I would like to propose a complete overhaul to the current criminal structure in the game at present. I would like to see an elite ranking system for crime and below I will present a mock up of my suggested idea.

A standard 9 rank system for crime and illegal missions all names are place holders but feel free to use any I would also like to see for the first time in elite rankings have an effect on game play

RankingUnlocks Daily Fencible unitsDaily Notoriety downgradePermit UnlockExclusive missions
Nobody 0
Hoodlum100
2-Bit500
cut purse 100010 Missions a day / up to an additional 1000 units of fencible goods
Riff Raff 150015 Missions a day / up to an additional 2500 units of fencible goods
Smuggler 250020 missions a day / up to an additional 3000 units of fencible goods
Renegade 500025 missions a day / up to an additional 5000 units of fencible goods
Crime LordSyndicate emblems1000030 missions a day / up to an additional 15000 fencible goods
Shadow Broker Syndicate paint jobs25,000sliding cooldowns 1 per day or if the player wants a full clear 1 month.System of pirate stations that gives The Permit locked system would provide missions normally the rewards would be Credits / Stolen goods/ More daily fence units

adding a Fencing system will make crime not terrible :D literally why the hell can't I put stolen tritium in my carrier... I digress. But by limiting the daily amount of fencible items daily you can keep the economy intact and keep a forward progression for those smuggler minded individuals. I would love to see rank rewards like emblems and skins that show players progression in the game hell I would even love to see stuff like you hit max crime level and you get a couple free skins but also hey you want those but in a different color here are some store variants but you can only buy them at the proper rank. I would love to see that in all elite ranks special exploration suit skins combat paint jobs ect. The Notoriety reset would honestly be a really bad ass reward because 1 rank a day is not game breaking . I put in a reset to 0 at the cost of a 1 month time reset because in game it is sorta like you got your 1 huge crime favor but you kinda blow all your goodwill doing it because they had to pull some strings and you better lay low after that. I am open to feedback I hope people enjoy my idea or have some thoughts on it ^_^
 
I jump on the occasion to say I'm against having more ranks to grind ; that's one thing in Odyssey I really find unpleasant. I was happy when I was about to get triple Elite, because it felt I could finally enjoy the game and its universe without that artificial objective taunting me everytime I look on the right panel. To me, ranks are not very meaningful and tends to distract from playing the game, as it keeps asking you to do certain things you may not be doing if there wasn't that "thing" to "complete" for no other reason than to complete it. Ranks were an hommage to the original Elite ranking system from the 80s and 90s, but I've always felt they should have been implemented differently, if they were to make a come back.

Now what I really wish about the criminal option of the game, is for a deeper gameplay around legal and illegal behaviours, and different ways to "win" a fight, ie either you killed your opponent/destroyed his ship, or let him flee, or simply incapacited his ship and left him with a distress signal beacon... And other variations like capturing the cmdr if he's wanted, etc. Some kind of karma system; it could be that the more you've let people live, the more likely you are to get tips from certain NPCs, but also some could come back for revenge.

I wish for a deeper reputation system, that could make it harder to get jobs from certain faction, but would get you courted by some others. And ranks could have been part of such reputation system, a more dynamic and unstable evolution, something that could go up or down depending on your game choices.

Which also makes me think of the current permit system which I find a bit dull and useless. I wish you could get temporary permits (I'm not even sure lifetime permit should be a thing really), through missions for instance, and/or based on reputation ; and permits could get suspended or revoked based on your criminal records and/or reputation. There would be some reason to care for them. Right now, it's just a feature aimed at compulsory completists like myself, that ends up being pretty disappointing for them, because achieving this goal doesn't give you anything special ; it's just a "gamy" thing.
 
Clearly they are out you wouldn't be so set on grinding them.... I got one to elite intentionally just to unlock the founder permit then just let the rest go up in the back ground.
I thought my post was self explanatory regarding what I meant about ranks being meaningless vs the need to grind. I'll try to explain it a bit more precisely.

The need to achieve goals such as having all permits or all ranks at 100% or all trophies/achievement is basically an exploitation of some very common compulsive brain disorders ; many digital activities (social network, mobile games, etc) use that as a substitute for actual meaningful reason to do anything ; it's a mechanism comparable to the unconscious need for likes/thumbs-up on social network and other form of superficial validations. It's equivalent to a compulsive buying disorder... Like when you see an ad for a product you had never heard of and suddenly you feel like this is something you absolutely need in your life, just to realize you didn't everytime you finally get the goods... But you really had to get the goods to realize you didn't need it.

Ranks are a badge that somehow validate your investment in the game, and you compulsively need to have this validation. Because you don't want your right panel to tell you your "aimless" or just "expert", when it could and should validate you with "elite". It feels empty, because it's just the way to unlock the game features. Once you've unlocked them, you realize you have access to the full game which then lose any semblance of life and becomes totally static.

Ok, so I unlock a permit, and now have access to missions with harder NPCs. Once I have all that, I can start playing the game without having to deal with previous artificial limitations. Also I should get King and Admiral to have access to all ship options. I like when a game indulges all the whims it calls for.

Maybe I should be happy with that, but somehow I'm not as I don't see it as a desirable and exciting goal.

In the game world, it's pretty much meaningless, because you can have all of this with no consequence, as if you weren't really in that world. You can be both a Federal Admiral (of yourself) and an Imperial "King" (of yourself), if you're ready to invest enough time in the grind, but once you got them, well... The world stays the same, and it doesn't do much in terms of interesting game mechanics, and it feels a bit like that compulsory buy I was talking about. You couldn't help having them, yet they have no use, except to satisfy the compulsive urge to have all options available, to rid yourself of any frustration, and sometimes in the vague perspective to show to other who most probably won't care anyway, because everyone knows it's nothing special after a while; it's just a prerequisite.

It kind of made sense for an open-ended single player game of the 80s/90s as it would give you some idea of what you have achieved, some landmarks, and give you a notion of what would be the moment to say "ok I somehow ended that endless game". Also worth noting, in FE2, military ranks would give you access to different type of missions (spy-on-a-secret-base or nuke-a-secret-base missions). So it would make the game more interesting as you go further. But as much as I love those games, for the most part, those ranking systems were honestly a very primitive game design and are ill-suited for a MMO. My love for those games and for Elite Dangerous has grown in spite of the ranking system, not because of them.

The real reason I actually play these games is because they're a playground that triggers my imagination and push most of my buttons in terms of sci-fi fantasies. I make up stories in my head around those repetitive missions and events, I fill the void provided by the lifeless mission generator. And in none of these stories in my head does the Elite ranking system play a part in the equation ; I simply ignore that totally. I do have some backstory to rationalize my ranks at both the federation and Empire.

I believe the reason my imagination tends to leave the Elite rank out of its narrative, is probably because In universe, the Elite rank doesn't make sense: the pilot federation gives you an honorific badge based on how many ships you've destroyed regardless of the reasons you destroyed them? I remember David Braben himself, during some conference, admitting that it was a dubious system. Unfortunately, he or his team didn't dig into that thought enough, or worse, they assumed they had to give in to nostalgia to please the fans. I'm one of the fans who wished they hadn't assumed as much. And I kind of expected this to evolve into a more modern take on the concept later after the initial release in 2014. I used to think this was one of the many "placeholders" for future evolutions.

To me, the Elite ranking system should have been treated like most trophies/achievements, which probably means it should have been put outside of the in-game universe, and only kept as an indication for the player, like the amount of Arx you get at the end of a session ; unless it was revamped into a more dynamic reputation system that would have you manage your decision more carefully overtime, and make sure you get nothing for granted, and that any of your choices, like working to become some kind of ranked mercenary for the federation or some aspiring nobility in the Empire, had some consequences and felt like it actually matter. I'm not saying the game should lock you out of any option because you made a choice (it would be cruel as you can't save your game and reload it to undo a mistake like you can in an offline single player game), but there should be some consequences to switching sides. Or to being a murderous pilot vs being a carebear pilot.

For instance, unlocking access to federation or empire ships purchase should probably be as temporary as your perceived loyalty. If you start helping the Federation for too long, especially when directly detrimental to the Empire, maybe you should lose the empire's trust and at some point, the ability to buy (and rebuy) some or any of the empire ships until you've restored their faith in you.

I find it way too shallow how I can go unlock the Corvette, then go unlock the Clipper. My dedication to one then the other faction doesn't resonate with anything in game, except the need to have access to all options (which is an outside-of-the-game world need, pretty much a whim), making the whole Federation vs Imperial (vs Alliance vs Independant ?) an hollow postulate. To me, all this feels like fields in an excel sheet, and your choices in games feels like it's about how much time you're willing to spend incrementing the value in this field or that field.

So now I have access to every ship, upgrades, and everybody see me as an ally... Although it may have given me some short burst of satisfaction, it makes everything feels even more meaningless. Fortunately I still can make up stories in my head to pretend it makes sense in that universe... Which means again, if I love Elite Dangerous, it's in spite of all this.

In the same vein, it's like how we've got all these types of faction "dictatorship, democracy, cooperative, etc." and it won't affect anything measurable if you choose to support one type or the other. I see them as values in a database, and an illusion of variety ; but it's my imagination that has to do all the work of fleshing them out.

I hope I made my point a bit more clear.

Also, despite my failed attempt at making this post as short as possible, I wish to add that Elite: Dangerous is my favorite game for the reason stated above: it offers a beautiful playground for the sci-fi fantasies of the inner little boy in me, mostly through the visceral pleasure of believing I'm piloting the different type of ships, believing I have my home in space, exploring new worlds (although I hope for more diversity). Etc. all this, manages to trigger my imagination in a lovely way and this what keeps me coming back, and indulging in stupid grind mechanics to unlock game features, so that no artificial limitation will disrupt my little stories.
 
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I thought my post was self explanatory regarding what I meant about ranks being meaningless vs the need to grind. I'll try to explain it a bit more precisely.

The need to achieve goals such as having all permits or all ranks at 100% or all trophies/achievement is basically an exploitation of some very common compulsive brain disorders ; many digital activities (social network, mobile games, etc) use that as a substitute for actual meaningful reason to do anything ; it's a mechanism comparable to the unconscious need for likes/thumbs-up on social network and other form of superficial validations. It's equivalent to a compulsive buying disorder... Like when you see an ad for a product you had never heard of and suddenly you feel like this is something you absolutely need in your life, just to realize you didn't everytime you finally get the goods... But you really had to get the goods to realize you didn't need it.

Ranks are a badge that somehow validate your investment in the game, and you compulsively need to have this validation. Because you don't want your right panel to tell you your "aimless" or just "expert", when it could and should validate you with "elite". It feels empty, because it's just the way to unlock the game features. Once you've unlocked them, you realize you have access to the full game which then lose any semblance of life and becomes totally static.

Ok, so I unlock a permit, and now have access to missions with harder NPCs. Once I have all that, I can start playing the game without having to deal with previous artificial limitations. Also I should get King and Admiral to have access to all ship options. I like when a game indulges all the whims it calls for.

Maybe I should be happy with that, but somehow I'm not as I don't see it as a desirable and exciting goal.

In the game world, it's pretty much meaningless, because you can have all of this with no consequence, as if you weren't really in that world. You can be both a Federal Admiral (of yourself) and an Imperial "King" (of yourself), if you're ready to invest enough time in the grind, but once you got them, well... The world stays the same, and it doesn't do much in terms of interesting game mechanics, and it feels a bit like that compulsory buy I was talking about. You couldn't help having them, yet they have no use, except to satisfy the compulsive urge to have all options available, to rid yourself of any frustration, and sometimes in the vague perspective to show to other who most probably won't care anyway, because everyone knows it's nothing special after a while; it's just a prerequisite.

It kind of made sense for an open-ended single player game of the 80s/90s as it would give you some idea of what you have achieved, some landmarks, and give you a notion of what would be the moment to say "ok I somehow ended that endless game". Also worth noting, in FE2, military ranks would give you access to different type of missions (spy-on-a-secret-base or nuke-a-secret-base missions). So it would make the game more interesting as you go further. But as much as I love those games, for the most part, those ranking systems were honestly a very primitive game design and are ill-suited for a MMO. My love for those games and for Elite Dangerous has grown in spite of the ranking system, not because of them.

The real reason I actually play these games is because they're a playground that triggers my imagination and push most of my buttons in terms of sci-fi fantasies. I make up stories in my head around those repetitive missions and events, I fill the void provided by the lifeless mission generator. And in none of these stories in my head does the Elite ranking system play a part in the equation ; I simply ignore that totally. I do have some backstory to rationalize my ranks at both the federation and Empire.

I believe the reason my imagination tends to leave the Elite rank out of its narrative, is probably because In universe, the Elite rank doesn't make sense: the pilot federation gives you an honorific badge based on how many ships you've destroyed regardless of the reasons you destroyed them? I remember David Braben himself, during some conference, admitting that it was a dubious system. Unfortunately, he or his team didn't dig into that thought enough, or worse, they assumed they had to give in to nostalgia to please the fans. I'm one of the fans who wished they hadn't assumed as much. And I kind of expected this to evolve into a more modern take on the concept later after the initial release in 2014. I used to think this was one of the many "placeholders" for future evolutions.

To me, the Elite ranking system should have been treated like most trophies/achievements, which probably means it should have been put outside of the in-game universe, and only kept as an indication for the player, like the amount of Arx you get at the end of a session ; unless it was revamped into a more dynamic reputation system that would have you manage your decision more carefully overtime, and make sure you get nothing for granted, and that any of your choices, like working to become some kind of ranked mercenary for the federation or some aspiring nobility in the Empire, had some consequences and felt like it actually matter. I'm not saying the game should lock you out of any option because you made a choice (it would be cruel as you can't save your game and reload it to undo a mistake like you can in an offline single player game), but there should be some consequences to switching sides. Or to being a murderous pilot vs being a carebear pilot.

For instance, unlocking access to federation or empire ships purchase should probably be as temporary as your perceived loyalty. If you start helping the Federation for too long, especially when directly detrimental to the Empire, maybe you should lose the empire's trust and at some point, the ability to buy (and rebuy) some or any of the empire ships until you've restored their faith in you.

I find it way too shallow how I can go unlock the Corvette, then go unlock the Clipper. My dedication to one then the other faction doesn't resonate with anything in game, except the need to have access to all options (which is an outside-of-the-game world need, pretty much a whim), making the whole Federation vs Imperial (vs Alliance vs Independant ?) an hollow postulate. To me, all this feels like fields in an excel sheet, and your choices in games feels like it's about how much time you're willing to spend incrementing the value in this field or that field.

So now I have access to every ship, upgrades, and everybody see me as an ally... Although it may have given me some short burst of satisfaction, it makes everything feels even more meaningless. Fortunately I still can make up stories in my head to pretend it makes sense in that universe... Which means again, if I love Elite Dangerous, it's in spite of all this.

In the same vein, it's like how we've got all these types of faction "dictatorship, democracy, cooperative, etc." and it won't affect anything measurable if you choose to support one type or the other. I see them as values in a database, and an illusion of variety ; but it's my imagination that has to do all the work of fleshing them out.

I hope I made my point a bit more clear.

Also, despite my failed attempt at making this post as short as possible, I wish to add that Elite: Dangerous is my favorite game for the reason stated above: it offers a beautiful playground for the sci-fi fantasies of the inner little boy in me, mostly through the visceral pleasure of believing I'm piloting the different type of ships, believing I have my home in space, exploring new worlds (although I hope for more diversity). Etc. all this, manages to trigger my imagination in a lovely way and this what keeps me coming back, and indulging in stupid grind mechanics to unlock game features, so that no artificial limitation will disrupt my little stories.


that's a good argument to make on children but an adult capable of recognizing there is no real gain in the task still going out to do the task probably has an imbalance chemically or emotionally and really should seek help for it as it probably extends to other more harmful areas of their lives. The answer definitely isn't to remove a function of the game that simply exists to track your progress and see how far you have gone in a particular area.
 
that's a good argument to make on children but an adult capable of recognizing there is no real gain in the task still going out to do the task probably has an imbalance chemically or emotionally and really should seek help for it as it probably extends to other more harmful areas of their lives. The answer definitely isn't to remove a function of the game that simply exists to track your progress and see how far you have gone in a particular area.
'Looks like you decided to ignore 80% of what I wrote, but nevermind. I'm afraid you have a misled conception on the 20% that interested you. I think being an adult, amongst other things has probably more to do with getting rid of the illusion of being in total control of your brain ; mostly children believe that. But I'm afraid this is getting too far off topic.

I hope you don't need a counter in your life to know how far you went in any particular field.
 
'Looks like you decided to ignore 80% of what I wrote, but nevermind. I'm afraid you have a misled conception on the 20% that interested you. I think being an adult, amongst other things has probably more to do with getting rid of the illusion of being in total control of your brain ; mostly children believe that. But I'm afraid this is getting too far off topic.

I hope you don't need a counter in your life to know how far you went in any particular field.

You mean... like a degree, a work history, or a credit score? Yeah good thing we don't have anything like that in reality.

and yes I ignored most of your ramblings because it had nothing to do with how you felt compelled to achieve what you described as meaningless.

but if you want to get into that then becoming an adult is learning to control yourself not learning that you have to surrender that control. Most adults don't see an add and suddenly get compelled to buy an object because everyone has experience with buyers remorse and are capable of pausing and thinking "do i really need this? how often would i use it? what else could I get for the same investment?" Those who can't don't go very far and are generally stuck living paycheck to paycheck. Children see an add for a transformer on TV and absolutely must have it and think the world will end if they don't.

Elite is a sandbox where you set your own goal. There is almost nothing in the game that properly rewards you for anything. Spending an afternoon getting to fleet admiral isn't an accomplishment and is a very different system to the carrier ranks. One sucks and is a tedious grind just to do what you want (assuming you want any of the ships/permits) and the other gives you nothing after the first elite. Other than a representation of how you have played the game since you started your account.


"other elite games used them this way" is irrelevant you said yourself those were just single player games built with a very different goal in mind to elite.

The only issue with the new ranks aren't the new categories but that they are adding an a new rank past elite and it went through several levels of production just to finish at "Elite+"
 
I'm sorry, I'm about to ramble some more. It's all your fault. ;)

You mean... like a degree, a work history, or a credit score? Yeah good thing we don't have anything like that in reality.
The closest equivalent to what you say is found in the codex. The rank itself doesn't express any kind of useful information. All it says is something like you destroyed a certain amount of ships in any amount of time (could be 2 months, could be 4 years), and that at some point, it has congratulated with a badge and stopped counting. Nothing like a degree, work history or even credit score.

It's obviously supposed to be a reward. It's a medal, a congratulation badge, nothing more. Not some sort of concise curriculum that helps you ponder where you are in the game.

And every badge you get (elite ranks, empire ranks) works the same way. They're just a medal and bear no useful information for yourself or other. The Codex has got you covered if you want to get a sense of achievement by the numbers.

But we could make that comparison of yours work: it would be like assuming because you had a degree in biology 20 years prior to your long career as a project manager in pharmacical software development, you're still relevant as a biologist.

My point is that such a ranking system would be relevant as a dynamic, fluctuating measure of your ongoing gameplay, and not as a meter in the UI, but expressed through interactions with the NPCs and how you seem to be perceived.

Using your analogy, your resume doesn't magically unlock every possibility forever. Interactions with enterprise and people you work with will count at least as much ; these interactions will change overtime and change your informal and actual ranking with them (your resume will just as soon be forgotten by everyone).

but if you want to get into that then becoming an adult is learning to control yourself not learning that you have to surrender that control.
Most adults don't see an add and suddenly get compelled to buy an object because everyone has experience with buyers remorse and are capable of pausing and thinking "do i really need this? how often would i use it? what else could I get for the same investment?" Those who can't don't go very far and are generally stuck living paycheck to paycheck. Children see an add for a transformer on TV and absolutely must have it and think the world will end if they don't.
I don't think we should go into that discussion. And I'm ok to put the blame on me for having set foot in that territory, which has way too many implications to be seriously debated here. The blame for having tried to turn it into a derogatory argument and to avoid the implication, is on you though. But that's ok, this is internet, people lose their temper, I don't mind.

I'll try to make this as short as possible: first the compulsive buy was an extreme example to allude to the notion of reward and pleasure in our brains, which is a thing in adults too, and the consequences on decision making and why we play games. English is not my native language so I struggle at being clear and consise with concepts like that. So I probably should have avoided that topic. But you're just making a strawman argument putting the particular example of the compulsive buy forward.

Also, the ideal world in which you always have the time and determination to pause and question your decisions is a fantasy. Or even, the ideal world in which you would be willing to question your motivations, like, say, the motivations behind spending time to get good at a video game or why you're even debating game features with a stranger who has no power to change the game. "Becoming an adult is learning to control yourself", that's more the teenager perspective who dreams of being superman and believe it can be done. As an adult, it would be more about "learning who I am, my strong points, my weak points and trying my best to control myself and knowing when to let go".

I know why I play Elite. It's an escape from reality and a source of pleasure shots gratified by simulated sense of achievements. If you wish to use this sentence against me to pretend you can weaken the point I make, feel free to, but you're only fooling yourself.

If I wanted to believe I'm the master of my brain, I probably wouldn't be playing that game, even less spending energy in contemplating the many ways this time sink could be improved to have me drawn even more into it instead of learning a new language or plumbing or simply improving my current skills.

But I'm not a monk so I compromise with my cravings as long as they're not detrimental to others (and myself to a certain extent), and that's about the only realistic goal I think one can have without fooling him/herself, especially when you spend some time in a forum dedicated to a video game. That's not to say you can't have the ambition of more, and maybe you should, to make sure you somehow keep your impulses in check as much as possible, but it's not the same as believing all your decisions are made rationally, all your impulses are in check, you can always be aware of all the unconscious motivations that gets in the way of any decision making process, and that you can always consciously be willing to fight them. Also with the goal of reaching total control, would come many more questions and we could easily spend the next few days unraveling that topic and all that it infers.

I'm old enough to remember playing games from the time of the original Elite. If I try to put my video games consumption in a rational perspective, I see no reason why my younger self would waste his time with those repetitive button mashing and and pixel soup of a few primary colors. Now if I'm honest, I know this was all about the pleasure shots I got from the fake sense of achievement video games provide, which is the basic reward system of every game, and which is what I was trying to touch upon to in my previous posts, probably clumsily.

Now how come what I used to find pleasurables don't seem as much now? 2 things comes to mind as I'm writing:
  • The standards of video games have evolved; I need more believable environments and interactions now that I know it can be done (but I've been playing FE2 quite a long time so probably not always that important)
  • I want reasonnable thrills and pleasures from my games, but growing up, that pleasure had to come through more clever game design in order to sustain the fake sense of achievements. What seemed fulfilling as a kid is probably too simplistic or not relatable as a grown-up and can't convey the sense of achievement that triggers the pleasure response we seek in games
Problem is I don't get much sense of achievement from Elite PVE experience. The system is way too simplistic for that. I get a great relaxing experience flying spaceship, pretending to be a good spaceship pilot, but the universe around feels dead which makes my game experience feels disconnected from this world.

The Elite series has always had the same shortcomings, and offered the same friction for me: one aspect gives me immense pleasure, and most everything else utterly frustrates me, as it fails to provide that precious sense of achievement or worse, gets in the way. But what it does well, it does best in its niche, so I come back to it for that, despite what frustrates me. And I try to understand what I find frustrating, despite me wanting to love it.

What worries me, is that I had almost the same ratio of pleasure/disappointments playing FE2 than playing ED, the latter feeling almost like a graphical upgrade of the former (it's obviously a bit more than that). But ED is way too recent to feel like a game from the 90s, despite all it does good.

Elite is a sandbox where you set your own goal.

I agree with the premise of that sentence. But sandbox and goal need some contextualization. The game design is what flesh out that sandbox and what determines the goals you can set realistically. You can't set any goal. You can set any goal gameplay allows you to.

What you can do in that sandbox is fly a spaceship in the milky way and either fight other ships, mine resources, visit systems that are far away from human civilization. Now the main ingame goal, the only one really as implied by the game mecanisms, is to get better equipments (ships, modules) so that you can do any of the aforementioned activities, whether you want to do them all or just a couple. To achieve that, you have to go through what is supposed to be some kind of game design/challenges (however you wanna call it) which are: increase the number in your ingame bank account, the number in your material and data banks, the number in your reputation ranks with an empire and/or another. Increase numbers to get new gears that makes you better at increasing the numbers. Once you're done increasing numbers... Well... You're on you're own, the BGS and its NPCs won't do anything to trigger your imagination or any sense of achievement.

Now, a player's imagination can wrap all this in a more interesting narrative. But basically there's no interaction with the gameworld: NPCs are glorified interfaces to the game database.

Interestingly, that's also how you can define the previous versions of the game.

There is almost nothing in the game that properly rewards you for anything. Spending an afternoon getting to fleet admiral isn't an accomplishment and is a very different system to the carrier ranks. One sucks and is a tedious grind just to do what you want (assuming you want any of the ships/permits) and the other gives you nothing after the first elite. Other than a representation of how you have played the game since you started your account.
I agree with that whole paragraph which is basically what I had said, except with the last sentence (and it took me way more than an afternoon to get to admiral!).

Hell, you can become an Elite explorer without leaving the bubble! The Elite rank doesn't express any history of your successes. It's really just a trophy or medal. Not even an actual ingame medal your avatar could wear on his/her chest (for military ranks I mean)!

I'm pretty sure the Elite rank is supposed to be the reward that provides the sense of achievement which triggers the pleasure system of our brains, and nothing more. It was fine for a procedurally generated static universe on a BBC Micro or even an Atari ST, but it's bit irrelevant in a universe that has a "dynamic" BGS. But I understand you don't see it that way. Any sense of achievement related to that very quickly fades away.

At least, we agree on the idea that the ranking system is not a good incentive for playing the game.

Now the point of the suggestion we're commenting was to flesh out some gameplay around a reputation system and criminal behaviors. It proposed the approach of using a rank as a way to flesh out the consequence of illegal player's behaviors. In a nutshell, my response was saying : if the game can evolve to take players behaviors into account, please don't use a rank to express that notion, but rather more expressive interactions with NPCs; let's try to make a more lifelike PVE experience.

"other elite games used them this way" is irrelevant you said yourself those were just single player games built with a very different goal in mind to elite.
Well no, they're basically the same. Very comparable to what I experienced playing Frontier Elite 2 at least. Apart from the multiplayer aspects, which is mostly an anti-piracy dongle with the bare minimum in terms of multiplayer features, and which, at times, to me, almost feels like a game in the game but which logically suffers in parallel from the same problem as the core game ; namely: the PVE experience. I'm not interested enough in PVP so that it could compensate for that.

The PVE experience in ED feels exactly like it did in FE2. Odyssey will improve on that a little bit, by adding variety. But I fear missions, factions, npcs are going to feel as mechanically cold and lifeless as before.

I am fine with just flying around, buying ships. But the problem is when the game pretends to engage you in something and really does nothing with it. ED does that a lot, like the thargoids invasion, the rivalry between empires, different factions with differents political philosophies, etc.

It's like some wallpaper you don't like but can't change, so you just have to try and ignore it every time you enter the room; but it's always in the back of your mind, and sometimes depending on the light or what you're doing, you can't help but noticing.

Watching numbers and gauges that never have any actual impact on your interaction with the gameworld isn't gameplay to me and therefore not even a very useful information.
 
Also, the ideal world in which you always have the time and determination to pause and question your decisions is a fantasy.

If you have gotten into a situation where you suddenly have to make a major choice in life with no time to think about it you already made several bad decisions.
 
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