Until a PvPer steps in and offers them some good advice. Then they find the downvote button real quick-like.
Would that be the same person that's complaining it's too easy? You're not really selling it Vindelanos
Until a PvPer steps in and offers them some good advice. Then they find the downvote button real quick-like.
Yeah it's a shame that Elite was designed for the kind of people that lose their mind with every setback. Elite is a safe bland grinding game because that's the only type of experience the playerbase will tolerate. Most of them won't even go on Reddit because they can't countenance the existence of a downvote button.
Yeah it's a shame that Elite was designed for the kind of people that lose their mind with every setback. Elite is a safe bland grinding game because that's the only type of experience the playerbase will tolerate. Most of them won't even go on Reddit because they can't countenance the existence of a downvote button.
Would that be the same person that's complaining it's too easy? You're not really selling it Vindelanos![]()
heh - touche
I think the 'differentiate populated anarchies from unpopulated systems, and make anarchies dangerous like Reidquat in the original game' is a good proposal, I think making stuff like black holes dangerous is fair enough but a bit pointless (because it will still be easy to avoid them).
I'm not really understanding the issue with the system security levels. They mean exactly what they say and behave accordingly.
If you're in a high security system and you get interdicted, System Security will respond in seconds, usually a wing of 3 Vipers. Sometimes a Python as well. They will probably be expert level or higher, and probably have some engineering or at the very least some heavy hitting weapons.
If you're in a medium security system, System Security will take a minute or two to respond. Maybe a Viper or two will show up. Competent to Expert level, probably not engineered and standard weapons.
In a low security system, help could take several minutes to arrive (in my latest experience a single Eagle showed up 7 minutes into my fight with a Dangerous, chaff and SCB spamming, FA off Python).
In an Anarchy system, nobody is coming to help you.
That is all the security levels are supposed to represent. How much help will arrive and how long it will take. It's working just fine.
Think of it this way. Walking through a bad neighbourhood is dangerous, but if you're 8 feet tall, 350 lbs of muscle, packing a high power weapon and wearing body armour, it's less dangerous.
Personally I'm happy for the game to remain unchanged but there is room for more risk without making the game worse for anyone.
Possible others:
- Fines for slamming into docking pads based on how much damage would have been done without the shields. Same for station walls, entrances, etc.
- No docking should succeed at "speeding" or greater speed.
Holy smokes, this is a lot for a CMDR to read.
I'll get back to you cats tomorrow.
Plus, Marc... I'm, happy that you're still around. Appreciated you since my first days on the forums![]()
Imagine how much more engaging the game could be if one of the following scenarios could play out on a regular basis.
(1) Your Commander is a smuggler & occasional Pirate. You've been caught out in this profession a few times lately, & so your notoriety is sitting around 3 at the moment. This is both good & bad: Good because that will drop to zero by the end of the week (assuming you're not caught again beforehand) & that Notoriety will result in much better payouts at various Black Markets. Bad, because that notoriety will be picked up with even a fairly low level KW scan.....which will make law breaking much harder for you to get away with. All that aside, you've decided to smuggle some Narcotics into a Hi-Security System, because you know of a Black Market that will offer good prices for it (assuming they're currently open). Due to your notoriety issues, though, you need to avoid all the security patrols in the system-as they will routinely do low-level scans on your ship if given half a chance. However, you know that these patrols are practically non-existent off of the main shipping lanes. So you bring up your Orrery Map, which shows the routes of all the major shipping lanes, & plot way-points that keep you away from those shipping lanes as much as possible. Of course, all you need to worry about is Pirates.
(2) Your Commander decides to risk taking cargo into a Lawless/Anarchy System, to take advantage of the much higher prices on offer. In this scenario, the pirates you're worried about will be on the shipping lanes, so now there is yet another reason to plot a course that keeps you off the shipping lanes......though safety is still not guaranteed.
(3) Your Commander decides to run weapons to an Allied Faction fighting a war in the System you are travelling to. In this scenario, you need to avoid being scanned by ships of the opposing faction, who will almost certainly want to make an example of you-Conflict Zone or not (especially if you have chosen to side with your allies at some point during the current BGS cycle). You will also need to avoid Checkpoints, which have the ability to slow your ship-or even pull it out of Super-Cruise. At which point you will almost certainly be Manifest Scanned (military equipment is currently illegal in this system, due to the war). Lastly, there might also be minefields scattered around the system, which can "Interdict/Damage" your ship if you get too close to one of them.
In all of these scenarios, the ability for ships to be scanned in Super-Cruise, coupled with varying scan strengths & varying means of evading a complete scan, would just make travelling in-system much more engaging than the snooze fest it tends to be right now.
Everything in this game is too forgiving.
You can escape any NPC simply by boost-boost-jumping away.
NPC Combat is a joke.
Pirated NPCs will literally just sit there and let you pirate them.
Markets are so stable that it's virtually impossible to lose money when trading.
Factions will pay you to find worthless space rocks far-far away that no faction should ever care about.
You can be wanted, with a hold full of the most ludicrous contraband, and you can slip into port just be going silent for a moment (and the traffic controller is like "meh".)
Authority ships are reactive only (they should be all over bounties like stink on...).
Stations are totally passive unless you provoke them.
Thargoids are caged inside USSs, and pose no threat unless you choose to engage them.
Factions hold no grudge(You can descend on a faction like Ghengis Khan, then run a few missions for them and they're like "meh").
Same with superpowers - there is no risk-reward factor when working with/for superpowers (i.e. You can be top rank in both, and they're both like "meh".)
Powerplay is just bad and needs to be completely redesigned.
What did I miss?
In what other ways do you feel that this game fails to impose itself upon you?
How would you like to see this game impose itself upon you to make PvE gameplay more interesting?
Vin
When was the last time you flew in anything other than an invulnerable tank? There are lots of ships for many different types of gameplay - don't complain because you have one which bores you.
Earlier in the week, I had a minor crash on a planet with only 1.4g, and it still took out my shields and reduced my hull to 13%, because I'm in an Aspx kitted out for exploration. And if that happened after months in the black, rather than only a couple of days (and it has before), I'd absolutely see that as a degree of peril meaningful in my enjoyment of the game.
That's not to say there shouldn't be other risks - a greater threat in low security systems is something I've always supported, even though I'm not a combat pilot - but to say that there's no threat because you've chosen a path that eliminates threat isn't helpful or accurate.