Slavery (and emancipation) offer unexploited gameplay opportunities
Last night i dropped into a Nav Beacon and spotted a hauler with some canisters of slaves. After shooting the ship down, he happened to drop the canister of slaves. However after coming too close to the canister i accidentally freed these poor souls from their burdens in a chaotic way.
Anyone have suggestions of how to free slaves other than bulldozing them into space dust??
I really think that slave emancipation has some gameplay potential.
Personally, I have no issues smuggling narcotics, liquor, battle weapons or anything else people want to use to destroy themselves. Pro-actively commoditising other people, however, is a step my in-game Commander cannot abide.
I don't think he is alone; and from a gameplay perspective, I would suggest the following opportunities will be opened up by an expansion of the economic and political dynamics of the slave economy:
- We have pirate; smuggler; trader; mercenary; explorer and a whole bunch of other role-plays. Why not freedom fighter and runaway hunter?
- I am sure freeing slaves can help boost certain economies whilst destabilising others. (I'm sure this mechanic exists, but could be directly earmarked through new mission types).
- From a player perspective; freeing slaves might not have immediate financial rewards in the same way as selling or smuggling them, but any good freedom fighter knows that there are bigger rewards from seeding, backing, or otherwise allying oneself with a recently boosted - and growing - workforce.
- Any freelancers out there also know there is money to be made from desperate family members, many of whom are offering bounties for the purchase and return of their loved ones.
- Doubtless, certain slave owners would also pay handsome bounties for the return of their property - either when a Commander decides to emancipate, or when individual slaves end up going on the run from said bounty hunters.
- It goes without saying the above could tie in nicely with some aspects of PowerPlay, and might open certain tactical opportunities for fortifying or undermining particular economies.
More broadly... Don't these sound like perfect conditions for a civil war to brew up?
It seems to me there is a way here to marry old-fashioned roleplaying decisions with some proper gameplay branching, and that these would fit nicely with some of the systems Frontier has already implemented as part of the Elite Dangerous mechanics.
Anyone else up for some less-than-motivationally-pure "altruism"?