Ad Astra: Expand the bubble with ARX

Problem statement: Elite: Dangerous is essentially a live-service game that has no mechanism to guarantee a stable income for the developers. This means that new features are entirely dependent on new players and cosmetics. Long term players would likely be more than happy to invest in the game beyond cosmetics, assuming there was something to invest in. But what?

Enter, a commonly requested feature, expanding the bubble. What if players could pay ARX to encourage factions to setup new stations, outposts etc. in new systems?

Mechanism: Players use ARX to buy a settlement permit. The settlement permit allows players to designate a landable planet, or orbit around a planet or star where a new settlement will be founded, along with the faction that the settlement should be aligned with (in game, players are essentially paying the faction to encourage the faction to expand). Then, a "construction zone" will be established, that will have missions to drop off all the needed commodities, personnel, and further require players to donate more ARX to build the settlement proper, with the amount of missions and ARX required by the settlement varying based on the size/type of the settlement (orbital, station, etc etc) and the available resources in the system itself (terraformable planets, high metal planets making it slightly cheaper vs absolutely nothing being prohibitively expensive). Once all the conditions have been met, at the next server refresh, if the faction is in a state of Expansion, instead of Expanding where they normally would, they expand to occupy the new settlement which is then established, creating a permanent new human system.

Expected outcome: Long term players now have goals to work towards. Expand the presence of humanity to the stars. Establish outposts in remote areas of the galaxy. Doing so should be very expensive, requiring coordination and sacrifice of many players to expand humanity. This also should provide an unlimited ARX drain that can be relied on to support further development of the game.
 
I think settlements shouldn't be automatically assumed to work and should take time to become 'established' if they fail they become dead settlements like the INRA bases. We could take people to them and restart them but that would take time.

If a dead base is left for two long it falls into ruins and after a while after that gets removed.

Good idea about settlements but rather than have settlements everywhere there has to be a way they can "fail" too :)
 
I think settlements shouldn't be automatically assumed to work and should take time to become 'established' if they fail they become dead settlements like the INRA bases. We could take people to them and restart them but that would take time.

If a dead base is left for two long it falls into ruins and after a while after that gets removed.

Good idea about settlements but rather than have settlements everywhere there has to be a way they can "fail" too :)
Yeah good catch. The missions to supply and populate the settlement could be time-bound, if the objectives aren't met in time the settlement fails and has to be re-attempted
 
ARX is cosmetic only. You cannot use ARX to create gameplay content. The collision geometry of ship kits is already pushing the envelope.
 
ARX is cosmetic only. You cannot use ARX to create gameplay content. The collision geometry of ship kits is already pushing the envelope.
And why do you just assume that though? The point of avoiding gameplay content is to avoid Pay To Win. However, this use of ARX benefits everyone all at once, and can't be used for individuals to gain advantages over others.
 
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