So exploration and mining got shiny new upgrades, but I really haven't seen much for trading or piracy this last update, Chapter 4. New modules and ships are usually nice but the cake for Chapter 4 is probably the and the new mining mechanics. I'd love to see more interesting and creative updates to core gameplay mechanics.
Introducing a stock market that can tie into both the existing trade mechanics and galnet articles would be an incredible addition. Commodity prices can already be influenced by buying and selling commodities, a stock market associated with those products adds another dimension to trading.
Another interesting idea would be updates to smuggling and piracy. Piracy is not profitable right now. Smuggling is just trading with added risks. Add a bit of creativity here. For example, a Smuggling mission type that requires drop off at a specific non-station location either orbiting a moon, or at a hidden beacon (exploration tie in?) or at a deep point of a planetside canyon in a specific spot obscured from orbit. Maybe add more SRV options in relation to these new smuggling missions, planetside.
How about hostage mechanics for Piracy? Disable the victim's ship, latch onto the victim's ship (new module or weapon, tow cable launcher) engage in some spacey Cyber warfare goodness (New minigame-ish mechanic not unlike FSS for exploration with attack and defense modes) to slave their FSD to yours (after hacking successful), and jump to the nearest anarchy system. New modules and engineering options related to cyber warfare too maybe?
Added options for holding onto the victim for ransom (from the player, their Squadron, their wing, etc) and selling their Ship at a lower margin would be very interesting. The same tow module could be incorporated into other gameplay as well. Fuel Rats would likely love "Towing" a stranded ship to the nearest fuel scoopable star. Added multicrew mechanics for aiming and firing the tow cables. The same code could be tweaked and reused for boarding action when we finally get space legs, firing a transport tube that breaches the other ship.
I love this game. I've been playing since the beta and gamma days. I've been really impressed with the last update. It's a great step in the right direction, but to allow players to drive their personal narrative, the number of unique choices available to the player needs to increase. If any of these ideas are used for future updates, it'll make my year. If not, then that's okay too. Excited to see what's around the corner.
Introducing a stock market that can tie into both the existing trade mechanics and galnet articles would be an incredible addition. Commodity prices can already be influenced by buying and selling commodities, a stock market associated with those products adds another dimension to trading.
Another interesting idea would be updates to smuggling and piracy. Piracy is not profitable right now. Smuggling is just trading with added risks. Add a bit of creativity here. For example, a Smuggling mission type that requires drop off at a specific non-station location either orbiting a moon, or at a hidden beacon (exploration tie in?) or at a deep point of a planetside canyon in a specific spot obscured from orbit. Maybe add more SRV options in relation to these new smuggling missions, planetside.
How about hostage mechanics for Piracy? Disable the victim's ship, latch onto the victim's ship (new module or weapon, tow cable launcher) engage in some spacey Cyber warfare goodness (New minigame-ish mechanic not unlike FSS for exploration with attack and defense modes) to slave their FSD to yours (after hacking successful), and jump to the nearest anarchy system. New modules and engineering options related to cyber warfare too maybe?
Added options for holding onto the victim for ransom (from the player, their Squadron, their wing, etc) and selling their Ship at a lower margin would be very interesting. The same tow module could be incorporated into other gameplay as well. Fuel Rats would likely love "Towing" a stranded ship to the nearest fuel scoopable star. Added multicrew mechanics for aiming and firing the tow cables. The same code could be tweaked and reused for boarding action when we finally get space legs, firing a transport tube that breaches the other ship.
I love this game. I've been playing since the beta and gamma days. I've been really impressed with the last update. It's a great step in the right direction, but to allow players to drive their personal narrative, the number of unique choices available to the player needs to increase. If any of these ideas are used for future updates, it'll make my year. If not, then that's okay too. Excited to see what's around the corner.
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