Detailed ship tier suggestion

They would then need to provide the same multiple skins to all of their ship models, which might be a bit too much to ask... Unless there was only one founder skin, in which case it would need to be created for 15 ships.

Hoping for a hangar to stash your ship somewhere when it's time to upgrade so as not to loose it :)
 
Just seen this, which seems to remove the objection about people starting with better ships (as they'll be able to buy in-game credit anyway and upgrade their ship that way).


http://www.kickstarter.com/projects/1461411552/elite-dangerous/comments?cursor=1767272#comment-1767272

Buying credits with cash = bad idea... I hope we can change their minds.

Back to ship tiers. I was kinda thinking one founder skin Susimetsa, yep. But it makes little sense if it's only around for a short while on your first ship - at least for me anyway :)
 
I think buying credits with real money can't be prevented anyway. You just have to buy an account with lots of credits from a professional chineese game-farmer with real money.

Maintaining the server infrastructure for this game will be expensive, if you want them to succeed, they have to make some money.

And as I wrote regarding the sale of starter-ships - balance is not only affected by money, but also by game time. A working father will never be able to compete with a school kid, because lack of time. But with the money he earns, he can "buy" play-time. This money helps Frontier to improve Elite and thus benefits all other players, too. I think that's a great deal for everyone.
 
I think buying credits with real money can't be prevented anyway. You just have to buy an account with lots of credits from a professional chineese game-farmer with real money.

Maintaining the server infrastructure for this game will be expensive, if you want them to succeed, they have to make some money.

This has already been discussed a great deal within another thread, so I don't want to hijack this one by going into it again at length here.

And as I wrote regarding the sale of starter-ships - balance is not only affected by money, but also by game time. A working father will never be able to compete with a school kid, because lack of time. But with the money he earns, he can "buy" play-time. This money helps Frontier to improve Elite and thus benefits all other players, too. I think that's a great deal for everyone.

Moot point tbh and also previously mentioned here I believe:
http://forums.frontier.co.uk/showthread.php?t=2831

Buying credits with cash and having more time than someone else are two completely different things. I don't think anyone expects everyone else to be playing the same number of hours/day. That's just daft and unrealistic. The other point being anyone lucky enough to play all day long, still has to EARN their credits by playing the game, raking risks and dying along the way to get those extra credits.

There are lots of other ways for FD to raise cash for infrastructure.

Anyway, back on topic... :)

I've got a feeling that if they were going to use ships as tiers, we would have seen it by now. What do you guys think?
 
Last edited:
I've got a feeling that if they were going to use ships as tiers, we would have seen it by now. What do you guys think?

I fear you are correct SM. They might be saving it for a last minute push, but that'd be a horrible misread of the situation as they've been missing out on lots of SC pledges over the past few days. Wait for a final push and those people will have already decided once that they're not going to back Elite, making it harder to get them involved.

It's absolutely incomprehensible to me given that they clearly are thinking of allowing purchase of in-game credits. Allowing people to buy ships only whilst the KS is running is far less offensive than allowing the purchase of unrestricted in-game credit. As has been pointed out, people will start at different times and play at different speeds (and with different skill), so we're almost never all going to have the same ship anyway even without ship tiers/pay-to-win.
 
Buying credits with cash = bad idea... I hope we can change their minds.

Back to ship tiers. I was kinda thinking one founder skin Susimetsa, yep. But it makes little sense if it's only around for a short while on your first ship - at least for me anyway :)

i agree. If I can buy ingame credits I might drop my pledge back down to £35, so I can have money to spend in-game.
 
Yep, it's fantastic FD are listening and responding to the community suggestions (unless ofc they planned it all along!). Best of all, I don't think it's going to "break" the balance of the game either. :) Great update!
 
Last edited:
Yeah looks cool alright.

If they can stick up some ship pictures of each ship promised and some basic stats (speed, hardpoints, jump range, etc) that would really help I think.

Also intrigued with this Founder's system. Wonder what one can find there that is so unique. Apparently only those who support Kickstarter/Paypal can access it though again raises the intriguing question of how do they stop non backers going there...

(your names not on the list - you are not coming in)


EDIT: Dev just confirmed no stats available atm but would broadly follow previous incarnations etc. Does anyone know broadly how sidewinder/eagle mk2/cobra MkIII all differ or a link to a site that does?
 
Last edited:
Added descriptions below from FFE manual. Here's Jades' website shiplist if you want to browse:
http://www.jades.org/shiprevs.htm

I assumed they meant the Eagle Mk3 rather than the Mk2, as the tier's called Imperial Bounty Hunter and the Mk3 is the Imperial version of the Eagle. The Mk2 is also crap, so there's no way they'd give you that one with the FFE stats :) . Perhaps expect the ED version of the Eagle to have a slightly larger hold, although the Sidewinder tier has basic equipment and 100 CR whereas the Eagle one is fully upgraded and has 1000 CR.


Sidewinder

Hull mass: 8t (33t full)
Capacity: 25t (drive + 15t)
Thrust: 23g front / 12g retro
Crew: 1
Fuel scoop: Possible
Mounts: 1 gun, 0 missile
Hyperspace: (1)9.09 / (2)36.36 / (3)81.81
Drive: Class 1 standard
Typical cost: 44,000
Designer: Faulcon DeLacy
Production: Spalder & Starblaze
In-service: 2982
Allegiance: Independent

The most famous attack craft ever, the Sidewinder was once the only ship pirates were ever seen in. Deceptively small looking, due to its narrow frame and centre mounted laser cannon, this sleek little ship still keeps up with the latest technology, seemingly effortlessly — a tribute to the forward thinking designers, whose names are now lost in the mists of time. The lack of missile pylons was considered a mistake at the time, but the speed of the ship means that it can take out most craft long before a missile would ever reach them, and the reduced weight gives the craft superb handling and braking power. Somehow there is room in there for 25 tonnes of cargo space — again another tribute to the designers — so there are plenty of reasons to dictate why this ship is still as popular today as it ever was, even in the face of some stiff opposition.

Bob’s thoughts If killing is your business, then a ship like this will ensure that business is always good. Lethal from laser tip to engine, this is a cruel machine, that instils an almost heartless quality to your bounty hunting — which is probably why I sell so many of them. Everyone wants to be the bad guy every once in a while, right? You could use it for trading if you wanted, I suppose, but then you lose your powerful laser and your only attack mechanism is removed, which leaves you deader than leaves on the line, if you get what I’m saying.


Eagle Long Range Fighter Mk III

Hull mass: 8t (30t full)
Capacity: 22t (drive + 12t)
Thrust: 28g front / 15g retro
Crew: 1
Fuel scoop: Not possible
Mounts: 1 gun, 2 missile
Hyperspace: (1)10.00 / (2) / (3)
Drive: Class 1 standard
Typical cost: 43,000
Designer: Imperial Navy Research Dept
Production: Gutamaya Corp.
In-service: 3199
Allegiance: Empire

It took the Empire’s better paid designers to fix the problems of the Eagle long Range Fighter Mark II — something they did in almost no time at all. In fact, there was a lot of talk at the time of imperial designers destroying the work of the Federation while they were building their upgrade, as the imperial blueprints fixed every major, and even most of the minor flaws behind the Mark II. The ship is still amazingly fast, pulling a huge 28 Earth G’s acceleration, but now has stronger retro power than ever before, reversing at speeds that most combat ships fail to reach from their main engines. The thing that caused the most suspicion was that the imperials had managed to do this while retaining the dimensions of the Mark II. A long and drawn out court case ensued, but collapsed after 15 years due to lack of funds on the Federation side, and the matter was laid to rest.

Bob’s thoughts Now this is class. Every so often, one of those boffins with the large foreheads and the spanner collections sets out to do something, and they get it right. You couldn’t ask for a better combat ship. It’s got all the speed you could ever need, it’s got more than enough in the weaponry department, and you can fly it solo. The seating can be a little uncomfortable, especially since they introduced these waterbeds as chairs. Forgive me for being an old stick in the mud, but I happen to like the kick you get from slamming in retros with this kind of power. If you’re into combat, then this is one serious piece of kit to get hold of. Uncle Edo’s got some of these too. Remember, Bob sent you.


Cobra Mk III
Hull mass: 20t (100t full)
Capacity: 80t (drive + 55t)
Thrust: 20g front / 7g retro
Crew: 1
Fuel scoop: Possible
Mounts: 2 gun, 2 missile
Hyperspace: (1)3.00 / (2)12.00 / (3)27.00
Drive: Class 2 standard
Typical cost: 124,000
Designer: Cowell & MgRath Shipyards
Production: Faulcon deLacy
In-service: 3100
Allegiance: Independent, Federation

After a complete rethink following the collapse of the Cobra Mk II, the Federation shipyard, Faulcon DeLacy addressed some of the problems facing pilots of their day and came up with what was to be their best ship ever — the Cobra Mk III. In the 20th Century, as any history buff will know, a motor car company by the name of Ford came up with a car called an Escort, which was generally regarded to be their finest hour. The Cobra Mk III can only be described as the Ford Escort of the space lanes. It has the classic lines that millions of ships tried to emulate. It is nippy, easily manoeuvred, powerful, attractive, spacious and well defended. The only craft that Faulcon DeLacy ever built that was deemed to be more classic was the now defunct Fer de Lance — a vicious piece of combat machinery that is now outlawed, as the Police deemed it too powerful to be left in the hands of the public. The Cobra Mk III is one of the most recognisable ship in space. Countless thousands were built, and new ones are still built by Faulcon DeLacy as well as under license by other shipyards. ship is extremely popular with traders and bounty hunters alike due to its versatility as a cargo carrier and a weapons platform. The Cobra Mk III was named ‘Ship of the Century’ in ‘What Spaceship?’ magazine in a recent poll, and with good reason.

Bob’s thoughts How can you go wrong with a Cobra Mk III? Okay, so there might be a lot faster ships out there, and there are ones that are larger, ones that have more weapons and ones that are easier to upgrade, but you sure as hell aren’t going to find one ship that has all of these things. The Cobra Mk III was the work of a genius, and there hasn’t been a ship yet that has sold so well. Sheesh, these things go so easy, I don’t have any left, so if you know of anyone who wants a good price for their’s, I’m happy to buy it off them for 60 percent of current value.
 
Last edited:
Yeah looks cool alright.

If they can stick up some ship pictures of each ship promised and some basic stats (speed, hardpoints, jump range, etc) that would really help I think.

I think an official version of this information (without stats though, for obvious reasons) is essential.

Just a basic 'class' for each available vessel and a potted history plus some rendered ship **** or something.

People outside of the Elite-sphere have no idea what those ships are.
 
I think an official version of this information (without stats though, for obvious reasons) is essential...People outside of the Elite-sphere have no idea what those ships are.

Absolutely agree with this - ship example quoted as tier pledges should have some sort of picture of the ship people are expecting!!
 
I think an official version of this information (without stats though, for obvious reasons) is essential.

Just a basic 'class' for each available vessel and a potted history plus some rendered ship **** or something.

People outside of the Elite-sphere have no idea what those ships are.

+2 absolutely spot on. If finding the space is a little messy on the KS page, put some nice pictures and rough details/info on each ship on the new main home page with a link to that from the KS where these ships are mentioned.

Having people get a visual image, with some background info, of their ship is a strong incentive. Fuel that imagination.
 
Or is it to be left to the community to create a list of ships, with a description of size, capability, most likley use.

Think in the new game we're going to see less cobby III's and asps.

I think it will more revolve around groups playing with a bigger trader and small combat ships for protection, rather than a middle of the road combat ship with trading space.
 
Actually I would upgrade my (low income) bid for the t-shirt. just the shirt, no mug.
(Assuming I won't up it anyway to help get this project funded.)

Alex
 
Back
Top Bottom