Passenger Modules & Missions

After seeing the arguing and speculation about the capabilities of the Imperial Courier I've been having a think about the upcoming features of the game.The rumour mill seems quite confident that the ability for ships to take on passengers will be coming up in the next content patch. If that's the case though, I think it's important that passengers should not be treated as just another ton of cargo - slaves are naturally expected to get stuffed liked sardines in a packing crate but unless EasyWarp and RyanVoid will be introduced as new factions I'm pretty sure that paying customers will be somewhat more discerning about where they're stowed for the trip!

To that end I think that you should have to purchase and install a distinct Passenger Cabin module to your ship's internal components before you are allowed to take on passenger missions. Passenger Cabins should be expensive even at entry-level - bear in mind that the module isn't just a bare scaffold to slot a cargo container into, and that price will factor in things like life support, food and water, furniture, entertainment and so on - but they can easily be graded from Steerage Bunks to Palatial Suites to recommend you as suitable for particular journeys, whether you're schlepping a gaggle of tourists to Disneyworld Alioth or escorting an Imperial prince to a discreet rendezvous with a courtesan. Given the amount of disagreement I've seen over what the Courier should actually do and why you'd buy it over any of the other established vessels, new ships like this could more easily find their niche to set them apart and make them more attractive for purchase by coming with a Passenger Cabin already pre-installed for free.

While we're on the topic of passengers, a few other elements about passenger missions that could improve them when they eventually appear in the game.

-Transport missions have strict time limits. Passengers have schedules to keep and they're not going to tolerate waiting around while you try to find a profitable place to offload that Beyrllium in the hold as well. You rack up progressively greater fines if you're late.

-Transport missions should as a rule avoid combat. However, if you're attacked or interdicted and you escape from or destroy your attacker you can earn a big bonus from grateful passengers happy that their hero pilot has rescued them from peril. However, if you initiate hostilities on another ship then conversely you suffer big fines as passengers are outraged that you've put them in harm's way.

-There are many beautiful sights in the Elite: Dangerous galaxy from scintillating ice-rings to colourful nebulae. One class of transport mission could be "scenic routes" where you are quite literally a tour guide taking your passengers on a circuit of attractive destinations, your final pay varying according to how many Water Worlds or Black Holes or other special locations you can visit before having to return them to their port in a certain time limit.

-If you're attacked by pirates and told to drop your cargo, a cowardly commander could sell his passengers into slavery instead...

-If your ship is destroyed you don't only need to pay the insurance premium to replace your ship but also pay compensation for the passengers on-board who died!

-Like how you can meet traders to take your cargo at signal sources, you can transfer passengers in the same way. There might be a businessman who missed his shuttle and is willing to pay you top-dollar if you can catch up with it, or it might be something shadier with you meeting and taking on board a criminal who's hoping to get through under the radar in a ship that the security services won't recognise.

-While Transporters generally deal with civilians, if you have a high enough faction rank you can equip a special Passenger Cabin, a Barracks, which allows you to take on board a party of Marines. This allows for a twist on hunter missions where instead of just destroying a set number of craft you have to specifically target subsystems to disable them instead and then deploy the Marines which can capture and commandeer them as a prize for their faction. You don't need to pay compensation if you lose Marines, it's an occupational hazard for them after all. You might also be able to hire independent Mercenaries to capture ships for yourself, for bigger financial rewards than just destroying it and claiming a bounty... however, if you go an extended period without successfully capturing a ship the mercs get angry about the lack of a payday, mutiny and boot you off your own ship unless you pay them off.

-While Passenger Cabins are as a rule expensive modules, there's one exception, the Scow Berth. This is rancid, barely-liveable stuff, more just stuffing a camp-bed between cargo containers, but it is cheap. The only transport missions you can take with this type of Cabin are from the desperate - refugees, criminal drug mules and the like - and they count as Illegal Cargo if you're scanned by the security services.

This all seems to me to be a good way to make passengers not just another item to be traded on the Commodities Market but make a Transporter a meaningfully distinct career that's as valid as a Miner or a Bounty Hunter. What does everyone else think?
 
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Starpoint Gemini II.

You make many good, logical points. Time will tell if that kind of thing can be shoehorned into the ED code.
 
Thats exactly how it was done in previous elite.

The fun was taking a some character that for what ever reason wanted dead by someone else, and the extra heat it generated on your journey to get them there safely.

passengers.gif
 
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Hopefully that's what is coming with the passenger transport.
By the way: which elite-ranking will be affected by flying passengers around? The trader?
 
In previous elite it was reputation, if you proved yourself reliable at transporting you could be given more high profile targets to transfer.
 
I'd love this. My only concern is: How do we transfer passengers mid-flight?

I suspect without this feature passenger transport won't be as interesting as the OP suggests.

You could always sell out the passengers by delivering them to a pirate terminal instead. That would bring a nice touch :)
 
Hopefully that's what is coming with the passenger transport.
By the way: which elite-ranking will be affected by flying passengers around? The trader?

I think all your ranks should factor into it, since it requires knowing how to shuttle things around safely, hold your own in case of an attack, and know how to find the scenic spots in the galaxy in as few jumps as possible. That's trading, combat and exploration all over. Maybe the tourism trade could be a nice little timesink for the endgamers.
 
I'd love this. My only concern is: How do we transfer passengers mid-flight?

I don't think it has to be anything complicated, cross-decking passengers can be the same as when you meet a trader looking for cargo in deep space now. Just make a close approach to the target vessel and if it's where the passenger wants to go the transfer is automatic.
 
After seeing the arguing and speculation about the capabilities of the Imperial Courier I've been having a think about the upcoming features of the game.The rumour mill seems quite confident that the ability for ships to take on passengers will be coming up in the next content patch. If that's the case though, I think it's important that passengers should not be treated as just another ton of cargo - slaves are naturally expected to get stuffed liked sardines in a packing crate but unless EasyWarp and RyanVoid will be introduced as new factions I'm pretty sure that paying customers will be somewhat more discerning about where they're stowed for the trip!

I think what you said there can't be emphasized enough. If passengers were implemented in the same way as the cargo hauling we have right now, it would be a major letdown. I'd rather not have passenger missions at all than just the same hauling missions with another label on them.

That said, I do think we will eventually get something more elaborate. Otherwise, they could have already added the passenger missions when the corresponding ships were introduced (Orca and Federal Dropship).

About your idea about passenger cabins: that has already been discussed and finalized in the Design Discussion Forum/Archive, here: Passengers in Elite: Dangerous

From that thread:
The player can fit their ship with a number of different cabin types. Some ships can only fit the most basic types of passenger transport, but luxury liners are free to choose from the entire range. The better the quality of the cabin the more a passenger will be willing to pay to travel, but the more expensive, spacious and heavy the cabin module will be (Occupying more space in the players ship, and limiting the player's options to fit other modules)
The types of cabin available are:
  • Class 1 - Stasis tube Rack
    • This is a powered cargo rack that the player must fit in their cargo hold. It allows the player to carry two passengers per rack, transported like cargo
    • Passengers in stasis tubes will not offer the player missions en route
    • Stasis tube racks can be fitted in any type of ship
  • Class 2 - Basic Passenger Cabin
    • This powered cabin allows a single passenger to be transported in a conscious state. The cabin features rudimentary facilities
    • Passengers in basic passenger cabins have a low chance of offering the player low paying missions en route
    • Basic Passenger Cabins can be fitted to any ship type
  • Class 3 - Travel Cabin
    • This powered cabin allows up to two passengers to be transported in a relatively civilised state. This is the equivalent of travelling second class today
    • Passengers in basic passenger cabins have a chance of offering the player medium paying missions en route
    • Travel Cabins can only be fitted to Liners
  • Class 4 - First Class Cabin
    • This powered cabin allows up to Four passengers to be transported in high quality surroundings. Players have a number of facilities and services available to them, automated by the room
    • Passengers in First Class cabins have a good chance of offering the player medium to high paying missions en route
    • First Class Cabins can only be fitted to Liners
  • Class 5 - Luxury Cabin
    • This powered cabin allows up to Four passengers to be transported in absolute luxury. Years of research into human pleasure has resulted in the pinnacle of luxury travel arrangements
    • Passengers in luxury cabins have a high chance of offering the player high paying missions en route
    • Luxury Cabins can only be fitted to Liners

If we ever get the proposed mechanic with different classes of cabins, where only the dedicated luxury ships like the Orca and perhaps the Courier can equip the most expensive (Class 5) VIP cabins, while all ships all the way down to the Haulers and Sidewinders out there can at least be outfitted with the most basic Class 1 ("Stasis tube Rack") or 2 ("Basic Passenger Cabin") cabins, it would definitely add a very fun, new game play mechanic.

Frankly, the prospect of passenger missions in the way they were described in the thread I linked was a major reason for me to buy into ED in the first place.
 
i do like the idea of being a tour guide and it was an idea i was thinking about myself.

another idea to add for a community event is if there is a stellar collision of two suns eventually causing a supernova. due to the station being in close proximity the station needs to be evacuated within so many days. so instead of bringing supplies to a area we need to bring passengers out. equal this it could be a reverse of supplies i.e. any local stations can only receive or 'buy' so many passengers. Now the station need not be destroyed for this, so perhaps the radiation and heat emitted will be to much for any shielding to handle causing the station to be evacuated and prepped for the supernova. this would also allow for some slight alteration of solar systems.
 
By the way: which elite-ranking will be affected by flying passengers around? The trader?

While transporting passengers should definitely not be considered the be the same as hauling cargo for reasons already discussed above, ultimately it is about getting something from A to B and so I'd agree that it's a best-fit for contributing to the Trader rank.

Then again, maybe there could be an entire Transport ranking system as well...

-Careless (i.e. you can't trust the commander with your valuable person)
-Mostly Careless
-Driver
-Courier
-Escort
-Pilot (in the sense of someone who knows his way intimately around a difficult harbour)
-Guide
-Companion
-Elite!
 
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I think what you said there can't be emphasized enough. If passengers were implemented in the same way as the cargo hauling we have right now, it would be a major letdown. I'd rather not have passenger missions at all than just the same hauling missions with another label on them.

That said, I do think we will eventually get something more elaborate. Otherwise, they could have already added the passenger missions when the corresponding ships were introduced (Orca and Federal Dropship).

About your idea about passenger cabins: that has already been discussed and finalized in the Design Discussion Forum/Archive, here: Passengers in Elite: Dangerous

From that thread:


If we ever get the proposed mechanic with different classes of cabins, where only the dedicated luxury ships like the Orca and perhaps the Courier can equip the most expensive (Class 5) VIP cabins, while all ships all the way down to the Haulers and Sidewinders out there can at least be outfitted with the most basic Class 1 ("Stasis tube Rack") or 2 ("Basic Passenger Cabin") cabins, it would definitely add a very fun, new game play mechanic.

Frankly, the prospect of passenger missions in the way they were described in the thread I linked was a major reason for me to buy into ED in the first place.

I was asking about this some weeks ago - looks like it's not being treated as a priority unfortunately.

It would be great though to have this put into the game, if anything - to give the Orca (and now possibly the Imperial courier) a purpose in game!
 
What I really would like to see is some missions going further than next door.
50-100 light years distance or sometimes even more - let's use the galaxy if there are so many stars in it.
With cargo it's only the rares making sense to take them far away as ED's economy looks like a repeated pattern built up from 30 LY bubbles one after the other but passengers will have the chance to get out of this box and take long journeys with many adventures...
Another reason to get a ship with higher jump range.

There was a mission (one of the two?) in the old Elite to take an agent to Birera (I think that was the planet's name but not sure) which was a cross-galaxy route. The destination planet was really far from the neighbours, all but one out of the one-jump range so it was a great challenge to find the way there. Not to mention the hordes of thargoids interdicting all along the way...
 
another idea to add for a community event is if there is a stellar collision of two suns eventually causing a supernova. due to the station being in close proximity the station needs to be evacuated within so many days. so instead of bringing supplies to a area we need to bring passengers out.

Very novel! This is an idea that I like a lot - I expect that some criticisms of Transport missions is that you'd feel like a glorified bus driver, so this is a deft way to get past that with some real drama. it'd be a great method to drum up interest in Transport missions and get players flying Couriers and other passenger craft.

What other community events could focus around passenger transport?

-A major political or cultural event, the inaugeration of the Federation President, coronation of the new Emperor, pan-galactic supreme musical sensation Zlad! announces his big reuinion tour... a lot of people are willing to pay Commanders for private transport so they can arrive ahead of the big passenger liners and get the best seats.

-This is to tie into the Tourism missions that we were talking about on the previous page - a unique creature, some sort of space-whale, is passing through human space. Who knows where its peregrinations across the cosmos will take it, and wealthy sightseers want to catch a glimpse before it vanishes into the void.

There's a couple of suggestions, does anyone have any others?
 
Thats exactly how it was done in previous elite.

The fun was taking a some character that for what ever reason wanted dead by someone else, and the extra heat it generated on your journey to get them there safely.

View attachment 36903

OMG!! do the old Elite had dialogue screens??

I want that for ED NOW!!! i mean RIGHT NOW!!
 
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