NPC Criminal Faction spawning Fleet Carriers

When Criminal/Pirates factions are in investment state in the system, they would spawn a Fleet Carrier.

Those Fleet Carrier are the home a Mob organisation. They recruits a lot of criminals members, so the longer the Fleet Carrier is present the more pirates are spawning.
The difference with Outpost owned by Criminal Factions, is that Fleet Carriers could appear and disappear from System based on Security level.
This would help Anarchy factions to expand more in system and help Cmdr that chose Pirates activities to have fun.

This also would also offer a new Bounty Hunt opportunity, like Nav Beacons, Ressource Extraction Site.

To support Criminals Activities, Fleet Carrier would provide the following services :
  • Criminal Activities missions : get missions from Anarchy faction even though you are wanted in the system
  • Commonity Market : Sell weapons, Drugs...
  • Black Market : Normal Black Market could be exclusive to those Mob Fleet Carrier.

If you are still able to get missions from Mob Fleet Carriers even though you are wanted in the system from main faction, you could help expand criminal activities.
You could have missions to deliver drugs, weapons from the Mob Fleet Carrier to normal station to help expand criminals activities influence.

Those Mob Fleet Carriers could be destructible as opposed to Cmdr FC. They would act like a Boss in video games. Their destructions would spawn a lot of materials and reduce a lot Anarchy factions influence.

NPC Mob Fleet Carrier could provide a lot of new gameplay.
 
When Criminal/Pirates factions are in investment state in the system, they would spawn a Fleet Carrier.

Those Fleet Carrier are the home a Mob organisation. They recruits a lot of criminals members, so the longer the Fleet Carrier is present the more pirates are spawning.
The difference with Outpost owned by Criminal Factions, is that Fleet Carriers could appear and disappear from System based on Security level.
This would help Anarchy factions to expand more in system and help Cmdr that chose Pirates activities to have fun.

This also would also offer a new Bounty Hunt opportunity, like Nav Beacons, Ressource Extraction Site.

To support Criminals Activities, Fleet Carrier would provide the following services :
  • Criminal Activities missions : get missions from Anarchy faction even though you are wanted in the system
  • Commonity Market : Sell weapons, Drugs...
  • Black Market : Normal Black Market could be exclusive to those Mob Fleet Carrier.

If you are still able to get missions from Mob Fleet Carriers even though you are wanted in the system from main faction, you could help expand criminal activities.
You could have missions to deliver drugs, weapons from the Mob Fleet Carrier to normal station to help expand criminals activities influence.

Those Mob Fleet Carriers could be destructible as opposed to Cmdr FC. They would act like a Boss in video games. Their destructions would spawn a lot of materials and reduce a lot Anarchy factions influence.

NPC Mob Fleet Carrier could provide a lot of new gameplay.

Why destructible? If they lose the war, I think they should simply flee somewhere else and try again there.

This would make a better side story than the Thargoid invasions. It could be a Quarterly (4 times per year) Community Event where they come back to turn a deep Federation or Empire system into full Anarchy system.
Spring and Fall = Invade Deep Federation System (all federation factions will be kicked out for independents)
Summer and Winter = Invade Deep Empire System (all Empire factions will be kicked out for independents)

It would bring a lot of PVP opportunity in open and the reward could be something like x2 combat bonds for pirates and defending Superpower.
 
I think a retreatable megaship hiding in an unpopulated system and offering genuine underworld (as opposed to anarchy faction) game path and negatively affecting adjacent systems and the factions in them (more and tougher pirates, negative states) would be nice.

The retreat criterion might be achieved in a number of ways, like direct assault scenarios as well as missions offered by the factions in the neighbourhood and bounty hunting. Doing activities serving the megaship would counter retreat. The harder you hit the retreat criterion, the megaship might disappear (most effort) or travel further/be in hiding longer before reappearing. If you don't hit it hard enough, the next day it might just jump to the next system over and still plague mostly the same local factions/systems.

The megaship ideally wouldn't make itself apparent on entering the system where it is but would need exploration of the nearby unpopulated systems to find it.
 
You have interesting ideas guys.

Indeed, this could help have more Anarchy systems in the bubble and help the Criminals Factions to have more influence in systems.

This could help to provide some activity to people that like to play piracy.
 
You have interesting ideas guys.

Indeed, this could help have more Anarchy systems in the bubble and help the Criminals Factions to have more influence in systems.

This could help to provide some activity to people that like to play piracy.
I skirt accidentally hijacking your thread, but I get your bent here seems to be supporting Criminal factions.

The ongoing issue I see around this is not a lack of support mechanisms for Criminal factions, but rather, a lack of mechanisms to target lawful factions negatively, in meaningful ways[1].

Anarchy factions have missions right now, but if you run them for an enduring length of time, you're more than likely to become wanted with everyone in the region. Since Anarchy factions generally don't hold assets, that's a surefire way to end up locked out of the asset where you're supporting the faction from. Conversely, all lawful missions wail on Anarchy factions, and do not result in lockouts.

I think what you're trying to achieve with this suggestion can be achieved without needing a separate megaship to spawn.
  • Put Black Markets in all stations; there's no reason for them to not be everywhere[2].
  • Create "criminal" mission boards... where normal mission boards arrange missions by which faction the mission supports, offered by a faction rep... the criminal mission board arranges missions by the faction they target, and are offered by anonymous reps.
  • Allow docking when hostile, using anonymity protocols, to allow access to black markets and criminal mission boards.

That way, there's numerous outcomes.
  • You can control which factions you're hurting, as opposed to scattergunning everyone because yolo anarchy procedural generation
  • Even if you become wanted or hostile in the local jurisdiction while committing a crime against a different faction, you can still pursue those efforts.
  • If your rep degrades to hostile, you aren't arbitrarily blocked from continuing that hostility.
  • It encourages criminals put themselves at risk by needing to enter lawful jurisdictions constantly where they're wanted, which is kinda part of the fun.

I do like the general idea of megaship spawns in certain circumstances; we already have that with damaged stations, but it'd be cool if that happened for states like war as well.

[1] Where meaningful means in ways which are 'standard' game loops such as trade, missions etc. as opposed to murderhoboing, selling for a loss and deliberately failing missions.
[2] Though I'd argue a security rework is needed to support easy and hard smuggling targets.
 
I think what you're trying to achieve with this suggestion can be achieved without needing a separate megaship to spawn.
  • Put Black Markets in all stations; there's no reason for them to not be everywhere[2].
  • Create "criminal" mission boards... where normal mission boards arrange missions by which faction the mission supports, offered by a faction rep... the criminal mission board arranges missions by the faction they target, and are offered by anonymous reps.
  • Allow docking when hostile, using anonymity protocols, to allow access to black markets and criminal mission boards.
If Criminals Factions had their own Fleet Carrier or kind of Mega Ships, you could still dock their even if you are wanted.
That would allow you to play a criminal role.

It would be easier to &flip a system to Anarchy.

Criminal Faction Mega Ship could have a Casino, Night Club Theme, like Squirrel's Nest Bar, when the Criminal Faction has great influence :
Screenshot_0065.jpg


Otherwise it could just a be a Fleet Carrier or a Small Outpost when the Criminal Faction has minimal influence.

Criminal Faction could generate a lot of demand of minerals, metals, or technology goods in order to build a bigger mega ship, like the Squirrel's Nest Bar.
 
Last edited:
When Criminal/Pirates factions are in investment state in the system, they would spawn a Fleet Carrier.

Those Fleet Carrier are the home a Mob organisation. They recruits a lot of criminals members, so the longer the Fleet Carrier is present the more pirates are spawning.
The difference with Outpost owned by Criminal Factions, is that Fleet Carriers could appear and disappear from System based on Security level.
This would help Anarchy factions to expand more in system and help Cmdr that chose Pirates activities to have fun.

This also would also offer a new Bounty Hunt opportunity, like Nav Beacons, Ressource Extraction Site.

To support Criminals Activities, Fleet Carrier would provide the following services :
  • Criminal Activities missions : get missions from Anarchy faction even though you are wanted in the system
  • Commonity Market : Sell weapons, Drugs...
  • Black Market : Normal Black Market could be exclusive to those Mob Fleet Carrier.

If you are still able to get missions from Mob Fleet Carriers even though you are wanted in the system from main faction, you could help expand criminal activities.
You could have missions to deliver drugs, weapons from the Mob Fleet Carrier to normal station to help expand criminals activities influence.

Those Mob Fleet Carriers could be destructible as opposed to Cmdr FC. They would act like a Boss in video games. Their destructions would spawn a lot of materials and reduce a lot Anarchy factions influence.

NPC Mob Fleet Carrier could provide a lot of new gameplay.
Nice if I can infiltrate this carrier on foot, kill the pirates, download data, and s on similar to settlements but with only elite troops. That will give some on foot space combat feeling to the game. maybe even abandoned carriers or overtaken by pirates.
 
Nice if I can infiltrate this carrier on foot, kill the pirates, download data, and s on similar to settlements but with only elite troops. That will give some on foot space combat feeling to the game. maybe even abandoned carriers or overtaken by pirates.
Great idea mate !

Didn't thought about it !

Abandonned Carrier is a nice idea. There could be a story behind it, with voices, cinematic. What about DLCs around some stories inside Elite Dangerous ?
 
Back
Top Bottom