Improving Trading & Trade Missions: Attempting to Construct a Database

Hi,

I've had this idea for awhile now, but until recently I wasn't sure how to voice it.

...............................................................................................................
..........................................______________________B___________D.......
..........A________________/__________________C__/................................
............\J.................................\__E_____________/..\_____G...................
.................................................\I....................................\_______F........
......................................................................................................\H.....
...............................................................................................................
...............................................................................................................

Imagine A is the station you have begun at to receive a mission.
... = no path
__ = a path from one system to another
/ or \ = a jump
any letter = a station

IMPORTANT:
\ or / lead both ways
- this is because any two stations lead to one another if they are systems next to each other
- due to this a player can end up in an infinite loop; rating only just between two systems because the game doesn't plot missions towards the wider bubble

Probable Cause of This Mission-Pathing Issue:
The game started out with a much smaller Bubble. As new systems were expended into those systems were renamed with the names of Kickstarter Backers (so I'm told). This meant that the 'original bubble' isn't connecting up with the 'expansion regions'.
- thus, sort of like in an array, the pointers are leading from A to B to C. Somewhere the 'path' got cut off.

Here's my idea of a more healthy Trade Mission Network:
.........................................................................................................................................................
....W__..........................................................................______________________B___________D.......
..../......\.................Z____________A________________/__________________C__/................................
.../........\__Y_____/.........................\J.................................\__E_____________/..\_____G...................
.V.................\__X.................................................................\I....................................\_______F........
...\.............................................................................................................................................\_H....
.../.....................................................................................................................................................
../.......................................................................................................................................................

Possibly the reason our large ships have no use is because we need to chart out where "paths" through the "linked" areas of the missions systems have become "broken". That is, the missions are no longer tying into the rest of the game. Station A leads to Station B, maybe on quite far to H, etc... but then the "path" terminates.

It's probably very hard for FD to realize where these things are since our CGs are actually creating new stations all the time complicating an already complex problem. If we could make a database of how these are all linked up we could greatly enrich the game by determining where the breaks are.

Ultimately what we would be able to do with this is create a "Long loop" such that Traders could move from Station A to Z to A without discovering themselves suddenly in a region of space that's just sending them from G to H and back to G.

I don't think there's any argument that this would vastly improve the missions. It would even make the low price of current missions more appropriate since a large ship could actually then be filled up for these long hauls. This would also have the aesthetic benefit of allowing new and old players to see more of the occupied universe of Elite Dangerous. But as I say, I think this is something we'd have to do because it is really going to be something continuously evolving.


Extension:
It might also be a good idea (if anyone knows how to do this) to try to see what Commodities could be picked up Independent of Missions. This is more of a short-term solution of creating a network of interlocking "long run" trade routes for players to experience the fullness of the game.

So far I've been mapping out just the Federal Systems, but I'd really imagine for this to work the players would want to travel both the Empire, Alliance, and Federal territories. In doing this they'd gain the benefit of Naval Ranks and Local Reputations across the whole of Elite without becoming stuck with a 'mouse on a wheel' experience such as is currently occurring.



Alright, that's it.
Thanks!
 
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I hate to say it after you've clearly put in a lot of effort but this isn't how trade or any other type of missions for that matter work. What you're 'mapping' is a snapshot in time based on a number of factors such as the current state of the controlling faction, the state of the other factions present in the system, system states of nearby systems, RNG, etc.. This is what is referred to as the Background Simulation (BGS).

The galaxy is for the most part procedurally generated and FD haven't created a load of hidden mission paths which loop because the bubble expanded during the beta and stations were renamed or created by CGs.
 
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I hate to say it after you've clearly put in a lot of effort but this isn't how trade or any other type of missions for that matter work. What you're 'mapping' is a snapshot in time based on a number of factors such as the current state of the controlling faction, the state of the other factions present in the system, system states of nearby systems, RNG, etc.. This is what is referred to as the Background Simulation (BGS).

The galaxy is for the most part procedurally generated and FD haven't created a load of hidden mission paths which loop because the bubble expanded during the beta and stations were renamed or created by CGs.

Yeah, I wasn't aware.

I'm going to keep working on it though. Maybe there is a some macro-dynamic I can find that will tie Missions together in such a way a person can make a full circuit of the bubble.
Just as a visual aid: http://imgur.com/a/L4G3N
 
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