General Increase player agency for long-term participation.

In the last couple years, we've seen Elite Dangerous evolve in terms of content and playability. With the introduction of player-owned fleet carriers comes a great opportunity for players to influence the course of events within the Elite Dangerous universe.
However, my prediction is that this is not enough. Players who are not cult-followers of the game will soon become bored with the option, and given that the fleet carrier represents an immense investment in time and effort; most of those players who are easily bored with the current lack of player agency will not stick around to invest the required time to acquire such ships.

My suggestion: expand the functionality of player organizations. Take a page out of "EVE Online"'s book (Developed by CCP Games), a game that keeps players engaged not through gameplay, but through a market that is remotely accessible, player owned corporations, player owned Stations, discovery and recovery of high-value artifacts, and virtually unrestrained ability to manufacture goods that can then be sold on the market.
At the moment, Elite Dangerous feels like a game most people who play, do so because they don't like "Star Citizen"'s (developed by Cloud Imperium Games) lack of permanence, or "EVE Online"'s lack of exciting gameplay. Elite Dangerous has both of these things, but lacks the spark that ignites player ambition.

On another note in this sequence, I must offer a question: What does a player do when they've flown every ship? Killed every iteration of the Thargoid interceptor? Traveled across the galaxy? Given up on finding the lost Guardian AI civilization?
We the players are not allowed to instigate a colonization effort, not allowed to stake claim on a planet, not allowed to create new independent factions, not allowed to manufacture ships. Despite the illusion of freedom which has carried me through 500+ hours of playtime, we the veterans are running out of reasons to play.

TLDR: give advanced players something to do besides waste hours in hyperspace between empty, useless star systems, or blow up inferior enemies or Thargoids (which offer little incentive to destroy). Make player organizations that can be founded by players. Make player owned structures a thing. Hell, even make player-controlled star systems a thing. Increase player incentive to play.

I am aware that this subject, or subjects mentioned within this post have come up in the past, you do not need to reiterate this to me.
 
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Unfortunately, the players will not change anything in the impact on the course of events in the universe. At least due to the fact that many players prefer solo or private game mode. There will be no large-scale battles for the system, when dozens of aircraft carriers converge in the battle, because there is no sense in the conquered system, it does not give anything significant to the player. Hope for the end of 2020 and the promised, major DLC.
 
Agreed. I'd love to see a few EVE style mechanics such as player owned stations, as well as ones with the ability to manufacture ships & modules, and where the player owned faction running them would have to actually maintain a supply of fuel and ammo to sell to pilots docking there. Eventually, POFs could profit enough to buy moons, belts and planets (I'm talking away from the Bubble, and with hefty restrictions in regards to monopolies and purchasing costs), giving players a tremendous sense of "end-game," and a reason to play that is beyond just game mechanics, that being a strong sense of community and agency instead.
 
There were talks by Braben ages ago that he doesn't want the game to become EVE or something similar where you have to join the corporation or a guild. You are forever predestined to be a tiny speck of dust on a galaxy background, a lone wolf with no real impact on the universe.

That said, the famous "leak" indicated that 2020 is the year of base building which should increase player agency. We will see in a year and probably a half ;-) Also when people brought the concept of player owned bases earlier, there was people on this forum who whinged that it will spoil the galaxy making it more accessible... Damned if you do, damned if you don't.

And I completely fail to see the appeal of player owned fleet carriers. What's the point? To have a few types of ships with me on my journey? Another resource introducing more grind (special fuel)? I hope they have something in store for the carriers, something they are actually useful for besides being a flying garage.
 
There were talks by Braben ages ago that he doesn't want the game to become EVE or something similar where you have to join the corporation or a guild. You are forever predestined to be a tiny speck of dust on a galaxy background, a lone wolf with no real impact on the universe.

That said, the famous "leak" indicated that 2020 is the year of base building which should increase player agency. We will see in a year and probably a half ;-) Also when people brought the concept of player owned bases earlier, there was people on this forum who whinged that it will spoil the galaxy making it more accessible... Damned if you do, damned if you don't.

And I completely fail to see the appeal of player owned fleet carriers. What's the point? To have a few types of ships with me on my journey? Another resource introducing more grind (special fuel)? I hope they have something in store for the carriers, something they are actually useful for besides being a flying garage.

I disagree that that's how EVE Online makes you feel. Getting accepted into a prestigious corporation part of an alliance was a great feeling, especially when said corporation was involved in a tremendous battle resulting in the gain of regions of space. You felt like something greater than just yourself, and that you'd contributed to real change in the universe.

And Fleet Carriers come with different archetypes, like mining, exploration, etc. I highly doubt they will have no other benefits/customisation.
 
I disagree that that's how EVE Online makes you feel. Getting accepted into a prestigious corporation part of an alliance was a great feeling, especially when said corporation was involving in a tremendous battle resulting in the gain of regions of space. You felt like something greater than just yourself, and that you'd contributed to real change in the universe.
Not me. Braben. You know, the CEO of Fdev.
 
I don't mind the idea of player bases etc. but corporations, owned systems etc I wouldn't go for.
Similar things can already be seen in EVE, it's not really end game, just a sprint to the most toys, and once that race is won it's more a stalemate than anything.
Perhaps Power Play could do with a boost.
 
It's not about EVE and its mechanics, it's about giving people the tools to build a world in the universe, their own world with all its real necessities, such as economy, production, infrastructure, war, politics, culture, and so on. Players just need tools to do everything themselves. The contingent of such games as ED and similar ones are not connoisseurs of stupid arcades, they are mostly people with a rich imagination and intelligence. Most of these tools require only recalculations and no more, recalculation of police power, recalculation of the size of the fine, recalculation of prices or influence in enemy systems, and so on
 
It's not about EVE and its mechanics, it's about giving people the tools to build a world in the universe,

EVE is about building a world in a univers, granted a very small universe, not even a small a galaxy, more a cluster of stars, if that's what you really want go and play EVE.

Elite Dangerous is about, you, single pilot surviving in a big bad universe, I can't see the parallels.
 
I play many space simulators, including EVE. I'm talking about tools for players, not another game...How players will use these tools is up to everyone personally, but they must be given. And EVE doesn't matter here as a game
 
I play many space simulators, including EVE. I'm talking about tools for players, not another game...How players will use these tools is up to everyone personally, but they must be given. And EVE doesn't matter here as a game

Eve does matter in this conversation. It was used as a landmark in the OP, if you hadn't noticed. What with Eve already existing, why duplicate the effort? From the beginning FD have tried to be a contrast to Eve. let's celebrate that. Let Eve do what Eve does, and let E|D do what it does.

In E|D we Commanders belong in space, space does not belong to us.
 
The author of the topic took EVE as a reference point, but I said that it's not about EVE as it seems to me. EVE is a different game, completely different, but many opportunities for players to interact with each other and with the surrounding space deserve attention. In place of EVE, as I said, there could be any other example, but here most space lovers, so EVE came to mind.

After 600 + hours in open ED, the last drop of frustration was the mission to disable the turrets on the ship, when I had no problem disabling all the turrets, while the security services behaved like babies...but the most unpleasant thing was that I took 3 such tasks and disabling turrets on one ship each 3 times, I completed all three tasks without leaving the place. The space in ED is beautiful, the piloting of the ship is just as delightful, but it all has to be filled with meaning.
 
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A certain amount expansion to player organization may make for some interesting play. But, the amount of it you allowed before it became required to survive/flourish in open would be really quite limited. Too much expansion of players ability to organize into groups, and for those groups to truly control systems, and you make it almost required. That will break the open for many of us.
 
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