- expanding the basic tutorial that new players have to do when they start playing this game for the very first time
- a tutorial section in the main menu, which contains tutorials in text and video form either created by the veteran playerbase and approved by the developer, or created by the developer and approved by the veteran community to ensure that everything in these tutorials are as informative and correct as possible.
- deeper descriptions of modules and their properties/use in the outfitting panel
- small tooltips in the outfitting screen to hint key aspects of ship outfitting, such as example how effective good shields are and how you can achieve a good balance of survivability and versatility
- better descriptions of the three main activities in this game: Combat, Exploration and Trading
Things that would make the game easier to learn and more accessible to new players are always good. I definitely support these changes.
- disconnect Solo Play and Private Group BGS and Powerplay from Open Play but keep those features in seperate the gamemodes. Therefore any exploiting and undermining of Open Play is fixed and the singleplayer playerbase do not lack any content.
- completly remove BGS and Powerplay features from Solo Play & Private Group and turn those two gamemodes into static Singlerplayer environments
- disconnect any BGS and Powerplay directed progress from Solo Play & Private Group so they cannot undermine and break the Open Play environment
Your initial premise here is flawed. You are assuming you would have an opportunity to oppose anyone and everyone who is working against you if they were playing in open. Someone could only ever fly in open and you might never see them because of the time of day and platform they play on, not because of what gamemode they play in. Removing BGS and Powerplay from solo and PG would not allow you to see these other players and would only allow you to oppose a very small fraction of the players you previously could not. Removing the ability for players to interact with the BGS and powerplay from solo or PG would not fix the issues you have with it. In order to solve the issues you have with the BGS and powerplay, the way each system works would need to be changed (which would make mode-locking them kinda pointless).
- completly remove BGS and Powerplay features from Solo Play & Private Group and turn those two gamemodes into static Singlerplayer environments
& nerf all reputation and credit payouts outside of Open Play by 50% to compensate for the almost non-existent risks and challenges
- increase the skill level of NPC pirates and outlaws in Solo and Private Group
- increase ATR response time in Open Play to fix crime & punishment and increase the risks for notoric outlaws
Open play has very little added risk over solo/PG unless either go looking for trouble or go somewhere with a lot of player traffic. In fact, you could probably make an argument that increasing the difficulty of NPCs in solo/PG would make the amount of risk in solo/PG for an unprepared player higher than the amount of risk in Open.
If you're going to balance the reward for playing open/solo/PG compared to the amount of risk in each gamemode, it would be much more fair to balance the rewards based on the average risk (which is only marginally higher in open) than the highest risk (which is how people usually compare them), at which point the difference in the credit earnings between modes would be so small that introducing it would have next to no impact.
- buffing the downtrading and crosstrading ratio between all g4-5 materials at all material traders
- creating more obvious and various material farming spots inside the powerplay bubble and rest of the galaxy in order to reduce the time it takes to find and collect the materials
- a material market that lets players sell and buy materials from other players for credits
More and better primary (you physically collect it yourself) and secondary (you trade with someone) material sources are something that I would definitely be in favour of.
Back when material trading was first announced, I theory-crafted a system where trading up in rarity gave materials at a 3:1 ratio, trading down gave materials at a 1:2 ratio, and trading to the same grade gave materials at a 3:2 ratio (compared to the respective 6:1, 1:3, and 6:1 ratios we currently have) that wasn't as good at trading down but was much better when trading for same-grade or higher materials. Admittedly, the system I created was a little bit too generous, but something somewhere between it and the current system would be a significant improvement imo.
More varied locations and methods for gathering materials would definitely be something I would like. there are currently several materials that can only be obtained through a specific activity or traded at a rather significant loss of time and effort with a material trader. Having multiple sources for each material (preferably with very different gameplay attached) would definitely be a nice change.
- add a player mission board where players can hire or contract other another player for credits for their own descretion.
This way veterans and PvPers have something to do and are less likely to resort to activities such as "ganking". PvP also becomes actually lucrative for everyone as well.
- add a proper player banking system to support the player mission board.
- addition of a galactic outlaw bounty tab, on which a list contains all outlaw players with a minimum notoriety of 5 and/or a pure bounty of 1 million credits. Any time one of the players on the list is scanned by another player who has Crimes On enabled, or by a system security NPC their current system location gets updated on the list and is visible for everyone
- removal of premium ammo reload's effects on player ships (increased damage) OR implementation of an indicator to notify the player if someone hits them with increased damage premium ammo reloads IE: Warning, irregular damage detected!
I'm not that big on players interacting with each other (e.g. player A hiring player B), but I really don't see a problem with this. You could argue that it allows for "gold farming" and selling in-game assets for real-world money (somewhat like pay-to-win), but as long as the developers do not have access to any of the money used to buy said assets (and therefore no incentive to make the game grindier to encourage players to spend more money) I don't really have much of an issue with it.
I definitely like the idea of the galactic "most wanted" list, I'm sure some players would try to compete to see who could be the most infamous player in-game.
The "your opponent is using premium ammo" warning would be good for organized PvP fights with rules against premium ammo. It would also be good for players that get attacked when it comes to determining just how much trouble they're in and the appropriate response. I'd definitely support it being added
- ramming things in general should connect to the hulls kinetic resistance, especially when you ram another ship. This is a softfix for netcoding issues -> shadowrams where you fly past someone's ship but they ram you on their screen and the damage connects on your ship but not on their own ship.
- engineerable Module Reinforcement Packages to give shieldless combatships a buff and overall better chance of fighting off shielded combat ships
- increase overall ship cockpit canopy health as it gets destroyed way too easily in raw shieldless PvP encounters and renders the vessel completly combat ineffective
If there is one thing that the game doesn't really need more of it's more defensive stacking and ship survivability. That said, the biggest culprits for the massively inflated healthpools that we have in-game are engineered shields, shield boosters, and SCBs. Given that what you are suggesting would only affect the hull healthpool and not shields, I am definitely more open to these suggestions, but I would like some numerical values to play around with before I decide either way.
- revert the changes made to the blocking feature in one of the previous updates: Players should not be able to block instancing with another player and therefore exploit their way around player combat. It's however completly understandable to block another player from harassing you through text chat or voice comms.
- increase the menu logging timer upon being in a "dangerous environment" aka being in direct combat to 30 seconds to counter notoric combat logging
- make combat logging a fully bannable offence and also make that clear to every player in form of tooltips
I'll make a counter proposal and say "add an option to
ignore a player on comms without affecting your ability to instance with them." There are cases where preventing a player from instancing with you is unnecessary (e.g. the player is spamming in chat), but there are also some situations where a player wouldn't want to ever see a particular player again (see the old argument on "when does repeatedly killing someone become harassment?"). It is better to give players a wider variety of tools that allow them to respond to a situation with something other than a yes/no choice than to replace one of the player's options with something that might be less effective.