Requirement locked unique ships

We have a LOT of available ships in the game that require nothing but credits to obtain, this suggestion will cover a more engaging approach for players to partake in activities. not only adding new ships, but adding new ways to obtain them.

The idea is to have ships added to the game that are locked, and not in a repetitive grindy way like the naval ranks. these ships will be specialised in the fields that the player will have to undertake to unlock them. giving an adequate reward for the player's preferred play style as well as a symbol of prestige beyond the standard ranking system.

here are some examples;

-Exploration, one has to travel to Beagle point to qualify and reach Elite Explorer rank, reward is an advanced exploration ship that exceeds all current models either as a prototype (like a ASPX+ or Super Phantom) or an entirely unique vessel (like a large ship built from ground up for exploration, poorly armed but has a Jump range and fuel tank advantage over the Anaconda)

-AX combat, Player must obtain a collective of 200M in AX combat bonds and be at Elite combat rank, The reward is a ship tailored for AX combat (and not in the Lakon type-10 derp AX build kind of way) a Large ship with no size 4 harpoints, instead trading for highly compact convergence of size 3 and 2 slots (for ultra accurate heart snipes), great shields, amazing armour and high speed and handling at the cost of having less overall Damage potential for exterior uses.

-Mining, Player must mine X amount of materials and have Elite trade rank, reward is a highly agile large ship with a large variety of small and medium hardpoints and module space (for large numbers of limpets) and a substantial cargo space. at the cost of very poor defence. it will be able to reach asteriods quickly for it's size and mine them with astonishing speed. differing from the Cutter (which could be considered simular for this use) this ship will be able to counter momentum with ease.

-Trade, Player must of obtained X profit from trade and have Elite trade rank, reward is basically the Panther Clipper :D (supermassive payload for size)

-Basic Combat, Player must obtain a collective of X amount of Combat Bonds/ Bounties and be at Elite combat rank, expect a top of the line next gen prototype of one of the current best combat ships (like a FDL/ Super Mamba (either could inherit the other's speed/agility resulting in super fast FDL, or agile mamba ;) ) or otherwise some other exceptional combat ship.

You get the idea, just highly specialised ships available at the 'end of the rainbow' for the best of the best players in their feild. :)

Take care!

CMDR Jaylem
 
I'm generally not a fan of extensive unlocks in any game, but something along the lines of what you suggest would go a long way toward preventing threads like the current one from a relatively new player who blames the game because he sucked at fitting and flying an Anaconda or the similiar one last week about a T9. If all of the "large" ships had some degree of unlock besides just credits based on their primary role(s) a person without a clue wouldn't be sitting in one.
 
Arguably the "achievement" was Credits, and when the game launched, that was actually a valid criteria.

Unfortunately credits have been so easy to come by for such a long time now as to make this criteria worthless since none of the prices were adjusted to match the general inflation.

Perhaps the galaxy needs to undergo a massive devaluation of credits? But then you're back at the "Elite is such a grind" cry from the insta-gratification crowd. Who, I might add, will also cry if ships, new or otherwise, are put behind some other criteria-wall.

Face it, unless FDev put their foot down (which they won't), the galaxy is now ruled by casual gamers who want to be in an A-rated Anaconda within a few playing sessions.
 
Face it, unless FDev put their foot down (which they won't), the galaxy is now ruled by casual gamers who want to be in an A-rated Anaconda within a few playing sessions.
More accurately, "who think they want to be, until they are":
 
The idea is to have ships added to the game that are locked, and not in a repetitive grindy way like the naval ranks
You then go on to list goals involving 200m cr ax bonds and elite combat rank, or having travelled to beagle point and be elite explorer rank.

Same t
 
I don't like it. Merely based on the OP it would be "farm your ship by killing Thargoids" and "farm your ship by traveling to position X". Which soon would be followed by "farm your ship by acquiring rare material drop Y".

We have enough farming and grinding. Formerly it were credits. They now can be collected quickly enough. Often enough resulting in players having big ships, without them having any idea on how to use those ships. But that's also not a new topic, we had that already several months after launch. People grinded to have big ships, then were unable to operate them properly, etc. The new farming are engineers. And unlike credits, they are a roadblock. Engineering materials are the de facto currency to limit progress by now. And while i hate engineers (not only due to the grind, but expecially due to the insane power creep they brought), i have to admit that they do a good job of giving people busywork.

Perfect for those who love to grind. No need to add some extra "kill X Thargoids" and "travel to Y" grind.
 
I don't like it. Merely based on the OP it would be "farm your ship by killing Thargoids" and "farm your ship by traveling to position X". Which soon would be followed by "farm your ship by acquiring rare material drop Y".

We have enough farming and grinding. Formerly it were credits. They now can be collected quickly enough. Often enough resulting in players having big ships, without them having any idea on how to use those ships. But that's also not a new topic, we had that already several months after launch. People grinded to have big ships, then were unable to operate them properly, etc. The new farming are engineers. And unlike credits, they are a roadblock. Engineering materials are the de facto currency to limit progress by now. And while i hate engineers (not only due to the grind, but expecially due to the insane power creep they brought), i have to admit that they do a good job of giving people busywork.

Perfect for those who love to grind. No need to add some extra "kill X Thargoids" and "travel to Y" grind.
It's FDev, of course it would be repetitive grind. :unsure:
 
Another 'no' here.
Why would I want to (as an example) travel all the way to Beagle Point in order to get a ship that's optimized for traveling to Beagle Point? I have no use for it at that point. To me, the whole logic is backwards.
 
The basic idea of locking ships that are specialized towards a certain activity behind some proficiency in that activity might be worth a look at, but I'm totally against those ships being the absolute best ones. That would only lead to everyone flying the same 4 ships sooner or later.
 
Recon it boils down to does one "WANT" or does one "NEED" the ship. Unless one just wants the ship because it is looks cool, there's no reason to follow OP's suggestion because, by the time one can accomplish and full fill all the requirements. There's no real need for it.
 
We have a LOT of available ships in the game that require nothing but credits to obtain, this suggestion will cover a more engaging approach for players to partake in activities. not only adding new ships, but adding new ways to obtain them.

The idea is to have ships added to the game that are locked, and not in a repetitive grindy way like the naval ranks. these ships will be specialised in the fields that the player will have to undertake to unlock them. giving an adequate reward for the player's preferred play style as well as a symbol of prestige beyond the standard ranking system.

here are some examples;

-Exploration, one has to travel to Beagle point to qualify and reach Elite Explorer rank, reward is an advanced exploration ship that exceeds all current models either as a prototype (like a ASPX+ or Super Phantom) or an entirely unique vessel (like a large ship built from ground up for exploration, poorly armed but has a Jump range and fuel tank advantage over the Anaconda)

-AX combat, Player must obtain a collective of 200M in AX combat bonds and be at Elite combat rank, The reward is a ship tailored for AX combat (and not in the Lakon type-10 derp AX build kind of way) a Large ship with no size 4 harpoints, instead trading for highly compact convergence of size 3 and 2 slots (for ultra accurate heart snipes), great shields, amazing armour and high speed and handling at the cost of having less overall Damage potential for exterior uses.

-Mining, Player must mine X amount of materials and have Elite trade rank, reward is a highly agile large ship with a large variety of small and medium hardpoints and module space (for large numbers of limpets) and a substantial cargo space. at the cost of very poor defence. it will be able to reach asteriods quickly for it's size and mine them with astonishing speed. differing from the Cutter (which could be considered simular for this use) this ship will be able to counter momentum with ease.

-Trade, Player must of obtained X profit from trade and have Elite trade rank, reward is basically the Panther Clipper :D (supermassive payload for size)

-Basic Combat, Player must obtain a collective of X amount of Combat Bonds/ Bounties and be at Elite combat rank, expect a top of the line next gen prototype of one of the current best combat ships (like a FDL/ Super Mamba (either could inherit the other's speed/agility resulting in super fast FDL, or agile mamba ;) ) or otherwise some other exceptional combat ship.

You get the idea, just highly specialised ships available at the 'end of the rainbow' for the best of the best players in their feild. :)

Take care!

CMDR Jaylem

I like the principle of your idea, but giving away a Panther Clipper is a bit much perhaps... on the other hand I might just need some time to get used to the idea. I am a Frontier player and worked hard to buy the Clipper in that game. One would still have to outfit it I suppose.
 
No.
Those ship will ruin the gameplay which they are intended to reward.
If not and gameplay with new ships is a goal then the unlock process is a grind - player will suffer all the way till goal achieved.

Just add new ships into the game - yes, please.🙃
 
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No.
Ships as a grind reward is a bad idea from the start. Ships should be bought. If it's a problem of being too easy to make money, then lower mission, star and bounty rewards.
What I agree with, is vanity items for reaching specific goals. Paintjobs, logos, and the like.
 
I think this holds some promise for niche roles, in particular AX combat - which harms nobody but the damn Thargs. Why shouldn't you get rewarded by INRA with access to a dedicated bug hunter for services rendered?
Similar for exploration - which harms nobody at all. Why not have a ship only available to buy from a specialised dealer at Hutton Orbital that'll facilitate making discoveries easier or journeys a little shorter?

These will have no effect on PVP or the core money spinners like mining and trade. Ships for making money can be left for the player to craft as they currently are. The core game does not change other than for these niche careers.

One addition I would make is that these ships have no rebuy. You lose them then you have to go all the way back to Hutton for a new Xplorator, or go grovelling to INRA for another because you broke their shiny AX ship....
 
You know what I would like? Missions.
Not the current kind of missions, available in a station, to do something and have a certain reward.
I'm talking Missions, quests, adventures. Something long and multi-leveled, with no ty side quests on the way. Like opening a book and reading the whole story missions.
Certain systems, or situations could offer specific quests, and there you would go, alone or with wing or squadron, to face-off against some Thargoid mothership that is invading a colony, or a rogue Guardian ship that suddenly heads for Sol system, or a certain guy that stole important data and is fleeing to beagle point.
Content, recorded voices, enigmas, challenges, but NO GRINDING!
 
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