Guilds/Clans System with details as to how it could work and not compromise the direction of the game.

Robert Maynard

Volunteer Moderator
Still there is no real tie between power play and you. You only can join and participate via Solo or Open. True guild gameplay should be focused around Open and player to player interaction.

No permanent content in the game is limited to a single game mode.

.... and in other games, are there Guilds on PvE servers?
 
No permanent content in the game is limited to a single game mode.

.... and in other games, are there Guilds on PvE servers?

Well the thing is fdev is already allowing player minor factions in game why cant players control them? or meet easier in game instead of having to use out game materials
 
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Robert Maynard

Volunteer Moderator
Well the thing is fdev is already allowing player minor factions in game why cant players control them?

Probably for the reasons in the video I linked to above. We can support Powerplay and Factions but no players are in control of who may join - consistent with Frontier's approach.
 
Well the thing is fdev is already allowing player minor factions in game why cant players control them? or meet easier in game instead of having to use out game materials

Player minor factions are nothing more than renamed NPC minor factions. Do remember that. Same goes for the player Power - it's a renamed NPC Power.
 
No permanent content in the game is limited to a single game mode.

.... and in other games, are there Guilds on PvE servers?

CQC is limited to... CQC. It is permanent in someway, it have ranks and rewards. It could implements bots for solo mode but it's not.
Multicrew is limited to group and open which also provide rewards...

Everything is dependent from the point of view.


Regarding other online games, Guilds aren't limited only to PVP servers, still if someone is in guild he is only in only available mode similar to Open - he is always in the same world visible to other participants. Still players may join guild, play in sole etc. still competitive content should be Open-Locked.
 

Robert Maynard

Volunteer Moderator
CQC is limited to... CQC. It is permanent in someway, it have ranks and rewards. It could implements bots for solo mode but it's not.
Multicrew is limited to group and open which also provide rewards...

Everything is dependent from the point of view.


Regarding other online games, Guilds aren't limited only to PVP servers, still if someone is in guild he is only in only available mode similar to Open - he is always in the same world visible to other participants. Still players may join guild, play in sole etc. still competitive content should be Open-Locked.

CQC is not an in-game mode - and was, for a time, sold as a completely separate game....

Indeed - Multi-Crew and Wings before it are implemented in both of the multi-player modes.

The game modes in this game are inextricably linked by the single shared galaxy state and are actually simply social filters with regard to which players one might encounter.

No element of the single shared galaxy state is locked to participation in Open - by design.
 
I sometimes think FD shot themselves in the foot or are still cutting off their nose to spite their face when it comes to the non implementation of guilds-squads-fleets-corps call them what you will, space is big, very big why not let players have a slice of the pie.

I know we have colonia and player groups but it's not really the same thing. Personally Im done with the whole "lets play the game with complete strangers" and only really do MP with family, but the niche or market is out there for the above and it doesn't have to become like EVE just because some mates want to play the game in a guild and have a little bit of the galaxy to call home, beyond what we have now.

I used to play a game called Jumpgate, three factions, to fight for or against or just say yeah Im a X Y Z, bit like we do in ED, Fed Imp or All, but in that we had squads, player run PVP or PVE groups, with ranks squad pages. could even have your own squad POS (Player owned station) etc It gave a sense of belonging to a bigger whole, ok that sounds like cult talk but you get the picture some people want to feel they belong to something bigger than their Cobra MK3 and feel they are doing something more than flying a to b.
 
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I sometimes think FD shot themselves in the foot or are still cutting off their nose to spite their face when it comes to the non implementation of guilds-squads-fleets-corps call them what you will, space is big, very big why not let players have a slice of the pie.

I know we have colonia and player groups but it's not really the same thing. Personally Im done with the whole "lets play the game with complete strangers" and only really do MP with family, but the niche or market is out there for the above and it doesn't have to become like EVE just cause some mates want to play the game in a guild and have a little bit of the galaxy to call home, beyond what we have now.

Excellent said! Allowing players for a little bit of control will involve them much more in to the game. Right now, players faction do roleplay, still there is no reason to cooperate in order to develop your group because it is impossible.

It is also nothing about locking some content to, a particular game mode if this feature was designed only to be played in that way, like PVP for example.
 

Robert Maynard

Volunteer Moderator
It is also nothing about locking some content to, a particular game mode if this feature was designed only to be played in that way, like PVP for example.

Why would Frontier design a whole new feature and limit its uptake by making it PvP only? From what one Dev has said, Frontier are well aware that the majority of players do not get involved in PvP....

Powerplay would seem to suffer from this already and it is not limited to one game mode - I'd expect that participation levels in that existing feature would drop quite a bit (from an already low participation rate, given what Sandro has said regarding difficulty in prioritising development time to a feature that is not used by many) if it was made "Open-Only".
 
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The whole ethos of Elite has always been one of "You are a tiny and insignificant pilot in the grand scheme of the galaxy" - guilds/clans, what are you trying to achieve here? The only thing which that would achieve is destroying that ethos.

Guilds/clans are not what Elite is all about. Go play some other space game that does support them.
 
The whole ethos of Elite has always been one of "You are a tiny and insignificant pilot in the grand scheme of the galaxy" - guilds/clans, what are you trying to achieve here? The only thing which that would achieve is destroying that ethos.

Guilds/clans are not what Elite is all about. Go play some other space game that does support them.

I am not remember, but somewhere on Elite product page was sentence: "Evolving Galaxy" - what evolving mean for you? Because in my opinion it mean constantly changing. Some of you are extremely conservative about new features, still there is a need for players guild support, just accept it.
 
I only propose the way to become a minor faction thing because of groups like Canon and the Fuel Rats and others who have their own minor factions, and of course if such a thing were added there would need to be ways to manage it.

coming back to this.

i could see a fleet management working without touching the current inclusive design of minor factions.

let's assume they work like a mixture of wing and private group.

someone set's up a fleet. he can ask people to join, and other can ask for a join (like a wing or a priate group), which the founder can accept or reject. that fleet has its own communication channel (like a wing). it is consistent, even if the founder isn't online (like a private group). it is possible to form a wing of 4 with anyone from the fleet, whether you are friend or not. you can see members of the fleet in same game mode on the galaxy map etc.

pretty much like a consistent large wing.

i think such a suggestion would have merits - as it gives a way to structure group gameplay, without the usual exclusivity of assets, territory, access, fleet-banks etc.
 
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