Serious discussion on proper fleet mechanics

As a solo player with only 3ish weeks of elite under my belt, I love this concept. I love seeing commanders who look to roleplay and control parts of soace, but as of right now the lack of cohesion just makes it seem inconsistent and bizarre. It would make for a more interesting galaxy if, as a free agent, I had to carefully navigate my way through player controlled space.
 
Grammar

1-to better represent ourselves in game as a organized fleet
2-better organizational and Communication tools
3- fleet size content "fleet missions"
4- sharing of resources
.

I said it before I like the concept and think it would add interesting gameplay for all but certainly for the fleet members themselves. Items # 1 and 2 seem to be just common sense and beneficial to all in terms of gameplay alone. Items #3 and 4 just benefit the fleet and I do not see any negative impact for the non-fleet community.

I guess my one concern would be the criteria for fleet status and possible abuse.
For a honorable group like the EDF I have no concerns but what is to stop a SDC-type group from getting the same status and doing what they do?

FD, for good or ill, cannot seem to control what most would term "anti-social behavior" and, I may be reading it wrong, but it seems that abuse may be a concern of some here.
 
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I said it before I like the concept and think it would add interesting gameplay for all but certainly for the fleet members themselves. Items # 1 and 2 seem to be just common sense and beneficial to all in terms of gameplay alone. Items #3 and 4 just benefit the fleet and I do not see any negative impact for the non-fleet community.

I guess my one concern would be the criteria for fleet status and possible abuse.
For a honorable group like the EDF I have no concerns but what is to stop a SDC-type group from getting the same status and doing what they do?

FD, for good or ill, cannot seem to control what most would term "anti-social behavior" and, I may be reading it wrong, but it seems that abuse may be a concern of some here.

I agree with you about your point about "anti-social behavior" but that is a topic for improvements in crime and punishment.
 
The only mechanic that could be "abused" (and I use that term very loosely) in 90% of the proposals for proper fleet mechanics, is the shared resources portion. I say I use that term lightly because sharing resources entails that someone still has to gather said resources and, if all we could share (hypothetically) is cargo and credits, we're really not giving anyone a boost at all except for in the wallet department. That alone doesn't really affect any other players unless you're the kind of person to whine about griefers and pvp players having the money to be able to afford rebuys.

I've said it dozens of times now.
Without property control (it's really not needed given the mechanics of the game), all "fleets" really need is for the fleet leadership (multiple people to avoid the issue we've already seen with a single POF like Mobius' group) the ability to add members to an in-game player created faction. The ability to say yes or no to people requesting to pledge to said faction, with NPC factions basing that decision purely off of player rep with said faction so that no single person is stonewalled.

That's it. Missions are borked enough as it is right now, there's no need to pursue yet another addition to an already broken system for "fleet" level operations. Your BGS, any nearby wars you have a stake in and any CG efforts you choose to partake in, as a fleet, are your fleet level missions.

A lot of us are asking for one thing and one thing only. The ability to fly the flag of the faction we support, much like how we can already fly the flag for whichever power we support. The only player controlled element to that would be the faction leaders having the yes/no say in the matter, coupled with the ability to manage the list either through FDevs website or an in-game UI function.

Decals can come later, way later.

We don't need a fleet bank.
We don't need a fleet warehouse.

Just let us fly our flags!
 
Greatings!
My English is not very good!

Fleets need:

1) ability to choose which system to expand (a system like power play, the players in the faction can vote)
2) name of the group/fleet in the ship
3) create the group in the game, and all players within this, see their peers in the galaxy map
4) Simple list for view cmdrs conected.
5)finally, a screen where members can write fleet indications, news or orders and that they only see them in the group.

This would be enough, this does not affect the solo players. POWER BY GOOGLE TRANLATOR :D

6) Create great ships that cost more than 200 billion credits , also create a bank account for the group, where players can donate . These ships could only be piloted by npc . Being in the capital faction system group , serving defense to civil wars. And in a expanción serve to refuel, repair allies .
7) Sell ​​to fleets , ornaments for their solar systems . As CQC station 500 billion credits . that they do not have any type of function. only to be something niceof the main station , etc.
8) Sell to fleet a flag for 400 billon credits (DEADSPIN)
 
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I'm still unclear on what 'proper fleet mechanics' is supposed to look like.
Given that there are better tools to organize and communicate as a group outside ED, I don't see the point of wasting development time on these kinds of features.

If it's 'fleet recognition' you want, then I'm afraid I look with contempt on visible clan tags. If your group cannot establish internal name recognition for its members, then it's already too big to manage and one step closer to the undesirable aspects of guild mechanics that infest other games - i.e. hiding behind flag protection without any guild accountability for the actions of its members.
 
I'm still unclear on what 'proper fleet mechanics' is supposed to look like.
Given that there are better tools to organize and communicate as a group outside ED, I don't see the point of wasting development time on these kinds of features.

If it's 'fleet recognition' you want, then I'm afraid I look with contempt on visible clan tags. If your group cannot establish internal name recognition for its members, then it's already too big to manage and one step closer to the undesirable aspects of guild mechanics that infest other games - i.e. hiding behind flag protection without any guild accountability for the actions of its members.

I'm sorry, I look down on your single minded approach to a QOL feature and complete lack of anything useful to contribute to the discussion that's being had about said feature.
 
To be fair - I'd much rather groups had nametags (that could be switched on optionally when in visible or sensor range, and completely ignorable) rather than jump into yet another system explored by *{{[[[B¥3]]]}}*Lulzbunny(GSU)
 
I'm still unclear on what 'proper fleet mechanics' is supposed to look like.
Given that there are better tools to organize and communicate as a group outside ED, I don't see the point of wasting development time on these kinds of features.

If it's 'fleet recognition' you want, then I'm afraid I look with contempt on visible clan tags. If your group cannot establish internal name recognition for its members, then it's already too big to manage and one step closer to the undesirable aspects of guild mechanics that infest other games - i.e. hiding behind flag protection without any guild accountability for the actions of its members.

You are right. We do not waste time and resources on things that nobody is going to play. In ED a player never plays with friends, there are no groups of players . Nobody plays with a common goal . there are only players playing alone
 
I feel many solo commanders worry about some kind of fleet advantage or gated content.
What they fail to realize is,that is not the point of "proper fleet mechanics "or(PFM).
"PFM" is about "QOL" for fleets
 
As an example of a fleet size mission something like colonizing the bubble 2.0 could be something the whole fleet could work on.
This is a perfect example of where it would work well.
Let player actions control which player minor factions expand out to the new bubble, instead of the silly public vote they're doing now.
 
Odious or obvious? :)

Seriously though - in order for discussion you'll need to present exactly what you want.

So far I've got a chat room, a tag, and a way of seeing who is online.
 
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