Major Directional Change - Migrate ED to a First-person RTS

TL;DR (EDIT: Reorganised)
Progressively shift ED into a First-person real-time strategy game, allowing Commanders to play the BGS and possibly PowerPlay to forge their own persistent and warring mini-empires for greater personal benefit, fame, and glory.

The idea is a bit of a thought in progress.

Context
This idea came about to address two major player gripes in the game.

1. Grind (unnecessary detail in spoiler)
A lot of players complain about grind in ED. Having to repeat the same sequence of actions hundreds or thousands of times to progress is grind, as far as I judge things. YMMV.
If you don't really want to progress in a certain way, or in a certain amount of time, then you may avoid some of that. When there is a mundane aspect to the actions required, that compounds the grind. For example, shooting rocks on a planet surface in an SRV.

Having said that, not all grind is necessarily bad. Grinding in the early game can be fairly seen as a way to earn your stripes, and is not so bad, as it introduces players to all the different activity types, and is a good way to drill the basics into newer players. What's bad is when you grind to a point, so that you can then grind to another point, and then another. This chain of grind is what can grind the fun of progression in this game to a halt.

2. Lack of End Game (unnecessary detail in spoiler)
Once you've amassed billions, and bought and upgraded every ship you wanted to, you've probably tried most if not all available activities in the game, and there's really no further progression for you in terms of achievements and acquisitions in the game. At this point, many players take an extended hiatus from the game, mostly hopping back into the pilot's seat to check out any recently added changes, and then likely taking another leave period.

The coming fleet carriers will be another milestone for the higher tiers of players, but unless the currently unknown details show otherwise when revealed, there won't be any really new activities or goals to achieve with the use of those fleet carriers.

Vision
Once a player has earned their stripes in the early game grind and reached some predefined set of achievements, they are proffered a rank (such as Admiral, or something more fitting) that allows them to commission an AI Naval fleet, and a range of Support Vessels for remote operations. The Admiral must register a faction to begin, then hire AI Pilots of varying types and skill to operate the ships in their Naval Fleet.

Navy Ship Types
  • Mining Rig
  • Trade Vessel
  • Mission Runner (Courier, Cargo Delivery, and Passenger Transport missions only)
  • Combat Ship
Navy Assets
  • Fleet Carriers (multiple)
  • Support Vessels (various types)
  • Capital Ships
  • Main Naval Base
Support Vessels
  • Serve as remote collection points for mined materials and accrued credits (otherwise ships offload at the Main Naval Base)
  • Outfit and defend fleets in their vicinity
  • Each Support Vessel adds to the initial fleet capacity limit
  • There is a limit on the allowable number of Support Vessels in the Navy
Actions
  • Instruct AI Mining rigs where to mine, what to mine for, and which mining tools to use
  • Instruct AI Trade Vessels which commodities to purchase, and define their trade routes
  • Instruct AI Mission Runners which Stations and Factions to accept missions from, what mission types to accept, and set reward and distance parameters
  • Instruct AI Combat Ships to protect any of your Navy's ships or assets, or to enter conflict zones for epic battles
  • Direct battles by giving instructions to your ships in real-time through a new interface, and even join in yourself
  • Create Assassination and Espionage missions to target the assets of your rival Admirals
Gameplay
  • Protect your assets and fleets
  • Manage your revenue and expenses
  • Strategise to spread your influence and dominance in your nook of the galaxy
  • Make war or use diplomacy when clashing with rival Admirals or PowerPlay figures
  • Pledge your Navy to a Power to augment your fleet and get access to Power specials - for a price
  • Reap special rewards and bonuses as you hit or maintain tiered milestones of influence
  • Commanders can sign up to join your Navy
  • Commanders can roam about as Freelancers on limited contracts for specific missions and conflicts, working all sides

With the introduction of fleet carriers and support vessels, most of the major pieces for this idea are already in the game. The BGS would have to be improved some more to cater for the new dynamic, and interfaces would have to be designed for the Admirals to control their fleets and other assets, create custom missions, monitor progress, and to allow them to direct battles, but I don't believe it's as drastic as it may sound.

Once a player has earned their stripes in the early game grind and reached some predefined set of achievements, they are proffered a rank (such as Admiral, or something more fitting) that allows them to commission an AI Naval fleet, and a range of auxiliary facilities for remote operations. The player must register a faction to begin.

The remote auxiliaries serve as collection points for commodities, materials, technologies, credits, and exploration data acquired by AI pilots as well as human players. Depending on the type of auxiliary, it may also serve to augment certain activities, such as a Mining facility with appropriate outfitting and defensive capabilities. This is what I imagine the new Support Vessels will be used for to some degree, though the details are still pending at the time of writing this. In this envisioned implementation, such vessels/facilities won't be permanently tethered to a fleet carrier, in that they can be left on location if the fleet carrier jumps elsewhere.

The AI Naval fleet can be configured according to the player's requirements, to perform functions such as mining, missions (specifically courier, cargo, and passenger transport missions only), player-defined trade runs, and player assigned combat/defense roles. Bounty hunting, pirating, smuggling, exploration, search and rescue, and all mission types other than courier, cargo and passenger transport should remain the sole province of direct human player intervention.

To picture how this would work, think back to a classic RTS like Starcraft, where SCVs collect minerals and vespene gas, but in this case it's materials and credits. Your AI mission runners and trade vessels are like the SCVs, so the first thing you're going to want to do is save up to purchase a small initial fleet of these as your "gold" miners. These will also serve the purpose of increasing your mini-empire's reputation or influence with the factions of your choice, according to your strategy, as well as affecting the commodity market. So you send the trade vessels off on predefined trade runs for specified commodities, and the mission runners will accept any of the three specified mission types at the stations of your choice, with any additional parameters you're able to set. Those ships will continue on that way until told to stop, or until there are no more applicable missions, or they're destroyed.

Next you could purchase a mining Support Vessel, and a fleet of capable mining ships. Unless of course your base station (provided that feature is introduced) is close enough to the mining site to collect materials, in which case you could forego the mining Support Vessel at first. Once you've directed your miners to work on a particular site, they go back and forth also like the SCVs until they're told to stop, or until there's nothing left to mine, or someone destroys them. Like NPC Fighter Pilots, all AI pilots will have ranks, which will increase with experience, and it will be specific to their activity. So a mining ship AI pilot will get better at mining over time. This will translate to better being able to identify specific deposits, better success with detonations, and faster collection.

Somewhere in between these, you'll be wanting fighters to defend your credit and material miners. So you'll purchase these when you're able, keeping in mind that each AI pilot you hire has an ongoing cost which increases with rank, so your revenue must be greater than your expenses in order to keep them employed.

Eventually, you'll be able to amass a significant combat fleet, and use it dispersed across your assets for defense, or gather it in one spot for an epic battle. You will be able to allow the AI to fight unguided, or direct them through an interface built for this feature, and even directly take part in the battles yourself.

Starcraft also had a unit limiter which varied for each race. For Protoss it was PSI through Pylons, for Terran it was Supply via Depots, and for Zerg it was Control via Overlords. This should also be a factor for control and balance. For example, each auxiliary Support Vessel you place should give you an additional X capacity for supportable units in your navy, and there should be a limit on how many Support Vessels you can have.

Admirals can employ their faction and squadron members in their navy, and delegate certain organisational tasks to them. They should also be able to create and customise missions in systems they have influence in, particularly things like assassination, bounty hunting, and new mission types for disrupting mining and trade operations of other Admirals, with set limits on rewards of course, which are only given after the mission is completed. This is for targeted strategies and espionage.

I also think that Capital ships should become available to a player who has reached this rank.

So effectively, the Admiral employs a strategy to gain influence for their faction, and spread it to the areas of their choice, which could bring them up against other Admirals, which could trigger a war, unless players take a diplomatic initiative. How this could work with PowerPlay is either that the Admiral is in direct competition with the existing Powers, or else they become a significant vassal for a Power, such that the player's influence is added to the Power's influence, which could have its own benefits (resources, additional ships, etc). I'm not too sure on that front, as I'm not that knowledgeable in PowerPlay.

Admirals can of course still pilot their own ships and play as they always have. This is more of an optional end game dynamic, but it also provides other commanders with new play opportunities, to join in the wars as members of a player empire, or to work freelance on missions for any sides in a conflict. There could also be AI or Frontier controlled Admirals thrown into the mix.

With the introduction of fleet carriers, most of the major pieces for this idea are already in the game. The BGS would have to be improved some more to cater for the new dynamic, and interfaces would have to be designed for the Admirals to control their fleets and other assets, create custom missions, monitor progress, and to allow them to direct battles, but I don't believe it's as drastic as it may sound.
 
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That was a tough read, alot of detail to crunch there, so i may miss a few points.

Seems a tad bit overly complicated. Seems you are leaning toward having a fleet run autonomously once you've issued orders. Also seems overly to grand even by my standards & i generally advocate quite for more player involvement in the inner workings of factions. But i'm not sure if that is just too much for power for one player that can risk snowballing to more power in regard that that it missing the point of a end game as you suggest.

For example if you can have such a massive fleet & ask them mine/trade etc for ya, which can be done in solo or PG, it basically investing your initial cash & time to generate more cash that wouldn't result in it being spent in an end game unless you're forced too somehow.

So perhaps if trying to bounce of your idea, i'd more lean towards something like: you join a faction, you work your way up the rank & are given command or allowance to raise your own small flotilla to help achieve set objective. In order to satisfy the 'end game', it will be your duty to provide the finance for upkeep of said flotilla, from crew wages, repairs, ship cost & the ability to profit from the venture will be based on the outcome of the end state of the conflict.

So basically would need to up the stakes if really wanting to make this an end game. How would you do that? well, going back to what i said, you would be allowed to raise a small fleet by the PP faction, but you would be pitted against other players doing the same from opposing factions. It would basically replace conflict zones in certain systems to convey an epic titanic battle. It would be your ai fleet & you against another player & their ai fleet. The outcome of said battle would have a larger impact on the BGS. If really wanting to escalate this to grander proportions, it could start to evolve into Wings of 4 pilots & their respective fleet against another Wing of 4 pilots & their fleets.

Now the problem still remains even with my variation of the idea, due to snowballing. If the winner takes all they will retain their advantage. Not sure how one balances the reward for the victor yet allows the defeated a fair chance to recover & not rage.

Overall though, not sure FD would do something like this & not sure how folks here would receive this. The major flaw in your idea for an end game is that you seem to want to use it for money making ventures & would need to have restrictions on it so it can't be used to swarm a lonesome player, hence my reasoning for them only being used in a 'conflict zone' type of instance against other players, since bashing the ai with them also won't be much of an end game imo. Its gotta be real high stakes butt clinching stuff imo
 
That was a tough read, alot of detail to crunch there, so i may miss a few points.

Seems a tad bit overly complicated. Seems you are leaning toward having a fleet run autonomously once you've issued orders. Also seems overly to grand even by my standards & i generally advocate quite for more player involvement in the inner workings of factions. But i'm not sure if that is just too much for power for one player that can risk snowballing to more power in regard that that it missing the point of a end game as you suggest.

For example if you can have such a massive fleet & ask them mine/trade etc for ya, which can be done in solo or PG, it basically investing your initial cash & time to generate more cash that wouldn't result in it being spent in an end game unless you're forced too somehow.

So perhaps if trying to bounce of your idea, i'd more lean towards something like: you join a faction, you work your way up the rank & are given command or allowance to raise your own small flotilla to help achieve set objective. In order to satisfy the 'end game', it will be your duty to provide the finance for upkeep of said flotilla, from crew wages, repairs, ship cost & the ability to profit from the venture will be based on the outcome of the end state of the conflict.

So basically would need to up the stakes if really wanting to make this an end game. How would you do that? well, going back to what i said, you would be allowed to raise a small fleet by the PP faction, but you would be pitted against other players doing the same from opposing factions. It would basically replace conflict zones in certain systems to convey an epic titanic battle. It would be your ai fleet & you against another player & their ai fleet. The outcome of said battle would have a larger impact on the BGS. If really wanting to escalate this to grander proportions, it could start to evolve into Wings of 4 pilots & their respective fleet against another Wing of 4 pilots & their fleets.

Now the problem still remains even with my variation of the idea, due to snowballing. If the winner takes all they will retain their advantage. Not sure how one balances the reward for the victor yet allows the defeated a fair chance to recover & not rage.

Overall though, not sure FD would do something like this & not sure how folks here would receive this. The major flaw in your idea for an end game is that you seem to want to use it for money making ventures & would need to have restrictions on it so it can't be used to swarm a lonesome player, hence my reasoning for them only being used in a 'conflict zone' type of instance against other players, since bashing the ai with them also won't be much of an end game imo. Its gotta be real high stakes butt clinching stuff imo

Sorry, yes I could have organised it a bit more clearly, with more things in point form (that's now been done), but the idea sort of grew in the typing.

So part of the idea was to remove a lot of the grind later on in the game, and replace it with strategy. Having an AI fleet gather mined commodities and credits for you will definitely allow you to buy whatever is purchasable in the game without slaving for it, but at that point you would have already slaved for and bought and tried half the available ships in the game, and probably a fleet carrier before becoming an Admiral. Sure, you'd still spend some on your personal ships, but you might find you need to spend quite a bit protecting your assets, and that would be an impactful offset.

The main purpose for the AI mined commodities and credits is to fund your empire, which will require a huge outlay and increasingly higher maintenance costs. Your expenditures can include the following:

One-off purchases:
1. Fleet Carriers (High cost)
2. Multiple Support Vessel types (High Cost)
3. Various ships for your navy (Variable individual costs, High overall)

Ongoing costs:
1. Pilot wages (Higher as number and ranks go up)
2. Mission creation (Variable costs)
3. Ship repairs, and Insurance payouts on destroyed ships (Variable costs)
4. Expendables such as Ammunition and Limpets (Variable costs)
5. Ship upgrades to your fleet as you progress and grow (Variable costs)

You will have the ongoing expense of buying and maintaining fighter ships and hiring skilled fighter pilots to protect your mining ships, mission runners, and trade vessels. They will face the usual RNG threats, as well as threats from random human player encounters, but they'll also be specifically targeted by other Admirals, and possibly PowerPlay Powers fighting to spread or maintain their own influence, and reduce yours.

I like your idea of a conflict zone for epic battles. It could be set up by warring Admirals, and both fleets would begin the battle in formations. However, you'd still need your combat pilots to protect your assets, so they'd need to be transportable to any part of the galaxy. Importantly though, the need to balance the use of your forces means that leveraging an AI fighter fleet against a solo flyer would mean pulling those fighters out of defence roles for your miners, mission runners, and trade vessels, or away from battles, which leaves your assets vulnerable, and can result in loss of revenue and influence. If you can't pay your pilots, they quit. If your fighter pilots quit, you can't protect your earners. If you can't protect your earners, they get destroyed. That will lead to loss of influence, stations, systems, and leave you back almost at scratch. Those are the stakes.

I'd also mention that gaining majority influence over any station should result in a revenue stream from it, which incentivises maintaining your influence there.

As for limiting power and preventing snowballing, that comes down to the Supply limit I mentioned. Support Vessels increase the number of active ships you can have in your navy, and you're limited in how many Support Vessels you can have. So it's a matter of employing strategy to get the most out of your limited fleet as possible, which means making tough choices, and taking risks, maybe spreading your forces thin to conquer a larger area, or focusing on a small part of space with a concentrated defence.

What I forgot to mention is that all assets and AI fleets of an Admiral are always in Open mode, so they're always susceptible to human player threats. The Admirals themselves can still play in Solo or Private Groups, but they'll be unable to interact with their fleets or any of the new interfaces.

Overall, I think this rewards players for all the work they put into building up their personal fleet before becoming an Admiral, and allows the ships to be put to use instead of gathering dust in shipyards while the commander mostly flies a select few. What I would like to add further to end game play, is the ability for Admirals to reach certain milestones in galactic influence, which result in particular rewards. It could be special weapons or modules, or some new specialised game mechanics, the latter of which can only be used as long as the appropriate influence level is maintained.
 
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Why migrate the existing game? Just make something new...

Your two key reasons, well, grind, honestly, I think trying to debate that is flogging a dead horse.In five years, I've probably grinded twice? Maybe three times? And never more than a day at most.

As for lack of an "end game"... that's the point with this game series (and genre). It's open-ended, with no "boss" or "final scenario".

Again, I don't see why you'd turn an existing game into something which it was never intended to be... you'd just make a spin-off title, and avoid disenfranchising a bunch of people who bought the game for totally different reasons.
 
Why migrate the existing game? Just make something new...

Your two key reasons, well, grind, honestly, I think trying to debate that is flogging a dead horse.In five years, I've probably grinded twice? Maybe three times? And never more than a day at most.

As for lack of an "end game"... that's the point with this game series (and genre). It's open-ended, with no "boss" or "final scenario".

Again, I don't see why you'd turn an existing game into something which it was never intended to be... you'd just make a spin-off title, and avoid disenfranchising a bunch of people who bought the game for totally different reasons.

Grind is a major player gripe, even though some players don't see it as an issue, or at least a mostly avoidable one, but I've qualified that in the relevant spoiler.

In an open-ended game with no final scenario, "end game" just means what is available to do once you've reached the higher tiers and completed most available objectives or activities. It's what's supposed to keep you interested in and playing the game after you've done practically everything.

The reason I think this directional change would work without being a new game or a spin-off, is because it mostly just leverages what's already in the game.
The AI already does most of what I've listed.
Most of the assets mentioned are already in game.
The BGS already factors in all the actions that affect influence.

This would mostly involve creating some new interfaces to manage the new gameplay, and adding in some rules where needed. That's an oversimplification, but generally speaking it's not far off the requirements for the shift.
 
Grind is a major player gripe, even though some players don't see it as an issue, or at least a mostly avoidable one, but I've qualified that in the relevant spoiler.
...
The reason I think this directional change would work without being a new game or a spin-off, is because it mostly just leverages what's already in the game.
I'm well aware of player gripe... personally I think they're wrong for a multitude of reasons, but that's off-topic

If FD ever went through with something like this, I'd be demanding a full refund if they ever went down that path, because that's simply not the game I bought.
 
I'm well aware of player gripe... personally I think they're wrong for a multitude of reasons, but that's off-topic

If FD ever went through with something like this, I'd be demanding a full refund if they ever went down that path, because that's simply not the game I bought.

This is not an unexpected reaction.

The truth is though, that there are already major players vying for influence in the galaxy, and thousands of Commanders and NPCs running around impacting the BGS. There are player factions trying to gain influence, and squadrons capable of deploying many AI fighters onto the battlefield.

Mostly my suggestion is just tying a lot of that together, and making the player’s role more prominent, influential, and rewarding. It would bring the galaxy some more life, and best of all, any Commander is capable of continuing to play the game as they always have, by considering these Admirals as just another Power in the galaxy trying to cut out a piece. Because that’s pretty much what they are.

However, if you think that it would adversely impact your gameplay, I’d like to know how, as I might be able to improve upon the idea by catering for those scenarios.
 
Sounds like an interesting game, but it isn't ED. Maybe Fdev could come up with a game called Elite:Wars that has all of that in it. But I certainly don't want that in ED.

Out of curiosity, what part of this suggestion do you think would adversely impact the gameplay of those who didn’t want to become and Admiral, or who wanted to just play a game where you fly around in a ship and do the stuff you now do in ED?
 
The truth is though...
Truth is I bought this product, and your suggestion is a completely different thing. I could buy a van for $5,000 and have a gold Ferrari dumped on my doorstep instead, and I'd be angry because I still can't load household goods into a van, and I've got the most conspicuous theft-attraction in my front yard.

Players are vying for the galaxy, and they're doing so within the mechanics of this game, not some RTS thing.

However, if you think that it would adversely impact your gameplay, I’d like to know how, as I might be able to improve upon the idea by catering for those scenarios.
It adversely impacts my gameplay because it completely changes the game I log on to play. You incorrectly assume your suggestion to change the game is a positive in the first place. It simply isn't. You can change it by having Elite "not be this".

Again, if this was a standalone game, fine, dandy, whatever. I might even buy it, who knows. But imagine if Capcom suddenly said "Hey everyone, thanks for your loyalty purchasing and playing Street Fighter 5. As of next year, it's SF5 will go through a major rewrite to be a mario-kart-style game... those games are great so we see this as nothing but a positive.". It's pretty absurd.
 
Truth is I bought this product, and your suggestion is a completely different thing. I could buy a van for $5,000 and have a gold Ferrari dumped on my doorstep instead, and I'd be angry because I still can't load household goods into a van, and I've got the most conspicuous theft-attraction in my front yard.

Players are vying for the galaxy, and they're doing so within the mechanics of this game, not some RTS thing.


It adversely impacts my gameplay because it completely changes the game I log on to play. You incorrectly assume your suggestion to change the game is a positive in the first place. It simply isn't. You can change it by having Elite "not be this".

Again, if this was a standalone game, fine, dandy, whatever. I might even buy it, who knows. But imagine if Capcom suddenly said "Hey everyone, thanks for your loyalty purchasing and playing Street Fighter 5. As of next year, it's SF5 will go through a major rewrite to be a mario-kart-style game... those games are great so we see this as nothing but a positive.". It's pretty absurd.

No, it’s not a completely different thing. It’s an additional thing which leverages existing things. The game that you bought and are playing remains there, as I just mentioned, which is why I specifically asked how your play would be impacted.

To take your analogy, you’d still be getting a van for $5,000 which you can load your household goods into as usual, but it would be gold and with a Ferrari engine. Good value, same utility.
 
Out of curiosity, what part of this suggestion do you think would adversely impact the gameplay of those who didn’t want to become and Admiral, or who wanted to just play a game where you fly around in a ship and do the stuff you now do in ED?
Because it would effect the BGS in a major way which we all use whether you are pledged to a faction or not, whether you go out exploring or just enjoy doing combat zones and Res sites.

It would effectively change the whole dynamic of the game. As I said, as a stand alone game, it sounds good, but not for ED.
 
One of the problems I have with the X series and why I never really got into it is the way that they combine first person spaceship flying and economic builder/fleet manager. I like both genres individually: Elite Dangerous and OpenTTD (with the FIRS addon, which is quite X-ish in how the economy works) are both games I've played a lot of. But I find that when the two are combined, it ends up with
- the asset and fleet management strategic side being made irritating by the need to fly around to do stuff rather than having a proper top-down multi-window interface that can control it properly
- the flying around side being interrupted by the need to go micro-manage something, or get involved in the strategy side to get the resources needed for the flying around bit
- the timescales of the two not quite meeting up: it can take hours for the freighters to move around ... whereas the flying is genuinely real-time.

A separate RTS or Economy Manager game set in the Elite Dangerous universe with a lot of the same parameters - but sped up - that could be very good. I don't think trying to fit it all into the same interface would work well, though.



In practical terms, I think balancing this against the rest of the game would be extremely difficult. If the activities of your AI ships are generally profitable, then it's not hard to set up some infinite money loops by getting a bunch of them to mine in an uninhabited system, sell to some quiet fringe system where they won't be disturbed, repeat, use the profits to buy more miners. Maybe you'd also need to buy some escort ships so that the (abstracted) result of the battles this fleet had against pirates were all victories without you needing to personally escort the miners. Once you have infinite money - or at least earnings faster than you can really spend them - you can then throw that around with less profitable stuff like combat ships to influence the BGS and cut basically everyone else out of the game. There's enough complaints about BGS bots already without Frontier providing a "get your own very large fleet of official bots" mechanism to allow a small number of ultra-wealthy commanders to overwhelm any normal player activity with no real scope for reprisals. (In a single-player/small multiplayer RTS spin-off this mechanic would be actively desirable and not a problem at all!)

Limiting the number of support ships your fleet can have doesn't necessarily help with this - at most, it slows it down.

On the other hand if the activities are not profitable (and there only needs to be one profitable "recipe" for everyone with a fleet to set that off in the background), it's just more grind for you personally to keep the fleet's balance topped up with void opals.



There's also big questions around "if your fleet does something, but no player is in the instance, what happens?". If two AI fleets meet when no player is around to see it, what happens? A dedicated combat pilot with a well-engineered ship could probably wipe out several fleets of NPCs while their owners were asleep (massacre missions are basically just that) - balancing the feature between "gain infinite power quickly" and "your entire fleet was wiped out by CMDR Bob while you slept" would be really tricky.
 
No take your analogy, you’d still be getting a van for $5,000 which you can load your household goods into as usual, but it would be gold and with a Ferrari engine. Good value, same utility.
It is a completely different thing.... in ED you're just one pilot in a giant universe, and the way the world works (including Factions) are out of your direct control.

In your suggestion, every player is potentially the next Zemina Torval. That's not ED, that's a whole different game.

There's no van to speak of in that world.
 
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I would suggest no, and not simply because it isn't the game I purchased, the game I purchased isn't finished by a long way, it has years of work ahead of it before it becomes anywhere near the game I purchased, and you are suggesting major changes that could impact or completely halt the development of the game in its current direction, which is basically a free form explorable galaxy with no end game.

I would suggest as others said that this needs to be a separate game if it is developed at all, and I would be immensly dissapointed if current game development was halted to send the game in a different direction at this stage.
 
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