Flesh Out Career Paths

I am Duke Petty Officer on friendly terms with the Alluance. Nothing matters in Elite. This needs to change.

We need Career Paths:

Military: join a faction. Be granted one ship, based on your combat rank. The higher than Rank, the better the ship. These ships should have adequate combat equipment, NOT stock Class E Garbage. Further modify at your expense.

Fly patrols. Fly X patrols per week, cruising a system. Choose from timed patrols last X minutes, area patrols that see you dropping from SC in designated and dynamic hot spots or RES patrols that see you dropping off in X number of RESBper patrol.

Keep all bounties earned on patrol. Receive patrol pay. While on patrol in assigned ships, rebuy is free. The military pays the tab.

Patrolisdions earn Rank faster, and tasks performed on patrol earn bonus rep with the major and allied factions in a system.

Some patrols may require planetary visits, to project power and security Planetside, if a player has Horizons.


Criminal/Pirate:

Be a deviant. Be ostracized. Be feared.

Pirating and murder can see you exiled to pirate space or Anarchy systems, returning to civilization at peril.

But in Pirate space are the tools of your trade sold, in markets for which civilization has no use:

Enhanced, faster hatch breakers. Supercruise cargo Scanners. Piercing lasers that can cut through cargo bays or hatches on hit. Mass Lock enhancement systems, creating a gravity field that lets you simulate a larger mass for locking. Drive scramblers, limpets that if they hit, can temporarily scramble FSD but can be countered with ECM.

Build a rep in pirate space. Successful pirating sessions and kills build your rep. Over time, you can set a default tithe - say, 15℅ of cargo, to start - and AI pilots may begin submitting to you and tithing. The odds are based on your rep, the tithe and the AI pilot rank. Match these, and with luck, just your name will invoke fear enough to get you paid.

Beware of raids into pirate space by AI sanctioned Hunters and Hunter Wings. Make them pay...Or lead them deep into belts and rings, to pirate hideaways, for an ambush, further building your rep.

Enjoy dynamic missions based on trade caravans, AI ships making Rare goods runs, illicit cargo you can steal. Build up your AI brethren into a pirate fleet. Earn the rank Commodore. Wear a really BIG hat. Be a pirate in more than name.

Or, go righteous. Turn on your brethren. Earn your redemption. But beware: you only get this option once. Return to piracy and you're stuck with that new rep, plus the rep of a traitor twice over...Talk about living dangerously.


Explorer:

Fly into the Black officially on behalf of a faction.

Use new tools: combined Advanced System Scanner () to reveal systems and planet details. From SC, this scanner will net system and planet details. At closer range it will pinpoint POI, geoligical features and determine mineral types, narrowing down POI and geological features locations as you get closer to the planet.

From Orbital Cruise, your new scanner picks out and pinpoints prominent mineral depisits. During normal flight, as you close with these, it determines type and approximate amounts.

Add the Gas Analyzer System (GAS) software enhancement for your fuel scoop. Scoop and analyze non fuel star and gas giant gases. Sample Ammonia worlds. All netting additional Exploration pay.

Use new Soul and Fossil analysis tools from the ship, Or the SRV. This small Drill and collection tool is guided into the soil manually to loose and collect samples from planets.

Perform preliminary analysis inside your ship, while flying. Use your new Sample Analyzer to further detail samples of soil, gases and other collected items, yielding detailed data for greater rep, rank and pay.

Launch Data Probes. These Synthesized and buyable probes relay your Exploration data back to the bubble, netting you some security of pay while away after a travel time. But they do take up cargo space.

Create, use and Resupply Explorer caches galaxy wide: deliver Hydrogen and SRV fuel, data probes, satellites, repair modules and any other exploration tools. Taking from caches requires a purchase, with a discount that increases based on Exploration Rank.

Deploy POI Satellite systems. This persistent sats occupy space around a planet, providing future visitors with a one stop shop for all data you gathered there, and the name (once approved) that you gave the planet. These days will even generate missions for other players, once validated, including Cache Resupply and Tourist/Science/data validation missions.

Be an explorer for a purpose other than Asps in front of Things.


Fuel Rat:

Wear Fuel Rat decals on ships. While flagged this way, you cannot equip weapons, but cannot take PVP damage. AI ships will not interdiction Fuel Rat flagged commanders (can be toggled, for Dangerous Rats).

Fuel deliveries earn bonus rank and rep, with greater distance flown earning more. Official Galnet logs will be kept commemorative of long/historic runs, including retroactive logs of past heroic efforts.

Trader/Hauler:

Build your rep as a reliable merchant or hauler of goods. Timely service and profitable trades will increase your Rep with ALL factions at a station. Factions directly involved in a mission or controlling factions during Trades, earn even more Rep.

As your Rep increases, receive offers of dynamic, one time chance hauls, lucrativarket tips and contract jobs. Contract offers can come from AI (like missions, but more lucrative by far) or from players.

Commanders might contract you to collect and haul mined minerals, deliver a ship, assist with large loads on delivery missions, etc. If you accept, you must complete the contract as specified or forfeit a hefty fine. Contracts from players will use templates, not be freeform, to avoid trolling and abuse.


Bounty Hunter/Merc:

Travel the stars, plying your trade. As your game grows with kill count, combat rank and earnings, receive lucrative offers befitting a Merc: Special bounties, RES guard jobs (timed or kill count, with Timed being a total over time, not a Duration you must stay logged in today). Receive invites to War Zones, including extra pay, Rep bonus, free ship transfer to facilitate quicker arrival etc.

Beware Pirate Lords and those looking to make a name. Trips and Contracts in Anarchy or pirate space, or the very occasional pirate raids into civilization, are dangerous for Hunters. Those with a name, are ripe targets for those wanting one.

It's my opinion we need Career paths. Decisions and commitment that matters. And note, many of these are inclusive, meaning you can pursue Military and Merc/trading careers simultaneously, so long as you hit Patrol quotas, which decrease as military Rank goes up and trust is earned, for instance.

Eager for your thoughts.
 
Wow, great ideas! What about miners and smugglers? ;)

Sadly no rep for you because I must spread some Reputation around before giving it to Blackcompany again.
 
Wow, great ideas! What about miners and smugglers? ;)

Sadly no rep for you because I must spread some Reputation around before giving it to Blackcompany again.

Thanks for chiming in. I did forget those roles:

Smuggling would feature new tools:

Silent Run in Supercruise. Keep speed in the Blue to avoid overheating. The aforementioned cargo scan in SC would be a danger.

Decoy: launch in SC to create a duplicate radar signature for a duration. In Normal it does this, but can also be detonated to blind scanners or draw off Missiles.

Stirring up trouble could draw off Security ships. A friend could create a ruckus a short distance from a station, drawing security ships.

Signature Spoofing: capable of providing stations with a spoofed security ship ID. Scanners can burn through it, but it takes a few seconds and let's you know of burn through attempts. Once burned through, that spoofer is no good, and Beng caught with one (either ship scanned or a burn through) is a crime. Use sparingly, in small bursts, and bind to a fire group to power on/off quickly.

Smuggling builds criminal rep as well, but quietly. You begin to get offers for...Quiet jobs. From all comers, both semi legit (military) ranging to neutral (blockade runners, normal criminals) all the way to reprehensible slavers.

Do too much business with slavers, and other criminal types might find you... Off-putting. But those riskier jobs, man would they pay.

At the top end of the profession comes the real offers: contracts from criminal factions to deliver goods - even some legit, non smuggling offers now and then, since you are a trusted member of the fold. Military officials wanting a neutral Transporter for their data. Stuff like that.


Miners:

Establish yourself as the go to fur supplying the stuff your system needs to keep business booming.

Every profitable sale of mined metals or other commodities gained via mining, even in the SRV, increases your rep in this role, And as a Merchant, too.

Use new tools to increase productivity:

Mining limpets: they will mine marked rocks for a duration, then convey their loads to your hold.

Transfer Cargo bays: contact AI or Commanders to haul your rocks, for a share of the pay and Rep.

Discover worthwhile mining belts, with the . The Advanced System Scanner analyzes nearby belts in Supercruise, offering an estimate of mineral proportions. Also works on Rings, so you waste less time.

Proprietary Marker Buoys: leave these in lucrative belts or Rings as your own, private bookmark.

New missions: As your stock rises, corporation and system representatives solicit you for Special mining jobs.

Some jobs are extremely lucrative mining ops. Some might want you to scoutvrings and belts, and mark profitable areas. Some jobs will provide NPC haulers while you work metal laden belts.

Military personnel will offer to conscript you for urgent or profitable jobs mining specific metals for manufacturing or repair.

Choose to work for a major corporate entity as a Contractor. For a cut of your take, they will handle hauling and all rebuys, and even provide the mining tools. All you need is a ship that flies.


Salvager:

Now a career. Fly your ship into the aftermath of battles or drive to crash sites in your SRV.

Guide salvage drones through wrecks from a pilot's perspective. These reusable drones can be launched from Medium or larger ships, or the Cobra Class, and gather materials as they travel near them. Use them to scout wrecks on planet surfaces, or navigate new, large clusters of ship wreckage, damaged or destroyed Asteroid belt bases.

Use retractable claws to grasp and move wreckage, or pull it closer so lasers can cut it and retrieve useful bits.

Analyze damage using onboard tools to gather valuable data, both to turn in for profit and for Engineers. Genuinely investigate a wreck, solving the puzzle of how it happened - and how you can profit from it.

Earn missions to clean up RES and battle zones recently cleared and deliver wreckage's and black boxes for top dollar.

Salvage wrecked bases deep in rings and belts. Guide your drones through carnage to salvage what you can.

I imagine a universe where we really can play our way. With support for numerous roles.
 
At first I might compare the game structure and balance with your ideas to see what does and does not work. Issues like an improved and combined advanced discovery scanner would make it too easy to explore increasing profits and making the Elite rank mean nothing...like the complaints when passengers were added. But passengers while some don't like how it was implemented was a great edition to the game. So are your ideas. They are well thought out, are positive in their appeal and take into consideration all the types of game play and not just promoting one style of play while negatively effecting others. Nor do they DEMAND changes like so many posts do.

I actually believe that some of this may occur. Of course Frontier isn't going to tell us with their "10 year plan" but these suggestions are certainly possible. We have the basic structure which took forever to get working with the least amount of bugs along the way. Implementing them might take some time with lots of Beta testing over several seasons to work it out. It does seem at times that the more added the more bugs to find and eliminate.

I applaud your efforts to suggest some great ideas in a positive and insightful manner hopefully with the least amount of resistance. Let's hope the replies (pros and cons) are just as productive and add to your ideas. Well done.
 
I like the gist in general... There should be no "no-PVP kill" for Fuel Rats and no free ships for military.

Otherwise, yes. All the different roles need love. Not just quick satisfaction pew-pew. The people who like that will be gone once they get the best ship anyway.
Progression should also be slowed down.
 
Supersolid post CMDR. These are some really great ideas to add real meaning to the gameplay for just about everyone. Tools and support like this is exactly the kind of lower-level-but-widespread kinds of items the game needs in the upcoming additions to bring the galaxy more mid-range details. Right now we have the very small details (ship flight and sounds) and the very big details (galaxy) but the game is still awaiting more medium details for the small stuff to do inside the big stuff. I'm a big supporter of more specific and varied ship kit and more things to use that kit for; these kinds of additions provide a more granular layer of detail to gametime activities and choosing playstyles.

The only caveat for me would be any kit restrictions-by-class, unless it's a specific contracted job you signed up for with a specific company or military who could impose any subset of rules they like. I'm not a fan of game-determined character class kit restrictions in this type of sandboxing; everyone should have the freedom to build the completely wrong ship for the job as well as the right one. Ship build is a big gameplay angle of itself and a player freedom.

That freedom applies to the Fuel Rats, who aren't so much an organized company fleet as they are a free association of independent pilots working for a common cause, and as such are free to fly any rig they like. They may be killing people all the other time they're not running fuel or live in an anarchy; de-clawing a Ratter would be a personal decision for the pilot. If they were a Mars-based corporation charging for their services, or even if say they became an official arm of GSAR, then a fleetwide regulation might be more fitting.

Overall there is a lot of good material in your post OP and is well worth considering.
 
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I like the gist in general... There should be no "no-PVP kill" for Fuel Rats and no free ships for military.

Otherwise, yes. All the different roles need love. Not just quick satisfaction pew-pew. The people who like that will be gone once they get the best ship anyway.
Progression should also be slowed down.

To clarify: You can only fly free military ships on designated Patrol missions. It's your assigned ship, do you can upgrade it, but you can't take it with you.

Also, the ships are assigned based on combat rank. So if you get a nice one issued...You've probably already got one. Rookies and relatively new combat pilots are gonna start in Eagles, not Vultures.

- - - Updated - - -

Supersolid post CMDR. These are some really great ideas to add real meaning to the gameplay for just about everyone. Tools and support like this is exactly the kind of lower-level-but-widespread kinds of items the game needs in the upcoming additions to bring the galaxy more mid-range details. Right now we have the very small details (ship flight and sounds) and the very big details (galaxy) but the game is still awaiting more medium details for the small stuff to do inside the big stuff. I'm a big supporter of more specific and varied ship kit and more things to use that kit for; these kinds of additions provide a more granular layer of detail to gametime activities and choosing playstyles.

The only caveat for me would be any kit restrictions-by-class, unless it's a specific contracted job you signed up for with a specific company or military who could impose any subset of rules they like. I'm not a fan of game-determined character class kit restrictions in this type of sandboxing; everyone should have the freedom to build the completely wrong ship for the job as well as the right one. Ship build is a big gameplay angle of itself and a player freedom.

That freedom applies to the Fuel Rats, who aren't so much an organized company fleet as they are a free association of independent pilots working for a common cause, and as such are free to fly any rig they like. They may be killing people all the other time they're not running fuel or live in an anarchy; de-clawing a Ratter would be a personal decision for the pilot. If they were a Mars-based corporation charging for their services, or even if say they became an official arm of GSAR, then a fleetwide regulation might be more fitting.

Overall there is a lot of good material in your post OP and is well worth considering.

Thanks for your post!

Fair enough point about the Fuel Rats. My only desire was protection from griefing, really, and from slowing down their trips, as these are rescue runs.

Perhaps allow them to opt into this, if they so desire? They can still Rat, get recorded, all that good stuff. But they can also opt into unarmed rescue ship protection, if they wish to?
 
I like the idea of Tours of duty.

I think ships should be of a fixed specification, and slowly improve as you rank up.

Taking a tour is like taking a mission, so your original ship stays at a system and you work in that system.

I think that working for factions for one power locks you out of others - no longer King Admirals!

I like the idea of extra exploration modules, maybe even a dedicated exploration module for certain ships, some sort of mini game that would allow you to analyse data and increase payouts for these upon submission.

The no PVP kill is a bit too far for fuel rats, although preventing them from installing weapons does stop players posing as a rat and then going rogue.
Coupled with missions/reasons to return to discovered systems to bring in more in game rewards (both rep and cash)

2.3.01 mini beta for these please!! ;-)
 
To clarify: You can only fly free military ships on designated Patrol missions. It's your assigned ship, do you can upgrade it, but you can't take it with you.

Also, the ships are assigned based on combat rank. So if you get a nice one issued...You've probably already got one. Rookies and relatively new combat pilots are gonna start in Eagles, not Vultures.

- - - Updated - - -



Thanks for your post!

Fair enough point about the Fuel Rats. My only desire was protection from griefing, really, and from slowing down their trips, as these are rescue runs.

Perhaps allow them to opt into this, if they so desire? They can still Rat, get recorded, all that good stuff. But they can also opt into unarmed rescue ship protection, if they wish to?

I usually prefer opt-in systems rather than opt-out so that works at least for me. Do GSAR ships run nakies though? Now that I think about it I can't recall.

Let me try something...


FORUM! ANSWER OUR CALL! DO GSAR SHIPS PACK HEAT ON DUTY
 
Thanks for all the great posts. I really do love Elite, and I want it to succeed. But I don't think grind is going to keep people.

I think we need compelling game play loops, and the tools to enjoy our preferred ay style. Combine that with contextual reasons to do things beyond just because we can...I think we need a compelling, dynamic universe to live in, that recognizes who we are and what we have done, and adjusts to that.
 
Supersolid post CMDR. These are some really great ideas to add real meaning to the gameplay for just about everyone. Tools and support like this is exactly the kind of lower-level-but-widespread kinds of items the game needs in the upcoming additions to bring the galaxy more mid-range details. Right now we have the very small details (ship flight and sounds) and the very big details (galaxy) but the game is still awaiting more medium details for the small stuff to do inside the big stuff. I'm a big supporter of more specific and varied ship kit and more things to use that kit for; these kinds of additions provide a more granular layer of detail to gametime activities and choosing playstyles.

The only caveat for me would be any kit restrictions-by-class, unless it's a specific contracted job you signed up for with a specific company or military who could impose any subset of rules they like. I'm not a fan of game-determined character class kit restrictions in this type of sandboxing; everyone should have the freedom to build the completely wrong ship for the job as well as the right one. Ship build is a big gameplay angle of itself and a player freedom.

That freedom applies to the Fuel Rats, who aren't so much an organized company fleet as they are a free association of independent pilots working for a common cause, and as such are free to fly any rig they like. They may be killing people all the other time they're not running fuel or live in an anarchy; de-clawing a Ratter would be a personal decision for the pilot. If they were a Mars-based corporation charging for their services, or even if say they became an official arm of GSAR, then a fleetwide regulation might be more fitting.

Overall there is a lot of good material in your post OP and is well worth considering.

How about a fuel rat chiming in here?

From my experience, most rats don't have weapons on the ships they use for this job. We tend to run builds similar to long-range explorers. No weapons, smallest powerplant possible, minimal shields (if any), and the ship is turned into a flying gas can. I use an Asp explorer that gets right around 40 ly per jump. While there are some rats with weapons fitted, this is generally the exception and not the rule. Our goal is to get from point A to the point B (the client) as fast as possible. Lugging around weapons slows us down. Also don't need the risk of someone forgetting to set their firegroups correctly and slamming plasma rounds into a client by accident.

Heck, standard procedure is to lower the landing gear upon dropping into normal space with the client to disable the boost function.
 
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