Who loves well chastises well.It turns out that a lot of people who post on here seem to hate the game
Who loves well chastises well.It turns out that a lot of people who post on here seem to hate the game
Which is...?Sorry but it's not his ideas but your arguments which are terrible. Apparently you don't even think about it before you post. It took me 5 seconds to come up with a solution for your perceived problem.
Get your cv sent in dude, we need you
The op just did it by pretending they were genuinely ask a question. They weren't.
So that’s why I asked why do you people long to do this when efforts could be put into polishing the already present features like making better missions and more varied content...
It doesn't make much sense to discuss it, you will come up with another perceived problem anyway.Which is...?
I think ED appeals to a lot of different gamer demographics and they (/we) all enjoy different parts of the game. As such it is quite expectable that many of us enjoy different features and dislike others (one persons meat is another's poison etc).Well, in my misguided start to this forum, I actually came here to discuss a game I love with likeminded people. It turns out that a lot of people who post on here seem to hate the game
The whole GTA in space idea is a nice thought experiment but probably a bit too controversial a rabbit hole to head down.It doesn't make much sense to discuss it, you will come up with another perceived problem anyway.
Your problem was: 'ship boarding would take more time and is more dangerous than hatch breaking, therefore it is a waste of time.'
Right?
Well the obvious solutions is, and it really takes less than 5 seconds to think about it, you could manage it as well...
Simply make it fun and rewarding. The fun part is probably difficult because some people don't like FPS gameplay. I guess there isn't much you can do about it.
Making it rewarding is pretty easy. If you board the enemy ship, you can steal it. That's what pirates always did.
What happens if your ship gets stolen?
The same thing that happens when it gets destroyed, insurance pays for it.
Isn't that too much easy money for the pirate?
He can only sell it for 5℅ (or whatever our current insurance cost is), because the ship is wanted.
It doesn't make much sense to discuss it, you will come up with another perceived problem anyway.
Your problem was: 'ship boarding would take more time and is more dangerous than hatch breaking, therefore it is a waste of time.'
Right?
Well the obvious solutions is, and it really takes less than 5 seconds to think about it, you could manage it as well...
Simply make it fun and rewarding. The fun part is probably difficult because some people don't like FPS gameplay. I guess there isn't much you can do about it.
Making it rewarding is pretty easy. If you board the enemy ship, you can steal it. That's what pirates always did.
What happens if your ship gets stolen?
The same thing that happens when it gets destroyed, insurance pays for it.
Isn't that too much easy money for the pirate?
He can only sell it for 5℅ (or whatever our current insurance cost is), because the ship is wanted.
I already mentioned NPC crew earlier, if Frontier added them your copilot could bring the ship to the next station.The whole GTA in space idea is a nice thought experiment but probably a bit too controversial a rabbit hole to head down.
But, with the 5% rule actually might be worth running with.
You're right though. The typical person with the mindset I talked about will just say "how do you get it back to sell it, it's a terrible idea" so a bit futile to discuss it with someone with that mindset.
But then the obvious answer to that rebuttal is "you don't, you leave it where it is, go to the contact and they'll pay you 5% and they go get it.... That's why it's 5%"
But then they'll say "why would I want 5% of a Sidewinder" and so it'll go.
If you keep going long enough, they'll end up arguing points for the sake of it. To the point where it gets easy to say...
"why bother with scooping a ton of rutile now then?"
But that's not important to them. Logical fallacy isn't a problem. The fact they probably don't really love the game play we have now doesn't really matter either.
You hit the nail on the head with your comment about not liking fps games. It doesn't matter how cool a new feature could be. If the core game play isn't interesting to them they'll argue against it.
Usually by saying "fixing my ship on foot? That's a no from me"
But then maybe fdev lowered the expectation bar low enough to warrant that.
Anyway, we can talk about it. So stealing a ship would just be called "ship bonds" and pirates would need to sell theirs on a black market version. But bounty a hunter can also "impound" a wanted ship. The local authorities would pay the ship bonds instead.
I'm just going to say that boarding a ship to have a shootout where the prize could be a few million credits and you'd not need cargo space to store that prize would be a lot of fun.
I'd suggest 5% might need to be tweaked a bit. Or 5% plus a flat base rate per ship type. Because "why Sidewinder".
PS, the answer to that is "gotta start somewhere!"
So your argument is that it's not rewarding enough but it's too rewarding. Well it's just like I said, a perceived problem. If I manage to steal a ship worth a few hundred millions and get 5% for it, why not? It would probably be a non trivial task to board a Corvette, involving defenses and maybe overcoming the ships crew. The whole process could easily take an hour. But in the end, you get a payout similar to mining or trading. People always say that crime doesn't pay in Elite, sounds like an ideal opportunity to address this problem.By 'perceived problem', you mean, 'massive fundamental flaw', I assume? Hmmmm.
This has nothing to do with disliking fps gameplay, btw. I played about a thousand hours of Overwatch. So stop coming up with ridiculous reasons why I must be some sort of anti-fps prude. In fact, I think it could be quite good, IF it's done in a reasonable and efficient manner. On board ships simply fails to qualify for either of those metrics.
It takes more than just fun. It must be fun AND rewarding, or people will do it rarely if ever. CQC is very fun, for example, but also very rarely used. I personally only do it when I have 7 friends to do it with, and that only happens very rarely.
And besides that, there's zero reason why boarding a ship is a requirement for fun. The exact same player activity is going to be happening on the ground - fps combat - so who cares where it takes place? Except of course, doing it on board active ships causes a huge number of potential problems that a ground based arena does not, and requires an exponential increase in dev time, most of which would never even be relevant. Who's going to board an adder or a sidewinder? 90% of the ships in the game would have content that would never see use.
On the opposite end of the spectrum, stealing ships is just never, ever going to happen. It raises a huge number of problems. Can you just steal engineered modules? If not, why not? If so, you've just created a way to duplicate engineered stuff, which is insane and never going to happen. And even if it's only 5% of the total sell cost, many ships are worth over a billion credits. You're talking about giving players an exponential leap in income for 10 minutes of fps combat. Who cares about cargo piracy at that point, the money's in selling the ships.
The biggest reason why NOT to do ship interiors, especially in regards to fps combat, is because you don't have to. FPS combat works far better, and with far less issues to address, in new, purpose-built areas for this to take place. Trying to force it to work on ship interiors is forcing a square peg into a round hole. Even if you could potentially get it to work, it'll be ugly and not very practical.
So your argument is that it's not rewarding enough but it's too rewarding. Well it's just like I said, a perceived problem. If I manage to steal a ship worth a few hundred millions and get 5% for it, why not? It would probably be a non trivial task to board a Corvette, involving defenses and maybe overcoming the ships crew. The whole process could easily take an hour. But in the end, you get a payout similar to mining or trading. People always say that crime doesn't pay in Elite, sounds like an ideal opportunity to address this problem.
That it involves effort is another non argument. Creating games requires effort. Following your logic Frontier should've never designed the cockpits because a simple HUD would've been enough.
So your argument is that it's not rewarding enough but it's too rewarding. Well it's just like I said, a perceived problem. If I manage to steal a ship worth a few hundred millions and get 5% for it, why not? It would probably be a non trivial task to board a Corvette, involving defenses and maybe overcoming the ships crew. The whole process could easily take an hour. But in the end, you get a payout similar to mining or trading. People always say that crime doesn't pay in Elite, sounds like an ideal opportunity to address this problem.
That it involves effort is another non argument. Creating games requires effort. Following your logic Frontier should've never designed the cockpits because a simple HUD would've been enough.
Half if not most of the big ships in the game are owned by newbies. Facing AI and an inexperienced pilot will be gankers paradise.
You've not really addressed anything just excused the problems raised.
Yeah for the “know better than everybody else” I did that job for a while, doing 3d vehicles interiors. I still model for work, just not vehicles interiors right now. I even did a few indie game projects as sole artist and designer, tiny amount of coding and worked in bigger arsholish aaa studios... since around 2000 so yeah I kinda know better than most people on that forum.
As a newbie you could simply give up which would be the same result you have currently when facing a ganker. You didn't even raise a (new) problem.Half if not most of the big ships in the game are owned by newbies. Facing AI and an inexperienced pilot will be gankers paradise.
You've not really addressed anything just excused the problems raised.
But see, your suggestions here are actually new content. Exploring and taking missions INSIDE other structures. New ways to interact with things. And that's cool if they are added on like passenger missions were...an additional mission type. But beyond that type of addition, things such as interiors on our own ships, crew on our own ships...our ships are currently fully manageable, virtually instantaneously, by a single pilot from the cockpit chair. Any changes or additions there will be not much more than time sink busy work.
Even examples such as being able to manually repair things so one wouldn't have to take up the slot for an AFMU. Well, that is something that would be relevant mainly only to explorers, and there are very few ships any more that are that slot starved, and the biggest use explorers have for AFMU's is repairing FSD damage on Neutron Highways...that are taken because of the fast travel times. So I am not sure there would be much appeal for manually repairing mini games beyond the occasionally novelty.
Consider the huge volume of work fdev 3d artists undertook to give us varied station interiors years ago. Before that, they were all just the same.But the amount of work required is largly irrelevant, Elite's major problems are not going to be solved by 3d artists are they? As mentioned new spacecraft add no new gameplay, other than (quelle suprise) a different looking interior cockpit and a different looking craft for screenshots. So why not put those 3d artists to use on interiors and ADD new gameplay elements, that fact you don't want those new elements is also largly irrelevant, just as my dislike for engineers is. I think I've spent around an hour tops faffing around with engineers, so all that work FD did was wasted for me personally. Others love engineers, others just use Engineers....same thing with Interiors, some will hate, some will love and some will just use.