My wish list

Here goes.

In the interest of better gameplay, an interactive community, and something to keep this game floating once star citizen hits.

Local chat:

Not a "list" of players like in EVE. Just the ability to chat openly in your current system or with a friends list. My comms window is currently a waste of space in my cockpit.

Trade window and hanger space (at a "home" station):

Ill be blunt. I want to steal things from other people (NPC's and players) and resell them for profit. I would like to be able to accumulate goods and either sell them myself or trade them to a player who enjoys cargo runs.

I also dont like how every time I want to purchase an item, I must get rid of my others. Say I dont need a fuel scoop for a piracy action in the system next door. I remove it, store it in my hanger, and replace it with a cargo scanner or hatch breaker. The only time items should leave your inventory is when your not operating from the same station or your ship is destroyed.

Ability to send money to other players:

Again, ill be blunt. I plan on piracy as my main objective and source of income. Add the ability to send money between players and ill let my targets go instead of killing them (once they pay, and dump their cargo, that is...)

This works both ways, however. Because it would give someone flying a hauler with an expensive cargo load the option to PAY other players to escort them, and blow my ass out of the sky.

Fleets!! Seriously!!:

If we want to play this game together, we NEED to be able to fly together. Hitting my buddies FSD wake to follow him into an interdiction is almost impossible in a timely manner. Let us have the option of dropping out of supercruise as a squad. Another color for squadmates on the radar would be nice too.


Thats it, constructive criticism welcome, as are tears about piracy.

Thanks all.
 
Station chat would be vote where everyone in the station can see what you write. They would become awesome social places where you can have a chat while cleaning your ship. And it would feel realistic. Not a local chat to the whole system though for me personally. It removes the feeling of a vast space being able to spam everyone with "oink oink" from lightyears away.
|
Sending money can be a very bad idea because of money sellers and other a-holes.
|
Playing together is coming early next year with the expansion "Wings". Coop expansion with shared rewards etc. Im thinking more communication options might come with it as well. Just hope system wide chat isnt one of them. Station chat and distress message. Its a message you can send around you sphere like a little further than normal messages, but since it has longer range it will take time to power back up again. Its like an energy surge message style. :) So when you are attacked you can call for help. If no one was near enough you wont get help, and frankly if they were on the other side of the system they still wouldnt be able to get to you in time with "local system chat", so i feel this would be an awesome feature.
 
Station chat would be vote where everyone in the station can see what you write. They would become awesome social places where you can have a chat while cleaning your ship. And it would feel realistic. Not a local chat to the whole system though for me personally. It removes the feeling of a vast space being able to spam everyone with "oink oink" from lightyears away.
|
Sending money can be a very bad idea because of money sellers and other a-holes.
|
Playing together is coming early next year with the expansion "Wings". Coop expansion with shared rewards etc. Im thinking more communication options might come with it as well. Just hope system wide chat isnt one of them. Station chat and distress message. Its a message you can send around you sphere like a little further than normal messages, but since it has longer range it will take time to power back up again. Its like an energy surge message style. :) So when you are attacked you can call for help. If no one was near enough you wont get help, and frankly if they were on the other side of the system they still wouldnt be able to get to you in time with "local system chat", so i feel this would be an awesome feature.


UGH. I didnt think about money sellers. Id still like to be able to trade assets in game though, or pay my buddy for his cargo, or pay a wing of fighters to escort a cargo ship... too bad things like money sellers were likely the reason it wasnt incorporated..

Station chat would be fine, just SOME chat to get the people talking to each other! Maybe even if its just in the USS your in.
 
Sending money can be a very bad idea because of money sellers and other a-holes.

If a money exchange is legitimate then there should be something exchanged, either a item or time spent together (for protection) . This should be easy enough to automatically regulate as items could just have a their nominal value based on the galactic average and time could be based of the pilot ranking and class of ship at some yet to be determined rate per minute.

Pirated money could be the same as pirated goods, it can't be exchanged directly for legitimate goods but can be used to buy stolen goods (expanded to include ships and ship modules) or traded in at half value for laundered money... Of coarse if a pirate is pirated then they could just hand over money that has already been stolen so it won't depreciate in value a second time, so a-hole money sellers would be best to be pirates themselves (which in my opinion is just unintentional role playing) .
 
If a money exchange is legitimate then there should be something exchanged, either a item or time spent together (for protection) . This should be easy enough to automatically regulate as items could just have a their nominal value based on the galactic average and time could be based of the pilot ranking and class of ship at some yet to be determined rate per minute.

Pirated money could be the same as pirated goods, it can't be exchanged directly for legitimate goods but can be used to buy stolen goods (expanded to include ships and ship modules) or traded in at half value for laundered money... Of coarse if a pirate is pirated then they could just hand over money that has already been stolen so it won't depreciate in value a second time, so a-hole money sellers would be best to be pirates themselves (which in my opinion is just unintentional role playing) .

So, your thinking of ejecting money into cargo cans? That would work too. Just a way to make it possible. The laundering fee/depreciated value makes sense too.

Good idea.

Edit: The laundering fee could be modified based on the standings of the pirate... that would make it very hard for money sellers to set a standard rate for RMT.
 
Last edited:
So, your thinking of ejecting money into cargo cans?

No I was thinking more about player to NPC/player trade. A legitimate trade would go down by one side ejecting some agreed on cargo, the other side can scan it to double check its right and see its value, they scoop it and it is marked as "trade pending", and so long as the balance is settled before departure (electronic wireless peer to peer transfer) than the trade is legal. The system can't be gamed too much because value is automatically set, but of course its still possible to make in game profit because thats the point. The only difference with cargo piracy would be the balance is not settled so the cargo is marked as "stolen". With cash piracy the player or NPC would be able to transfer up to the value of their ship replacement and cargo galactic average value (maybe multiplied by the percentage of the pirates kills vs fails so more dangerous pirates earn more) , but this cash would be marked as "stolen" automatically. I said before that money should have half the value because thats what currently stolen goods get on the black market, but maybe for both the value of stolen goods should be brought down to more of a salvage value range which could also match up to the standard markup between buying and selling (so about 5% to 15%) , but this game probably needs a economist to check over it to make sure the economic systems are balanced (Eve did it and this game probably needs it) .

EDIT: And a small amount of money could be tranfered over time to represent the fee for protection service. This could be adjusted so its actually based on fuel burnt not time exactly. That way protection would be valuable for traveling (which by its nature actually means playing the game) not just sitting around (which could be just a money seller) , bonuses could also be given for destroying the clients enemies (like combat bonds) and a 100% multiplier for being released from the contract with the client safe.
 
Last edited:
Back
Top Bottom