Passenger missions are not for explorers.
They are for passengers [squeeeee]
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Passenger missions are not for explorers.
Do you agree with me?
I am curious how many of you use Ship Launched Fighters? I think there is no use for them in META PVE or PVP DPS maxing. There are also no unique gameplay which require to use them. The only reason to use SLF is roleplaying mother ship pilot.
I am curious how many of you use Ship Launched Fighters? I think there is no use for them in META PVE or PVP DPS maxing. There are also no unique gameplay which require to use them. The only reason to use SLF is roleplaying mother ship pilot.
I am curious how many of you use Ship Launched Fighters? I think there is no use for them in META PVE or PVP DPS maxing. There are also no unique gameplay which require to use them. The only reason to use SLF is roleplaying mother ship pilot.
When I think about Elite Dangerous development process I see that Frontier trying all the time to add functionalities and gameplay mechanics that will be accessible for all kind of players, in solo, group or open. This kind of mechanics doesn't require cooperation or teamwork. For example, any kind of mission, Combat Zone activity or Resource Extraction Site can be done on your own, there is no need for team play. Of course you can bring your friends and play together but this is not necessary. Personally I think this approach is not the best for creating deep and immersive gameplay. Frontier should focus on creating functionalities addressed to specified group of players, instead of trying to satisfy all at once. For example, they could create some content doable only in Wing, next they could create some 100% solo, story driven experience. I think in that way the results will much better than now, because generic content for everyone is not the best solution.
What do you think about my observations? Do you agree with me?
Hey, don't burst my bubble man. There's still hope!Since there will be no NPC crew...
But probably far from reality5 month hiatus, login and finds this thread first, sees Ians post and..................................his signature!
I was predetermined not to get going again, I feel a little burn out really, but the signature stopped me in my tracks, and got me thinking, and I realised how true the signature is to the reality we perceive.
Sorry, but no. I do not agree with you on almost every point.
FD are addressing specific groups of players, as the last few patches have clearly shown. What they are not doing is losing sight of the fact that an individual player might fall into different groups at different times, often in the same game-session. Anything that requires play in a particular mode or style detracts from the openness of the ED universe and while it may benefit a subset of users will disadvantage all others. I don't see FD going that way in any but the most limited manner and personally wouldn't want them to even if the proposed change would benefit my particular play style.
Disagree completely with this bit. The amount of consideration of Solo players is somewhere in the range of between Very Little and None. Most development seems intended for multiplayer combat.
I considered that when I saw lots of seats on the ship bridges in v1.0.Have you considered that FD were thinking ahead to multicrew when they introduced hire-able/trainable NPC crew first ?.
Totally agree. Solo players get the left-overs from the resource-sucking development time of PvP's beloved engineers, weapons analysis, etc.
The original Elite had it right and was a solo game. IMO, FD should have made ED an offline game, not MMO. ED is a trading-combat game; not a social media platform.
When you get a 27TB hard drive (my best conservative guess) just to store the galactic star info, that may be possible. Of course, how you run a BGS in offline mode is a teeny little issue you'll need to address first.The original Elite had it right and was a solo game. IMO, FD should have made ED an offline game, not MMO. ED is a trading-combat game; not a social media platform.