First of all, I really don't mean to be negative. This is not a great game, it is a MAJOR game. But.. except for the human factor in random encounters (within some 10 jumps from the starting system) and the endless space and gorgeous graphics, things are static.
As far as I've seen, the sandbox is passive: no matter what the player or groups of players manage to achieve at a given time (a lot of kills, experience, better ships and so on), in a few hours the balance is re-established, nothing is gained, lost or changed.
Here's an ideea I've sprouted reading a post about capital ships in this game. Basically, flying a capital ship would be boring as hell BUT a capital ship (or space stations) could be used to anchor some hard won advantages.
Imagine this: a planet is colonized in some star system and starts expanding it's sphere of influence. All human pilots (players), free citizenship, no president. Elections to choose policy and firm objectives, vote power proportional to the player economic impact (a big trader contributes more in taxes than a young cmdr). Whatever get's decided by vote get's done by that nation: 500 zillion tones of .. whatever are needed for a shipyard at X location: the "nation" trades, mines, bounty hunts and pirates the money and the thing is built (it can be automated, it should generate trade with the rest of the galaxy). After, 300 zillion for a destroyer on patrol in system to defend said station. Another one for an expeditionary fleet to make an outpost in another system...
Imagine a few such colonies, all independent, all competing, all backstabing. They'll get invariably to (cold) war each other out and a sense of necessity would enhance the player's game: either contribute as a trader or miner or harass the enemy economy (not quite piracy but privateering) or defend against privateering or whatever the player feels like doing. Over this a real plague of programmed piracy and diverse side missions. Penalties could be implemented to discourage wanton destruction: disable ok , capture ok, destroy bad.
This could get "real" really fast, as the power of the "nation" gets concentrated in installations and capital ships: you can't know how many turncoats or idiots in your amassed fleet of 100 fighters but you do know your destroyer can wreak havoc against whatever enemy or that your station will create periodically a variable but quantifiable amount of revenue or resources.
Basically, each nation should have an even distribution of players online, so none gets an overwhelming advantage in player numbers at one moment. It all depends on the wisdom of the choices made and their cumulative effects on gameplay.
It would mean a 2 stage election mechanism: first, the general policy is voted (civil infrastructure, capital ships with defensive role, capital ships with offensive roles, upgrade military equipment throughout the fleet,..). Cost (personal contributions), duration, benefits, resources needed - those the program determines based on nation stats. 50% +1 of expressed votes in a given period sets the policy (mandatory for all, giving up citizenship is allowed, not following said policy means fines). Second election, type or magnitude of the project, several options are presented (resource station on..., trading station on...., shipyard at..., 1 heavy cruiser or 3 destroyers, and so on). I believe the capital ships and stations should be automated and their allegiance fixed unless boarded.
It needn't and couldn't be perfect but it would give meaning to the game, to defend a hard won advantage, to press on a battle for x days to win a system and so on.
This could all be optional, for those who wish a more meaningful experience...
Well, I certainly got carried away...
What say you?
As far as I've seen, the sandbox is passive: no matter what the player or groups of players manage to achieve at a given time (a lot of kills, experience, better ships and so on), in a few hours the balance is re-established, nothing is gained, lost or changed.
Here's an ideea I've sprouted reading a post about capital ships in this game. Basically, flying a capital ship would be boring as hell BUT a capital ship (or space stations) could be used to anchor some hard won advantages.
Imagine this: a planet is colonized in some star system and starts expanding it's sphere of influence. All human pilots (players), free citizenship, no president. Elections to choose policy and firm objectives, vote power proportional to the player economic impact (a big trader contributes more in taxes than a young cmdr). Whatever get's decided by vote get's done by that nation: 500 zillion tones of .. whatever are needed for a shipyard at X location: the "nation" trades, mines, bounty hunts and pirates the money and the thing is built (it can be automated, it should generate trade with the rest of the galaxy). After, 300 zillion for a destroyer on patrol in system to defend said station. Another one for an expeditionary fleet to make an outpost in another system...
Imagine a few such colonies, all independent, all competing, all backstabing. They'll get invariably to (cold) war each other out and a sense of necessity would enhance the player's game: either contribute as a trader or miner or harass the enemy economy (not quite piracy but privateering) or defend against privateering or whatever the player feels like doing. Over this a real plague of programmed piracy and diverse side missions. Penalties could be implemented to discourage wanton destruction: disable ok , capture ok, destroy bad.
This could get "real" really fast, as the power of the "nation" gets concentrated in installations and capital ships: you can't know how many turncoats or idiots in your amassed fleet of 100 fighters but you do know your destroyer can wreak havoc against whatever enemy or that your station will create periodically a variable but quantifiable amount of revenue or resources.
Basically, each nation should have an even distribution of players online, so none gets an overwhelming advantage in player numbers at one moment. It all depends on the wisdom of the choices made and their cumulative effects on gameplay.
It would mean a 2 stage election mechanism: first, the general policy is voted (civil infrastructure, capital ships with defensive role, capital ships with offensive roles, upgrade military equipment throughout the fleet,..). Cost (personal contributions), duration, benefits, resources needed - those the program determines based on nation stats. 50% +1 of expressed votes in a given period sets the policy (mandatory for all, giving up citizenship is allowed, not following said policy means fines). Second election, type or magnitude of the project, several options are presented (resource station on..., trading station on...., shipyard at..., 1 heavy cruiser or 3 destroyers, and so on). I believe the capital ships and stations should be automated and their allegiance fixed unless boarded.
It needn't and couldn't be perfect but it would give meaning to the game, to defend a hard won advantage, to press on a battle for x days to win a system and so on.
This could all be optional, for those who wish a more meaningful experience...
Well, I certainly got carried away...
What say you?
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