Idea: Player corporations could be treated as an in-game faction

The shared Galaxy is ok, but mode switching is abhorrent, and Solo mode should have a very limited (if any) effect on the Galaxy....

So the shared galaxy is ok... and the shared galaxy is not ok?

Having an equal effect on the galaxy no matter what your mode IS the shared galaxy. That ship sailed so long ago it could have made it to Hutton Orbital by now.
 
That ship sailed so long ago it could have made it to Hutton Orbital by now.

But it still doesn't make the shared galaxy, mode switching and not having separate accounts for solo vs. open any less wrong. (IMHO) ;)

For those claiming 'the galaxy is to big for a single person, or group of people' to affect changes, please explain the 'family' owned and 'gang' owned stations?

When we've got a decent simulation of the various career choices open to a solo pilot in a single ship, and a decent simulation of the systems on that ship, and a decent simulation of an AI driven galaxy going on - then I might just be able to countenance a player owned garage or something. Not before. :D
 
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One of the reasons I bought into this game is that I didn't want to feel forced into big corps or guilds. I for one hope this never happens. Small groups or "wings"? Sure. People grouping together outside the game and working together inside game? Fine. Finding out I have to join a Corp because each system is swarming with players that control whole areas and it's the only way to survive and/or get special equipment, ships or access to stations? No, please. Other games do that. Let's try something different.
 
One of the reasons I bought into this game is that I didn't want to feel forced into big corps or guilds. I for one hope this never happens. Small groups or "wings"? Sure. People grouping together outside the game and working together inside game? Fine. Finding out I have to join a Corp because each system is swarming with players that control whole areas and it's the only way to survive and/or get special equipment, ships or access to stations? No, please. Other games do that. Let's try something different.

When in heaven's name has anyone suggested people be forced to join a guild? For the umpteenth time, no guild could limit any kind of travel in any system even in open.

Read the damn thread before replying.
 
When in heaven's name has anyone suggested people be forced to join a guild? For the umpteenth time, no guild could limit any kind of travel in any system even in open.

Read the damn thread before replying.
A lot of people have the compulsory idea that if it can be done it has to be done. I personally think it's a result of so many games that measure progression with things like daily fetch quests and "achievements."
 
Your idea just gives it a reward structure and thus compounds the problem.

With the current game design the pew-pews like the Jotunheim and the Goons will get bored with the lack of "meaningful PVP" and go away. SC will be a great place for them to enjoy themselves. SC has 3PV, turrent-like yaw action, and no online Solo. SC offers everything they desire.

Everyone will get bored of meaningless anything and go away. Elite offers nothing they desire.
 

Robert Maynard

Volunteer Moderator
The numbers can be anything you want - right now there's a 10% discount for some backers at Founder's world. I think the discount should be at least the same.

Where's the money coming from for the Founder's world discount? Or the recent week-long discount at Ross <something>?

The Founders' World discount will be earned by all who achieve the rank of Elite - what you are proposing is a shortcut to similar discounts by simply opening a corp branch office on a station and expect the station to offer the discounts for nothing.

Frontier probably decided that they wanted to see what effect on player behaviour the recent week long discount would have.
 
The Founders' World discount will be earned by all who achieve the rank of Elite - what you are proposing is a shortcut to similar discounts by simply opening a corp branch office on a station and expect the station to offer the discounts for nothing.

Frontier probably decided that they wanted to see what effect on player behaviour the recent week long discount would have.

Regarding Founders world, and Elite access... By the time you reach Elite status in any rank, money probably won't be an issue.

Where does money come from for any discount in real life?
 
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Robert Maynard

Volunteer Moderator
Where does money come from for any discount in real life?

It comes out of profit (assuming that the item on sale is not a loss leader). Whether that is the producer's profit, the distributor's profit or the retailer's profit doesn't really matter.

.... or cost savings.

Not things that are able to be affected much by a small group of players.
 
When in heaven's name has anyone suggested people be forced to join a guild? For the umpteenth time, no guild could limit any kind of travel in any system even in open.

Read the damn thread before replying.

I did read the thread, but thanks for replying like a jerk.
 
A lot of people have the compulsory idea that if it can be done it has to be done. I personally think it's a result of so many games that measure progression with things like daily fetch quests and "achievements."

The point of my post was that whether it's intended or not, once guilds become a baked in part of the game being able to play "lone wolf" style becomes either very limited or virtually impossible. I certainly haven't played every game out there, but I've yet to personally see a game where this wasn't the case. Some of us came to this game because of it's solitary nature and would prefer it stay that way. Some people want to see large groups of players doing things like collecting resources, fighting large scale wars and getting perks for being in the guild that is dominant in a certain station/system. It's a fair topic for discussion. Could FD find a way to balance the two play styles? Maybe, but those of us in the "no guilds" camp have a hard time seeing how.
 
And you have solo for that solitary experience, even pve groups if people want to be solitary together. That's how it would be balanced.
 

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Originally Posted by Anopheles
And you have solo for that solitary experience, even pve groups if people want to be solitary together. That's how it would be balanced.



I get what you're saying there, but that answer is still problematic. Some of us like playing in the open map and having the chance to encounter random people. Solo rules that out. Forming a PVE group goes directly against what we see as a big problem with forming guilds or corps to start with. We don't want to feel forced to join a group to be able to play and have fun. I want to run into people I don't know and wonder how things will work out.

I'm totally with you in that ED needs to grow and that the giant pond needs to get deeper. I just don't agree that things like baked in player corps are the answer. Games with large social structures like that will naturally evolve to make heavy use of that social structure. Those of us not into that then have to look elsewhere or live with the fact that almost, if not all, new game development leaves our play style out. You correctly pointed out in a previous post that virtually no online game goes down the path we "anti-corp" types want anymore. I finally feel like I've found one in ED, thus my strong reaction against anything like traditional corps or guilds being put in. You also asserted that this choice will be the death of ED, and you may be right. I hope you're not though.

How does FD make the game better so that players with your preferences and players with mine are both at least reasonably happy? I'm not sure. It might not be possible. I think wings will help, but it seems obvious that a better background sim and a more developed story is needed as well. Given how young the game is, I'm still confident those things will improve as months pass. Past that, I guess we can all keep arguing and hope that some good ideas come out of it. :)
 
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