Deathwatch’s Out of This Earth Elite Dangerous Suggestions:
My Background – So ive decided first of all to mention my background as a player, So im an alpha backer whom prior to being able to play the game Roleplayed in the Thargoid and Fer De Lance Thread alongside people like Jenner and Psycokow and played on and off up in till Launch after which I had a break in till Wings came out after which I became a Bounty Hunter/Combat Pilot primarily focusing PvE while playing in Open.
Sometime later I would find myself brought back into Elite after a break by a Group of Players known as Time Of Chaos, as such I find myself as a Player doing lots of in-game lore research, roleplay as well as PvE and PvP.
Ive decided to write this up even though it won’t do anything because ive grown bored of the constant griefer and combat logging posts, it’s a consolidation of my ideas for things I think that would be interesting to see in the game.
Obviously I don't expect things like this to be possible the development time would be high and thus the cost and expense.
Asking questions in this thread, by mail or here -> https://www.reddit.com/r/EliteDangerous/comments/45r0gl/suggestions_for_elite_and_for_people_to_ask/
Brief Overview of Contents:
Player Roles:
-New Suggestions Salvors, Security and Haulers
-Changes to Current Roles
-Signing up with a Minor Faction
New NPC and NPC Reactions:
-Escorts
-Making Enemies
-Hunting of High Threat Players
Crime and Trade Section:
-Crimes and Bounties
-Police Response/High+Low Sec
-Pirate/Anarachy Bases
-Pirate Raids
-Trade Value Variance
Mission Section:
-Influence Effects
-Open Missions
-Solo and Private Group
-Community Goals
Player Content and Interception:
-Private and Solo Invasion
-Wanted Pilot Tracking
-Running a Player Based Minor Faction (Lots of in-game paperwork)
Player Roles:
Currently I see a number of voids within how we as players work, I would suggest the introduction of three on “rail” roles for players to cover Combat, Exploration and Trade, these roles would be paid a Salary and be a good way for a beginning inexperienced pilot to build up funds with little worry of loss of your ship, I will write a brief overview of what follows.
-Security – Combat, Security Players would be placed with NPC wingmen and a Wing Leader and this would be a NPC these Players follow and stick with, they would start off with a ship assignment such as a Small Class and for fulfilling engagements against NPC’s they would be paided for their job as well as not worry about rebuys if they die, should they be killed in action they will be given an after action report stating if the Group won or lost. This would also help players in the role gaining Combat Rank up to a certain level (such as expert ?).
-Salvors – Exploration, Salvors are my 2nd suggestion for a Player Salaried job, Salvors work primarily for an organization with a system on clean up duty for destroyed, damaged or out of fuel ships, their job is recovery within a system and local systems, initially a salvor would be working with a team as they salvage wrecks within their groups area of influence and bring things like pods and black boxes back for examination by the authorities and thusly receive their pay through this, things like this may be time limited and thus the quicker and less damage done the more “bonus” pay you would receive.
The main thing for this profession would be the introduction of something to clamp cargo to make it easier rather than scooping though Limpets could solve that role but I believe an Arm would make an interesting mini-game, while in this profession a player would also gain Exploration Experience up to a certain level.
A little Illicit thing I thought of for Salvors was selling off items on the Black Market rather than turning them into their hirer.
-Haulers – Trade, This is my opinion of where all traders should start the Hauler Proffession, they are paided by the haul and are provided with a ship to do their duties and thus expected to complete said deliveries within a time limit, they may lose trust if they lose their ship, this would also bring in NPC Escorts to protect said Convoy or Hauler, while in a Convoy they may have to stop at a certain point in space to refuel their Supercruise suitable escorts for example or to investigate a distress signal. Completing additional objectives would increase reputation and “bonus” pay with the Minor Faction you are working for.
You would also gain Trade Rank and Reputation as you go up which could be something used later as an Independent Trader.
-Changes to Current Roles
Being an Independent Pilot should come with risks, you wouldn’t have a fixed pay as you would have to generate it, if you went straight into being an independent trader you might struggle to get hold of certain goods or might find that Corporations take offence to you plying their trading lanes and see hostile interaction by them but if you had been a Hauler you would find that this is reduced because of your “contacts”.
Military and Bounty Hunter Pilots could find themselves working with NPC’s because of their background and reputation whereas if they had no reputation getting high paid contracts could be harder.
Salvors could gain the ability to pick up salvageable cargo with the ability to avoid being fined as they are trusted or expected to return said items.
Independent Pilots would have an insurance cost but more freedom such as always being free to do what they want to do, whereas the Hired Roles are more restricted. Obviously you could resign at any time but you would lose the “On Rails” benefits such as losing the loaned vessel.
The return of proper Piracy is another thing I want to look at making it viable again this will be discussed New NPC’s and NPC Reactions.
-Signing up with a Minor Faction
I believe a player should be able to sign up with a minor faction no matter what the factions background obviously there would have to be variants for Anarachies for example, the Hauler variant would be Smuggling of Stolen and Illegal goods, Anarchy Security would be intercepting Police or attacking NPC Convoy’s to loot them and Salvors would be aiming to beat Legal Salvors to the Salvage points. They would be paided higher but the RISK in the jobs would be higher to balance it out.
To sign up with a minor faction they would need to be in a system with that faction within it and then meet with a contact, to sign-up with the faction you would need to be a minimum of Neutral with that Minor Faction.
NPC Escorts – I believe it’s a must have a way for players whom are doing Combat or Trade to increase their support, to help prevent engagement when interdicted or to try and fight back, now I can still see issues such as trader focusing so there could be a module or utility that could be used to “beam” MJ for shields to a selected Vessel to buffer their shields, in exchange however I would look at increasing the time before being able to re-enter supercruise, Escorts would fill the role of when players can’t get members to fill out a wing or the idea of battle brothers in combat, depending on the Pilot Rank and the Ship they are in the cost per hour would increase. NPC Escorts would be provided by a Corporation for those in for example the Hauler role and thus you wouldn’t be paying for them in the fixed payed roles.
Another feature of something Similar to Escorts could be calling for Aid, you are in trouble and from an Anarchy group so you call from aid from your comrades and they may come to assist you in your situation.
Making Enemies – Making enemies of minor factions happens in-game and there should be consequences, making enemies of groups could be by attacking their pilots or interests in a system this could also be something like effecting their trade profit which would then involve more illicit attacks, whereas committing crimes could resort in private bounties by the minor faction being placed on you for NPC and Player Bounty Hunters to Claim.
Hunting High Threat Players – Players that are considered high threat for example become wanted through a large number of systems in the Empire could be thusly considered Kill on Sight by the Police force or possibly even a systems Military Garrison, this would create effects for travelling in systems that have authority for those whom are wanted through say most of the Empire, this may however also scare off the small fry from even trying to attack you as a “positive” coincidence. NPC’s hunting High Threat Players won’t go in on their own they attack in numbers.
New NPC Types:
NPC Ships above our Large Scale – Ships such as large carriers, cruisers and freighters these ships are only NPC vessels and could be featured in the Trading Lanes and in Combat zones either against each other or against Capital ships for groups that don’t have Capitals.
A new event could be set such as a Pirate Raid on a Freighter Convoy, this would be similar to a conflict zone but with Pirates vs Trader/Escorts you could pick a side but these things don’t last for long, either the Pirates win tearing open the trader and looting very rare and valuable cargo from this vessel these items would be sold at Pirate bases or Black market locations for high amounts of credits obviously the risk of doing these operations is also high, People whom want to protect the Trader/Escorts are free to engage the Pirates and will be paid BOTH their bounty and a set fee for protecting the Trader minus whatever the Trading Freighter lost. If the Escorts fail they won’t get a defender payout as they failed in their job.
Having Larger Warships would thus become a feature for the Alliance, these should be destroyable in combat though they may try to flee after taking high damage.
Police/Military Response – A issue I find currently is the lack of Police Response, In a High Security System an Interdiction should trigger a very rapid Police drop in and they should remain in till the “Pilots” leave the instance, if any shooting occurs the Police automatically go on the offensive and if a shield boosting item was introduced the Police should carry them and Boost the shields of the vessel being attacked, to protect it while they fight the Offending Vessel.
Should the Police be routed or killed, they may escalate the issue, increasing the number of Police coming in, or raising it to the Military Level, when the Military come in its dangerous they come in at high ranks and with powerful PvP builds, their job to quite literally smash the player to bits, this would include builds such as Stealth FDL etc, heavily armed skilled Fighters, if they lose then they may come back with ever increasing forces. Their job is to drive you from the system.
If however you as a Player have bad reputation with the leadership of that system they may well not respond to your distress and leave you to die.
Crimes and Trade:
-Crime and Bounties, As per some of the initial Developer Dairies I believe their needs to be changes here, first of all Increasing the Bounty for Murder as well as working a way to “Mark” Cargo secretly as Stolen for when Pirates demand it as abandoned, so if they are scanned or something along the lines it would be marked as stolen and they would receive fines/bounty for their actions.
Becoming Heavily wanted in a system should result in lockdown of facilities both stations and outposts to those players these players would thus become restricted from landing at these locations.
-Police Response, As mentioned earlier I believe in High Security systems there should be rapid response in the first few seconds and they should watch what is occurring within that instance.
However for Low Security systems there should be a longer delay before a response occurs maybe it could get longer the further you are from deployment locations such as Stations and Outposts as these are staging points.
In Anarchy Systems their won’t be a response from any Police though having high favour with a group may allow you to call for aid from their forces though this may cost reputation and if a player holds that groups reputation higher than yours they may also turn on you or not come to assist at all.
-Pirate Bases/Anarachy Bases
As a way of balancing the restriction of stations from criminal players, we should introduce asteroid bases and pirate bases for players playing the criminal routed, these places would be restricted from law abiding players and be the place for criminals to sell there wears to and always carry black markets as their common market, this could also be a place to buy from the Black market maybe having a few of them being more neutral than others.
These could be made to only show on the map for criminal players, unless there was another event involving that base occurring.
-Pirate Raids
These are a couple of hours every few days when a Anarchy or multiple Anarchy groups raid a system, during this time security responses are delayed and there are numerous events going on such as freighter attacks as such these occurrences are much higher than they would normally be, meaning during these times pirates can make more money while having more support from pirates against police forces.
During Raids there could be Pirate Assaults as well as Military engagements as the Military fight against Guerrilla tactics of Pirate hit and runs and players can pick a side to support, this could maybe allow for the idea of increasing the ability for anarchies to create hidden bases for Criminals to land at, whereas the idea of winning against raids may cause these hidden bases to be destroyed.
-Trade Profit Variance
A way to balance the security effect would be to increase the amount of profit that a trader can make for trading in Low Security and Anarchy Systems as the profits increase the risk increases to so if your trading in the anarchy you may make a good deal more so can afford to pay for stronger escorts but the NPC Pirates would be stronger as you are closer to their bases of operation and thus it becomes more dangerous for you as the trader.
This would help create different strategies for traders you could focus on maximum profit by going to Anarchies or go for safer areas but lower profit in High Security.
Mission Section:
-Influence Effects, Mission and things done within systems effects minor faction Influence, I strongly favour the idea of restricting the influence effects to missions that can only be completed and handed in Open Play, this way players can actively blockade and effect minor factions while also taking the risk of being annihilated by players favouring the opposite aim or ending.
I mainly support this idea due to the fact with the ever increasing number of Player Group based Minor Factions, but as well to support the player whom support non player group minor factions this way both groups can go at each other freely as well as if you aim to benefit your group you have to be there.
-Open Missions, After rewatching some of the Dev Diaries, I came to consideration what when we have Passenger Missions and the Request to Assassinate these Class 2 V.I.P NPC’s these missions should only work and be completeable in Open if a player is transporting that contact their then they should be at risk of being attacked by hostile players, as such if you carry the assassination contracts it should be forcing you into their instance to give you a chance to kill the target.
Missions like these should only appear in Open Play and thus only be doable there, we could make Open Only missions pay more due to their increased risk as well as adding a toggle that sets the mission to only complete-able in open to increase pay for players whom want to take that risk.
-Solo and Private Group, Solo and Private Group shouldn’t be able to affect the background sim due to the minimised risk of getting hostile players, who are to be considered the highest risk, this also works hand in hand for the players who support there more aggressive player groups from those areas as it means if you want to support your minor faction you can’t hide behind an image, though you could still complete missions etc this wouldn’t affect the background sim and thus would force players to have to learn new tactics if they want to affect the background sim, in combination with things in regards to security it would make it safer for these pilots in high security zones.
-Community Goals, Community Goals should be moved to Open Only with the above changes depending on where they are they become safer for players, with the increased numbers in Open, it reduces the chances for players to be able to hide and with the fact, the main glut of PvPers against the goals would likely be committing crimes wouldn’t be able to dock in the stations this would mean to resupply they have to travel further, we could look at ways of introducing the ability to capture a criminal pilot so they have to pay their bounty in that system though it would have to be another consideration.
As it means everyone has to play in Open, it allows for other players to define themselves into roles such as Bounty Hunters etc.
We should also introduce Counter Goals or Alternative Goals to most CG’s, this would mean once you selected your path your stuck with it, you have to follow it to completion and it means if you want to counter the goal you also have something to protect whereas currently it’s a one sided fight where one side must both defend and complete an objective against attackers if the attackers had an objective to complete it would spread out their forces.
Player Content and Interception:
-Private Group and Solo Invasion, A thing I strongly want to see primarily so bounty hunters can get a chance to kill Players with Bounties, this could be done by taking hits or trackers on that player, this would mean that they could get a rough idea of where that player is and if they enter supercruise within that system the Player should have the ability to invade their Private Group or Solo to get a chance of killing them, failing to kill them should mean they have to rebuy said tracking etc and the support in the systems the criminal is in should make it harder to get precise locations.
-Wanted Pilot Tracking, Players should be able to pay credits to track players other players however there should be valid tactics to counter this which could be things such as changing your ships black box, this would be an expensive and hard to track down process as well as once we introduce ship naming changing your black box would mean the name could end up as anything on a random list.
-Running a Player Based Minor Faction, I strongly want to see Player Based Minor Factions should have the option to take on my Player Control in them, such as the Credit Balance, Military/Security forces etc, if players choose to do this they take on more responsibilities such as must complete missions or objectives as well as paperwork of some sort to keep their Groups Balance stable this would of course absorb players time thus they should be given the option between letting the NPC’s do it or themselves doing it by doing it yourself you could say build up your forces to more regularly invade and expand your group.
This work could be spread among the members whom pledge to the group.
My Background – So ive decided first of all to mention my background as a player, So im an alpha backer whom prior to being able to play the game Roleplayed in the Thargoid and Fer De Lance Thread alongside people like Jenner and Psycokow and played on and off up in till Launch after which I had a break in till Wings came out after which I became a Bounty Hunter/Combat Pilot primarily focusing PvE while playing in Open.
Sometime later I would find myself brought back into Elite after a break by a Group of Players known as Time Of Chaos, as such I find myself as a Player doing lots of in-game lore research, roleplay as well as PvE and PvP.
Ive decided to write this up even though it won’t do anything because ive grown bored of the constant griefer and combat logging posts, it’s a consolidation of my ideas for things I think that would be interesting to see in the game.
Obviously I don't expect things like this to be possible the development time would be high and thus the cost and expense.
Asking questions in this thread, by mail or here -> https://www.reddit.com/r/EliteDangerous/comments/45r0gl/suggestions_for_elite_and_for_people_to_ask/
Brief Overview of Contents:
Player Roles:
-New Suggestions Salvors, Security and Haulers
-Changes to Current Roles
-Signing up with a Minor Faction
New NPC and NPC Reactions:
-Escorts
-Making Enemies
-Hunting of High Threat Players
Crime and Trade Section:
-Crimes and Bounties
-Police Response/High+Low Sec
-Pirate/Anarachy Bases
-Pirate Raids
-Trade Value Variance
Mission Section:
-Influence Effects
-Open Missions
-Solo and Private Group
-Community Goals
Player Content and Interception:
-Private and Solo Invasion
-Wanted Pilot Tracking
-Running a Player Based Minor Faction (Lots of in-game paperwork)
Player Roles:
Currently I see a number of voids within how we as players work, I would suggest the introduction of three on “rail” roles for players to cover Combat, Exploration and Trade, these roles would be paid a Salary and be a good way for a beginning inexperienced pilot to build up funds with little worry of loss of your ship, I will write a brief overview of what follows.
-Security – Combat, Security Players would be placed with NPC wingmen and a Wing Leader and this would be a NPC these Players follow and stick with, they would start off with a ship assignment such as a Small Class and for fulfilling engagements against NPC’s they would be paided for their job as well as not worry about rebuys if they die, should they be killed in action they will be given an after action report stating if the Group won or lost. This would also help players in the role gaining Combat Rank up to a certain level (such as expert ?).
-Salvors – Exploration, Salvors are my 2nd suggestion for a Player Salaried job, Salvors work primarily for an organization with a system on clean up duty for destroyed, damaged or out of fuel ships, their job is recovery within a system and local systems, initially a salvor would be working with a team as they salvage wrecks within their groups area of influence and bring things like pods and black boxes back for examination by the authorities and thusly receive their pay through this, things like this may be time limited and thus the quicker and less damage done the more “bonus” pay you would receive.
The main thing for this profession would be the introduction of something to clamp cargo to make it easier rather than scooping though Limpets could solve that role but I believe an Arm would make an interesting mini-game, while in this profession a player would also gain Exploration Experience up to a certain level.
A little Illicit thing I thought of for Salvors was selling off items on the Black Market rather than turning them into their hirer.
-Haulers – Trade, This is my opinion of where all traders should start the Hauler Proffession, they are paided by the haul and are provided with a ship to do their duties and thus expected to complete said deliveries within a time limit, they may lose trust if they lose their ship, this would also bring in NPC Escorts to protect said Convoy or Hauler, while in a Convoy they may have to stop at a certain point in space to refuel their Supercruise suitable escorts for example or to investigate a distress signal. Completing additional objectives would increase reputation and “bonus” pay with the Minor Faction you are working for.
You would also gain Trade Rank and Reputation as you go up which could be something used later as an Independent Trader.
-Changes to Current Roles
Being an Independent Pilot should come with risks, you wouldn’t have a fixed pay as you would have to generate it, if you went straight into being an independent trader you might struggle to get hold of certain goods or might find that Corporations take offence to you plying their trading lanes and see hostile interaction by them but if you had been a Hauler you would find that this is reduced because of your “contacts”.
Military and Bounty Hunter Pilots could find themselves working with NPC’s because of their background and reputation whereas if they had no reputation getting high paid contracts could be harder.
Salvors could gain the ability to pick up salvageable cargo with the ability to avoid being fined as they are trusted or expected to return said items.
Independent Pilots would have an insurance cost but more freedom such as always being free to do what they want to do, whereas the Hired Roles are more restricted. Obviously you could resign at any time but you would lose the “On Rails” benefits such as losing the loaned vessel.
The return of proper Piracy is another thing I want to look at making it viable again this will be discussed New NPC’s and NPC Reactions.
-Signing up with a Minor Faction
I believe a player should be able to sign up with a minor faction no matter what the factions background obviously there would have to be variants for Anarachies for example, the Hauler variant would be Smuggling of Stolen and Illegal goods, Anarchy Security would be intercepting Police or attacking NPC Convoy’s to loot them and Salvors would be aiming to beat Legal Salvors to the Salvage points. They would be paided higher but the RISK in the jobs would be higher to balance it out.
To sign up with a minor faction they would need to be in a system with that faction within it and then meet with a contact, to sign-up with the faction you would need to be a minimum of Neutral with that Minor Faction.
NPC Escorts – I believe it’s a must have a way for players whom are doing Combat or Trade to increase their support, to help prevent engagement when interdicted or to try and fight back, now I can still see issues such as trader focusing so there could be a module or utility that could be used to “beam” MJ for shields to a selected Vessel to buffer their shields, in exchange however I would look at increasing the time before being able to re-enter supercruise, Escorts would fill the role of when players can’t get members to fill out a wing or the idea of battle brothers in combat, depending on the Pilot Rank and the Ship they are in the cost per hour would increase. NPC Escorts would be provided by a Corporation for those in for example the Hauler role and thus you wouldn’t be paying for them in the fixed payed roles.
Another feature of something Similar to Escorts could be calling for Aid, you are in trouble and from an Anarchy group so you call from aid from your comrades and they may come to assist you in your situation.
Making Enemies – Making enemies of minor factions happens in-game and there should be consequences, making enemies of groups could be by attacking their pilots or interests in a system this could also be something like effecting their trade profit which would then involve more illicit attacks, whereas committing crimes could resort in private bounties by the minor faction being placed on you for NPC and Player Bounty Hunters to Claim.
Hunting High Threat Players – Players that are considered high threat for example become wanted through a large number of systems in the Empire could be thusly considered Kill on Sight by the Police force or possibly even a systems Military Garrison, this would create effects for travelling in systems that have authority for those whom are wanted through say most of the Empire, this may however also scare off the small fry from even trying to attack you as a “positive” coincidence. NPC’s hunting High Threat Players won’t go in on their own they attack in numbers.
New NPC Types:
NPC Ships above our Large Scale – Ships such as large carriers, cruisers and freighters these ships are only NPC vessels and could be featured in the Trading Lanes and in Combat zones either against each other or against Capital ships for groups that don’t have Capitals.
A new event could be set such as a Pirate Raid on a Freighter Convoy, this would be similar to a conflict zone but with Pirates vs Trader/Escorts you could pick a side but these things don’t last for long, either the Pirates win tearing open the trader and looting very rare and valuable cargo from this vessel these items would be sold at Pirate bases or Black market locations for high amounts of credits obviously the risk of doing these operations is also high, People whom want to protect the Trader/Escorts are free to engage the Pirates and will be paid BOTH their bounty and a set fee for protecting the Trader minus whatever the Trading Freighter lost. If the Escorts fail they won’t get a defender payout as they failed in their job.
Having Larger Warships would thus become a feature for the Alliance, these should be destroyable in combat though they may try to flee after taking high damage.
Police/Military Response – A issue I find currently is the lack of Police Response, In a High Security System an Interdiction should trigger a very rapid Police drop in and they should remain in till the “Pilots” leave the instance, if any shooting occurs the Police automatically go on the offensive and if a shield boosting item was introduced the Police should carry them and Boost the shields of the vessel being attacked, to protect it while they fight the Offending Vessel.
Should the Police be routed or killed, they may escalate the issue, increasing the number of Police coming in, or raising it to the Military Level, when the Military come in its dangerous they come in at high ranks and with powerful PvP builds, their job to quite literally smash the player to bits, this would include builds such as Stealth FDL etc, heavily armed skilled Fighters, if they lose then they may come back with ever increasing forces. Their job is to drive you from the system.
If however you as a Player have bad reputation with the leadership of that system they may well not respond to your distress and leave you to die.
Crimes and Trade:
-Crime and Bounties, As per some of the initial Developer Dairies I believe their needs to be changes here, first of all Increasing the Bounty for Murder as well as working a way to “Mark” Cargo secretly as Stolen for when Pirates demand it as abandoned, so if they are scanned or something along the lines it would be marked as stolen and they would receive fines/bounty for their actions.
Becoming Heavily wanted in a system should result in lockdown of facilities both stations and outposts to those players these players would thus become restricted from landing at these locations.
-Police Response, As mentioned earlier I believe in High Security systems there should be rapid response in the first few seconds and they should watch what is occurring within that instance.
However for Low Security systems there should be a longer delay before a response occurs maybe it could get longer the further you are from deployment locations such as Stations and Outposts as these are staging points.
In Anarchy Systems their won’t be a response from any Police though having high favour with a group may allow you to call for aid from their forces though this may cost reputation and if a player holds that groups reputation higher than yours they may also turn on you or not come to assist at all.
-Pirate Bases/Anarachy Bases
As a way of balancing the restriction of stations from criminal players, we should introduce asteroid bases and pirate bases for players playing the criminal routed, these places would be restricted from law abiding players and be the place for criminals to sell there wears to and always carry black markets as their common market, this could also be a place to buy from the Black market maybe having a few of them being more neutral than others.
These could be made to only show on the map for criminal players, unless there was another event involving that base occurring.
-Pirate Raids
These are a couple of hours every few days when a Anarchy or multiple Anarchy groups raid a system, during this time security responses are delayed and there are numerous events going on such as freighter attacks as such these occurrences are much higher than they would normally be, meaning during these times pirates can make more money while having more support from pirates against police forces.
During Raids there could be Pirate Assaults as well as Military engagements as the Military fight against Guerrilla tactics of Pirate hit and runs and players can pick a side to support, this could maybe allow for the idea of increasing the ability for anarchies to create hidden bases for Criminals to land at, whereas the idea of winning against raids may cause these hidden bases to be destroyed.
-Trade Profit Variance
A way to balance the security effect would be to increase the amount of profit that a trader can make for trading in Low Security and Anarchy Systems as the profits increase the risk increases to so if your trading in the anarchy you may make a good deal more so can afford to pay for stronger escorts but the NPC Pirates would be stronger as you are closer to their bases of operation and thus it becomes more dangerous for you as the trader.
This would help create different strategies for traders you could focus on maximum profit by going to Anarchies or go for safer areas but lower profit in High Security.
Mission Section:
-Influence Effects, Mission and things done within systems effects minor faction Influence, I strongly favour the idea of restricting the influence effects to missions that can only be completed and handed in Open Play, this way players can actively blockade and effect minor factions while also taking the risk of being annihilated by players favouring the opposite aim or ending.
I mainly support this idea due to the fact with the ever increasing number of Player Group based Minor Factions, but as well to support the player whom support non player group minor factions this way both groups can go at each other freely as well as if you aim to benefit your group you have to be there.
-Open Missions, After rewatching some of the Dev Diaries, I came to consideration what when we have Passenger Missions and the Request to Assassinate these Class 2 V.I.P NPC’s these missions should only work and be completeable in Open if a player is transporting that contact their then they should be at risk of being attacked by hostile players, as such if you carry the assassination contracts it should be forcing you into their instance to give you a chance to kill the target.
Missions like these should only appear in Open Play and thus only be doable there, we could make Open Only missions pay more due to their increased risk as well as adding a toggle that sets the mission to only complete-able in open to increase pay for players whom want to take that risk.
-Solo and Private Group, Solo and Private Group shouldn’t be able to affect the background sim due to the minimised risk of getting hostile players, who are to be considered the highest risk, this also works hand in hand for the players who support there more aggressive player groups from those areas as it means if you want to support your minor faction you can’t hide behind an image, though you could still complete missions etc this wouldn’t affect the background sim and thus would force players to have to learn new tactics if they want to affect the background sim, in combination with things in regards to security it would make it safer for these pilots in high security zones.
-Community Goals, Community Goals should be moved to Open Only with the above changes depending on where they are they become safer for players, with the increased numbers in Open, it reduces the chances for players to be able to hide and with the fact, the main glut of PvPers against the goals would likely be committing crimes wouldn’t be able to dock in the stations this would mean to resupply they have to travel further, we could look at ways of introducing the ability to capture a criminal pilot so they have to pay their bounty in that system though it would have to be another consideration.
As it means everyone has to play in Open, it allows for other players to define themselves into roles such as Bounty Hunters etc.
We should also introduce Counter Goals or Alternative Goals to most CG’s, this would mean once you selected your path your stuck with it, you have to follow it to completion and it means if you want to counter the goal you also have something to protect whereas currently it’s a one sided fight where one side must both defend and complete an objective against attackers if the attackers had an objective to complete it would spread out their forces.
Player Content and Interception:
-Private Group and Solo Invasion, A thing I strongly want to see primarily so bounty hunters can get a chance to kill Players with Bounties, this could be done by taking hits or trackers on that player, this would mean that they could get a rough idea of where that player is and if they enter supercruise within that system the Player should have the ability to invade their Private Group or Solo to get a chance of killing them, failing to kill them should mean they have to rebuy said tracking etc and the support in the systems the criminal is in should make it harder to get precise locations.
-Wanted Pilot Tracking, Players should be able to pay credits to track players other players however there should be valid tactics to counter this which could be things such as changing your ships black box, this would be an expensive and hard to track down process as well as once we introduce ship naming changing your black box would mean the name could end up as anything on a random list.
-Running a Player Based Minor Faction, I strongly want to see Player Based Minor Factions should have the option to take on my Player Control in them, such as the Credit Balance, Military/Security forces etc, if players choose to do this they take on more responsibilities such as must complete missions or objectives as well as paperwork of some sort to keep their Groups Balance stable this would of course absorb players time thus they should be given the option between letting the NPC’s do it or themselves doing it by doing it yourself you could say build up your forces to more regularly invade and expand your group.
This work could be spread among the members whom pledge to the group.
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