Elite Dangerous: the New Era – A WIP Design Document – Chapter 1 of 8 (Please Be Kind)

Elite Dangerous: the New Era – A WIP Design Document

Alternate Title: This is What a Roadmap Looks Like

Chapter 1 of 8

Chapters:


  • The NPCs of Odyssey and the BGS: Bringing Life to the Galaxy
  • PowerPlay, Power and Faction Ranks, and Looking the Part: Rewarding Progression and Meaningful Advancement
  • Armor, Finery, and Rubbish: Cosmetics and Monetization to Support Continuous Development
  • Missions and Mechanics: New Options for Subterfuge, Conflict, and Crime
  • Expanding the Fleet: New Ships and Why They’re So Important to Elite Dangerous
  • The Major Powers of Elite Dangerous: Hiding the Grind
  • Ship Interiors: Come On, You Knew This Would Be Here
  • CMDR Settlements and Housing: Oh, Ambitious Are We?

Chapter 1: The NPCs of Odyssey and the BGS: Bringing Life to the Galaxy

TL;DR:

What would these NPC and BGS changes do? They would convey a sense that the world is much more alive than it currently seems. These states would ideally be reflected both on stations/concourses and within settlements. All of these would also entail advertisements, announcements, and other visual markers, most prominently on stations, but also in settlements. They would also allow for unique gameplay opportunities to be reflected via new missions and emergent gameplay.

In addition to the faction-specific uniforms for military and political personnel, there would also be more faction-specific civilians included. The types and kinds of civilians present would be based on Economy type, Settlement Types, and BGS state present on station/in system.

Examples:

Federation: Utilitarian travelers, corporatists, industrial workers. Etc.

Empire: Lavish celebrities, opulent nobles, Imperial slaves. Etc.

Alliance: Variety of clothing/armor styles, Laborers, Explorers, Minor diplomats. Etc.

Raider: Raiders (obviously), Slaves. Bounty Hunters. Arms Dealers. Etc.

Finally, BGS states will be reflected via NPCs and new and extensive visual indications on stations and in settlements and will not just be expressed via the Galaxy Map, Icons, and/or a minimum of flavour text.

Okay, here we go.

The Really Cool Part:

Firstly, I’d like to say that I really like the NPCs in Odyssey so far. They’re well implemented where they are and as they are (barring AI improvements, which isn’t my focus here) but they need a significant amount of care and attention to elevate them to the highs that this galaxy is capable of.

Beyond the players of ED itself, the beating heart of this game are the effects that the enigmatic behemoth that is the BGS has on it. Being able to see the effects that an individual, wing, or squadron of commanders can have on something as small as a settlement or as large as an entire system is a powerful draw of this galaxy. NPCs need to be better integrated within the BGS of ED.

The current NPC system consists of pre-generated NPCs. How those are generated I have no idea. But there is good variety. On orbital stations and platforms, I’ve seen many NPCs that are pilots or bartenders or mission givers that feature Mavericks, Dominators, Artemises, Flight Suits, and a variety of other outfits not currently available to CMDRs, in a variety of colour palettes and sets of equipment and/or accessories. In and around settlements, I’ve seen patrolling guards with Dominators and civilians in (for the most part) appropriate attire for their positions. I’ve also seen (and been shot at) by OmniPol officers. Nice touch!

I enjoy these very much. I often take settlement missions just so I can “meet” the people there and rob them see what their uniforms, outfits, and settlements look like. It is a truly wonderful aspect of Odyssey and considering the scale of implementation of NPCs across the galaxy, it is also a truly awe-inspiring and impressive one.

The New Era:

The New Era features NPCs (and especially mission providers) that are wearing the clothing and armor styles of their respective superpower, faction, background, and BGS.

There are three primary superpowers in the game. (I know that GalNet article mentioned Sirius not long ago, and I’ll address that in a chapter later on.) By looking at NPCs in game, players can’t see that. There are no Federal uniforms or Imperial robes or Alliance overalls. There are also no standard military uniforms for any of these superpowers, which I find strange because if they’re funded and directed by a unified government, surely that government would fund and equip them with somewhat matching uniforms.

I’m gonna use Ground CZs as an example, as they clearly present more than one faction in one place for an easy comparison. In the case of, for example, two independent factions with no superpower affiliations, the current mish-mash of a variety of colours and armor set-ups makes a lot of sense. I mean, they’re independent, and probably don’t have the financial backing or fashion and armor designers like the Germans did supers do. However, the lack of a unified aesthetic for factions that are “official” Federal or Imperial, etc is a glaring omission, as implementing distinctive uniforms and armor sets would go a long way toward bringing the galaxy to life and making it a believable place for us to shoot meet people in. (I also specified mission providers above and would like to reemphasize that here. It’s pretty tiring to run to each of these in a Concourse and open up a menu just see if it’s a faction you’re trying to advance in. Having the new faction-specific NPCs would help with that fatigue and tedium quite a lot.) And in my opinion, this implementation can’t just consist of a simple palette swap of existing Dominators.

My suggestion here is to follow the existing lore and designs of Elite Dangerous regarding these factions. (I’m not an expert on lore btw. I got most all of my knowledge about the factions/powers/etc from the wiki on Fandom.) You (as in FDev) have mentioned in the past that you designed the suits and weapons as kind of smaller scale versions of the ships in the game. I’d like to see that implementation at the artistic level as well. What do I mean by this?

Federal Navy: Federal black and grey uniforms with layered armor with vents and hard angles with clean lines. Think the Vulture but on a person, and with fewer power management issues. (Or maybe as many but with added armor, true to Fed ships.) Add some nice red for the trim and detailing on the armor like the Fed insignia, name/unit tag, and ambient lighting. Think Core Dynamics – plenty of armor and a can of whoop ass. (This idea could also result in added armor hardness ratings for suits, and slower movement - bc balance.)

Imperial Navy: Imperial white uniforms with sleek, minimalistic curves that adhere closely to and accentuate the power of the body within. The ambient colour here would be that baby blue neon in and on the Gutamaya lineup. Again, think Gutamaya: Sleek, swift, potent shields, and plenty of mobility. And add that sexy black trim from the Gutamaya seats. Those look imposing, but also comfy. (This suit would be faster/increased mobility and may even be better suited for stealth than other suits.) I’m fast af, boi!

Alliance Defence Force: Alliance green uniforms that are fairly plain and low-tech (I suggest this bc the Alliance is presumably much less wealthy and/or as technologically advanced as the other two superpowers.) What comes to mind are the Rebel uniforms at the Battle of Endor. They’re greenish and more low-tech to reflect that the Alliance has to focus more on guerrilla tactics and hit-and-run assaults to be successful. (which is supported in the lore of the establishment/development of the Alliance.) As far as combat? They don’t really have a niche like the other two. I’d probably just make this one a Maverick alternative, in that Allies scrounge, scavenge, and research to improve their current tech. You can tell which of these I’ve put the most thought into, huh?

(I’m going to come back to these suit ideas in a few ways in the next three chapters.)

In addition to those kinds of “standard” military suits, there are also dozens of unique organizations within and outside of those superpowers. I’m going to list, say five of each here that resemble their counterparts with an idea of what they could look like and how they could be implemented.

The Federation:

Federal Security Service: The police/guards of non-military and currently operational Fed settlements. Stick with a grey aesthetic (the black is for military instead of police) with less armor than for military units. Could be present on stations during War/Lockdown/Civil War/Civil Unrest states.

Federal Corporatists: Businesspersons of the Fed. Spiffy suits, clean cut, professional haircuts, etc. Could be present on stations/settlements due to Election/Boom/Bust states.

Federal Diplomatic Corps: Well dressed, well mannered; sometimes incorporate rival faction items into their outfits (Imperial jewelry, Alli gadgets, etc.) Could be present during Election/Expansion/Boom states

Federal Intelligence Agency: The spies and investigators of the Federation. In official FIA uniforms (prob sleeker, more subtle than their military counterparts, and with their face partially covered for anonymity.) They’ll also sometimes escort Fed diplomats as close-protection units. Could be present during Lockdown/War/Civil War/Civil Unrest states

The Void Rangers: Uniforms that match the new ship paint jobs that you’re going to give them bc all of the ATR paint jobs are immersion breaking and don’t match their respective factions. Actually, these should prob be implemented alongside Fed guards and OmniPol NPCs currently in game. Only in high security systems or dropped in as a last resort strike team once a settlement is successfully raided by CMDR forces.

(Alternatively, get rid of these and replace them with either OmniPol, ACT, or another pangalactic security unit. Perhaps Sirius is contracted and trusted to secure the Bubble? Another idea is just have the FIA replace the Void Rangers as the Fed’s elite strike unit.)

Federal Navy: That Vulture idea from above, but with three levels of complexity. I’ll come back to this later. (I keep referencing the Vulture because I’m p sure that’s the most beloved Fed ship in the game. Mostly bc it’s so unique compared to the Fed Three. Also, one doesn’t have to grind for it.)

The Empire:

Imperial Internal Security Service: The police/guards of non-military and currently operational Imp settlements. Stick with a brownish, gold-trimmed aesthetic (similar to the Emperor’s garb, bc the Empeor's reach is everywhereee ahhh spookyyyyy) with less armor than for military units. Could be present on stations during War/Lockdown/Civil War/Civil Unrest states.

Imperial Clients: Agents, subordinates, representatives,of Imp Senators. Similar to the function of the Corporatists in Fed, except they’re here to keep up appearances and look damn good doing it. Robes, dresses, etc. For some reason I see them as showing more skin than their Fed/Alli counterparts. Perhaps to show off their attractiveness? Could be present during Boom/Expansion/Election states.

Imperial Slaves: Modest, subdued, minimalistic dress. Whites, creams, and greys. Arms behind their backs at ease similar to servants.Could be present anytime tbh.

Imperial Diplomatic Corps: Actually more subdued than their more ostentatious counterparts. Their job is to work with the other factions, so they’d be more professional and warmer than other Imp representatives. Less arrogant, but no less proud. Sensual but professional dress. Could be present during Boom/Expansion/Election states.

Imperial Guard: Acc. to lore, they wear solid black uniforms to differentiate themselves from Imp Navy, who wear white. The most elite (Get it? Elite??) of Imp forces, guards of the Emperor and some senators. Could be present during War/Lockdown/Boom/Election states.

Omega Company: Same as above, but implemented alongside Imperial guards and OmniPol NPCs currently in game. Only in high security systems or dropped in as a last resort strike team once a settlement is successfully raided by CMDR forces.

(Again, maybe get rid of these and replace them with either OmniPol, ACT, or another pangalactic security unit? Perhaps Sirius is contracted and trusted to secure the Bubble? Also, maybe use Imperial Guard instead as last resort elite strike unit. Because the Emperor's Hammer smashes everywhereeee ohhhhh so coooollll)

Imperial Navy: Sleek white uniform idea from above, but with three levels of complexity. I’ll come back to this later.

Alliance: (This one’s gonna be harder for me.)

Allied Police Forces: The police/guards of non-military and currently operational Allied settlements. Stick with a hodgepodge, brown and green aesthetic (like khakis and green assault gear) with less armor than for military units. Could be present on stations during War/Lockdown/Civil War/Civil Unrest states.

Alliance Interpol: A hybrid of police and military aesthetic. I’m thinking GIGN, GSG9, Canadian Mounties (not the dress uniform) as inspirations. Mobile af but also surprisingly lethal and resourceful anywhere. Basically Allied Intelligence, but less covert than the other superpowers. Again, more diversity in their aesthetic due to the less “directed” nature of their societies. Could be present on stations/settlements during War/Bust/Lockdown/Civil War/Civil Unrest states.

Alliance Entrepreneurs: (I’ve tried to include at least one civ “faction” in each.) Adventurers, Business people of Alliance member companies, explorers, etc. More clothing and colour diversity than other superpowers. On Statons/Settlements during Boom/Bust/None states.

Alliance Defence Force: They badly need a unifying… uniform. And aesthetic. For unity reasons. Idk. I’ll come back to this in a later chapter, just like the other ones.

SOC: Again, same, but implemented alongside Allied Police Forces and OmniPol NPCs currently in game. Only in high security systems or dropped in as a last resort strike team once a settlement is successfully raided by CMDR forces.

(Again, maybe get rid of these and replace them with either OmniPol, ACT, or another pangalactic security unit? Perhaps Sirius is contracted and trusted to secure the Bubble? Also, maybe use Allied Interpol instead as last resort elite strike unit.) (Seriously, though, if GSG9,GIGN, etc were after me, I'd be noping tf out reallll quick.)

Back to the Ground CZ example, the only way to currently know who to shoot at during a Frontline CZ is because the HUD paints the opposing faction a bright red. With two independent factions, that hodge podge of who’s who wouldn’t change. But in the case of acquisitions due to the BGS, those new troops would be readily apparent due to their uniforms. Well, why does that matter if the HUD marks them for you? That’s a very good question that you very much did just directly ask me. That brings us to the BGS.

The BGS of the New Era

The Really Cool Part:


The BGS drives damn near everything in ED, and even though we often can’t see that invisible hand at work (I could have worded that better), it’s indispensable when generating the missions, rewards, and opportunities for CMDR interaction with the world. How so? Well, one example is the increased selling price of food during famines, or the shortage of Imperial slaves at a nearby Agricultural station. (I bought my Cutter off the backs of so so many Imperial farm slaves laborers, Emperor bless ‘em.) And it’s impressive! Having algorithmic interactions (I sound smart, right? That’s what it is, right? Algorithms?) power so many of the systems of ED makes for surprisingly compelling content on a regular basis. But there’s a problem. And this suggestion would fix that.

(I’m not going to comment super extensively on BGS implementation here because I’m not super well-acquainted with it. Most of my comments/ideas here are based on player feedback that I’ve read on forums/Reddit over the last few years. I’ve toyed around with it to acquire Rep with a few specific factions, but I’m just one person. But yeah, let’s get back to it.)

The New Era:

The problem? We can’t see it! Like so much of this game, it’s all ones and zeroes. It’s numbers on a screen, or an icon on a map, or a minimum of flavour text.

Here’s a list of some of the BGS states (and bc this is kinda long) just a small idea of how those could be reflected in-game.

Boom – Faction-specific tycoon or an assortment of business-dressed NPCs in concourse and in settlements. (Opportunities to rob/assassinate/and/or transport rich NPCs)

Bust – Faction-specific weary/downtrodden NPCs who’ve lost their fortunes in concourse and in settlements. Also, poor people.

Civil Unrest – Faction-specific guards on station in concourse, along with NPCs who are defiant. Increased guard presence in settlements, increased surveillance/scans of locals and CMDRs. (Opportunities to “put down” defiant settlements, assassinations, etc.)

Elections – Faction-specific political workers in concourse and in settlements, banners/ads/announcements on stations and in settlements. (Opportunities to assassinate politicians/steal data/ etc.)

Famine – Faction-specific civilians who look famished. Food distribution either in concourse and/or in settlements. (Agricultural Settlements offline in some cases. Opportunities to rob/liberate them from Scavengers, Raiders and Criminals.)

Lockdown – Ruling faction-specific guards in concourse and in settlements. Increased vigilance in settlements. (Opportunities to smuggle/assassinate/heist for drastically increased payouts within settlements.)

Outbreak – Faction-specific guards in special HazMat gear in concourse and in settlements. Quarantines implemented. Perhaps some settlements are being “purged” by combatants, and the player chooses which side to aid, mechanic similar to CZs. (Opportunities to smuggle people to/from settlements/stations.)

War/Civil War – Defending faction-specific guards in concourse and in settlements. All settlements in conflict. CMDRs can simply loot entire place and leave, if they can dodge/evade/survive. (They are not fired upon unless they are aggressive.)

What would these do? They would convey a sense that the world is much more alive than it currently seems. These states would ideally be reflected both on station/concourses and within settlements. All of these would also entail advertisements, announcements, and other visual markers, most prominently on stations, but also in settlements. They would also allow for unique gameplay opportunities to be reflected via new missions and emergent gameplay (the parenthesis/italics stuff.)

In addition to the faction-specific uniforms for military and political personnel, there would also be more faction-specific civilians included. The types and kinds of civilians present would be based on Economy type and Settlement Types present on station/in system.

Examples:

Federation: Utilitarian travelers, corporatists, industrial workers. Etc.

Empire: Lavish celebrities, opulent nobles, Imperial slaves. Etc.

Alliance: Variety of clothing/armor styles, Laborers, Explorers, Minor diplomats. Etc.

Raider: Raiders (obviously), Slaves. Bounty Hunters. Arms Dealers. Etc.

A few final notes:

How to announce this?
Use your Community Managers. Instead of the constantly downvoted Supercruise streams that have little substantive news (that seems to be the current community impression at least), your team can showcase these new NPCs and BGS states and how they’re reflected in systems. This is weeks and weeks (if not months) of new and interesting content. You can also have your members of your art teams on these streams. (Curiously, finding concept art for NPCs is surprisingly hard. That might be because ED’s focus has until Odyssey been spaceships, but I still feel it’s worth mentioning.)

How to implement all of this? Simple. (I hope!) Create the assets, plug them into the NPC generation system according to faction, BGS state, settlement type, station type, etc. and then roll them out organically along with relevant announcements on GalNet. (I'm guessing the NPCs would be easier to generate/insert than the BGS changes, but I could be mistaken.)

How will this help us? Firstly, a better foundation of what’s to come, which I’ll get into in subsequent chapters. (A PowerPlay overhaul, new ranks and rewards attached to them, refined missions and new story content, new suit mechanics, etc. I don't think it'll be as hard as it looks here.) The second is immersion. This game has focused on that key factor more often than not. (Docking, Ship controls, Entering/Leaving stations, the sound and art design, etc.) Experiencing more of that immersion in the galaxy will draw new players in and also encourage existing/lapsed players to come back and explore everything you've so lovingly and painstakingly created.

How will this help FDev? Along with the Supercruise content and increased communication from developers, this will also be something for your most prominent content creators to showcase, talk about, and praise to the rest of the community. Also, this is going to provide more opportunities to monetize cosmetic content that's more focused and more attractive to the players of Elite Dangerous to support ongoing development, which I’ll try to detail in Chapter 3: Armor, Finery, and Rubbish: Cosmetics and Monetization to Support Continuous Development. (Title and Chapter subject to change.)

Okay, CMDRs. As with any living document, this is yours now. Please let me know what you think so far! More chapters coming soon!

As always, please be kind! o7

(Edit: I took out about 500 words - the intro - to make this more relevant and specific to the chapter itself.)
 
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