Since i keep reading that newbies are getting a rough time in Open. Why not have the Elite rank system offer them a bonus at the lower tier (Harmless) which diminishes as they increase in rank.
So just an example: (FSD cooldowns figures are just examples)
Basically whatever the highest rank you are in one of the three (Combat/Trading/Exploring) will dictate your FSD cooldown, This means a player that reaches elite in anyone of the three would have any newbie buffs removed. If you've reached the rank of Elite in anyone of the three like trading, it's probably presumed you know how to escape using your FSD.
Players in any of the lower tier ranks will then have a gentle progression learning curve, it could also dissuade commanders from attacking new players if they know that they are more likely to escape. It cannot also be exploited, even by alt accounts. Since you will have to climb the rank ladder one way or another in any of the three, so its kinda fool proof. E.g its probably presumed by the time you've made it to merchant, you've probably made 5 million & have a capable ship & enough knowledge on what you are doing, so a 12 second cooldown on drives would reflect the training wheels slowly coming off.
This way the newbie are getting a fair crack of the whip & the veteran players don't feel like they need to rest on their laurels while sticking up for new players as an reason to keep the logging timer short & instead increase it or do away with it.
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Alternative idea to mine suggested in this thread on Page 2 (Its worthy of its own thread, but just so it isn't lost, i've moved it here to the OP)
TLDR: Basically FSD cooldown should depend on Ship size, e.g small / medium / large class ships. Thus making smaller/medium ships more viable for longer instead of rushing to large ships like the Big3.
Curosity of @Voracity_T & @Sylow brain storming
So just an example: (FSD cooldowns figures are just examples)
Combat | Trading | Exploring | |||
Harmless | 8 sec FSD cooldown | Penniless | 8 sec FSD cooldown | Aimless | 8 sec |
Mostly Harmless | 9 sec FSD cooldown | Mostly Penniless | 9 sec FSD cooldown | Mostly Aimless | 9 sec |
Novice | 10 sec FSD cooldown | Peddler | 10 sec FSD cooldown | Scout | 10 sec |
Competent | 11 sec FSD cooldown | Dealer | 11 sec FSD cooldown | Surveyor | 11 sec |
Expert | 12 sec FSD cooldown | Merchant | 12 sec FSD cooldown | Trailblazer | 12 sec |
Master | 13 sec FSD cooldown | Broker | 13 sec FSD cooldown | Pathfinder | 13 sec |
Dangerous | 14 sec FSD cooldown | Entrepreneur | 14 sec FSD cooldown | Ranger | 14 sec |
Deadly | 15 sec FSD cooldown | Tycoon | 15 sec FSD cooldown | Pioneer | 15 sec |
Basically whatever the highest rank you are in one of the three (Combat/Trading/Exploring) will dictate your FSD cooldown, This means a player that reaches elite in anyone of the three would have any newbie buffs removed. If you've reached the rank of Elite in anyone of the three like trading, it's probably presumed you know how to escape using your FSD.
Players in any of the lower tier ranks will then have a gentle progression learning curve, it could also dissuade commanders from attacking new players if they know that they are more likely to escape. It cannot also be exploited, even by alt accounts. Since you will have to climb the rank ladder one way or another in any of the three, so its kinda fool proof. E.g its probably presumed by the time you've made it to merchant, you've probably made 5 million & have a capable ship & enough knowledge on what you are doing, so a 12 second cooldown on drives would reflect the training wheels slowly coming off.
This way the newbie are getting a fair crack of the whip & the veteran players don't feel like they need to rest on their laurels while sticking up for new players as an reason to keep the logging timer short & instead increase it or do away with it.
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Alternative idea to mine suggested in this thread on Page 2 (Its worthy of its own thread, but just so it isn't lost, i've moved it here to the OP)
TLDR: Basically FSD cooldown should depend on Ship size, e.g small / medium / large class ships. Thus making smaller/medium ships more viable for longer instead of rushing to large ships like the Big3.
Curosity of @Voracity_T & @Sylow brain storming
How about a more sensible choice.
A steeper increase to module reboots than the current system, but applied in the terms of the games progression, which is of course, the vessels.
So. A small ship? 30 second cooldown. A medium? 45 seconds. A large one, one full minute.
That way the "lategame" vessels require another layer of skill to fly thus keeping in line with the main progression the game provides.
The new players then have an advantage on their opponents who are in larger ships by having the potential to escape to cruise/another system an amount faster than thier attacker.
Of course the ships attacking will generally be considerably more powerful however this gives said new players a fighting chance to hide themselves when needing to.
Added bonus is you'll see a fair amount less "gold rush" noobs in vettes and cutters. The downside of course will mean a lot of them will combat log, though for any player wanting to engage in PvP/Piracy in the long term that is of course effectively social suicide.
Hmm. Now this is a more interesting idea than everything before. In theory. It might be a bit more refined than small/medium/large, but giving bigger ships actual disadvantages would be a novelty. Currently they just stack up advantages and any significant disadvantages are engineered away.
So yea, this would be much better than an artificial "you rank up, your ship gets worse" system. Unfortunately it won't happen due to the community. Even rather small nerfs were cried away in the past. Even when those people who had access to the testserver actually liked them, people who did not test (known console players or some who openly admitted that they never tested, but would by default hate any change which might weaken them the tiniest bit) delivered a constant stream of complaints, till FD caved.
Based on this, it would take FD not just decades but even centuries to gather up enough courage to make a change like this.
Pretty much, big ships have it wayyy to easy. Since the TLB nerf big ships have had so much freedom to behave as they like if given half a chance.
Yup, you're probably right there. Anything that risks a cmdr not being ultre invincible in their jumbo weenis extension will be screamed at as if the pilots were spoiled kindergartners.
Aways the way though. Those who test report and those with cognitive dissonance and emotional attatchement to something whinge about every detail. I've been here what three years? I think that particular aspect was clear after the first week.
Though as I said on another post, I wouldnt be at all surprised if this forum isnt just a lolcow for the office given how much petty character assasination attempts and childish name calling gets thrown around it would be a wonder if they could take it seriously at all.
Possibly. Doesn't matter. I don't really believe that FD will dare to implement disadvantages for bigger ships now. But it would be the best way to implement what this thread is all about: a system which supports beginners, who traditionally are in smaller ships.
As a positive side-effect, if done properly it might also give a bit of live to small ships in general again. They by now are nothing but stepping stones, where the active player get out of as soon as he can afford. Anything unique to make them more attractive again would be more than welcome in my eyes.
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