If you want more people in Open, the best way to accomplish it are QOL features to make Open more desirable.

Robert Maynard

Volunteer Moderator
I don't know that I agree. In any case, some basic information would heavily alleviate this problem. For example, just displaying what ship the sharing player is in would make a big difference on its own; if they are in a hauling ship, and the shared mission is a wing delivery Mission, with a significant portion of it already delivered, and then the player would have a reasonable expectation of safety. By contrast, if the sharing player has nothing delivered, and is in a FDL , they would have a good idea that the sharing player is untrustworthy. And since this basic information would be useful even without the possibility of betrayal, it wouldn't take any particularly extra developer time to implement compared to just the basic feature.
Another hauling ship isn't much good to a player looking for a fighter escort.
 
Which wouldn't actually need a separate (and divergent) galaxy - it could be achieved by permit locking a tiny (in comparison to the size of the galaxy) portion of the galaxy to players in Open.

Oooh! There's an idea. An area that is locked to open only. A new bubble on the other side of the galaxy, like Mirror, Mirror. The dark alternate bubble, where CMDRs kill each other with abandon.

But once you go in, you can never leave!
 
Oooh! There's an idea. An area that is locked to open only. A new bubble on the other side of the galaxy, like Mirror, Mirror. The dark alternate bubble, where CMDRs kill each other with abandon.

But once you go in, you can never leave!

Sounds good to me.

I imagine we'd get the feature though, without any gameplay.
 
Another hauling ship isn't much good to a player looking for a fighter escort.
Pragmatically speaking, a fighter escort isn't much use in this game. There's not much you can do to stop a team mate from getting killed, even before you account for the difficulties of dropping in on the instance.
 
Pragmatically speaking, a fighter escort isn't much use in this game. There's not much you can do to stop a team mate from getting killed, even before you account for the difficulties of dropping in on the instance.
The ability to wing up in normal space and slave your FSDs to a single ship so that the simulation treated the wing as a single object in Supercruise/Hyperspace would be so much goodness. Be cool to see a jump-optimized Phantom winged with a barely-jump-capable freighter and its two combat escorts.
 
I've been winging up with people I meet on multi crew for massacre missions. It is the closest form of finding people to wing up with using in game tools I have tried.

I absolutely want a more robust system to find players to wing up with; not just join their crew.
 
The ability to wing up in normal space and slave your FSDs to a single ship so that the simulation treated the wing as a single object in Supercruise/Hyperspace would be so much goodness. Be cool to see a jump-optimized Phantom winged with a barely-jump-capable freighter and its two combat escorts.

Slaving FSDs to each other would be quite interesting to see and would simplify a lot of the instancing issues that wings have, but I also don't see them being lifted up to the capabilities of the longest jump range in the wing. It's more likely, and a lot more balanced, for them to instead be restricted to the lowest jump range and the lowest SC maneuverability in the wing.
 
Slaving FSDs to each other would be quite interesting to see and would simplify a lot of the instancing issues that wings have, but I also don't see them being lifted up to the capabilities of the longest jump range in the wing. It's more likely, and a lot more balanced, for them to instead be restricted to the lowest jump range and the lowest SC maneuverability in the wing.
I'd think it'd be easier to code the SC Maneuverability and Jump Range off the ship you slave to (and let that pilot resolve interdictions and so forth). Limiting jump range and SC maneuverability to worst-in-wing would discourage winging with Type-10s and newer pilots that don't have A-rated engineered Jump Drives. I don't consider lowest-common-denominator "balanced," but even if that were the standard I'd argue the benefit of simplified instancing would out-way the concern that someone somewhere was jumping a few lightyears farther than his FSD normally allows. One thing to consider: a counter-balance to the benefit of using the best jump range is the sub-optimal cargo/combat capability of a jump-optimized build. You weaken the trade or combat capability of the wing to take advantage of better exploration capability. That sounds like a reasonable balance to me.

Cheers Ramirez!
 
If F D want more people in Open Play it is very easy for them to do so - just up the ARX limit for Open Play. Of course that will cost them potential earnings so you know it won't happen.
 
The only way you will ever get people to join open is simply this, you have to have a pvp flag system where players can willingly opt to not engage in pvp. Nothing else will work, because the reason people dont wanna play in open, is because they dont wanna deal with pvp, they dont wanna deal with the headache of it, and open offers absolutely zero benefit to the game, it only offers draw backs.

That's the system we have right now. And it's not perfect. I would play in Open consistently if there were some benefits associated with it, be it substantial mining or arx rewards.
 
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