Newcomer / Intro Player stations and manufacture?

Hello everyone :D,

I had this idea spark up the other day and I wanted to share it, it might have already been sugested but ill give it a shot.

The other day my friend was talking to me about Star Citizen "having"(consept again) engineering being introduced in it. This sparked in my mind a way to enlarge the elite economy but in a different way, say a player was able to do more than just take cargo from one station to another or rade a defenceless security vessel, say a player was able to manufacture weapons, moduals, and utilities for ships for him and the player market. Imagine one of those systems you go to and theres nothing in it not a planet not a rock cluster, just a star in the middle and you deside to construct there, build a station like one of the small ports and be able to use it as a production facility, mining or tourism (dependig on location) and walk around it (once its been added in) and to be able to like build it up as you add more and more facilities and to have a direct influence on the market (player market?). :rolleyes:

IDK, I want to see what you guys and the creators think, do please point out any majour faults that this could have as it obviously isnt perfect.
 
Well, if you wanted to expand on your idea...

Lets say that yes, we get the ability for player corporations *cough* i mean guilds :p and we have our own stations. We would def want to place them in the anarchy systems with nothing in it. So as the game builds and gets bigger, guilds claim farther and farther out. One of the things that I think would need to be implemented would be some sort of class system for politics. Similar to how Star Wars Galaxies had. Within this player owned system there would need to be an ability to employ a police force of npcs. Obviously, the guilds would want the most police in there system as possible, otherwise the bounty hunters and pkers would know where to "guarenteed" find some good kills etc. Well, maybe pirate guilds wouldnt want police ;)

I like the idea, but not for this game. There are some major things that would have to change to do this. One, this isnt RPG based, so no skill or class system which is how something like this is normally run. Now, I know EVE does this, but I dont want to play a game where the most infamous players are the ones that managed to scam hundreds of millions from other players. Another problem is there is no player economy. The system to set that up is the same problem. That is a giant project in and of itself. Dont get me wrong, I would love to have my own player starbase in some uncharted system, I just wouldnt want all the other crap (like I have seen in EVE) to come with it
 
There are concept art shots of ED with bespoke 'stations' built into the side of asteroids. Although of course that doesn't mean anything.

Who says what they will add in the future. Secret starports? Secret starports run by aliens?

Will be exciting to see where this goes...
 
I am happy enough managing my little star ship tbh. I hope that clans don't appear in ED. I'm not convince having player clans owning star systems would be a good thing imo :D
 
FD said ''maybe'' you could own a shop on a station but my guess thats a big maybe. if players could own a station IMO it should be done in a way were its the richest and best player has it but others can try and take it
 
I think FD have explicitly said "no" to player corporations and player-controlled space. It's a shame in some ways because it limits the faction influence and reputation systems to you being an auxiliary part. On the other hand, you just pick a faction and work for them. If you find a group of like-minded players who want to work for the same faction, your potential to influence galactic politics increases.

I'd also prefer to avoid there being definite no-go areas and systems dominated by wings all working for the same player corp. Some have tried to enforce this already, but the instancing system and the flexibility of play modes renders this pretty inneffectual.

All in all, I like the way it works at the moment. It's arguably balanced against PvP and player control of systems, but that's not such a huge problem if you're not interested in that!
 
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I think FD have explicitly said "no" to player corporations and player-controlled space. It's a shame in some ways because it limits the faction influence and reputation systems to you being an auxiliary part. On the other hand, you just pick a faction and work for them. If you find a group of like-minded players who want to work for the same faction, your potential to influence galactic politics increases.

I'd also prefer to avoid there being definite no-go areas and systems dominated by wings all working for the same player corp. Some have tried to enforce this already, but the instancing system and the flexibility of play modes renders this pretty inneffectual.

All in all, I like the way it works at the moment. It's arguably balanced against PvP and player control of systems, but that's not such a huge problem if you're not interested in that!

I think the less this game is Like EVE Online, the better. EVE does what it does very well and has it's own path. Elite should be more about your ship and what adventures you can have in it.
 
Agreed!

I don't play MMO's much (apart from Star Wars the Old Republic bu then I am a Jedi) because to get the most out of these games it benefits the player to be a part of an organised clan. In some of them it is impossible to progress too far without a clan. This leaves the player at least partly reliant on other players to get the most out of the game which is a negative thing for me.
Being part of a guild or clan brings with it other issues too. Large groups of players need some level of organisation and structure in order to work together effectively meaning there will be politics...... Again something I don't want in my game

I'm very happy with the way that ED works and I hope it doesn't get radically altered in favor of the more gregarious players
 
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