Making the game less mission-centric

I'm currently waging a one-man crusade to change the gameplay to be less focused on missions and more on the core activities.
The windmills are winning, but I've not yet given up hope.

Here is phase 2 of my plan:

Currently, if a faction does not control a station, only missions and bounties can be used to increase it's influence - trade and exploration cannot be used.

I propose a change the the Commodity Market to allow players to buy and sell goods from any faction in the system, rather than only the station controller.
Selling to the selected faction would improve influence for that faction as currently works for the controller.

Prices for the non-controller factions should be generally slightly worse than the controller (higher buy price, lower sell price) but would still be state-dependent so that, for example, a non-controller faction in Outbreak would pay high prices for medicines.

This would have two effects:
It would allow more non-mission ways to affect the BGS.
It would make state-dependent trading much more flexible.


The presence of an Anarchy faction in the system would have additional effects.

The commodity market for the Anarchy faction (whether controller or not) would act as a black market, allowing the sale (and possibly purchase) of stolen and illegal goods.
Black Markets as they currently exist would be removed.

Universal Cartographics would operate under a similar system, with non-controller factions paying less for information than the controller.


If anybody reads this, feel free to tell me it's garbage ;)
 
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Well, you're not alone in this, I too believe that being your own man and using your own decisions should provide better outcomes than follow-the-quest-marker missions, provided that you made good decisions.
 
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