2.2 Why introduce restricted or niche features that will have low overall use?

I like the 2.2 update, but I'm trying to figure out the strategy of producing exciting and interesting features that then have limited player use because they are niche or have too many restrictions to use. Does it make sense to spend all that development time on main features that are designed for low frequency use.

Examples:

2.2 Fighters


A great idea but most of the ships that you can fit a hanger in are the ones most people don't want to fly, can't afford, or don't have the rank for them. So this becomes a niche feature for a minority of players, unless you want to downgrade your ship to use them. I think once the novelty has worn off few people will use them.

List of ships that can use fighter:

Anaconda - Nice if you already own, otherwise base ship cost is 146.9 mil (grade E).

Type 9 - Personally only flew one once, and that was enough for me/most others. Ship cost 76.5 mil (grade E).

Federal Corvette - Requires 12th Fed rank (Rear Admiral). Ship cost 187.9 mil (grade E).

Imperial Cutter - Requires 12th Empire rank (Duke). Ship cost 208.9 mil (grade E).

Beluga - Role specific - refer to Passengers comments below. Ship cost 78.9 mil (grade E).

Federal Gunship - Requires 7th Fed rank (Ensign). Relatively cheap though at 35.8 mil (grade E). Personally I find this the worst medium combat ship to fly on par with the Dropship.

Keelback - Nice starter trading ship at the base bargain price of 3.1 mil (grade E). You get what you pay for.

What can be done about this (suggestion):

Add hangers to a larger range of medium and large ships so this feature is used and enjoyed by more people.

2.2 Ship transfers:

A great QoL feature that everyone wanted and loves, but for some reason it has both a high time sink and a high credit sink attached to it. Why do we need two sinks on this feature? People voted for the time sink, but we have a high price to pay as well especially on large ships. The effect being another feature that has limited use and hence an unnecessary limited QoL improvement.

What can be done about this (suggestion):

Kill two birds with one stone (note: no birds were actually harmed in the production of this thread). Significantly lower the cost of ship transfers, and add an option to pay the vanilla price if you want faster (express) ship transfers.

2.2 Passenger Missions:

I guess technically this is not a feature, but content, however it is featured content. Another niche addition that that most people may try a few times before giving up on it, except for dedicated travel agents. Some of the first missions I saw that were worth 3-4 million for a 1300 Lyrs journey, presumably you will then want to go back to your turf afterwards which is a return journey of another 1300 Lyrs. This is not taking into account that you will be stacking missions, i.e. that means detours on the way.

I did a 5000 Lyr journey for an engineering unlock in a fully engineered D-rated Explorer Asp and that took a very very long time. In a Beluga (even modded) long journeys would just be even more painful. The payouts are just not worth that level of boredom. Sure some people will love it, but it will ultimately be a niche group, i.e. not many people doing them.

What can be done about this (suggestion):

Not much you can you do with this without adding more content really. Maybe increase the the payout substantially, add multiple very rare mats like MEF to the payout and reduce the distance needed to travel...and even then.

Conclusion:

It would be nice if less niche/restrictive features are added in future, and features that have been added are less prohibitive to use.
 
There's a patch on the way, not sure when, today, 3PM BST?

Anyway it reduces ship transfer time / cost by 50%, lovely

My view of elite is that you must plan ahead, you want fighters? plan ahead, save up for a ship that supports them, don't forget rebuy!

You wanna head to somewhere 22,000LY from where you are right now? plan ahead, you ain't gonna do it over a few hours.

====

Most complaints are about the time it takes, just plan ahead, dont rush
 
Fighters:

Yes, you have to play the game to get fighters. There is potential that SLFs are brought to lower ships later. In the meantime call them 'play-to-win' content like the Cutter, Corvette & other various rank linked content.

Transfers:

Instant & Free isn't a thing, so the logical cost & time is slightly less than it would take to fetch it yourself/buy & outfit a new one. Instant module transfer seems to undo the logic behind this though, so... I see engineered modules being stored & transferred far more often than whole ships, simply for ease of use.

Missions:

Your logic applies to all missions/narrative related content.

I'd like to see passenger/refugee missions directly linked to the BSG so that a mass exodus from System X has direct impacts on the economic & political settlement, which in turn affects the number of refugees etc...

FDev are treading a fine line between sim-like realism and arcade-like accessibility. There are inevitable, and inevitably divisive, compromises inherent in this approach but FDev seems to be nailing the balancing act for the most part.
 
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There's a patch on the way, not sure when, today, 3PM BST?

Anyway it reduces ship transfer time / cost by 50%, lovely

My view of elite is that you must plan ahead, you want fighters? plan ahead, save up for a ship that supports them, don't forget rebuy!

You wanna head to somewhere 22,000LY from where you are right now? plan ahead, you ain't gonna do it over a few hours.

====

Most complaints are about the time it takes, just plan ahead, dont rush

Missed that there is a patch on the way, is there a feed with this - and with any details ?
 
How can you disagree with a question.

He's disagreeing with the assumptions behind that statement. As do I.

Although...

Barely anyone goes exploring on distant planets, so they should not have bothered putting in alien ruins.
That many alien ruins might not be found is also an enormous waste. If they are going to be in the game, FD should just tell us where they all are straight away.
There's relatively few neutron stars, and none central to a major system, so that's niche content and a waste of effort, too.
Not many people carry a wake scanner, so Engineer upgrades for that are niche and should not have had Dev time, either.
Most people don't PP, so adding a new faction was a waste of time.

[hehe]
 
I have to agree with the OP on this one.

Fighters: The only ship I fly is not on the list so that's no happening.
Ship transfers: One ship... Not needed.
Passenger missions: Not going to fight my way through the refit system just to be a bus driver.

What 2.2 does bring me are some welcome tools for exploration. It also makes me want to just leave the bubble behind and go back out into the black as there is little to nothing of interest, for me at least, to stick around - although I may go and look at the alien buildings once before leaving.
 
I have to agree with the OP on this one.

Fighters: The only ship I fly is not on the list so that's no happening.
Ship transfers: One ship... Not needed.
Passenger missions: Not going to fight my way through the refit system just to be a bus driver.

What 2.2 does bring me are some welcome tools for exploration. It also makes me want to just leave the bubble behind and go back out into the black as there is little to nothing of interest, for me at least, to stick around - although I may go and look at the alien buildings once before leaving.

Well, the new station types are nice...
 
How can you disagree with a question.

Easily, because your "question" was rhetorical in nature, posing an opinion rather than a choice, and the opinion is quite easy to disagree with rather than trying to answer the somewhat fallacious question.
 
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So most people are concerned whether a sentence early in the OP was a question, rhetorical question or a statement. Okay. Welcome to the OCD thread.
 
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I like the 2.2 update, but I'm trying to figure out the strategy of producing exciting and interesting features that then have limited player use because they are niche or have too many restrictions to use. Does it make sense to spend all that development time on main features that are designed for low frequency use.
.
Allow me to come with a counter point to this entire thing.

2.2 introduces features to work towards in the game? Work towards getting fighters e.t.c.?
As for ship transfer do not use it if you don't like it? those that do, will? I already have, I find the 2.2 prices fine, and now 2.2.01 comes with a 50% reduce, so yeah.
 
So most people are concerned whether a sentence early in the OP was a question, rhetorical question or a statement. Okay.

Some people disagree with the opinion manifest in the question asked in the thread title. They don't see these as 'low frequency' features, so the rest of your post becomes irrelevant.
 
I guess "niche" is defined as "anything I personally don't want to use"?

These are hardly niche features. That's all I can think of to say here.
 
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