Face it, Elite Dangerous competes with a lot of new titles and shiny games for the gaming world to enjoy. The current meta seems to be set on a sustainable, open world, that players are able to interact with, making the world seem more inclusive to the player as well as player groups/guilds/etc. In order for Elite Dangerous to compete in this ever expanding market, we need to find a way to offer our players more reasons to stay here, with us. I know that this idea has been discussed before, but I feel it needs revisited - in a bad way. I have a Squadron with over 100 members that I have met over the last few years - and every single one of them has completely stopped playing, because they lose interest.
I believe that a move like this WILL bring players back, and sustain a larger player base as it will attract those who enjoy the types of features that we are lacking. I see a HUGE opportunity spread out before us in the form of a largely unexplored and empty galaxy, that is just sitting, wasting away, while players slowly abandon Elite for newer and shinier games, even if Elite has a nostalgic hold on them like it does me.
The opportunity for increasing concurrent player numbers and generating more sustainable income for Frontier is limitless here, especially now that so many more people are at home, and online.
1. Allow Squadrons to begin colonization of uninhabited systems (conditions apply) by requesting the placement of an Outpost.
*Squadrons will be required to deliver raw materials to assist with the completion of Outpost construction. 250,000 tons - roughly 15 full Fleet Carrier trips or a lot of cargo runs for those Type 9's.
*Squadrons can request a unique name for the outpost, which will be manned by members of the Squadrons in game faction OR similarly to how Fleet Carriers are manned, which will allow players and players groups MORE control of prices, commodities, and taxes. Personnel will arrive via means of 'Expansion' once construction is completed, or can be hired and customized by the player.
*Once the quota for raw materials has been met, a short construction phase begins (visually) and shortly after the outpost becomes operational.
*Unique missions become available at this outpost, only for players who have 'Allied' status with the controlling faction, that will allow the delivery of materials needed to repeat the process and eventually add a Station to the system in an area suitable to do so.
*Operation of facilities will depend on trade activity and mission completion at the Outpost/Station.
*If no missions or profit are achieved, the facility moves into 'Derelict' status, and factions will 'Retreat' from the system completely.
*Other players or squadrons that find Derelict facilities can have the option to expand their own Factions into that system by way of a mission to deliver around 45% of the initial construction phase requirements.
**Please feel free to add ideas and suggestions!
I believe that a move like this WILL bring players back, and sustain a larger player base as it will attract those who enjoy the types of features that we are lacking. I see a HUGE opportunity spread out before us in the form of a largely unexplored and empty galaxy, that is just sitting, wasting away, while players slowly abandon Elite for newer and shinier games, even if Elite has a nostalgic hold on them like it does me.
The opportunity for increasing concurrent player numbers and generating more sustainable income for Frontier is limitless here, especially now that so many more people are at home, and online.
1. Allow Squadrons to begin colonization of uninhabited systems (conditions apply) by requesting the placement of an Outpost.
*Squadrons will be required to deliver raw materials to assist with the completion of Outpost construction. 250,000 tons - roughly 15 full Fleet Carrier trips or a lot of cargo runs for those Type 9's.
*Squadrons can request a unique name for the outpost, which will be manned by members of the Squadrons in game faction OR similarly to how Fleet Carriers are manned, which will allow players and players groups MORE control of prices, commodities, and taxes. Personnel will arrive via means of 'Expansion' once construction is completed, or can be hired and customized by the player.
*Once the quota for raw materials has been met, a short construction phase begins (visually) and shortly after the outpost becomes operational.
*Unique missions become available at this outpost, only for players who have 'Allied' status with the controlling faction, that will allow the delivery of materials needed to repeat the process and eventually add a Station to the system in an area suitable to do so.
*Operation of facilities will depend on trade activity and mission completion at the Outpost/Station.
*If no missions or profit are achieved, the facility moves into 'Derelict' status, and factions will 'Retreat' from the system completely.
*Other players or squadrons that find Derelict facilities can have the option to expand their own Factions into that system by way of a mission to deliver around 45% of the initial construction phase requirements.
**Please feel free to add ideas and suggestions!