Frontier should release a "stripped down" version of Elite that has offline mode, mods and player hosted servers

Yes, I think that's right. FWIW, I can't find a single mention of single player off line mode in the original kickstarter, though multiplayer is frequently mentioned. https://www.kickstarter.com/projects/1461411552/elite-dangerous I'm too lazy to comb through the rest of the stuff to see what happened, but I do remember the kerfuffle when they dropped the single player offline mode and refunded some pledges.
It’s in the FAQ section:
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I wouldn't have backed a single player ED, I'd just have continued playing the free Oolite, which btw has all the modding potential that everyone seems to be looking for. And being free you can even fly all those IP ships, now wipe that drool off your chin.
 
I wouldn't have backed a single player ED, I'd just have continued playing the free Oolite, which btw has all the modding potential that everyone seems to be looking for. And being free you can even fly all those IP ships, now wipe that drool off your chin.
LOL, those graphics look like early 2000s.
 
I think being able to play offline, install mods and letting players host their own servers for the game would be the best course of action for Elite right now. Basically let the players be the developers.

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Back to this one again?

Offline mode or even legacy offline ain't going to happen until the game is 'sunset'. DB is quoted in this article about what happens when Elite is closed down.

Looking further ahead, we're faced with the possibility that Elite: Dangerous will become unplayable if Frontier ever stops supporting the game and shuts down the servers.

"If it were ever to happen, we would be able to release an archived version of the game, including the servers, but of course this would not evolve any further," Braben said.

So effectively, that's when offline mode comes in, that's when people can do what the fans did with Freelancer, I-War 2 and even First Encounters. Although it's mentioned in other places, It is concerning that we've never had any reassurances that this is still the case. However, the game is still going strong (despite what some on the forums want to believe), I don't think we'll

david braben responds to outcry over elite dangerous ditched offline mode


P.S. What the fans did with Freelancer and what the Legendary Grandpa Trout did with I-War was amazing.
 
Elite hasn't been going strong since 2018. That was a solid year of decent size quarterly updates. It's been downhill ever since then. Odyssey accelerated the downhill slope by tacking on a mediocre FPS game, killing console support and doing very little to support the game outside of the veil of "narrative" updates that consist of cutscenes and adding in new places to shoot the same small handful of alien vessels.

Due to the glacial speed of development, it's not too early to consider what happens when they decide to sunset the game.
 
I wouldn't have backed a single player ED, I'd just have continued playing the free Oolite, which btw has all the modding potential that everyone seems to be looking for. And being free you can even fly all those IP ships, now wipe that drool off your chin.
That or freespace open...i must admit having modded since bg2 i find it unfeasible to do what op suggests. One look at skyblivion or equiv and no; untenable timetable.
Besides, no thank you, OP.
 
So a game that's advertised as a having a full scale realistic galaxy (to the standards of the period when it was implemented) should remove that part entirely and become "just another space game with a relative handful of systems." I have news, even many of the players who want a offline version actually also want the full galaxy simulation, that's the very reason a lot of people play ED and not some other space game.

Again the royal "we", you can say "I don't need" as many times as you like, but the moment you say "we don't need" you are speaking for people whose opinion may drastically diverge from yours and you are just putting unwanted words in their mouths.
I think the message is that there is demand for less not more and less is more for some players.
The billions of stars is more a case study of what can be done with procgen. The problem is to fill it with interesting stuff. The latter is a game design issue - the former a technical problem.
 
The problem is, FD has made ED really too easy once you know how things work (i.e. the curve rapidly flattens out) and I'd dearly love for FD to have this curve instead continually rise. If they can't do that I'd love to see someone flip all the switches and let NPCs really shine (rather than artificially hobble them like now).

Because of this, other games like X4 will always eat at least some of EDs chips because the skill ceiling is constantly rewarding you.
It's more of a gear ceiling in ED.
 
It's more of a gear ceiling in ED.
It is, sort of. For example if NPCs kept on getting harder in response to the player via engineering or just more randomness it would help. Player engineering flattens the difficulty curve far too early in a large chunk of the game and (human) NPCs are kept at a very low level artificially.
 
It is, sort of. For example if NPCs kept on getting harder in response to the player via engineering or just more randomness it would help. Player engineering flattens the difficulty curve far too early in a large chunk of the game and (human) NPCs are kept at a very low level artificially.
Ya, what can you do? Gimme another of your juicy burgers. That's always a consolation.
 
Irony is in a proc gen RNG game NPC ship loadouts are distinctly non RNG (or at least feel it).

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omnomnom
As you might have heard I'm not a friend of too much RNG. If you're rolling on a 1:1000 chances then it's kinda pointless trying. That's looking at rewards and gameplay outcomes. For variety RNG is your buddy that keeps things fresh. Shapes, colours, patterns what you can randomize and still sticks, go for it. The tricky part is making it work so it's still generating reasonable outcomes. The NPC equipment - yeah, it's probably too rigid, then again - I felt they were already too spongy. You know - a less rigid system with more choice what difficulty to expect - would have been better.
 
omnomnom
As you might have heard I'm not a friend of too much RNG. If you're rolling on a 1:1000 chances then it's kinda pointless trying. That's looking at rewards and gameplay outcomes. For variety RNG is your buddy that keeps things fresh. Shapes, colours, patterns what you can randomize and still sticks, go for it. The tricky part is making it work so it's still generating reasonable outcomes. The NPC equipment - yeah, it's probably too rigid, then again - I felt they were already too spongy. You know - a less rigid system with more choice what difficulty to expect - would have been better.
Its more about random weapons, ships, modules etc. If 5*+ missions were against random sized wings of random equipment ships it would make for a more difficult but also interesting fight.
 
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