Elite Apartments

I can absolutely see player quarters in ED work (and add to the game), be it ship based or station based...why not both really ?

I can't see it happen in the near future though, there are much more important things for FD to work on for now, and i'm glad, that's exactly what they seem to be doing.

But long term ? Yes, sure...
 
I'm not to sure about the Commander quaters idea, but I agree an Elite bar in each station with voice comms to hang out in and talk to other players would be great--perhaps it could be implemented in such a way that no matter what mode you played in --open, group, or solo, you would still be able to chat to all the other commanders who were at your station and who went to the pub

I think this is a must.

I've only played one MMORPG City of Heros and was impressed how they handled the social aspect. Probably other games out there that have also done a similar approach or better.
 
Many of these ideas are quite nice, and some of them will probably be implemented as part of 'The Expansions'. I'm sure FD knows, the expansions are what are important...and more; the priority...
 
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I'd be happy if I could just walk around my ship, and have a screen someplace that's just a web-browser locked to this forum. So I can live here on this bored without having to leave the game. I can just make a dash to the pilots seat any time I hear the proximity / impact warning..
 
This idea is a good one.. we have no permanent storage space, no persistent hangers, nowhere to call home. Not all ships are intended to be flying Winnebago. Try living out of an eagle or sidewinder. I would imagine even vipers and vultures only have a fold down rack and a toilet. Let us have a hanger where we can store that extra frame shift drive that we found on sale is system X. Let us be able to store a couple hundred tons of atmo processors, or whatever, really inn our rented warehouse. let us spend thousands of space-bucks on simulated art to put on our walls of our apartment in the hab. I would limit it to one place, your singuler home. Perhaps you would have to have a certain amount of rep to have certain home sizes. Divide the different types up. Apartments, hangers, warehouses, each performing a different function. Apartments are where you hang your hat after a long day of whatever you do. Warehouses allow you to store a certain amount off cargo, scalable by size (and cost). Hangers allow you to store ships and most importantly, ship components.
 
Some of you may know what FS Economy is - it's a client creating an economy background for flight sims (cross-platform).
There's a property-model in it which gives the pilot a chance to run his/her operations in a personal way from and to a certain airport.
Every airport has the slots to build up these FBOs by players but only in a limited number, depending on how big the airport is.
Practically there's a very keen competition for these properties and there are auctions where everyone can throw a lot of money to the seller of a prestige location property.
Basically the "value" is related to how limited the accessibility is.
In FSE of course it caused a huge inflation over the years and the new players entering this world have very less chance to acquire a property on their favourite locations but FSE is in a kind of "frozen" state without any significant development (it's an achievement already as it's free and volunteers are keeping it up for the public).

So in ED one way to introduce interesting properties could be along certain limitations.
How many private properties are there to acquire at a station? Does it depend on the political form or the number of inhabitants on the planet? Or maybe the economy level? Or all?
What can the property owners do TOGETHER as a community in the station they have their home at? Is that another way to affect the political power locally like a "diplomacy" option along the classical shoot'n'trade?
Which areas of the galaxy become prestigous and how does it affect the local economy? (Assuming there's a background sim working along these inputs.)
Does the player population create an extra supply or demand in certain goods like food, medicines or fuel? Are there new missions appearing in relation to these changes? What's the extra reward for the commander who completes these missions originated from the fact that there are player properties?
Will the pubs being built on the stations by the effort of the players living there? ;)

So I see a massive potential of meaningful player interaction other than shooting or escorting each other.
I know it's not the first priority and it takes a long time to even lay down the fundaments of anything like this but it doesn't hurt thinking about it.
 
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yesss, I want to be able to walk of my ship, go to the station pub, interact with other players and npcs to take missions! get rid of the whole Station services menu when you dock and replace it with rooms/shops/pubs to whom you can go :D
 
yesss, I want to be able to walk of my ship, go to the station pub, interact with other players and npcs to take missions! get rid of the whole Station services menu when you dock and replace it with rooms/shops/pubs to whom you can go :D

This would be awesome.. add perhaps "the Promenade" to the docked popup screen and you can go pub crawling or whatever from there!

Although player owned shops would have to be dependent on somehow being able to do a player to player trade of credits....
 
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My home is luxurious, well armed and can fit 248 tons of cargo space if I equip no shields. Probably has better accommodations than most 5 star hotels to boot. The hell do I need an apartment for?
 
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yesss, I want to be able to walk of my ship, go to the station pub, interact with other players and npcs to take missions! get rid of the whole Station services menu when you dock and replace it with rooms/shops/pubs to whom you can go :D

Eh... it sounds great on paper, but they tried this same thing with Fable 3 and it was a disaster - replacing the menu system with a "Sanctuary" that you had to walk through to access options only created delays and frustration with meaningless busywork.

Being able to explore towns makes sense in a fantasy RPG where the settlements are aesthetically distinct. Elite: Dangerous has literally thousands of identical stations and you are not going to be able to give each one its individual character - walking through it is only going to make players antsy by forcing them to spend a minute walking along the corridor to get down to the business of why they docked in the first place. Many of these stations are also literally miles in length and breadth - you can't meaningfully map out each one and only being able to access a couple of rooms in a station that houses millions will only make it seem more artificial.

What I would suggest though is changeable backdrops. Everything is still accessed from a menu as normal, but the view switches from the cockpit to an office when you're cashing in bounties, to a gantry overlooking a big crate-filled trading floor in the commodities market, or a crawlspace between leaky pipes or bundles of big cables in the black market. A couple of randomised doodads (one desk has a desk-lamp, the other a fer-de-lance model, another a portrait of His Majesty The Emperor) can be put in each scene. This I think gives the best of both worlds - a sense of place without timewasting travel.
 
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I have to agree with this. Housing sounds like a fun sort of thing, but not really adding to game play, and would get old quickly. There are far more exciting things I would like to see time spent on. Now a pub is a different matter ;)

I guess it's not for everybody.

The provision for customization may add a level of interest:
  • Closet - uniforms, boots, helmets, etc
  • Collectibles, trophies etc
  • Evidence of achievements
  • Storage space for some cargo items - Rare items
  • Access to Galnet, Bank of Zaonce, investments
  • Galaxy bounty database - if you have bounties across several systems, then perhaps you can submit them all from your homebase, rather than flying from system to system (unless you want to)

I'm remembering the Hearthfire feature for Skyrim. If anyone can recall the trophy room, where you had the taxidermy collection of creatures killed - sounds disgusting in retrospect now, but it was kinda fun.

Someone mentioned the uniform collection earlier in the thread. I'd certainly go for that (micro-transactions).

I would expect that real estate prices would be dependent on the system - its economy, government, security, etc.

I, for one, would go for it. :D
 
I was thinking of this a bit more... this would pretty much have to happen to make mining truly profitable... some place to store your refined minerals until you could haul it to a market that will give you a better price than a refinery system would dole out.
 
That would be awesome! Though considering how little we have in terms of antithetical customisations I doubt we would be able to customise our commanders. Would be awesome though!

How cool would it be to be able to see commanders fly/explode past your apartment/house whilst you watch in comfort.
 
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