Elite Mining Simulator

I would disagree on one point, it is not a 'good' combat simulator. The original Elite and further iterations had a satisfaction loop ( Lets not forget story driven games like Decent Freespace). Exploration yes, as it is a beautiful looking game in some locations and hass the best VR arguably of any game. Trading is viable, though not particularly exciting. Combat requires, engineering, specialist weapons and knowledge not readily available in game and most importantly No satisfaction/reward loop. it can take over a month to get Power Play specialist weapons/Shields per single item type which are a must for PVE survivability. ( you can disagree there - but Prismatic Shields - nuff said)

It would be good if you could buy those, slightly less modified from stations etc. and allow, with better credit rewards for new and mid range players to learn how to play the combat part of this game.

Hello Cmdr Kallipar,

Are you referring to PvP fighting as combat or combat in general?
For single player PvE, I am not sure you need to Engineer your ship to get Elite, although it does help with Dangerous and above, when you need to really concentrate on deadly or higher targets. I got to Elite in Combat the 1st time round with an unengineered Vulture. OK when 2.1 came out I upgraded to a FAS for combat zones, as the unengineered Vulture lacked the punch for combat zones, an enigneered Powerplant would have fixed it, but I could not be bothered when better combat ships were available. So not convinced by your proposition.

In terms of story, the BGS is resolved mostly by Combat Zones - in this case ownership of stations can be changed, you can use this as a basis for a narrative for multiple game loops. I tend to need to a reaosn to do anything. Early on its bigger, better ships, that grows old quickly for me, regardless of what I own, I need a narrative to do things. Community Goals were great for this, but the BGS is a good "story generator".

Simon
 

Oh, better. You were sounding like the Lead Narcissist there for a moment!
 
Hello Cmdr Kallipar,

Are you referring to PvP fighting as combat or combat in general?
For single player PvE, I am not sure you need to Engineer your ship to get Elite, although it does help with Dangerous and above, when you need to really concentrate on deadly or higher targets. I got to Elite in Combat the 1st time round with an unengineered Vulture. OK when 2.1 came out I upgraded to a FAS for combat zones, as the unengineered Vulture lacked the punch for combat zones, an enigneered Powerplant would have fixed it, but I could not be bothered when better combat ships were available. So not convinced by your proposition.

In terms of story, the BGS is resolved mostly by Combat Zones - in this case ownership of stations can be changed, you can use this as a basis for a narrative for multiple game loops. I tend to need to a reaosn to do anything. Early on its bigger, better ships, that grows old quickly for me, regardless of what I own, I need a narrative to do things. Community Goals were great for this, but the BGS is a good "story generator".

Simon
Hi,, Thanks for the reply, if I wanted to just get to Elite via combat, unless things have changed in the last year would be thargoid bashing. - Guess they might have nerfed it for mining but I am just a cynical old soak ;)

Personally I backed the game as I always wanted a Fer De Lance - job done. So it is combat in General, but also about people learning what can be done. It is not Elite Mining I backed though it seems that this mini game is the most polished part of the game as it has been done by devs working on the same type of design in other FD games, which frankly sucks in a combat simulator. I would respecfully ask the devs in the lack of combat satisfaction loop to up the rates for combat regardless of whether commanders are playing a sidey with pulse lasers to a fully tricked out Corvette. Add a couple of 0's and we might find commanders flying the game as it is meant to be played.



My MO in this or any game is the 'modification of in game equipment' i.e. Engineering. personal projects have included a 11% heat signature Diamondback Explorer with torpedoes, to trying out various types of shielding and shieldless builds as well as the usual long jump range. My personal favourite was a PS shielded Sidey with eningeered thrusters from Felicity Farseer which survived a pvp attack by two gankers outside Jamesons. Cant hit it you cant beat it. :) loved the frustration factor as I cruised into the terminal and docked.

Heres an idea completely wouldn't run but shows how stupid I consider the in-game Mining simulation, lets have a site or system where I can collect all of the engineering material at once from raw to manufactured and all encoded scan data. Then let me play with all the variations and let me sell engineered weapons to other commanders. It won't happen, but personally it would give me satisfaction...

SO FDev if you are listening up combat rates, you know its a good quick fix....
 
Hi,, Thanks for the reply, if I wanted to just get to Elite via combat, unless things have changed in the last year would be thargoid bashing. - Guess they might have nerfed it for mining but I am just a cynical old soak ;)

Personally I backed the game as I always wanted a Fer De Lance - job done. So it is combat in General, but also about people learning what can be done. It is not Elite Mining I backed though it seems that this mini game is the most polished part of the game as it has been done by devs working on the same type of design in other FD games, which frankly sucks in a combat simulator. I would respecfully ask the devs in the lack of combat satisfaction loop to up the rates for combat regardless of whether commanders are playing a sidey with pulse lasers to a fully tricked out Corvette. Add a couple of 0's and we might find commanders flying the game as it is meant to be played.



My MO in this or any game is the 'modification of in game equipment' i.e. Engineering. personal projects have included a 11% heat signature Diamondback Explorer with torpedoes, to trying out various types of shielding and shieldless builds as well as the usual long jump range. My personal favourite was a PS shielded Sidey with eningeered thrusters from Felicity Farseer which survived a pvp attack by two gankers outside Jamesons. Cant hit it you cant beat it. :) loved the frustration factor as I cruised into the terminal and docked.

Heres an idea completely wouldn't run but shows how stupid I consider the in-game Mining simulation, lets have a site or system where I can collect all of the engineering material at once from raw to manufactured and all encoded scan data. Then let me play with all the variations and let me sell engineered weapons to other commanders. It won't happen, but personally it would give me satisfaction...

SO FDev if you are listening up combat rates, you know its a good quick fix....

Hello again Cmdr Kallipar,

Interesting to see yourmore detailed take on combat. Thagoids are fairly good way of getting ranking, as unlike the other scenarios, they do not scale with rank, so can give a good rate of progression, compared to other scenarios. Sidewinder sounds like a hoot.

One of the game loops I was hoping they would revisit in ED, was Player bounties. At the moment we have t e cap (is 2MCr max?). Obvioulsy 2 pirates cleaning each other's bounty status needs to be avoided, which I assume is why we have the cap. Player bounty hunting seems all but dead. Back in the early days, the trip to the station with a 1000Cr bounty was dangerous enough, from NPCs and PCs. Sort of miss those days. I was hoping when bounties moved to the ships, with would pave the way for new equipment to track and raising of the cap. I always liked the proposal that if you comitted a crime against a player in open, you were stuck in open until the bounty was removed. I think this would generate some good content, give PvP aq vit of meaning on the game, and open up the route for squadron PvP wars.

In terms of co-op PvE, we have wing "kill x" and Assasinations, which are failry fun but defeated by engineering or superior ships. I wonder what else we could add to improve the narrative loop for combat.

Thanks
Simon
 
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