My suggestions are
- We need a proper combat rank that is pvp only. CP system actually makes a basis for this. It would also act as a karma system as killing much weaker players lowers your rank ( based on rank and DPS and defensive measures on ship).
- Stop using credit making restrictions as a way to slow progress towards the bigger ships. Instead use the current 3 elite ranks instead. eg Dangerous in combat required for a FDL licence.
- Have PvP combat at CGs where the rebuy is ZERO and CP system turned off
- Have these segmented eg have a noob one where only unengineered ships below 10 million are allowed. eg Have wing vs wing and solo combat.
- Tie this into powerplay. Best pilots get hired to kill opposing players
After a year of playing we get lots of
credits grindy vs too easy to make credits
care bear vs griefer
I think the root causes are no real PvP combat mechanisms and credits being used to hold back progression (and failing). So I suggest….
Why do most payers need credits? Well 1. rebuys for PvP combat - well it's a game and this is a legit play style - and buying new ships. 2. New players want the big ships as well they see them as ways to make money quicker and as the small ships without engineers are too weak vs an engineered Vette or FDL etc. Immersion focused players who want more a space sim really don't like 24 hr condas and 2hr Outsider to Duke stories. How to meet the needs of these diverse types of players?
So why not first restrict access to ships by the 3 elite ranks. Makes sense a 17 year old passing their driving test in a car can't drive a 42 tonne lorry! The pilots fed surely would restrict new pilots to smaller ships for insurance reasons. It would make smaller ships used more and bang in one go one big reason to get crs very quickly gone. Easier credits could be allowed then without allowing players to get ships too quickly before they are ready for them. Eg FDL you have to be dangerous in Combat. Conda say a highish trade or combat rank. Immersion focused players would like it I am sure. I do think getting an FDL too soon slowed down my development of combat skills. Slower is better often.
BUT wait before saying some players will get bored….also add a whole new way to play PvP to relieve that rush by some players to get to big ships. We need a PvP rank. Own up fdev CQC was a massive failure. It's a dead donkey. First a ranking system could be tied into anti griefing protecting noobs eg attack someone much lower ranking than you reduces you rank badly. And have competitions based on Segments. eg the best unengineered Eagle fighter competition would be one accessible by new players. Have tournaments in CG format.
Have a published PvP ranking system. Top say 5% are elite. You can lose it by loosing or not playing say for more than 3 months. I think realistically the superpowers or factions would want to find the best players so would have competitions or many systems designated as anything goes in combat. Also combat CGs where the rebuy is subsidised by the powers to find the best players.
Make the rebuy ZERO in these CGs! CGs would prob work best as they get players together. Have pure combat ones. Winners go up in rank and loser down. This helps pve players as well as pvp players would have fun interesting game play so reducing greatly “griefing”. Have other CGs as now that pve players can enjoya s well. But piracy I hear you say. Well pirates would realistically be in small cheap unengineered ships or stolen ones - )like in the days of sail - or privateers in fake colours. New CP system is tied to ships anyway so beef that up and increase fsd reboot times so piravy and trader vs pirate combat becomes viable. Again a fully engineered Cutter pirate vs a Sidewinder noob with 2t of food puracy would be handled by negative impact on rank. Players would value a rank that says how good they are.Tie this into powerplay and encourage pvp wars.
With less demand for credits there would be far less panic over cr exploits!
- We need a proper combat rank that is pvp only. CP system actually makes a basis for this. It would also act as a karma system as killing much weaker players lowers your rank ( based on rank and DPS and defensive measures on ship).
- Stop using credit making restrictions as a way to slow progress towards the bigger ships. Instead use the current 3 elite ranks instead. eg Dangerous in combat required for a FDL licence.
- Have PvP combat at CGs where the rebuy is ZERO and CP system turned off
- Have these segmented eg have a noob one where only unengineered ships below 10 million are allowed. eg Have wing vs wing and solo combat.
- Tie this into powerplay. Best pilots get hired to kill opposing players
After a year of playing we get lots of
credits grindy vs too easy to make credits
care bear vs griefer
I think the root causes are no real PvP combat mechanisms and credits being used to hold back progression (and failing). So I suggest….
Why do most payers need credits? Well 1. rebuys for PvP combat - well it's a game and this is a legit play style - and buying new ships. 2. New players want the big ships as well they see them as ways to make money quicker and as the small ships without engineers are too weak vs an engineered Vette or FDL etc. Immersion focused players who want more a space sim really don't like 24 hr condas and 2hr Outsider to Duke stories. How to meet the needs of these diverse types of players?
So why not first restrict access to ships by the 3 elite ranks. Makes sense a 17 year old passing their driving test in a car can't drive a 42 tonne lorry! The pilots fed surely would restrict new pilots to smaller ships for insurance reasons. It would make smaller ships used more and bang in one go one big reason to get crs very quickly gone. Easier credits could be allowed then without allowing players to get ships too quickly before they are ready for them. Eg FDL you have to be dangerous in Combat. Conda say a highish trade or combat rank. Immersion focused players would like it I am sure. I do think getting an FDL too soon slowed down my development of combat skills. Slower is better often.
BUT wait before saying some players will get bored….also add a whole new way to play PvP to relieve that rush by some players to get to big ships. We need a PvP rank. Own up fdev CQC was a massive failure. It's a dead donkey. First a ranking system could be tied into anti griefing protecting noobs eg attack someone much lower ranking than you reduces you rank badly. And have competitions based on Segments. eg the best unengineered Eagle fighter competition would be one accessible by new players. Have tournaments in CG format.
Have a published PvP ranking system. Top say 5% are elite. You can lose it by loosing or not playing say for more than 3 months. I think realistically the superpowers or factions would want to find the best players so would have competitions or many systems designated as anything goes in combat. Also combat CGs where the rebuy is subsidised by the powers to find the best players.
Make the rebuy ZERO in these CGs! CGs would prob work best as they get players together. Have pure combat ones. Winners go up in rank and loser down. This helps pve players as well as pvp players would have fun interesting game play so reducing greatly “griefing”. Have other CGs as now that pve players can enjoya s well. But piracy I hear you say. Well pirates would realistically be in small cheap unengineered ships or stolen ones - )like in the days of sail - or privateers in fake colours. New CP system is tied to ships anyway so beef that up and increase fsd reboot times so piravy and trader vs pirate combat becomes viable. Again a fully engineered Cutter pirate vs a Sidewinder noob with 2t of food puracy would be handled by negative impact on rank. Players would value a rank that says how good they are.Tie this into powerplay and encourage pvp wars.
With less demand for credits there would be far less panic over cr exploits!
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