So, when having a break from ED, I sometimes play some GTA5 with my daughter (PvE only usually), and I find some really nice elements of gameplay in there. Perhaps some of which could at some point make it into ED.
NOTE: Not suggesting FD should try and copy it, nor do i think they will.
First off though, let's look at the similarities.
Open/Group/Solo - Interestingly enough, it has pretty much a similar setup. You can play in what is effectively open, with random players, or in a group with friends/clan, or simply by yourself, but online. While there isn't the same sort of BGS like we have in ED nor persistence of stuff, you are free to choose your mode and switch at will between them. However, there is the stock market (BAWSAQ) which is affected as I understand by what all players are doing in game, so there is a parallel. So players can build up their characters in Group/Solo, then go into Open with maxed out characters.... i wonder, do the PvPers rage about this on the GTA forums? (Don't follow them myself).
Instancing - While it runs on a C/S architecture rather than P2P, instances are limited to 32 players on PC and 16 players on console. Presumably technical reasons. Which brings us to...
MMO? - Some people call it an MMO, although Rockstar themselves don't. To me see seems about as much as an MMO as ED. Yes, there are lots of players playing, but the amount you will see at any given time in "Open" is limited. There isn't even dynamic instancing, just people drop in and out which affects how many are playing, with presumably the servers trying to balance how many people in each instance.
Wings - Wait? What? There are no wings in GTA5! Right, but one thing i noticed in regards to doing missions is that many of them are limited to 4 or less players. Sound familiar? And when you are cruising with you homies in a car, then max you can usually fit is 4 in the car... shades of multicrew? Ok, so there the similarity stops, but ill talk more about this under missions, which are a bit different below.
Cheats - Yup, even with a C/S architecture there are still cheats available. Don't want to discuss this further, but its worth pointing out, and that cheats in GTA can also spoil the game for others online.
So, what about the differences?
PvP - PvP is a bit more balanced in that with a bit of effort you can fairly quickly kit yourself out decently for PvP, at least no with such disparity as can happen in ED (although it doesn't stop gankfests) and there are PvP missions where people are setup under fairly equal conditions (except for what weapons/armour they are carrying for example). The big difference is, as long as you remembered to stash your money in the bank before doing any PvP, there is no real loss for death. Which makes PvP a lot less stressful. The killer for me is usually lag though. Last night i spawned in Open and was actually dead before I got control of my character. Next time I was just setting off in a car, saw another car teleport next to me, then teleport away, and i was dead.... damn lag.
Passive Mode - This is a biggie. You can play in Open with passive mode. Its not a guarantee against being PK'd, it only stops direct damage from hurting you, and there are plenty of ways other players can still cause you to die, but in general, you play in passive mode and you appear as a ghost to other players. You are also restricted in what missions you may do while in passive mode (makes sense, can't do a PvP mission when you can't be hurt!). People have called for a PvE only flag in ED... Passive mode would be one way this could be done. I also guess there is lots of rage on the GTA forums from PvPers over the availability of this mode.
Clans - I like how GTA5 handles this, helps with matchmaking, identification, ranks, and provides some customization options. And all without going over the top. You can belong to multiple clans as well. If FD could do something similar, perhaps by linking to minor factions (or an option to link with a minor faction or remain separate) it might be nice.
Ownership - garages, businesses, houses. Ah, an old and contentious matter around here. Only businesses have any real impact, providing you with a steady stream of income. Garages... well, nice, but we can store ships anyway, in GTA its more for just making sure you don't lose your car between sessions. So the only reason garages or homes in ED might make sense is when we get space legs and can walk around a hanger or something.
Missions - This is perhaps the biggest difference. When you do a mission, you are teleported to a new instance with just the other mission players and often with set enemies and vehicles or scenarios, not to mention being moved to another location. Could this work in ED? It could help, especially if there was matchmaking for the PvP missions, so those looking to oppose each other over specific objectives could do it, without involving other players around. ie: Those who want consensual PvP can quickly and easily find it. People could start missions like "Defend Erevate from the Pirates" and it would appear on people's comms panels and bulletin boards and people would get the option to join as either Bounty Hunters or Pirates. When the sides are balanced, players can start the mission. Players are then transported to the system (some sort of loading screen) where they are put in an instance against opponents. No high or low waking out, its a fight to death (or, if you do, then there is not returning until the mission is over). The result of the mission affects the BGS as well. During such missions, rebuy is reduced a lot, or the reward for remaining until the end is commensurate with the rebuy cost of your ship or something, with a bonus for the victors. When mission is over, you are returned to your previous position (to stop people using it as a quick travel scheme). I guess this would only work as well if people were in a civilized system.... but there again, could be interested for deep space explorers - a bit immersion breaking - you are on the opposite side of the galaxy and suddenly you are back in civilized space doing a mission.... then teleported back... ugh. But there again, could provide a welcome break for explorers.
Sometimes GTA5 forces you into specific situations though for missions, like you must drive a specific car.... so, a bit like CQC in a way if you are out exploring - but your CMDR is suddenly in a battle in a system with other players... so, there is a bit of a precedent here, if only a tenuous one.
Anyway, there are probably more similarities and differences, and they are quite different games, not really fair to compare. And, once again, i'm not particularly saying FD should implement things like they are in GTA... just food for thought.
NOTE: Not suggesting FD should try and copy it, nor do i think they will.
First off though, let's look at the similarities.
Open/Group/Solo - Interestingly enough, it has pretty much a similar setup. You can play in what is effectively open, with random players, or in a group with friends/clan, or simply by yourself, but online. While there isn't the same sort of BGS like we have in ED nor persistence of stuff, you are free to choose your mode and switch at will between them. However, there is the stock market (BAWSAQ) which is affected as I understand by what all players are doing in game, so there is a parallel. So players can build up their characters in Group/Solo, then go into Open with maxed out characters.... i wonder, do the PvPers rage about this on the GTA forums? (Don't follow them myself).
Instancing - While it runs on a C/S architecture rather than P2P, instances are limited to 32 players on PC and 16 players on console. Presumably technical reasons. Which brings us to...
MMO? - Some people call it an MMO, although Rockstar themselves don't. To me see seems about as much as an MMO as ED. Yes, there are lots of players playing, but the amount you will see at any given time in "Open" is limited. There isn't even dynamic instancing, just people drop in and out which affects how many are playing, with presumably the servers trying to balance how many people in each instance.
Wings - Wait? What? There are no wings in GTA5! Right, but one thing i noticed in regards to doing missions is that many of them are limited to 4 or less players. Sound familiar? And when you are cruising with you homies in a car, then max you can usually fit is 4 in the car... shades of multicrew? Ok, so there the similarity stops, but ill talk more about this under missions, which are a bit different below.
Cheats - Yup, even with a C/S architecture there are still cheats available. Don't want to discuss this further, but its worth pointing out, and that cheats in GTA can also spoil the game for others online.
So, what about the differences?
PvP - PvP is a bit more balanced in that with a bit of effort you can fairly quickly kit yourself out decently for PvP, at least no with such disparity as can happen in ED (although it doesn't stop gankfests) and there are PvP missions where people are setup under fairly equal conditions (except for what weapons/armour they are carrying for example). The big difference is, as long as you remembered to stash your money in the bank before doing any PvP, there is no real loss for death. Which makes PvP a lot less stressful. The killer for me is usually lag though. Last night i spawned in Open and was actually dead before I got control of my character. Next time I was just setting off in a car, saw another car teleport next to me, then teleport away, and i was dead.... damn lag.
Passive Mode - This is a biggie. You can play in Open with passive mode. Its not a guarantee against being PK'd, it only stops direct damage from hurting you, and there are plenty of ways other players can still cause you to die, but in general, you play in passive mode and you appear as a ghost to other players. You are also restricted in what missions you may do while in passive mode (makes sense, can't do a PvP mission when you can't be hurt!). People have called for a PvE only flag in ED... Passive mode would be one way this could be done. I also guess there is lots of rage on the GTA forums from PvPers over the availability of this mode.
Clans - I like how GTA5 handles this, helps with matchmaking, identification, ranks, and provides some customization options. And all without going over the top. You can belong to multiple clans as well. If FD could do something similar, perhaps by linking to minor factions (or an option to link with a minor faction or remain separate) it might be nice.
Ownership - garages, businesses, houses. Ah, an old and contentious matter around here. Only businesses have any real impact, providing you with a steady stream of income. Garages... well, nice, but we can store ships anyway, in GTA its more for just making sure you don't lose your car between sessions. So the only reason garages or homes in ED might make sense is when we get space legs and can walk around a hanger or something.
Missions - This is perhaps the biggest difference. When you do a mission, you are teleported to a new instance with just the other mission players and often with set enemies and vehicles or scenarios, not to mention being moved to another location. Could this work in ED? It could help, especially if there was matchmaking for the PvP missions, so those looking to oppose each other over specific objectives could do it, without involving other players around. ie: Those who want consensual PvP can quickly and easily find it. People could start missions like "Defend Erevate from the Pirates" and it would appear on people's comms panels and bulletin boards and people would get the option to join as either Bounty Hunters or Pirates. When the sides are balanced, players can start the mission. Players are then transported to the system (some sort of loading screen) where they are put in an instance against opponents. No high or low waking out, its a fight to death (or, if you do, then there is not returning until the mission is over). The result of the mission affects the BGS as well. During such missions, rebuy is reduced a lot, or the reward for remaining until the end is commensurate with the rebuy cost of your ship or something, with a bonus for the victors. When mission is over, you are returned to your previous position (to stop people using it as a quick travel scheme). I guess this would only work as well if people were in a civilized system.... but there again, could be interested for deep space explorers - a bit immersion breaking - you are on the opposite side of the galaxy and suddenly you are back in civilized space doing a mission.... then teleported back... ugh. But there again, could provide a welcome break for explorers.
Sometimes GTA5 forces you into specific situations though for missions, like you must drive a specific car.... so, a bit like CQC in a way if you are out exploring - but your CMDR is suddenly in a battle in a system with other players... so, there is a bit of a precedent here, if only a tenuous one.
Anyway, there are probably more similarities and differences, and they are quite different games, not really fair to compare. And, once again, i'm not particularly saying FD should implement things like they are in GTA... just food for thought.