Game design challenge: an open world pvp instance !

On this board, many people come with ideas or complains, mostly counting on the number of people who will support them, rather than pure analysis, without a lot of consideration for the overall game making process.
But did you ever considered you could be a good game designer?
Here is a way to prove it (to yourself, mainly, as I'm not offering certifications :D)

Here is the challenge: design a game instance model where the main activity will focus on pvp.
It would have to attract players for a pvp activity at some place(s), in a similar way CG attract players for a commune achievement.
It would be a kind of public arena where every player can join. The challenge would be to define a mecanism allowing player to participate

I’m not supported by frontier in any way, but who knows what can happen if we come with an interesting concept in the end? (honestly, I’m so pessimist I even doubt anyone will answer this thread)

Base concepts – solution perimeter:
- The solution should be an instance (probably fixed instance, if you want people to find it) in the open world of live servers, using real ships. The instance should be reached with ship. The instance is on normal space. Supercruise is not involved (except to join and leave instance)
- The activity must be based for more than 99% on pure pvp, including dogfight, race, and other fighting strategy, allowing 100% pure pvp ships. No traveling, no mining, no trading, etc.
- The activity must be open to any kind of playable ships. No module can be forbidden, as player can come with them, but a dissuasion mechanism can be provided.


Evaluation criteria
Game integration criteria :

- Simplicity: if the concept is harder to get and describe than powerplay, you definitively did it wrong.
- Respect to current rules: if it need to modify many other aspects of the game for the concept to work, that’s not good. If a current game flaw (like ship balance) provide impact on your solution, this is not considered, as the flaw is coming from the game, not from your solution.
- Development costs: it is mostly the sum of simplicity and respect for current game rules. But obviously, if a procedural generation is involved, it will cost a lot of time of development and testing. But any interesting original solution will require some work anyway.
This also include running costs (community management ?), if any.
- Respect of game lore: the situation should be easily justified by elements of the game lore, while including the fewer possible new elements (targoids capital ship doesn’t exist for now, giant ship do exists). Artificial mechanisms (typically: magic credit rain) must be avoided/justified as much as possible.
- Respect for game balance: obviously, the idea should not provide a shortcut for a current activity turning it completely useless. For example, only Frontier World offer a full outfitting availability. Other example: a new player cannot fly a corvette until he reaches several achievements.
- Consideration for other functionnalities: ED allow a wing system, a multi-crew system, small fighters, engineered components, etc... Theses should be taken in account.
Player attractivity criteria
: this game element should be interesting for as many players as possible. But making it compulsory is definitively the wrong way. The interest for players should be driven by pleasure of participating, not by rewards.
- High playtime ratio: along with attractivity, the solution should offer the maximum period when the player can actually participate, rather than prepare, or wait.
- High service level: along with attractivity, it would be better if the player can easily, and quickly reach the service he will need, rather than waiting/struggling.
- Fight balance: the solution should allow different kind of players (veteran along with newbies), while avoiding a too competitive solution which would exclude new players. A smooth solution involving cooperation to allow different level of players to fight against would be much more interesting.
- Reward balance: the solution should allow different kind of players (veteran along with newbies), and reward them fairly per their experience and the involved ship, compared to other activity, just to make it competitive to other activities (no more, no less). The average reward should take account of ammunition/ship repairs/ship insurance costs, while the effective costs difference between ships can be used as a regulation mechanism against most expensive ships/weapons.
No balance between efficient and inefficient ships is expected. (it’s ok if the player waste time and money if he’s using a non-pvp oriented ship)
Resilience:
- Fairness: reward should be given corresponding to player participation. Any possibility to get the reward while not really participating (running away for example) would be a proof of bad rewarding system. While success and skill can increase the reward, the average reward should be based on participation rather than kills, allowing players to join, participate, and leave before they get killed, without denying other player their reward, neither denying their own.
- Exploit resilience: the solution shouldn’t provide obvious or numerous risks of game exploits. Relying on testing is both costly, and an effective quality loss in the end. The possibility of creating team when the solution expected free for all situation is an obvious exploit, along many others. Griefing possibilities should be prevented as well.
- Bug resilience: this concept is mostly related to solution simplicity. More development or design complexity would provide more bugs. This should be avoided.
Overall proposal:
- Synthesis: the concept description must be short, detailing only critical elements. A precise description of every aspect is pointless. Major aspects can be described by a short pitch before clearly detailed.
- Coherence: the whole solution must appear natural. All criteria don’t have to be met all together, but rather seem provided by a natural solution. An approach driven by solving each problem separately mostly lead to generate more problems elsewhere.
- Originality: if a solution is obviously the same than another one with few changes on secondary details, you cannot get much of the credit for it. If your solution start with “same than xxx, but”, it’s not a proposal, it’s a comment.

Other aspects to consider :
If you want to participate, remind that design thinking principles suggest you can’t make it all alone, and you have a huge process of exploration, analysis, and rejection… If you just come up with the first idea, you should probably think twice, or ten time more :D
You probably do not want to read other proposals, to avoid limiting your own creativity/originality, but it’s up to you.
The most difficult aspect and main element of thinking will concern the players and reward balancing solution. Other aspects would just follow.
As CQC is currently separated from the live game, simply consider it doesn’t exist only as your general gaming experience.
Every element not listed above are completely open. I wont even make a list, as it would drive (and then reduce) your creativity :)
If you come up with a problematic I didnt point out in the criteria list, it's still possible to enrich it, or provide bonus for solutions who provide a solution to it. (and yet, pvp provide MANY insoluble problems)
For example, it’s up to you to define what pvp means for you. (hint anyway: on Elite Dangerous, pvp mostly involves player controlled ship attacking player controlled ship while in space... If you are describing an FPS or RTS involving vegetables, you are probably gone a bit too far away)
It’s totally ok if the idea includes popular game concept (like leveling), as long as the solution actually include something else, as it will be the only idea to evaluate.


For readers who will later comment:
- Consider that no proposal will be perfect, as they will always have some flaws
- Anyway, a serious proposition will be the result of several hours of thinking, and should be respected for the work it represents
- Do not point remarks on details, as they aren’t supposed to be refined (it’s days of work, if done seriously)
- Limit as much as possible the comment based on subjective position. (like new players again old, caring vs struggling, etc.)
- Open your mind: anyone can come with a good solution, even if it’s name is not Carmack, or if he isn’t a pvp recognized master.

Here we are!
Have fun!
 
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Travelling so I'll give a very brief precis of my idea on this -

New persistent poi - bulk miner mega ship. Appears in belts in anarchy systems

Contains vast quantities of low grade mats /ores, lesser but still huge amounts of expensive ores (painite etc).

Defended by high end npcs. Npcs can be destroyed, players can 'hack' the ship to gain access. When access is gained loot can be stolen, waves of npcs will attack, location will be broadcast to players.

Haulers will be needed to get the materials somewhere to sell, escorts required to protect the haulers. Pvp players required to find off other players.

Add in high grade mats which can be shared, or perhaps unique loot and we've got rewarding gameplay that encourages players to work together.
 
Powerplay expansions no longer involve renamed czs or hauling garbage to a station.
Instead, you roll in with a full fledged capital fleet and try to capture stations/outposts in that system.
Naturally, the power/faction that currently owns the system doesn't like it, and tries to fight back.
Each kill grants points for your faction, whoever has more at the end wins.
The whole thing could be a bit more conquest style with the battle moving from station to station as they get captured (think Battlefield conquest, flag by flag).
Number of points you get per kill is determined by what you killed; bigger ships are worth more (duh), killing a player is always worth more than killing an npc assuming they're in the same ship.
Traders can contribute by bringing [power_commodity] to the front lines, the more they bring, the more points every kill is worth. Naturally, the enemy would try to intercept them.
The whole battle area would get mass locked to hell from all the capitals so you couldn't just run away, BUT rebuys would get a significant (testing needed how significant) reduction, since your power covers that for you (let's be real, they're pretty rich). Your power is also rich enough to buy a second escape pod for your npc crew.
All of the above only appears in open.
 

Deleted member 38366

D
CQC should have (and could have) been all that.

Its only issue is :
- disconnected from the main Game
- 1990's era Arena Shooter with Gamey PowerUps and entirely different rules than the classic ELITE world - instead of being the Simulator it was supposed to be
- its meaningless Arcade Rank got tossed in with the actual Pilots Federation Rank (earning it much critique without any need whatsoever, a totally unforced design error)
-> in consequence, it failed miserably on all accounts and was unable to deliver on virtually any of its promises & expectations of a Simulator within the ELITE world

In short :
- massive Potential
- due to extremely poor design choices and sloppy/quickfix/lowest-common-denominator implementations, failed to use even 1 or 2% of that Potential

Still, given the proper attention and implementation, it could still provide all that after an overhaul.
 
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Major faction warzones.

Systems at war between major factions will spawn PvP only warzones alongside with traditional warzones for PvE players.
PvP warzones will give credits, merits and a new currency types: warbonds.

Credit, merit and warbond rewards depend on the destroyed player's skill rating which is a summary of KDR, total time played in PvP, total kills in PvP, ship flying (the larger the ship, the higher the reward), combat rank (PvE), friend-foe ratio (was it a 1v5 or 4v4 or just a boring 10v1?) and personal damage done.

For example a harmless Sidewinder CMDR will give 100 credits upon destroying him whereas a deadly Cutter pilot with many PvP kills and alot of experience will give ~ 50 million credits. The reward is quite high so it is possible to gain a decent profit in case one blows up him-/herself and has to pay a rebuy of not-so-rarely 30-40 million credits if in a fully maxed out Corvette/Cutter/Whatnot.
So joining a PvP warzone comes with a risk. Dying will be punished just as in the rest of the game with paying 5% of your ship's value, however, destroying a hostile rewards you with a fair amount of credits, merits and warbonds which I will explain later.
Generally the rewards should be contributed to difficult kills and skillful victories. Fighting in less numbers than the opponent and still winning an encounter should obviously multiplay the reward by alot.
If alligned to a power and this system is in a powerplay conflict, merit rewards should be given out in a range of 1-500 merits per kill depending on the difficulty of the kill.

Now to warbonds. Warbonds are a new currency which can be spend for major faction goods. Note that you always must choose a side to participate in PvP warzones. This is exclusively for Federation, Empire and the Alliance and they have to declare war at eachother which either can be controlled by FD or the players themselves.
Once you earned a hand full of warbonds you can buy faction specific equipment and if FD feels like adding ships, we could even purchase faction specific ships. You can not purchase any faction specific equipment if you still own other faction specific equipment from another major faction. This is to clearly seperate imperials from federals and alliance followers and force decision making rather than the current powerplay strategy "I gonna store'm all".
Switching or leaving a faction will cause a 4 week inability to switch again. You can always leave your major faction at any time. Major faction influence and naval rank could be used to represent personal rankings and slow down the process for PvP hardliners so they don't instantly ge taccess to all the good stuff. Trust has to be earned! And since your naval rank doesn't decay, we don't have the stupid powerplay weekly grind in here. Once have earned a rank it will stay. If you leave and join later again you will not lose your rank.

Being part of a major faction will allow other players to interdict and destroy you without any penalties if you are in their territory and considered as hostile. Copy and pasta from powerplay.



This would not require any servers and is easy to implement as we can use existing technology and content (navigation points, major faction rank and reputation, recorded statistics from players, etc.). I expect the same bugs as with other instancing issues so that is definately not my responsibility. FDevs netcode is what it is and the amount of bugs is a reflection of the quality of the netcode.

Conclusion: PvP warzones are a simply way to provide PvP for those who wish to and offer additional rewards. The only thing that would have to be done is to create major faction allignments (or the possibility to allign to them) as the factions - in theory - already exist within the game. Then this could also be expanded to offer PvE content so there is nothing PvP exclusive.

That said, it is really nice to dream but at the end of the day, a dream remains a dream and it may come true, one day, when instancing is fixed, which will prolly be never. :) :p
 
CQC should have (and could have) been all that.

Its only issue is :
- disconnected from the main Game
- 1990's era Arena Shooter with Gamey PowerUps and entirely different rules than the classic ELITE world - instead of being the Simulator it was supposed to be
- its meaningless Arcade Rank got tossed in with the actual Pilots Federation Rank (earning it much critique without any need whatsoever, a totally unforced design error)
-> in consequence, it failed miserably on all accounts and was unable to deliver on virtually any of its promises & expectations of a Simulator within the ELITE world

In short :
- massive Potential
- due to extremely poor design choices and sloppy/quickfix/lowest-common-denominator implementations, failed to use even 1 or 2% of that Potential

Still, given the proper attention and implementation, it could still provide all that after an overhaul.
CQC failed more than anything else, thanks to its god awful sack of dung random match making code.

How on God's Earth can you make leagues etc with random grouping....

Unbelievably stupid from FD. Destroyed any chance of CQC working... 45 mins wait sometimes for a game....
 
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