A question about player owned stations.

I really kinda see why Elite is repetitive because the playing community don't want to take chances, there is always going to be people that are going to take advantage of everything you can't limit the features because of toxi players or the players will get bored and leave. I do think planetary settlements already setup the framework for player owned settlements and also power play PVE bases that power play members can put on planets to be attacked to weaken or increase CG, these could be a new power play mission thing, also one thing you could do with your home settlement is add a docking pad for your ship and or another one for a friend. The home player settlements on planets should not be attackable, but the powerplay settlements should be, or the fraction settlements.

This would likely solve the problem, each settlement can be designated by the creator as if it is a home, or pp pve or pvp or BGS fraction1 or BGS fraction2 or so on.

Your have to find resources to build them, and the settlements can only be attacked at certain times. Also you can save your ship at your house and when you die in combat you can get your ship back for reduced cost encouraging players to build settlements.
 
I don't really want player owned stations. I wouldn't really use this, but after walking around comes out, we could have a warehouse on a planet with a custom name. In each warehouse, there could be a load of ships under tarps, some modules and engineer materials in the corner, and maybe some kind of house bit. I'm imagining getting a crane to lift the tarp off my FDL, before I walk up the access ramp, sit down in my pilot's chair and fly her through a giant set of doors and out into space.
 
you can't limit the features because of toxi players or the players will get bored and leave.
If they leave for the reasons that certain features like this were not implemented then they were playing the wrong game in the first place.

Too many people buy certain games then expect them to be mutated into what they want rather than accepting the games for what they are meant to be. This seems to apply in the case of player controlled factions and stations in ED.
 
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If they leave for the reasons that certain features like this were not implemented then they were playing the wrong game in the first place.

Too many people buy certain games then expect them to be mutated into what they want rather than accepting the games for what they are meant to be. This seems to apply in the case of player controlled factions and stations in ED.

I guess this also applies to wings, engineers, powerplay, etc. etc. What you are basically saying is that no one has the right to expect the game to develop and that we have to be satisfied with the status quo or what the game is "meant to be" (which of course is what YOU think it should be I guess).

If I would only buy and play games that are already the way they are "meant to be" I would probably have 0-2 games in my steam library. Things need to change over time in order to stay interesting. Please get rid of your illusion that you know what the game is "meant to be" and that people should shut up if they don't agree with you. I for example bought the game to a big part because of what it COULD become and not what it was back then.
 
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I like the idea of owning stations.. but not yet. They need some seriously major UI updates before that can happen. Especially the trading interface. You need to be able to control the prices and production of goods. Not just buy sell but buy and produce. There needs to be a production chain and a tariff system. Then you need to be able to update all aspects of your station from weapons to docking bays, fighter patrols.

I would think you start off with X amount of money you could buy the small ones then as you make money you can update them to be bigger and bigger. Add more bays. Add more modules. Then you get a bigger station and upgrade it from there.

Eventually you have a major port going if you manage the pricing properly it would be better profit for commanders going to your station and yo make the transaction fees. Then at the ultimate of your career you can have rares. Maybe a military faction outpost. Maybe a shipyard.

All of it just is fun to manage and protect. Imagine the wars..
 
I guess this also applies to wings, engineers, powerplay, etc. etc.
Hardly... Wings and Multi-Crew are about individuals working together in an ad-hoc and co-operative way as small teams. The limits of the sizes of those teams seems to be quite deliberate to avoid moving too far down the "guild" route.

Power play is merely an extension of the BGS, and seem to be in keeping with ED's PvE focused philosophy.

There is nothing about Engineers that contravenes the PvE focus of ED, just because a few PvPers decide to take things to extremes does not mean it was ever intended to be used that way. In fact, I believe FD are officially on record as saying that they do not believe any given ship (or build) should be considered a top of the food chain OPed god build (or words to that effect).

Overall, lets not try and turn ED into any more of a gankfest than it already is... heading down the player controlled guild/station route is exactly where that road leads.

ED is not focused on PvP and should never head in that direction, if I had my way I would probably eliminate PvP from the main game completely but I realise that is neither practical nor necessarily what FD would want over all. There are currently small concessions to PvP and group play but ED is not (nor ever has been nor ever should be) focused on those things in any shape or form.

If you want true group play there is EvE and for those that truly work together the subscription cost can be negated using in-game currency (or so I am led to believe). Then there is potentially/eventually going to be Star Citizen for those that want something more like Elite with a PvP focus.
 
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Hardly... Wings and Multi-Crew are about individuals working together in an ad-hoc and co-operative way as small teams. The limits of the sizes of those teams seems to be quite deliberate to avoid moving too far down the "guild" route.

Power play is merely an extension of the BGS, and seem to be in keeping with ED's PvE focused philosophy.

There is nothing about Engineers that contravenes the PvE focus of ED, just because a few PvPers decide to take things to extremes does not mean it was ever intended to be used that way. In fact, I believe FD are officially on record as saying that they do not believe any given ship (or build) should be considered a top of the food chain OPed god build (or words to that effect).

Overall, lets not try and turn ED into any more of a gankfest than it already is... heading down the player controlled guild/station route is exactly where that road leads.

ED is not focused on PvP and should never head in that direction, if I had my way I would probably eliminate PvP from the main game completely but I realise that is neither practical nor necessarily what FD would want over all. There are currently small concessions to PvP and group play but ED is not (nor ever has been nor ever should be) focused on those things in any shape or form.

If you want true group play there is EvE and for those that truly work together the subscription cost can be negated using in-game currency (or so I am led to believe). Then there is potentially/eventually going to be Star Citizen for those that want something more like Elite with a PvP focus.


It seems like your are really not getting it. Again: What makes you the authority to decide what's the way Elite should be and is meant to be?

If it is meant to be PvE only than why is there PvP? Why is there Multiplayer if it is meant to be singleplayer? Either you are just assuming your vision of the game is the only right one or Frontier has a serious schizophrenia problem.

See, the difference between you and me is that I'm not claiming that my vision is what it should be and that's what it's meant to be etc. It's what I would like to see and I believe my vision makes just as much sense as others. You don't want player stations, fine. State your opinion but cut the "It's not meant to be that way"-blablabla and "go play Eve if you don't like it"-blablabla

These are not valid arguments but plain wastage of time. Otherwise just keep your posts short, I recommend using this wording: "If you don't like it you can get the heeeellll out!" (I don't know if you watch South Park)
 
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I just don't know what the purpose of the player owned stations would be. Would you be micro managing calls to say "I need 5,000 t of food cartridges? It would be no different than trading is now, other than you would pay people to deliver things to your station so you could use them or sell them. Sounds like a lot of work to have one more thing to micro manage without really adding anything new, other than naming your own station like you do with your ship.

Think ED has more exciting things to put their work into that would cater to a larger population than making some vanity station...
 
I hear a lot on the forums that people want player owned stations.

My questions are : why? And how do you think it would work?

Some extra questions to ponder...
Where would the people come from that run it?
Would it be tied into the background simulation, with minor factions and missions?
If so, what happens when another faction takes control?
What benefits can you see from owning a station?

I think they would be cool.

Maybe it they could be awarded base on the number of active players in a particular group.

Would be cool if a group with 10 active members could get a little outpost, and those with 10,000 active members might get multiple stations.

Then if a group saw it's membership waning it could have it's stations shut down along with the loss of members.

But I wouldn't want missions dispatching non-members to those stations, and they should be invincible like the current stations in game. Maybe only members could land there?
 
What makes you the authority to decide what's the way Elite should be and is meant to be?
I didn't FD have (and the fact they recognise the majority of players do not engage in PvP), and I could throw that question back at you since you keep pressing the issue.

FD have repeatedly denied guild mechanics on the basis of such things being contrary to THEIR vision for ED. The repeated campaigning by a relative minority but very vocal players for mechanics along these lines may only lead to disaster in the long run if FD do not tread VERY carefully in this area. No single player should be given direct control of how any given faction develops, such controls need to be limited to the BGS and Power Play type mechanics. In addition, NPC controlled factions are the only ones who should control stations/bases or systems... to do otherwise would be a step too far towards gankfest hell.
 
Well, I play Eve Online from time to time and it is far from gankfest hell, yet they have guilds, player owned assets and player manufacturing.
 
Well, I play Eve Online from time to time and it is far from gankfest hell, yet they have guilds, player owned assets and player manufacturing.

Which is exactly why ED doesn't need it, there's already a game that has that for players if they wish to immerse themselves in that sort of thing. No need to have 2 World of Spacecraft games out there when there's already one...
 
Which is exactly why ED doesn't need it, there's already a game that has that for players if they wish to immerse themselves in that sort of thing. No need to have 2 World of Spacecraft games out there when there's already one...

wow...just wow!
 
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