Goose4291
Banned
Last night I was musing on a concept to try to bring some semblance of uniqueness to the Military 'career' path in ED.
Premise
In your own ship, you fly to one of the new Drydock assets, where upon docking, the new Military GUI flashes up
On your initial loading in, it asks you to select your military (i.e. Imperial/Fed/Alliance (hah)) at which point you are locked to that superpower.
At this point the GUI changes to highlight all the systems where a conflict for a faction supporting that superpower is taking place, and has a capital ship in an instance. It also highlights if any have current 'military' players in them, as well as a lobby function to support winging up.
Once there, you select your ship load-out (more on that later) and are launched from that capital ship in that superpowers fighter and take part in that CZ (locked into open, as firstly in my mind BGS manipulation is an indirect form of PvP, and secondly to try to encourage large numbers of players to take part in throwaway PvP with meaning, which CQC lacks).
When you kill an enemy ship the credits are automatically transferred to your account, and its relevant impact on the BGS also transferred (as you will be helluva squishy and will probably die a lot).
If you lose your ship, no cr loss impact on yourself (as it's a military vessel anyway). Additionally you can 'dock' with the capital ship to get repairs IF you somehow manage not to scatter at the first volley, or to change your fighter (see below)
You earn Military rank this way henceforth, no longer done through the old system (with the rank advancement missions still requiring you to use your main account to get the mission done).
Ranking Up
Ranking up not only unlocks the permits/ships in-game as now, but also adds additional variations on loadouts to you 'military' account (so for example, AWACS, EW, Interceptor or heavy bomber variants of the fighters, unique weapons/equipment (so for example, a Imperial pledged pilot might get a Prismatic Shield fighter available at a certain level, or a Fed might get a Pacifier cannon variant fighter). These variants and roles will lead to wings tailoring themselves to meet a threat, so for example if the atypical tankaconda player comes into the instance, two of them might dock and come back out as heavy bombers.
The final endgame of this might be that players can, for a limited period using multi-crew, control one of the capital ships and it's turrets in the instance.
Advantages
Meaningful PvP (as this not only relates to your rank, it means your influencing the BGS for the glory of your superpower)
Choice and consequence (As you have to chose a relevant superpower, and this impacts on your gamestyle)
Throwaway PewPew (so those who can't handle losing a pretend spaceship can still get their hands dirty).
Potential variety in CZ's again (so no more cuttie-cutter build of the day, as the fighter variants mean people will be switching in and out).
Cons
Reliance on open
Additional Lore tidying
Currently, the Fed's and Imps seem to use all the other craft in their CZ's. To try to give it that tidier 'immersive' feel, I'd suggest as well that the following ships spawn per faction in a CZ
Federal
Federal Corvette.
Federal Gunship.
Federal Dropship.
Federal Assault Ship.
F63 Condor.
Imperial
Imperial Eagle
Imperial Courier
Imperial Cutter
Imperial Clipper
Imperial Fighter
Independent/Alliance (As a placeholder)
Anaconda
Asp Explorer
Asp Scout
Cobra MkIII
Cobra MkIV
Diamondback Explorer
Diamondback Scout
Eagle
Python
Taipan Fighter
Viper MkIII
Viper MkIV
Vulture
*Poll added, because this isn't an open letter and I need to adhere to forum protocols.

Premise
In your own ship, you fly to one of the new Drydock assets, where upon docking, the new Military GUI flashes up
On your initial loading in, it asks you to select your military (i.e. Imperial/Fed/Alliance (hah)) at which point you are locked to that superpower.
At this point the GUI changes to highlight all the systems where a conflict for a faction supporting that superpower is taking place, and has a capital ship in an instance. It also highlights if any have current 'military' players in them, as well as a lobby function to support winging up.
Once there, you select your ship load-out (more on that later) and are launched from that capital ship in that superpowers fighter and take part in that CZ (locked into open, as firstly in my mind BGS manipulation is an indirect form of PvP, and secondly to try to encourage large numbers of players to take part in throwaway PvP with meaning, which CQC lacks).
When you kill an enemy ship the credits are automatically transferred to your account, and its relevant impact on the BGS also transferred (as you will be helluva squishy and will probably die a lot).
If you lose your ship, no cr loss impact on yourself (as it's a military vessel anyway). Additionally you can 'dock' with the capital ship to get repairs IF you somehow manage not to scatter at the first volley, or to change your fighter (see below)
You earn Military rank this way henceforth, no longer done through the old system (with the rank advancement missions still requiring you to use your main account to get the mission done).
Ranking Up
Ranking up not only unlocks the permits/ships in-game as now, but also adds additional variations on loadouts to you 'military' account (so for example, AWACS, EW, Interceptor or heavy bomber variants of the fighters, unique weapons/equipment (so for example, a Imperial pledged pilot might get a Prismatic Shield fighter available at a certain level, or a Fed might get a Pacifier cannon variant fighter). These variants and roles will lead to wings tailoring themselves to meet a threat, so for example if the atypical tankaconda player comes into the instance, two of them might dock and come back out as heavy bombers.
The final endgame of this might be that players can, for a limited period using multi-crew, control one of the capital ships and it's turrets in the instance.
Advantages
Meaningful PvP (as this not only relates to your rank, it means your influencing the BGS for the glory of your superpower)
Choice and consequence (As you have to chose a relevant superpower, and this impacts on your gamestyle)
Throwaway PewPew (so those who can't handle losing a pretend spaceship can still get their hands dirty).
Potential variety in CZ's again (so no more cuttie-cutter build of the day, as the fighter variants mean people will be switching in and out).
Cons
Reliance on open
Additional Lore tidying
Currently, the Fed's and Imps seem to use all the other craft in their CZ's. To try to give it that tidier 'immersive' feel, I'd suggest as well that the following ships spawn per faction in a CZ
Federal
Federal Corvette.
Federal Gunship.
Federal Dropship.
Federal Assault Ship.
F63 Condor.
Imperial
Imperial Eagle
Imperial Courier
Imperial Cutter
Imperial Clipper
Imperial Fighter
Independent/Alliance (As a placeholder)
Anaconda
Asp Explorer
Asp Scout
Cobra MkIII
Cobra MkIV
Diamondback Explorer
Diamondback Scout
Eagle
Python
Taipan Fighter
Viper MkIII
Viper MkIV
Vulture
*Poll added, because this isn't an open letter and I need to adhere to forum protocols.
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