Elite: Lessons from X universe and EvE Online.

The main lessons for ED:

- If the ship is the player's avatar, it should be nameable. You want the player to be able to develop a relationship with the ship.
- If the pilot is the player's avatar, it should be 1. present (I mean, empty chair? Really?) and 2. customisable. Player needs to identify with the avatar.
- If the game puts newbies and advanced players in the same space, there need to be safe havens for the newbies to learn and hone their skills. Secure democratic systems need to actually offer security.
- Technology rules must have game play reasons. The 'no artificial gravity' rule makes no sense. The 'no AI' rule makes no sense.
- If you are selling a stake in the on going development of an epic gaming project, don't market it as a completed game. Market it as a stake in an enterprise. That means: blogs, video logs of work in progress, RSS feed as well as newsletters and forums.
- Life = lights + motion. You want space stations, outposts and settlements to look busy? Lot's of blinking lights and moving objects: moving light cones, video advertising boards, vehicles, small maintenance vessels and interplanetary shuttles. Big cargo ships lumbering around the system. And put formation lights on the ships already. And light up the habitat rings of stations, and biodomes.
- All visuals not only need to look credible, but also convey a feeling/atmosphere. Use cold colours in space. Use warm colours close to stars. Planetary settlements should look like oases of light, campfires in the darkness. They also need to look settled in the planetary surface: sit at the centre of tyre tracks, roads, signs of activity scattered around and nearby. Planets far from the star should be dark. Planets near stars need to be bright. Don't prevent players from struggling with environmental extremes. Space is extreme.

I like the lights / atmosphere suggestions [up]
 
Well if you want my honest reasoning for all this, I want to be able to make credits passively so I can afford the re buy of the larger ships. I don't like playing open for this reason, the credit grind is a real thing. I can't afford to fit a vette or cutter but with 65-70 million re buy that is a lot of grinding if you lose that ship 4-5 times when I finally get the cash do buy the fitting.

I don't even want to log into Elite as of late to play I am burnt out, I don't care about the thargoids, powerplay, I enjoy exploring trading and mining I wish I could scale those up to more than just go from smaller ship to bigger ship. I wish I could build my assets and work with others to and develop our own story in the game.

I think I've met your sister, Saber123317, has she ever been to Hutton Orbital?
 
I can't speak for EVE but regarding X Series I'd say :
1. be careful about bolting on new features which haven't been properly integrated into the gameplay
2. communication is a two-way process
3. open world requires late game objectives and gameplay, player driven is fine but its not enough to rely on
 
Or just play X and Eve

And this is why ED might never go from good to great.

Defining a game as the opposition of everything other game did is a stupid idea. Especially when
said games have great mechanics for some stuff (and horrible ones for others).

Now. ED being ED, I can't see executive control of stations ever being a "thing".
IMO what could work well,given how the BGS is step up and factions work is the following :

  1. Allow players to join a faction. If it's a player created faction, existing members get to vote*. If it's a native BGS faction, no vote.
  2. Player who join a faction wear its tag. As NPC do.
  3. Allow players to modify station decoration, economy, services via mini-CG's that can be triggered by entering the boom state.
  4. Allow players to somewhat direct expansions (e.g. by asking the players to pick one of three options, instead of it being all RNG).
  5. Allow the creation of new faction owned assets (such as surface bases, outposts and such) via mini-CG's during expansion states.
  6. Add new faction assets that support new gameplay (e.g. a mining outpost in a ring, where players can sell their mined minerals, race tracks for SRV and ships, and so on...)

I don't see any problem with the above : anyone can join a faction, player created factions have a say on who joins and since no one can blocade a system or station,
no area of space gets denied to some other people as in EvE.

What we would gain is huge : player investment in a faction would mean that players would care a lot more when their system gets invaded by thargoids and such events.
Also, it would allow for some true low-level sandbox play where players can truly build and change a small speck of Elite. (Because, lets be real, what ED is now is a sandbox
with no water nor tools to build sand castles. Which quite a tragic state of affair if you ask me)

*It would be quite neat if decisions where tied to goverment type : democracy and such > vote, authoritarian govs > leaders/founders only vote, corps > only shareholers vote, anarchy > anything goes :)
 
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Someone asked how many weeks I have spent in game, I am sitting at over 600 hours, 648, I have played since 1.0 I have enjoyed my time immensely. I have played my share of CG's PVP, gold rush credit farming, trading, passenger missions. I have played in group play, explored the cosmos.

Don't get me wrong I enjoy Elite, its a fun game to play, to turn your brain off from reality and lose yourself. But I have hit the point where I need to make an insurmountable amount of credits to fit a cutter / corvette.

Why is it so wrong of me to wish that the ships I shoot, or pirate are player owned assets they may not be players themselves but they would be their ships logging into the game to find your T9 was taken down by say SDC. Paying the re buy and placing a bounty on SDC while I engage my scout craft to look for where they are and then posting a message on a community bounty hunting board with last known location.

It gives the game a dynamic ever changing feel. It introduces intrigue and risk into a game that is lacking it, it gives us credit sinks and a means to make money. If you're not willing to take part you don't have to.

For everyone screaming Elite will never be EVE, no it shouldn't be I have never said it should be anyone who has sunk considerable time into eve knows the many depths and systems it has I don't need that guilds are coming that is a good start so are player carriers. I just want to be able to do something with my ships other than fly one at a time. I don't care if I make 5% of the proceeds that ship generates.

I just want the ability to go to the pilots lounge, and pick up a pilot, place him in a T9 and say "go trade" and he does his thing. No micromanaging just, here is a ship here is a task go do it no need for spreadsheets.

I want to put my combat pilots in specially kitted couriers and have them escort my Anaconda into combat encounters. Imagine a wing of 4 all with 2 escorts thats 12 ships. Imagine two groups like that converging on one another. you could kit them out so they could lean on one another. sitting there in multi crew with turret control and healing beams while your couriers perform straffing runs or any number of other possibilities.

Or two ships with mining lasers and two ships that can refine and transport the ores.


Elite just does not need to be a combat focused game or a single ship based game and you don't need to micromanage everything to give it some depth.

Also

To those that say go play Eve or X universe, not a really conducive answer and that is what holds games back.
 
Why is it so wrong of me to wish that the ships I shoot, or pirate are player owned assets they may not be players themselves but they would be their ships logging into the game to find your T9 was taken down by say SDC. Paying the re buy and placing a bounty on SDC while I engage my scout craft to look for where they are and then posting a message on a community bounty hunting board with last known location.

It gives the game a dynamic ever changing feel. It introduces intrigue and risk into a game that is lacking it, it gives us credit sinks and a means to make money. If you're not willing to take part you don't have to.

For everyone screaming Elite will never be EVE, no it shouldn't be I have never said it should be anyone who has sunk considerable time into eve knows the many depths and systems it has I don't need that guilds are coming that is a good start so are player carriers. I just want to be able to do something with my ships other than fly one at a time. I don't care if I make 5% of the proceeds that ship generates.

I don't get it. You say make it like Eve but then claim you don't want it like Eve and it will never be Eve. What do you want, those aren't mutually exclusive?


I totally understand why you want it and part of me wants it too. But I go elsewhere to scratch that itch because it's not the game Elite is/was or should be. The reason it's so wrong is it goes against the core concept of the game, like trying to turn Half Life into GTA or vice-versa. One is built around the core concept that the player is the hero and the other very much isn't. Elite's core concept is that you are a small cog in the galaxy, a pilot and a ship. As for reasonable reasons why it shouldn't go the way every single other game has gone please see my post earlier as well as how the creator of Elite described it himself.
 
I can't speak for EVE but regarding X Series I'd say :
1. be careful about bolting on new features which haven't been properly integrated into the gameplay
2. communication is a two-way process
3. open world requires late game objectives and gameplay, player driven is fine but its not enough to rely on

Very on point and thoughtful observations. You should try writing something about these on that game's forums as well, who knows they may take note some day. :p

(before risking getting mob lynched by some. Don't worry, just mocking a bit...*he* knows :D)
 
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I don't think Elite ever will be a EvE/X -type of a game.

I rather think it will stay with the "a man and his ship"-concept for the rest of its lifetime. Maybe you can buy a MB4-mining machine or other stuff place it on somewhere but that's it (and maybe some MMO-related services like a player -market).

Personally I hope it doesn't go the EvE-way with player-owned territory/factions that restricts other players from enter certain space or requires you to join a player -group to unlock in-game content.

I think they already considered that in the beginning (player -owned factions and such) but turned it down - because its simply not Elite.

I prefer the non- spreadsheet way and be able to do most things solo. Its easy to get consumed by games like EvE and then it happens, the game is no longer a game - its a work that you need to show up in regularly (if you want to unlock most of the content you basically need to join a company and with that you need to show up like you were going to work in the morning).

In Elite its quite the opposite. You can log in, fly your ship, do your thing, and then return a month later - and nobody will kick you out - because they cant plus you can enjoy most of the content by yourself.
 
Isn't the lesson from X-Series and Eve "Don't implement spacelegs"?

^^ So true. +1

I would't say : "Don't implement spacelegs"

I would say : "Don't implement spacelegs unless you provide actual meaningfull gameplay for it"

What ED could learn from the X serie : actual dynamic economy.

Damn, X was strong with this, pure awesome. Create a shortage, prices hike up, roll in with the big trading ship and make a killing '^^
 
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https://youtu.be/h-bEn2aLJ7U?t=65

From the creator himself albeit dated somewhat:

Paraphrased: "No passive income as it would change the nature of the game. Elite is a game about flying a ship not looking at tables and spreadsheets turning it into a resource management game."

I'm sorry but if a game has spawned companion apps/software (EDDI, EDCD, ED3D, EDDN, etc.) and dedicated website(s) to organize and calculate information, you've basically are using automated spreadsheets. This line has already been crossed so why not make something out of it.

I know this wasn't the creators intent but that IS the inherent nature of a MMO, which Elite claims to be - more or less.
 
I'm sorry but if a game has spawned companion apps/software (EDDI, EDCD, ED3D, EDDN, etc.) and dedicated website(s) to organize and calculate information, you've basically are using automated spreadsheets. This line has already been crossed so why not make something out of it.

I know this wasn't the creators intent but that IS the inherent nature of a MMO, which Elite claims to be - more or less.

You miss my point.
When I play Elite I fly a ship. I look visually at whats on the screen and respond with throttle inputs, trigger presses and am in the action. What the OP is suggesting is a GUI where they can control a fleet and potentially spend an entire playsession sat in a station directing ships around having never touched their joystick.

The fact that some people use trading/outfitting or whatever other tools isn't the arguement. The arguement is about how you spend your time playing not what tools you have around you.


If the line has been crossed for you fine but for me the line is very much intact and I want to play a space pilot game not a management game where the picture on screen could be replaced with pizza delivery bikes, cargo trucks or anything else and still be relevant.
 
I have played many hours of Elite and have come to a conclusion,

Ships need purpose. The Background sim needs to come to the foreground.
Player owned assets need purpose

How many players own assets in Elite that just sit in some dock collecting dust? Why can't these ships be provided pilots that do tasks? Exploration, mining, survey scanning, trading, etc.
Any income made percent gets sent back to the player. Not huge, but enough so that its worthwhile but also has a semblance of risk. These ships would be target able by players and part of a foreground simulation. (read up on X3 Universe traders for an idea of where I am going on this.) if they get destroyed you need to authorize the insurance cost.
Your scout ships could explore the system and find the most lucrative routes, mining ships that passively generate income and resources. Maybe mining fleets that go out and have a player owned capital ship mining operation.
All this could fund rebuys, this could fund player carriers, this could provide materials that you could pick up.
This could provide targets for players to hit, different player groups vying for control.
This simulates the vast economy that is in eve without drowning it in spread sheets and analysis.
Give you an example Player group A finds in discord that their mining convoy was discovered and attacked, they declare war on that player group.
Now wars in systems would be funded and manned by player owned ships and assets. Imagine being in a fight and seeing your anaconda turret boat with your ship kit, your paint job fighting. This gives a level of emotional attachment that makes games like XCOM amazing.

Elite does not need a narrative, it needs the foundation for players to make their own stories.

The ability to log in and manage a fleet of ships that is directly responsible for the war efforts of my player group would be a dream come true, Having to outfit traders, escorts, scouts, fighters with my own money would mean players sitting on billions of credits would have a substantial money sink. The End game would be massive wars for territory through out the milky way with actual assets on the line. having to deal with the needs and training of my own pilots and crews would be much more welcome that shuffling mission boards. Being able to have my hard earned ships escort me into battle would be amazing.
I don't think these features are really far reaching with what we have existing right now.
This gives endgame, eliminates the credit grind we have seen since Robigo, gives player owned assets an actual use when not flying, allows people to play when away creates a dynamic narrative that allows FDEV to focus on features and not narrative.

Ideally I would like to see player owned bases, stations, outposts, cap ships etc... have them destructible and the ability to take them over.

I don't really agree with you, also didn't like the X series (though it's said to have a really good background simulation I could never appreciate) and wouldn't want Elite to have anything taken from it. But your feedback is legit feedback and no demanding rant. That's very refreshing.
 
The asset management side of things could essentially be the answer of getting the game mechanics out of trouble.

After all, it's all about the ships..right? Flying about in different modes and classifications of "whatever" doing ship purposed things searching for fun. Which is very possible to begin with, then we tend to grow into it a little and start to experiment with what "fun" really is.

And that's where it starts getting expensive....

So we have to obtain credits, ultimately lot's of credits. To feed our fun ship habit.

And that's where it gets complicated, as the fastest, most efficient way of earning credits fast, involves grinding at something. Few different things to grind at, but it's rarely if not never a component of the actually fun having.

So why not set up the mechanics for Commanders to hire "First Officers" as an extension of the Multi-crew system already in place? Although this time, it's just that the "crew" has more than one ship.

Tell your First Officer to trade these two commodities, between these two stations for 8-12 hours a day. Give them a Trade Ship and go take a nap. Come back in a week and spend the money on a nice shiny Cobra, and go nuts in a Rez somewhere.

Or tell your First Officer to dock at these four stations in a circuit, wait three hours at each one and fill as many cabins as possible before moving onto the next. Give them a shiny Dolphin and then take your partner out for a nice long walk in the woods. At night. Come back after a fortnight and spend the profits on a lovely A-Class Orca, and expand the route, or buy an FDL and go silly in Open.

Mind, you might have to pay a few fines off first. I've seen how those Pilots fly into things if you let them, it's not as if they have to "git gud" against sociopathic snowflakes. And the maintenance bills...blimey. Also, there's always that chance that you'll get a comms message from a screaming First Officer with a Station Trespass warning going off in the background, when you're ten minutes away from finding Raxxla in an Asp with 14% hull.

There are a bucket load of missed tricks and ideas that are very easily implemented by a team of organised people who know what they are supposed to achieve.

I'm not trying to be overly judgemental, just mentioning it might be worth sticking your arm into the top hat up to the elbow, and have a feel around for the fluffy bunny rabbit?

There's good eating on a rabbit.
 
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I don't really agree with you, also didn't like the X series (though it's said to have a really good background simulation I could never appreciate) and wouldn't want Elite to have anything taken from it. But your feedback is legit feedback and no demanding rant. That's very refreshing.

TBH the X serie has a crap flight model and really bad exploration mechanics. More a Tycoon game in space involving pew-pew than
a space-sim arcade game with an economic side. The UI was quite the clunky piece too, nothing like the sleek one in ED.

In summary : take the X games dynamic econ, leave everything else in a ditch :)
 
So why not set up the mechanics for Commanders to hire "First Officers" as an extension of the Multi-crew system already in place? Although this time, it's just that the "crew" has more than one ship.

Tell your First Officer to trade these two commodities, between these two stations for 8-12 hours a day. Give them a Trade Ship and go take a nap. Come back in a week and spend the money on a nice shiny Cobra, and go nuts in a Rez somewhere.

Or tell your First Officer to dock at these four stations in a circuit, wait three hours at each one and fill as many cabins as possible before moving onto the next. Give them a shiny Dolphin and then take your partner out for a nice long walk in the woods. At night. Come back after a fortnight and spend the profits on a lovely A-Class Orca, and expand the route, or buy an FDL and go silly in Open.

Mind, you might have to pay a few fines off first. I've seen how those Pilots fly into things if you let them, it's not as if they have to "git gud" against sociopathic snowflakes. And the maintenance bills...blimey. Also, there's always that chance that you'll get a comms message from a screaming First Officer with a Station Trespass warning going off in the background, when you're ten minutes away from finding Raxxla in an Asp with 14% hull.

There are a bucket load of missed tricks and ideas that are very easily implemented by a team of organised people who know what they are supposed to achieve.

I'm not trying to be overly judgemental, just mentioning it might be worth sticking your arm into the top hat up to the elbow, and have a feel around for the fluffy bunny rabbit?

There's good eating on a rabbit.
The thing is, that team of organised people know what they are not supposed to achieve and making credits while you're a) taking a nap, b) going for a walk. The trick you claimed they missed is one they probably considered and rejected.

And for good reason as far as I'm concerned.

By all means though, do take that nap. Go on that walk.
 
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