So, one issue I have consistently had with Elite, over the years playing, is a complete lack of a compelling Endgame. Most of the game's "Grind" if you want to use that term, focuses on investing huge amounts of time into upgrading your ship, but all that really does is let you do existing content a little more efficiently. But the question is then, what actually makes an "Endgame" loop?
Odyssey as an expansion is fortunate, because it is not much different from traditional games, as opposed to Elite Dangerous: Horizons which has few peers that touch on its unique feature set. Honestly, the closest game I can think of is not actually a space game, but Mech games, like Armored Core and Mech Warrior. But Odyssey is much different, we have many first person shooter games to draw comparisons to, to see what works and what doesn't. Even stretching a little bit further, really even action adventure games can have some inspirational value. The breadth of content you can... let's not say copy, let's say emulate, is much wider. So I was thinking of how certain mechanics that already exist in Odyssey could be repurposed into an endgame I personally would find compelling. I think I already mentioned this briefly on the Odyssey forums themselves, but figured that section is better reserved for the glaring technical issues the game is experiencing right now.
So some of the games I draw inspiration from for what I consider the "Ideal" (Or more accurately, achievable) Odyssey "Endgame" would be
1: Bloodborn, specifically the Chalice Dungeon system (If you're unfamiliar, it's a system that generates procedural dungeons assembled out of hand-crafted rooms, hardly a new concept, but I think it's executed particularly well in Bloodborn)
2: Destiny, Specifically the Vault of Glass, and even more specifically, how the Vault of Glass made challenges not just on combat (I actually think the last boss fight sucks) but puzzles to solve. Something I think the ED Community would appreciate
3: Pretty Much every MMO/Persistent Online Game using RNG Loot on some level, this doesn't have to be a bad thing.
So, to bring these 3 elements into an Unholy Union, I propose the "Guardian Armory" which would be a content loop consisting of Procedurally generated Guardian Ruins, designed to test your skill in battle, you efficacy at resource management and your wits as you comb and battle through these ancient buried sites in the hope to find intact handheld guardian weaponry and technology to aid in Humanity's (Eventual?) confrontation with Thargoids in ground conflicts.
(1) These procedurally generated structures (Ideally underground with access at a traditional guardian ruin topside, I assume it could work, even if you have to use an elevator like in stations, since right now Planetary tech can't do caves) would be sprawling with little to no in-field resupply opportunity, built procedurally (But each ruin is static, generated only once, but many Perhaps thousands or more?) of these sites are spread across the galaxy. It's a logical, but huge extension of the existing Settlement system. Picture essentially assembling all of the room in a settlement together, underground
(2) While combat would undoubtable be a focus, the Elite Community is known for their love and ability to solve complex puzzles and mysteries. And any Endgame in Elite should be no exception. Best experienced with a team to combine tools, resources and abilities. (EG: Heavy combat encounters benefits a fully upgraded Dominator, areas where you have to cut through obstacles benefit the Maverick, and areas that might be far too high for any suit but the Artemis upgraded with enhanced jump to Reach benefit that) eventually culminating in a huge payoff with a cache of intact Guardian technology.
(3) An endgame loop is only as compelling as the rewards, and this is where our oft-maligned friend RNGesus comes into play. While humans can make cheap imitations, true Guardian technology is still far beyond the ability of even the most talented engineers, Instead, these intact guardian caches contain true guardian weapons of a Grade, and with attachments, generated by RNG (Think Loot drop), functioning essentially as a direct parallel to the current "Meta" game of trying to find a merchant in the Bubble with a pre-upgraded weapon/suit. The further you are from Sol, the more likely you are to find pristine caches of this technology. Find a Grade 5 "Perfect" weapon would be rare indeed. To push exploration, a single client can only receive rewards from a particular ruin once per week. (Thursday maintenance)
And such a system can be expanded by essentially just adding more art. If you wanted to do like Thargoid Base Incursions, well, the heavy technical lifting is already done, just have the art team assemble a new "Kit" of rooms and plug it into the system.
Ideas are cheap, I'm sure a million other people have had these and better ideas and I certainly don't have the talent to execute anything like this. But I had to say something. Feel free to brutalize this and take me down a few pegs, I'm sure there's some obscure piece of lore that's like "Actually, the Guardian weapons couldn't be used by humans, because Guardians operated all their personal weapons with their tongues, and thus all their weapons were in helmet or mask form." etc
Odyssey as an expansion is fortunate, because it is not much different from traditional games, as opposed to Elite Dangerous: Horizons which has few peers that touch on its unique feature set. Honestly, the closest game I can think of is not actually a space game, but Mech games, like Armored Core and Mech Warrior. But Odyssey is much different, we have many first person shooter games to draw comparisons to, to see what works and what doesn't. Even stretching a little bit further, really even action adventure games can have some inspirational value. The breadth of content you can... let's not say copy, let's say emulate, is much wider. So I was thinking of how certain mechanics that already exist in Odyssey could be repurposed into an endgame I personally would find compelling. I think I already mentioned this briefly on the Odyssey forums themselves, but figured that section is better reserved for the glaring technical issues the game is experiencing right now.
So some of the games I draw inspiration from for what I consider the "Ideal" (Or more accurately, achievable) Odyssey "Endgame" would be
1: Bloodborn, specifically the Chalice Dungeon system (If you're unfamiliar, it's a system that generates procedural dungeons assembled out of hand-crafted rooms, hardly a new concept, but I think it's executed particularly well in Bloodborn)
2: Destiny, Specifically the Vault of Glass, and even more specifically, how the Vault of Glass made challenges not just on combat (I actually think the last boss fight sucks) but puzzles to solve. Something I think the ED Community would appreciate
3: Pretty Much every MMO/Persistent Online Game using RNG Loot on some level, this doesn't have to be a bad thing.
So, to bring these 3 elements into an Unholy Union, I propose the "Guardian Armory" which would be a content loop consisting of Procedurally generated Guardian Ruins, designed to test your skill in battle, you efficacy at resource management and your wits as you comb and battle through these ancient buried sites in the hope to find intact handheld guardian weaponry and technology to aid in Humanity's (Eventual?) confrontation with Thargoids in ground conflicts.
(1) These procedurally generated structures (Ideally underground with access at a traditional guardian ruin topside, I assume it could work, even if you have to use an elevator like in stations, since right now Planetary tech can't do caves) would be sprawling with little to no in-field resupply opportunity, built procedurally (But each ruin is static, generated only once, but many Perhaps thousands or more?) of these sites are spread across the galaxy. It's a logical, but huge extension of the existing Settlement system. Picture essentially assembling all of the room in a settlement together, underground
(2) While combat would undoubtable be a focus, the Elite Community is known for their love and ability to solve complex puzzles and mysteries. And any Endgame in Elite should be no exception. Best experienced with a team to combine tools, resources and abilities. (EG: Heavy combat encounters benefits a fully upgraded Dominator, areas where you have to cut through obstacles benefit the Maverick, and areas that might be far too high for any suit but the Artemis upgraded with enhanced jump to Reach benefit that) eventually culminating in a huge payoff with a cache of intact Guardian technology.
(3) An endgame loop is only as compelling as the rewards, and this is where our oft-maligned friend RNGesus comes into play. While humans can make cheap imitations, true Guardian technology is still far beyond the ability of even the most talented engineers, Instead, these intact guardian caches contain true guardian weapons of a Grade, and with attachments, generated by RNG (Think Loot drop), functioning essentially as a direct parallel to the current "Meta" game of trying to find a merchant in the Bubble with a pre-upgraded weapon/suit. The further you are from Sol, the more likely you are to find pristine caches of this technology. Find a Grade 5 "Perfect" weapon would be rare indeed. To push exploration, a single client can only receive rewards from a particular ruin once per week. (Thursday maintenance)
And such a system can be expanded by essentially just adding more art. If you wanted to do like Thargoid Base Incursions, well, the heavy technical lifting is already done, just have the art team assemble a new "Kit" of rooms and plug it into the system.
Ideas are cheap, I'm sure a million other people have had these and better ideas and I certainly don't have the talent to execute anything like this. But I had to say something. Feel free to brutalize this and take me down a few pegs, I'm sure there's some obscure piece of lore that's like "Actually, the Guardian weapons couldn't be used by humans, because Guardians operated all their personal weapons with their tongues, and thus all their weapons were in helmet or mask form." etc