If it is done right, this could open up a whole new perspective on group exploration as well. If a group of explorers come together to fund a megaship, that ship could serve as a mobile base for an expedition.
Players will collaborate to purchase a Megaship. Like how guilds pool resources among guild members to build or buy expensive stuff.
To provide end-game content I think Elite: Dangerous has to break free from the mold of 'grind for (mega)stuff'. I'm done building a fleet and tinkering the loadout of each ship. I'd like to put those ships to good use finally. For me end-game content means a way for players to participate in and create/contribute to stories, adventures, politics, etc.
Of course this is no easy task and I understand this might be new territory for FDEV. The way stories are run currently (Formidine Rift, Guardians, Thargoids, Salomé event) does not work very well because only a small group of players can effectively participate while all other players are reduced to spectators. Somehow stories in ED have to be parallelised so that many more players can participate. Parallelisation would fit the game's instancing design much better.
To provide end-game content I think Elite: Dangerous has to break free from the mold of 'grind for (mega)stuff'. I'm done building a fleet and tinkering the loadout of each ship. I'd like to put those ships to good use finally. For me end-game content means a way for players to participate in and create/contribute to stories, adventures, politics, etc.
Of course this is no easy task and I understand this might be new territory for FDEV. The way stories are run currently (Formidine Rift, Guardians, Thargoids, Salomé event) does not work very well because only a small group of players can effectively participate while all other players are reduced to spectators. Somehow stories in ED have to be parallelised so that many more players can participate. Parallelisation would fit the game's instancing design much better.
So "give us mega-ships - but first we need guilds to build them"?
To provide end-game content I think Elite: Dangerous has to break free from the mold of 'grind for (mega)stuff'. I'm done building a fleet and tinkering the loadout of each ship. I'd like to put those ships to good use finally. For me end-game content means a way for players to participate in and create/contribute to stories, adventures, politics, etc.
That sounds like an interesting thought and Id love to hear you expand on it in more detail. Please start a new thread![]()
I'm more of a PvE explorer and all, but isn't this what the BGS and Powerplay are for? These all allow for player driven stories, if people cooperate and roleplay. The whole Colonia thing was largely unintended and caused by players. If a large group put tons of effort into getting a particular power in control of a huge area of the bubble, Fdev would have to respond. Or if they make a concerted effort to make one power as small as possible. Maybe I'm misreading what you're intending, can you elaborate?
It was just an idea that popped into my head when I took a shower this morning. In my mind I saw Salomé's (intended) run from 46 Eridani to Teorge and all waypoints in between. Due to the high number of players many waypoints were instanced maybe 25 times or so (just a guess). She visited only one instance per waypoint giving players in all other instances no chance to see her. I thought: What if many Salomés were created that travelled through each instance in parallel? At least everyone could have seen/interacted with her. Of course the problem then becomes: how to derive the outcome of the event as a whole from the outcomes of all parallel versions of the event? Take the outcome that happened most often?
Maybe a linear story like Salomé isn't suited very well. Maybe stories that can be structured as a tree or a grid work better (I'm not a writer, no idea if that makes sense). Indeed the BGS does parallelise working towards a goal. But the current BGS doesn't really tell a story. It just happens (same with Powerplay BTW). What happens in the BGS can be narrated after the fact though and presented as a story (I expected FDEV to do that with Powerplay).
What are your thoughts?
It was just an idea that popped into my head when I took a shower this morning. In my mind I saw Salomé's (intended) run from 46 Eridani to Teorge and all waypoints in between. Due to the high number of players many waypoints were instanced maybe 25 times or so (just a guess). She visited only one instance per waypoint giving players in all other instances no chance to see her. I thought: What if many Salomés were created that travelled through each instance in parallel? At least everyone could have seen/interacted with her. Of course the problem then becomes: how to derive the outcome of the event as a whole from the outcomes of all parallel versions of the event? Take the outcome that happened most often?
Maybe a linear story like Salomé isn't suited very well. Maybe stories that can be structured as a tree or a grid work better (I'm not a writer, no idea if that makes sense). Indeed the BGS does parallelise working towards a goal. But the current BGS doesn't really tell a story. It just happens (same with Powerplay BTW). What happens in the BGS can be narrated after the fact though and presented as a story (I expected FDEV to do that with Powerplay).
What are your thoughts?
Well if you DO want to keep it in this thread Ill reply here as well: It would be possible to write a story setup that explains why it is not a single individual or small group, but rather a larger group of VIP ships that have to reach a set destination (groups of refugees fleeing persecution, gangs of thugs escaping the police, militia members trying to reach a dropzone in an ongoing imp-fed conflict...). Story outcome depends on the percentage of VIP ships that make it to the destination. With eg. 25 VIP vessels, there are both more ships to protect and more to assault - spreading out the experience to more players on both side of the event.
Well, I was thinking Powerplay and BGS would get the foot in the door. In the vaguest sense, a group does something major in power play, FD responds with NPC interaction, Galnet articles, encouragement of a response. Players Respond, the plot shifts. And so on.
Often times being part of a story doesn't feel like it's telling a story, it's just what's happening.
But if you want to talk about specific storylines, honestly, the stuff leading up to the Salome event could have been handled so much better without the silly coded messages with the exact systems to go to. A big goal among explorers is finding earth like worlds. If they'd have littered the Formidine Rift with tons of beacons next to Terraformable and earthlike worlds along certain paths. Have a couple of the paths end with easily found ships that have logs that give part of the puzzle. Bits of information that led to one of the powers being behind it, and maybe some minor factions in on it. FDEV starts adjusting the actions of the factions and powers. Some might be trying to buy all sorts of specific commodities in bulk. Others might start requesting unusual assassinations. All the while people are uncovering more and more information about this conspiracy.
An advantage of 'leaving breadcrumbs' is that the story can split into many branches after a breadcrumb is discovered, thus creating space for more players. If a new breadcrumb is discovered on one or on multiple branches a fresh start is made from there while the other branches end.
I have the impression that so far FDEV has tried two things: scripted linear stories (Formidine Rift, Guardians. etc), and player-driven self-perpetuating stories (Powerplay, BGS).
If many players work on a linear story they create spoilers for each other and that stops them from branching out. Instead players concentrate into a single small(ish) group that monopolises the story (I do not blame Canonn for that). This was also enhanced by the high level of knowledge and skills (encription, audio analysis, etc) required to solve the problems.
I think Powerplay suffers from badly designed system dynamics. I wonder if they ever simulated the dynamics that resulted from the game rules they made up. I think it's a pity they didn't solve Powerplay's problems because something like Powerplay can bring the end-game content we need.
The BGS suffers from weird/incomprehensible dynamics similar to Powerplay and from a lack of documentation.
Don't forget that you could help towards the cost of this by buying a smaller megaship and earning an income from it, through taxation, fuel sales etc.
Megaships are the perfect end-game vehicle. For clans. For single players. For small groups. For everyone.
Passive income rather would move the game from one player / one ship / realtime to a form of executive management game.