Elite: Harmless - Karma System aka "be the Tamagotchi" - FRESH SALT, MINED RIGHT HERE

Imho an explorer should simply be a completely uninteresting target for a pirate.

With millions in exploration data and if added to the game at a later date, data of valuable mineral deposite, maybe ancient ruins etc etc... everything is always worth something to someone.
 
Clearly they'd capture the pilot, connect him, her, or it, to a 34th century polygraph machine, pump them full of fancy drugs, and tickle their feet until the correct encryption key was given.

Now that sounds like the way to kick off one hell of a night.
 
This games original design intention was PVE single player mode only. Multiplayer got tacked on.

Well, that is wrong... not just wrong, but a wrong that echos through time.

The reason why the game took so long to come out after Encounters, was the technology was not there to implement the game he wanted with people online. Even, they had to change the way the game worked.

So the latest incarnation of elite was never going to be a solo only game.
 
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With millions in exploration data and if added to the game at a later date, data of valuable mineral deposite, maybe ancient ruins etc etc... everything is always worth something to someone.

Let's face it - the fact that we even have to physically return to hand in the data is a pure gameplay compromise. There's no in-universe logic to that (any logic that might have existed was shattered when we got telepresence). So if we go by the argument "but data is easily copyable and would be worth something to the pirate" the response would be "why fly through potentially pirate-infested space when we can just send the data wirelessly".
 
Unless they want your data or your ship.

Indeed, data is valuable and extremely portable...it should attract pirates like nothing else.

But data is also copy-able, and yet it's lost on death, hence it's not transferable. If you want to make it transferable, It becomes a circular argument, in that if a pirate can steal it, then why doesn't the escape pod "steal" it from the ship when ship is destroyed. Probably better to just leave it as it is.
 
But data is also copy-able, and yet it's lost on death, hence it's not transferable. If you want to make it transferable, It becomes a circular argument, in that if a pirate can steal it, then why doesn't the escape pod "steal" it from the ship when ship is destroyed. Probably better to just leave it as it is.

It's obviously transferable in some fashion, or it wouldn't be possible to sell it.

It's probably on some giant 1960s magnetic core memory storage system that needs it's own canister...hence those cans of survey data we find.
 
It's obviously transferable in some fashion, or it wouldn't be possible to sell it.

It's probably on some giant 1960s magnetic core memory storage system that needs it's own canister...hence those cans of survey data we find.

Yeah true enough. Completely unrelated but I kind of always wished those survey data canisters contained some random exploration data for systems that our commanders hadn't yet explored, rather than being an actual sell-able item.
 
Let's face it - the fact that we even have to physically return to hand in the data is a pure gameplay compromise. There's no in-universe logic to that (any logic that might have existed was shattered when we got telepresence). So if we go by the argument "but data is easily copyable and would be worth something to the pirate" the response would be "why fly through potentially pirate-infested space when we can just send the data wirelessly".

Teleprescence was a stupid idea, a very stupid idea.

Should have had x crew per ship, player takes over an already existing crew member employed to work on ship already.

In fact, multicrew is just stupid and should have been left out of the game altogether. Left to games designed around the idea of multi-crew.
 
I like multi-crew a lot and think it has much more potential...not too keen on the current implementation (telepresence is silly and the current scope of multi-crew is too limited), but it's one of the few features I think was worthy of it's own decimal version.
 
Good morning everyone. I sure hope that when I read through last night's entries I'll find that common sense has prevailed, a consensus has been reached and all conflicts have been resolved. Just gonna get my mug of coffee and start reading!
 
Good morning everyone. I sure hope that when I read through last night's entries I'll find that common sense has prevailed, a consensus has been reached and all conflicts have been resolved. Just gonna get my mug of coffee and start reading!

My my, you're in fine spirits this morning. Rep me before they're soured.
 
Well, that is wrong... not just wrong, but a wrong that echos through time.

The reason why the game took so long to come out after Encounters, was the technology was not there to implement the game he wanted with people online. Even, they had to change the way the game worked.

So the latest incarnation of elite was never going to be a solo only game.

Not talking about old game versus new. I am talking about what was kickstarted in 2012. An offline single player option was a feature that was to be implimented. The Only popular Multiplayer aspect of the game that people actually wanted was the winging up and PVE game. PVP was a tacked on incomplete feature. CQC was supposed to fix this but they decided it should be separate from the live game. Not sure why.
 
My my, you're in fine spirits this morning. Rep me before they're soured.

I'm saving all my sweet sweet rep mayo to spread over something special. So, I'll keep my eye on you today and if you are especially clever, maybe I'll give you a dollop;)
 
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Robert Maynard

Volunteer Moderator
This games original design intention was PVE single player mode only. Multiplayer got tacked on.

For the original, released in 1984, yes, the design intention was, without much doubt, PvE and single player.

Multi-player has formed part of the published game design of E: D since the start of the Kickstarter (along with a single player mode that also permits players to experience and affect the single shared galaxy state).

Offline mode did not feature in the published game design at the start of the Kickstarter - it was added about halfway through and sadly cancelled before the game was released.
 
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