Has anyone suggested adding ARPG style "loot" to elite before?

I actually don't mind some of the basic concepts behind your idea such as more persistent ship wreckage with greater salvage potential, but the trappings of ARPG gaming such as rarity-based glow is seriously offputting. It's too obviously gamey for my liking, and conflicts with even a semi-believable Pretend Spaceman experience.
 
Well, I want the very opposite: return to all to the pre-2.1 status quo where all gear is just sold directly, with fixed stats, no RNG, no power creep, no upgrade or unlock grind.
To each their own :)

Also, your whole "salvage limpet" idea is also the very opposite I'd do that even if I wanted ARPG style loot.
I *think* you're saying you want salvage limpets with or without loot drops, I agree, they would be nice.

ARPGs are all about killing enemies en masse, looting stuff en masse, to sift through piles of useless garbage loot in search for the veryfew useful gems. Not sitting around for a few minutes after every kill for some slow (and consumable, ugh) drone to pick up loot.
Elite is not an ARPG, and I wasn't suggesting we make it one. I don't want that, I doubt many of the current players want that.

Rather, the suggestion was to add the FUN of loot drops to Elite as an alternative to the engineers. I know of several players who haven't even bothered with engineering because it's too much hassle. If, instead, all they had to do was fit a salvage limpet controller and buy a few limpets they would definitely do that and as a result have a load more FUN playing the game.

Elite naturally has a slower pace than an ARPG and the limpets would reflect that. That said, I think they absolutely have to be usable in combat, while we're flying at combat speeds. Essentially we have to be able to enter combat, drop X limpets and then just ignore them as they do their thing. The only time you think about them is when you see the juicy glow of a drop incoming or the notification in the top right.

This is why I suggested they be 100% immune to collision damage, they would also have to actually collect items while we're going combat speed, and be fast enough to catch up.

Also, the drop rate of loot would be much lower than in an ARPG, so you'd have to be "lucky" to get one for a standard sort of encounter where you fight a single ship or even a small group in a USS or similar.

So, given all that, I don't think there would be a huge amount of waiting time.
 
Huh... Why?

Wondering as well. If we have a large enough cargo rack, why can't we haul a module that fits in it? If I'm going somewhere and have all of my module spaces full, but want to carry additional gear with me, I should be able to load it into cargo. With the accompanying risk of losing it if I get blown up.
 
I actually don't mind some of the basic concepts behind your idea such as more persistent ship wreckage with greater salvage potential, but the trappings of ARPG gaming such as rarity-based glow is seriously offputting. It's too obviously gamey for my liking, and conflicts with even a semi-believable Pretend Spaceman experience.

If the only issue you have is with the glow, perhaps that's a toggle-able option in the RHS panel like orbit lines. Personally I think the glow makes the whole thing more FUN.
 
In any case, it really is time for us to be able to store modules in the cargo bay. It's just common sense. If i want to engineer the thrusters on my eagle i shouldnt have to haul the entire ship to the shop, just throw em in my t9s hold or something. That this isnt a thing already baffles me.

In my suggestion they either go to the cargo bay or their own unique storage. However, as they are salvage they might need some work before they can be fitted, which is why you cannot access them until you dock and they get placed into module storage. Also, fitting the idea in with the current mechanics means less work to integrate the idea, which gives it a better chance of being considered ;)
 
If the only issue you have is with the glow, perhaps that's a toggle-able option in the RHS panel like orbit lines. Personally I think the glow makes the whole thing more FUN.

I dug deeper to make sure I was giving this idea a fair shake and you've got the glow in the status panel. That's way better than my skimmed takeaway picturing the loot itself with the glow, which seemed patently silly. You've got the limpet usage situation covered on a number of different angles and have addressed not making the game actually play like an ARPG with mookwaves and piles of their looted nubbies. This is a more solid idea than I gave credit for initially.
 
I dug deeper to make sure I was giving this idea a fair shake and you've got the glow in the status panel. That's way better than my skimmed takeaway picturing the loot itself with the glow, which seemed patently silly. You've got the limpet usage situation covered on a number of different angles and have addressed not making the game actually play like an ARPG with mookwaves and piles of their looted nubbies. This is a more solid idea than I gave credit for initially.

Thanks for taking a 2nd look! :)
 
That's what I've been doing this whole time already while gathering materials to trade to engineers for help tuning my ships.

Always get excited (a little bit) when there is a wanted anaconda (mat pinata) in the haz res. Buuuuut, it's just mats - not modules.
 
Thanks for taking a 2nd look! :)

Trying to make sure I read ideas, so if I shoot one down it's a planned execution and not an accidental manslaughter. :D Too much knee-jerk reaction and it becomes heavy on the jerk part. I've even read solid posting that's come from some of our resident doods down on the corner that have been yelling at the sky for almost literally four years. Good is good regardless of source.

Ima still snipe at clowncars and cartoon threads because it's fun independent of Elitestuff. You though have a good and well-considered concept here.
 
Back
Top Bottom