how about adding Pilot Stats?

Now I'm not on about anything overly complicated but something that perhaps advances with the three elite rankings?

Say for combat ranking we could have manoeuvrability, speed, small percentile dmg increase (very small like 1% or something in each of these stats?)

Trading maybe we become better at haggling with experience and get bonus to buy/sell prices? perhaps lower fines for smuggling and trespassing? things like that?

Exploration maybe increase the range on the basic and advanced scanners? maybe increase range of detail scans on objects? Use less fuel due to knowing how to fly economically, you get the idea..

I think this would give us something that we could take to new ships and not be totally gimped when we start in them because were a certain elite ranking, another advantage is it would make these ranks more meaningful in that you would know that the deadly pilot has better stats than you because your mostly harmless..

What do you think commanders/developers?

It could also be a starting place for forward thinking on what stats we might have on land or in eva suits, hunting, oxygen preservation, survival etc

Really it could get as detailed ( including also naval ranks in some way, maybe use a dice roll somewhere -skill check- to see if successful on many of these skills), or as simple as you like!
 
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Why would you get better prices, scan range and manueverability because a number goes up?

Better trading experience - You know more about markets and earn more. Already in game.
If you learn how to fly economically - you use less fuel, already in game.
 
This would be an additional layer to make elite rankings more meaningful than they are now, also as I said something you can take with you from ship to ship.

The fiction that goes behind the numbers is the easy part I think so I left a lot of the explanations for those out, would be easy to think of reasons for those going up though as in you get more familiar with scanning tech the longer you explore etc.. a tweak here and a tweak there and you get longer range.. something a novice pilot would know less about. :)

Price could be better at haggling for instance, manoeuvrability better at spaceflight, not having to think so much the more experienced you get..
 
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So you think they should implement fine-tuning of sensors and a haggling simulation? I think that would be hard, and does haggling really matter on a resource market like the one we have in ED?
 

Deleted member 37733

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I think by the time you get to Elite you will be pretty good at this stuff anyway, so I'm not sure a further boost would be necessary.

Access to new stuff when you reach Elite is more interesting, like they have done with the Founder's world.
 
mmmm, for sure something needs to be done to make these ranks more meaningful than they are now :)

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So you think they should implement fine-tuning of sensors and a haggling simulation? I think that would be hard, and does haggling really matter on a resource market like the one we have in ED?

Nooo, you got me wrong there, they were just backstory explanations for the increase in pilot stats..
 
mmmm, for sure something needs to be done to make these ranks more meaningful than they are now :)

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Nooo, you got me wrong there, they were just backstory explanations for the increase in pilot stats..

So you do just want a number that goes up, and then, suddenly, stuff that we do works better?
 
did you not see where I said the increase would be tied to a rank up? Your over simplifying what im trying to say for some reason..
 
Yes, OP I agree something needs to happen when getting rank up.
I'd go more down the road of more lucrative/difficult missions opening up
eg... a low explorer mission could be to find a suitable candidate for terraforming.
a high rank exporer mission could be to find an earth like world (in a certain sector of space 1000ly out!)
 
did you not see where I said the increase would be tied to a rank up? Your over simplifying what im trying to say for some reason..

So, you suddenly want stuff to work better when we rank up? Don't see why I'm simplifying, ranks are tied straight to numbers, so number goes up: Suddenly stuff you do is better?

Yes, OP I agree something needs to happen when getting rank up.
I'd go more down the road of more lucrative/difficult missions opening up
eg... a low explorer mission could be to find a suitable candidate for terraforming.
a high rank exporer mission could be to find an earth like world (in a certain sector of space 1000ly out!)

I don't see why: If you complete your task, why would the ones employing you care about your rating? If you don't complete your task, what's the problem?
Maybe if the mission is of a type where it failing would mean problems for the employer, then it would make sense that the ones employing you would want to make sure that you are competent. Not that the ranking system currently is any measure of competency.
 
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Lestat

Banned
See this game is not about Stats. It about you and your ship. Nothing else. I do not want someone to judge me by my Stats. Because it was lame in the other 1,000 games that use game stats.
 
yeah this would work well tayzyboy :) The reason I went along the lines of small stat increases was due to the fact we can achieve these ranks by playing for a long time and not necessarily being really good at that function.. So my thoughts were to increase certain aspects of the pilots ship in a small way to compensate for this in a way I suppose.. Also to add yet another layer of depth to the game.. Perhaps this may encourage stat padders or have some other negatrive effect I haven't thought about yet though..

We for sure need more mission depth and difficulty at later ranks though, specially explorer missions its got no love at the moment..

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See this game is not about Stats. It about you and your ship. Nothing else. I do not want someone to judge me by my Stats. Because it was lame in the other 1,000 games that use game stats.

The ships and weapons already have stats though? why wouldn't you like to see commander stats specifically?
Is it because you feel that people need to be good on there own merit and not just by spending longer in the game? I'm also a little worried about that problem and its giving me second thoughts about it..
 
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Lestat

Banned
yeah this would work well tayzyboy :) The reason I went along the lines of small stat increases was due to the fact we can achieve these ranks by playing for a long time and not necessarily being really good at that function.. So my thoughts were to increase certain aspects of the pilots ship in a small way to compensate for this in a way I suppose.. Also to add yet another layer of depth to the game.. Perhaps this may encourage stat padders or have some other negatrive effect I haven't thought about yet though..

We for sure need more mission depth and difficulty at later ranks though, specially explorer missions its got no love at the moment..

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The ships and weapons already have stats though? why wouldn't you like to see commander stats specifically?
Is it because you feel that people need to be good on there own merit and not just by spending longer in the game? I'm also a little worried about that problem and its giving me second thoughts about it..

Let see. What about all those games where you want to be in group play. You are denied because your stats are too low or too high. Or could be use against you.
 
I don't see why: If you complete your task, why would the ones employing you care about your rating? If you don't complete your task, what's the problem?
Maybe if the mission is of a type where it failing would mean problems for the employer, then it would make sense that the ones employing you would want to make sure that you are competent. Not that the ranking system currently is any measure of competency.

ok then make some reason up for them needing an experienced pilot to go out - "we've heard rumors of an earth like world in sector X surrounded by pristine palladium rings - its a long way out, we want to claim this as our own and the evil empire are planning to send scouts out soon, we need someone we can trust to go out there and scan the system to check the rumours are true ASAP"

Though I do agree ranks are no measure of competency, but its the best we have at present.

We just need something "new" to open up later on in gameplay. If you can do everything in the first few hours a game gets stale much more quickly than if some parts are kept back as a reward for those that invest a lot of time.
 
I think it's a bit in the ''simulator spirit'' of the game that there's no ingame representation of your character's ability. Just like weapon sway doesn't decrease in ARMA depending on how many kills you have, or the fuel efficency of the space shuttle in Orbiter increases if you've played for a certain time. Our own ability is supposed to be our avatar's ability, which is why there is no such thing as manueverability or scanner range increasing with rank. ED is certainly not a pure simulator, but I still think that it has a simulator-y point of view when it comes to this.

ok then make some reason up for them needing an experienced pilot to go out - "we've heard rumors of an earth like world in sector X surrounded by pristine palladium rings - its a long way out, we want to claim this as our own and the evil empire are planning to send scouts out soon, we need someone we can trust to go out there and scan the system to check the rumours are true ASAP"

Though I do agree ranks are no measure of competency, but its the best we have at present.

We just need something "new" to open up later on in gameplay. If you can do everything in the first few hours a game gets stale much more quickly than if some parts are kept back as a reward for those that invest a lot of time.

Since everyone can sell exploration data, something must be in place to prevent forgery of data. Why, then, would your employer care about your ranking? If they doubt your ability, they can just give the assignment to more people.
I do agree with your reasoning, but I don't think this is the right way to solve the problem. I don't necessarily think that obstructing content between a progress-wall is a good long term solution either.
 
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Now I'm not on about anything overly complicated but something that perhaps advances with the three elite rankings?

Say for combat ranking we could have manoeuvrability, speed, small percentile dmg increase (very small like 1% or something in each of these stats?)

Trading maybe we become better at haggling with experience and get bonus to buy/sell prices? perhaps lower fines for smuggling and trespassing? things like that?

Exploration maybe increase the range on the basic and advanced scanners? maybe increase range of detail scans on objects? Use less fuel due to knowing how to fly economically, you get the idea..

I think this would give us something that we could take to new ships and not be totally gimped when we start in them because were a certain elite ranking, another advantage is it would make these ranks more meaningful in that you would know that the deadly pilot has better stats than you because your mostly harmless..

What do you think commanders/developers?

It could also be a starting place for forward thinking on what stats we might have on land or in eva suits, hunting, oxygen preservation, survival etc

Really it could get as detailed ( including also naval ranks in some way, maybe use a dice roll somewhere -skill check- to see if successful on many of these skills), or as simple as you like!

Not many people seem to be behind the idea of rating having an influence on skill in any way other than the experience you, the player, have gained in flying, trading etc.

How about a compromise?

We know a planned feature is "Crew", so...

The ratings could be used to gauge the crew quality you have access to when that feature is implemented.

The prestige of serving on an elite commanded vessel, and the profits that would imply, would be more attractive to those who look to serve on a vessel.

Likewise, a low rated commander would have trouble gaining the attention of all but the most desperate or inexperienced crew members.
 
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