty hunt missions at such a prison station, deliver clothes, weapons, foods etc.

It is all about giving the elite universe the necessary depth by filling in the blanks that currently exist in the mechanics.
Of course this takes time. FD have a lot on their plate.
I am patient, but the game needs this stuff to make it feel more alive.
 
Would it then not be great to have stations that really resemble well guarded prison complexes in such a system.
And would it not be great if we then could have special missions related to this prison theme.....


Yes, one day. We don't have that yet, but we at least have the framework there of having the prison in place already.

Permit locking systems just makes sense in many cases for non-gamey reasons that have everything to do with adding to the feel of the Bubble. I tend to visit them when I unlock them purely out of nosiness and an interest as to which factions are running what kind of system.

I vehemently disagree with the OP's position that anything like this which does not have some in-game bonus factor or attached is a waste of time and shouldn't be there. Although we are the player, we should not be the raison d'etre for everything existing.
 
Last edited:
I also think, that permit-systems should have something more extra. At least something to see :) I traded like hell with Alioth independence to get that permit, without knowing, what benefits it'll bring purely because Alioth is the system, from which the final mission in FFE started. After getting that permit, I was a bit disapointed.
 
Is that too unreal that in the far future, people own systems and don't want everyone to be able to jump in ?

So, if you're really rich, powerful, you're the leader of a major superpower in the galaxy... yeah every pilot will have to prove themselves before being allowed to jump in.

For example, Sol is the base system of the Federation. The official buildings and stuff are on Mars. They don't want people they don't trust in that system. They're one of the 3 superpowers. So yeah, they can force ships' manufacturers to block that in those FSD computers.

It makes totally sense. You can't enter interpol buildings in your car, because you're not allowed in there. This is the same at a bigger scale.

It doesn't make sense. It's plausible that *maybe* there would be some kind of galaxy-wide "DRM" on the FSD (although personally this smacks of "handwavium" to me). It's not plausible at all that the DRM would never be cracked and that every single person in the galaxy, from the highest government secret operative to the most underhanded criminal pilot, would ALL abide by the restriction.

System permits should be enforced by, well by FORCE. It should be possible (maybe only with some engineering mods) for *anyone* to go there, but it should more or less be a death sentence to do so without a permit. But that requires real art assets and actual game content be added, which requires real work. THAT is the ONLY reason that permit-locked systems function the way that they do.
 
Some permit systems do have nice goodies inside. Founders World is an obvious example, with the magical shipyards. Others have rare goods, discounts, etc.

Some are for lore reasons, like the Navy bases in Facece and Beta Hydri.

Some are there as obstacles to progression eg. the one in Sirius preventing easy access to an Engineer.

I believe FD have said in the past that all the permits have a reason for existing; for some of them, the reasons are known or obvious, for others it's future content.
 
You got permits for systems, as a reward for gaining rank. What's so pointless about that?

Once you've reached Petty Officer in the Fed Aux then you get to visit Sol. Sol is a hand crafted system and is wonderful. It is entirely worth your while to visit it and is both special and meaningful - unless your not interested, in which case - just move on.

As for the multitude of other permits you gain through ranking Fed, there are role-play reasons, access to the odd good trade opportunity and hopefully with the other permit locked systems they will be worthwhile in the future.

OK I want the Sol permit. So - it's not Midshipman? Also, where do you go to get the permit? Any Federal station or a specific place?
 
These days you get permits easily with a few missions. Or even easier when you find the station controlled by the faction that controls the locked system. Every such faction has now at least one station outside that system. Before you had to hunt for the rare and elusiv mission that was posted on boards nearby. And you never knew if it was actually benefitting the faction you wanted to become allied with.
 
Really? With no missions required or nothing to select? Wow, come on, it can't be that easy, this is ED we are talking about! :D

EDIT - stop the press - I just checked my permit inventory and I've had it for a few hours! It's founders' permit, isn't it? (I'm Midshipman.)

EDIT EDIT - it's for Shinrarta Dezra :( What's so good about that place?
 
Last edited:
You gotta ask how it is possible to stop a ship jumping into a system.
Just a load of tosh.
They could have made it a smuggling thing, dorks...
 
Really? With no missions required or nothing to select? Wow, come on, it can't be that easy, this is ED we are talking about! :D

EDIT - stop the press - I just checked my permit inventory and I've had it for a few hours! It's founders' permit, isn't it? (I'm Midshipman.)

EDIT EDIT - it's for Shinrarta Dezra :( What's so good about that place?

Shinrarta Dehzra is for "Elite" commanders. At Jameson Memorial you can purchase any ship/module with a 10% discount.
 
A lot of the in-bubble permits are just a holdover from the previous games, where you'd occasionally be offered the opportunity for the permit to do a mission in a system. It would be nice if, rather than just limiting your FSD from jumping into the system, you could jump there but would be met by a large security response.
 
Yes mate i have been working on that for the last day, just made it to cordial, need to be friendly, maybe today :)

I decided to work on that too, but haven't found a Sirius Corp station yet. I thought I remember them being at Robigo back in the days. Care to share where you are sourcing their missions?
 
Permit-locks are illogical. Why doesn't every petty warlord ruler of a system permit-lock their systems to keep out undesirables? From a gameplay perspective, a better way to keep out intruders from places like Sol or Achenar would be to station a fleet of invincible capital ships at the entry point and simply destroy anyone without a permit. As I said, locking the FSD out of jumping there is illogical.
 
But the OP is asking about the military rank locked systems. Some are for obvious reasons, Sol and Achenar.

Even these don't have any purpose to the permit. All you have to do is some Fed missions - boom, here's your rank and your permit. It's not like they're vetting Commanders, and denying permits ever. Heck, you can have the highest Imperial Rank possible - no problem, have some Fed Rank too.
 
Last edited:
Back
Top Bottom