Game Mechanics & Ideas: How Exploration & Experience could turn a profit.
Hey All, with so much still under wraps and no doubt still in design we can only speculate to how the game will work in many aspects.
Have been thinking about how I would like to play and how the different 'career' paths might work together and more specifically with Exploration and Trading and wanted to put forward some ideas bouncing around in my head.
One of the biggest things I am looking forward to is exploring but how will it be a viable alternative to say Merc/Pirate or a Trader which have obvious credit gains from their activities. Any game, players will be drawn to the quickest path for profit, whether it be grinding a common trade path or doing a mission over and over to progress.
So I was thinking that as a explorer, your star charts, location of rare resources found, permit zones, shortcuts to distant systems, skill/specialised/rare crew or acquisition of technologies not commonly found in core systems etc could all be used as a resource for trade and progression.
Thinking of some famous ship captains/ships like Enterprise, Serenity or say Han Solo even their strength often came down to their experience and knowledge not because they had the best ship or guns and I think in Elite it should be considered just as valuable resource where a well traveled, knowledgeable player can outwit their opposition.
Knowledge is power!
Some ideas:
- Locations, settlements, resources, shortcuts, Easter Eggs, collectible items, permit locations, best refuel locations, technologies and the like should be recorded into a Ship Log or database whereby this could be used to trade with other players.
- Trading exploration data should be restricted by game mechanics to prevent a player say who has been playing for a few years from simply dumping all his experience, info and knowledge to a new player or guild mate.This could be achieved by a scaling system, whereby a new trade with a player can occur and for example allow 5-10 items of info to be downloaded by the other ship. If you try to share more, the computer systems would prevent this and provide a countdown to when you could share the next bit of data, it may start low at 5mins and escalate to days, hence preventing the uber player from giving everything he has to a friend (ie they need to earn the experience). I would see in a guild scenario this would also encourage team play where you could become a guide to help new players out or go on guild expeditions.
- Players could request info/assistance/locations via a message board, perhaps because they need for a mission or looking for a specific resource trade. Players with the required log data could respond and trade. Could also give possibilities for escort missions or expeditions.
- Log data is searchable via database and each entry should show how rare the info is. Maybe giving a player percentage of how many know of it. If you see a special location has 0.01% then the player knows its very valuable and can set the price accordingly or know the real value of keeping it secret from others.
- Some permit locations could be shared, some permits (if you have) could be sponsored to help another get access. Again something that might come at a cost. Or off course the player without could go through the same longer steps you went through to acquire. A sponsored player could be responsibility of the sponsor so if they violate any agreements it also reflects bad on you!
- Pirates/Mercs could have an option to disable ships and have a random chance at gaining some data from the players ship logs if they are quick. It may be harder than destroying them but may have a bigger reward, but game design should prevent doubling up on rewards by disabling then destroying unless there is an opportunity for the disabled player to get away or something.
- Items explored become visible from then on for the player, but for new players they may need to go down to the planet or stumble across them themselves before they see it. Once visible should be easy to navigate back but hard to find to start with especially those in the middle of space.
- Experienced players might be able to upgrade their firewall on ship computer to prevent hacks from others.
- Your log should allow for custom entries so you can note down specific things, like a good trade route, private meeting location or anything specific you want to record for a location or where you have seen a rare NPC or other player.
- Log system may also include an achievement system showing some of the grand things you have accomplished or explored
- Log system includes details of pilot rep, bounties, and history of these things.
- You might be able to increase your efficiency on trade routes, navigation if you commonly travel the route. Using less fuel or decreasing the time. This could mean a new player needs longer, more resources to go there the first time but a seasoned player can take shortcuts. Perhaps such logs could be improved over time? (Kessel Run in less than 12 parsecs anyone?)
- (Insert you suggestion
)
I think much of these elements would add depth to gameplay and give longer term goals for players to keep pushing out and exploring the universe as with benefits of achievement systems and the like. For those that don't want to do this, then you can buy them, trade them and do it your way!
So .. open to the scrutiny of the Elite fans .. what do you guys think and is there anything else that could be added to this game mechanic to enhance the gameplay?
Hey All, with so much still under wraps and no doubt still in design we can only speculate to how the game will work in many aspects.
Have been thinking about how I would like to play and how the different 'career' paths might work together and more specifically with Exploration and Trading and wanted to put forward some ideas bouncing around in my head.
One of the biggest things I am looking forward to is exploring but how will it be a viable alternative to say Merc/Pirate or a Trader which have obvious credit gains from their activities. Any game, players will be drawn to the quickest path for profit, whether it be grinding a common trade path or doing a mission over and over to progress.
So I was thinking that as a explorer, your star charts, location of rare resources found, permit zones, shortcuts to distant systems, skill/specialised/rare crew or acquisition of technologies not commonly found in core systems etc could all be used as a resource for trade and progression.
Thinking of some famous ship captains/ships like Enterprise, Serenity or say Han Solo even their strength often came down to their experience and knowledge not because they had the best ship or guns and I think in Elite it should be considered just as valuable resource where a well traveled, knowledgeable player can outwit their opposition.
Knowledge is power!
Some ideas:
- Locations, settlements, resources, shortcuts, Easter Eggs, collectible items, permit locations, best refuel locations, technologies and the like should be recorded into a Ship Log or database whereby this could be used to trade with other players.
- Trading exploration data should be restricted by game mechanics to prevent a player say who has been playing for a few years from simply dumping all his experience, info and knowledge to a new player or guild mate.This could be achieved by a scaling system, whereby a new trade with a player can occur and for example allow 5-10 items of info to be downloaded by the other ship. If you try to share more, the computer systems would prevent this and provide a countdown to when you could share the next bit of data, it may start low at 5mins and escalate to days, hence preventing the uber player from giving everything he has to a friend (ie they need to earn the experience). I would see in a guild scenario this would also encourage team play where you could become a guide to help new players out or go on guild expeditions.
- Players could request info/assistance/locations via a message board, perhaps because they need for a mission or looking for a specific resource trade. Players with the required log data could respond and trade. Could also give possibilities for escort missions or expeditions.
- Log data is searchable via database and each entry should show how rare the info is. Maybe giving a player percentage of how many know of it. If you see a special location has 0.01% then the player knows its very valuable and can set the price accordingly or know the real value of keeping it secret from others.
- Some permit locations could be shared, some permits (if you have) could be sponsored to help another get access. Again something that might come at a cost. Or off course the player without could go through the same longer steps you went through to acquire. A sponsored player could be responsibility of the sponsor so if they violate any agreements it also reflects bad on you!
- Pirates/Mercs could have an option to disable ships and have a random chance at gaining some data from the players ship logs if they are quick. It may be harder than destroying them but may have a bigger reward, but game design should prevent doubling up on rewards by disabling then destroying unless there is an opportunity for the disabled player to get away or something.
- Items explored become visible from then on for the player, but for new players they may need to go down to the planet or stumble across them themselves before they see it. Once visible should be easy to navigate back but hard to find to start with especially those in the middle of space.
- Experienced players might be able to upgrade their firewall on ship computer to prevent hacks from others.
- Your log should allow for custom entries so you can note down specific things, like a good trade route, private meeting location or anything specific you want to record for a location or where you have seen a rare NPC or other player.
- Log system may also include an achievement system showing some of the grand things you have accomplished or explored
- Log system includes details of pilot rep, bounties, and history of these things.
- You might be able to increase your efficiency on trade routes, navigation if you commonly travel the route. Using less fuel or decreasing the time. This could mean a new player needs longer, more resources to go there the first time but a seasoned player can take shortcuts. Perhaps such logs could be improved over time? (Kessel Run in less than 12 parsecs anyone?)
- (Insert you suggestion
I think much of these elements would add depth to gameplay and give longer term goals for players to keep pushing out and exploring the universe as with benefits of achievement systems and the like. For those that don't want to do this, then you can buy them, trade them and do it your way!
So .. open to the scrutiny of the Elite fans .. what do you guys think and is there anything else that could be added to this game mechanic to enhance the gameplay?