Middle rung missing on advancement ladder?

Seems to me there's a couple rungs missing on the ladder of advancement in regards to anything but trading.

What I mean by that is, if I expect to be able to move up to large expensive ships I'll most certainly have to start trading, if I expect to do so this year. It's just not piratical, compared to trading, to make the tens of millions needed to own and kit the larger ships, in any reasonable amount of time, again compared to trading. I'm not complaining. I do however have some suggestions that might fill the gap.


1. Multi-ship missions. For example; remove an entire gang of pirates from a system. This could take several hours or even days but, the rewards would be very large indeed, think millions potentially.

2. Multi-ship USS's. Pop in a USS and a few to several pirates are laying in wait or jump in to support their ally.

3. Rare mineral finds in asteroid fields. Diamonds for example, very very rare but, very very expensive.

4. Distress signals. Lakon9 and two Eagles request help, being attacked by multiple bandits for example.

5. Big, BIG inner-system battles between smaller factions, not just the big three.

6. Very rare but, very lucrative life-form discoveries exploring planets.

The more I think about it and have thought about it over the months the more I wish I knew about how the "events" are generated in ED and how difficult it is to interject new, more complex, events into the engine. The events are getting rather repetitive, almost to the point of being able to predict what's going to happen and when. An example might be a Nav point bounty hunting foray that in most likelihood would go like this:

1. Jump into Nav Point 6 ships on the scanner: Three in a "group" consisting of a Lakon 9 and two sideys. One Federal Eagle a lone sidey and an Adder. The group of three flies off in one direction, the eagle follows scanning while the sidey and Adder goes their seperat ways and maybe the adder is "wanted".

2. Wait about a minute while scanning the 6 ships already in and a couple more ships pop in.

3. Fly back towards the nav point to scan the new ships, all clean, and four more ships pop in.

4. Of the twelve now at the nav point, maybe one or two are "wanted", kill them and wait for \all ships to jump out of the nav point.

5. A rare random larger ship (Orca, python. anaconda etc.) may pop n from time to time and may or may not be "wanted".

6. Go back to number one and repeat.

I'm NOT complaining. I've killed over 2000 bad guys in ED since I started and still do it every day but, it is rather predictable across the various "event" types. I suspect that FD will greatly expand the random events at some point, at least I sure hope so, because there's just so much potential there for what I have to assume is relatively easy (compared to an entire game) thing to do. I also assume (not having a clue how it's actually done in ED) that some sort of script is used to generate the events and could be expanded in both depth and numbers of ships present, even linked missions, similar to other game engines I am familiar with. Then again, I really have no clue. Again, I'm not QQ'ing. I just can't help hoping that FD will continue to broaden the events to maybe fill some of the gap between the various pathways to riches.

Anyone have any idea what or how events are generated in ED? What do ya'll think would be interesting events for ED? I like what we have, I'd just love to see it expanded greatly to the point it becomes unpredictable. Sorry for the wall of text, I got carried away :D
 
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