Squadron and carrier suggestion

Details about the fleet.

1. property
I could suggest allowing players to enable mini community goal to gather resources for building properties of the following types:

1 - mining facility or farm

2 - refinery (for ore, agricultural products or something else -on the other hand, its functions may be combined with mining facility)

3 - factory (produces something from ore or raw materials gathered in p.1)

4 - marketplace (retail store)

And the squadron itself could be used to protect these facilitie and attack adversaries.

2 - how all this might function

2.1 - player finds suitable spot and via special tab in UI arranges a CG for gathering resources and building mining, refinery or industrial facilities or either marketplace.

2.2 after resouces are gathered (probably requirements should be far less than for stations) construction should begin.

2.3 after the facility is ready, it starts working. e.g. if it's mining - a player hires some NPCs that can be assigned to the facility and then these NPCs fly in belts gathering ore to fill the warehouse of the facility.

2.4 - NPC or players assigned to refinery or factory come with cargo ships and after paying sum1 = salary to NPCs or players of mining facility they could pick resources to move them to another facility (probably owned by same or even other player) (facility owner can divide margin from selling raw materials between salaries for NPC workers or other players who might assist in gathering resources or in upgrading the facility (if owner wants to widen the operation or even to build something new), cut that goes into squadron's budget and, finally, own profit.

2.5 - refinery or factory from raw materials brought by NPCs or players from mining facility starts producing goods (varying presetted types from food to weapons). Its warehouse fills with product.

2.6 - NPCs or players come from the marketplace and after paying (sum2 = sum1 + salary for NPCs and players) pick up the goods and carry them to marketplace.

(factory owner can split the income in the same way as were previously described)

2.7 marketplace brings goods for sale at a price (total = sum1+ sum2 +salaries)

(marketplace owner can split the income in the same way as were previously described)

3 - player can own a specific factory for producing food, weapons or medicines. in that case 2.1 - 2.4 are performed with exception: the game finds closest system with the need for these wares (e.g. in a state of epidemy or war) and generates missions for delivering these goods there. If the game finds a system in a state of famine it could start generating missions to deliver there food from food production plant.
In these cases part of mission reward can be handled to player and remaining sum will be transferred to factory account.

in my opinion this system can attract many players from other projects and it is flexible enough not to break the bgs.:D
 
Details about the fleet.

1. property
I could suggest allowing players to enable mini community goal to gather resources for building properties of the following types:

1 - mining facility or farm

2 - refinery (for ore, agricultural products or something else -on the other hand, its functions may be combined with mining facility)

3 - factory (produces something from ore or raw materials gathered in p.1)

4 - marketplace (retail store)

And the squadron itself could be used to protect these facilitie and attack adversaries.

2 - how all this might function

2.1 - player finds suitable spot and via special tab in UI arranges a CG for gathering resources and building mining, refinery or industrial facilities or either marketplace.

2.2 after resouces are gathered (probably requirements should be far less than for stations) construction should begin.

2.3 after the facility is ready, it starts working. e.g. if it's mining - a player hires some NPCs that can be assigned to the facility and then these NPCs fly in belts gathering ore to fill the warehouse of the facility.

2.4 - NPC or players assigned to refinery or factory come with cargo ships and after paying sum1 = salary to NPCs or players of mining facility they could pick resources to move them to another facility (probably owned by same or even other player) (facility owner can divide margin from selling raw materials between salaries for NPC workers or other players who might assist in gathering resources or in upgrading the facility (if owner wants to widen the operation or even to build something new), cut that goes into squadron's budget and, finally, own profit.

2.5 - refinery or factory from raw materials brought by NPCs or players from mining facility starts producing goods (varying presetted types from food to weapons). Its warehouse fills with product.

2.6 - NPCs or players come from the marketplace and after paying (sum2 = sum1 + salary for NPCs and players) pick up the goods and carry them to marketplace.

(factory owner can split the income in the same way as were previously described)

2.7 marketplace brings goods for sale at a price (total = sum1+ sum2 +salaries)

(marketplace owner can split the income in the same way as were previously described)

3 - player can own a specific factory for producing food, weapons or medicines. in that case 2.1 - 2.4 are performed with exception: the game finds closest system with the need for these wares (e.g. in a state of epidemy or war) and generates missions for delivering these goods there. If the game finds a system in a state of famine it could start generating missions to deliver there food from food production plant.
In these cases part of mission reward can be handled to player and remaining sum will be transferred to factory account.

in my opinion this system can attract many players from other projects and it is flexible enough not to break the bgs.:D

Nice ideas. But I don't really see them belonging in ED though. Certainly not something I would ever want to do myself and it is very doubtful anything like this will be coming in Q4 update. Stuff like this would need years of development and is virtually a separate game in itself.

Maybe some years down the line when everything else that needs fleshing out gets done will we see something like this.
 
in any case, as soon as the official discussion begins, the squadron, these proposals will appear there as quickly as I can react, and you guys, if you like the idea, support it then there =)
 
I suspect that frontiers do not introduce many interesting features because:1-they are not very actively asked about this.2-If there are interesting ideas, they are drowning in the sea of ​​all kinds of horseradish "expand mаillslot, I do not have enough skill to fly on a big ship" and these topics collect many more reviews from the community than really interesting ideas. frontiers probably see this and do not perceive it as something interesting for the community.therefore, active support of interesting ideas from the communities is very important.
 
I suspect that frontiers do not introduce many interesting features because:1-they are not very actively asked about this.2-If there are interesting ideas, they are drowning in the sea of ​​all kinds of horseradish "expand mаillslot, I do not have enough skill to fly on a big ship" and these topics collect many more reviews from the community than really interesting ideas. frontiers probably see this and do not perceive it as something interesting for the community.therefore, active support of interesting ideas from the communities is very important.

Or maybe they are not interesting in making a corporation management game which is pretty much what you are asking for.
 
perhaps, the elite community is very diverse, and it is impossible to please everyone. but, in my opinion, if the frontiers began to develop the elite as an MMO game with guildies and the rest, then they absolutely definitely need to think about why players need to unite in the squadron. for such a step you need a reason, otherwise it will be like with a multi-crew, like there is, but unnecessary.
 
it would be great if they were not limited to player groups and such. What i'm implying is that it would be cool for a "solo" player (if he can gather the resources) to own one without requiring the help of other players, then it opens the door to new NPC uses/interactions.

How about deploying the carrier into an RES and letting NPC's taking control of the ships to mine or fight. NPC's have only one use today, they fly SLF and we can't even see them in the seats!

If an hypothetical solo player is willing to gather the resources by himself, he shouldn't be forced to collaborate with other players, make it easier for wings to earn their fleet carrier, but don't make it impossible for solo players.

We already have turreted corvettes for this. I'm not sure what could a carrier be useful for in this scenarios you mentioned here.
 
perhaps, the elite community is very diverse, and it is impossible to please everyone. but, in my opinion, if the frontiers began to develop the elite as an MMO game with guildies and the rest, then they absolutely definitely need to think about why players need to unite in the squadron. for such a step you need a reason, otherwise it will be like with a multi-crew, like there is, but unnecessary.

People already unite. Squadrons will be a way for people to have an actual clan/guild with a base of operations (fleet carrier) and make it easier to contact members in game.
 
there is only a small but topical issue. what for? if you leave all the mechanics as is now, why then do you even enter the squadron, if the players can now fly easily and easily with each other?
 
we get a typical problem, content (wings, multicrew, squadrons) is, but the gameplay is not added (which makes this content useless in fact).
 
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there is only a small but topical issue. what for? if you leave all the mechanics as is now, why then do you even enter the squadron, if the players can now fly easily and easily with each other?

Who says it is easy? As stated there will also be fleet carriers.

It's no different to adding corporations. Why run a corporation. What does it achieve at the end of the day apart from making more money.

I would prefer more compelling gameplay then corporations. I see nothing compelling with running a business. I have done it in real life and it's not something I wish to do when playing a game.

But hey, good luck to the guys that do. I have nothing against it, but would prefer it not to be in this game.
 
so I'm not talking about the fact that for the players the creation of a corporation must be something obligatory, however, it will definitely attract a lot of new players (and this money in the frontiers pocket) who wants this gameplay in the elite.
 
One question that springs to mind is regarding the capabilities of the fleet carrier.
What can it actually do? e.g.
- Cargo capacity
- Self-refueling
- Jump capability and range
- Defences, e.g. weaponry, shields
- Can it carry ships during jumps, if so, how many and how far?

Once we understand the above, we'll have a better idea of what we can achieve with them. Pointless suggesting we use them for exploration if FD turn around and state that they've either static, or have lousy jump ranges.
 
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