Let's face it, engineers are weird. I quite don't give a [up] to the engineers, but that's not what I want to talk about.
I want to talk about how certain players prefer different styles of game play, combat, mining, missions, exploring, gathering. I will use this to demonstrate how the community could come together to help each other out.
Grinding. Everybody hates it with the new engineers, but what if there was an incentive to keep mining for materials of any kind? What if you felt like making more money by going to a player-ran trade center? A short example being; You're a miner, you've found polonium, but you really don't need it anymore, and with these material keep gathering up, I'll have to ditch stuff soon. Imagine if players have an excess amount of stuff they have no need for, while a different player really needs to find say tungsten and is having no luck with the search. Frustrated, he vows to quite the game! What if they're was a terminal, where you could buy things from materials, data, and commodities from different players?
What if players could set their own price on rare materials to make mining, or gathering more profitable? This would bind the community together, and create a reason to go in the mines and sell rare materials at a very high price, or it could create competition between different players, creating a need for cooperation, determination, and endurance.
Players who enjoy trade could sell everything that they could get their hands on to the station, which would have needs and demands just like any other station.
Combat players could be rewarded for finding those chemical processors that you're always out of and selling them to the community.
Exploration based players could sell their exploration data of systems to players who need to find planets with different materials and think the station's price is too high
Engineers would become a huge thing, rolling several times to give an edge over the Ai, or an edge for mining or gathering to sell more materials. This would also need to come with an Ai buff, but that is for FD to figure out.
Federation or Empire? I don't think the players should be bashing their heads over one another to get the station to be aligned with one or the other, it should be independent, period.
Power play. No. I think we should get all of the power play people to agree to keep their hands off the station or system.
Building this station? Players could help by bringing building equipment to speed the construction process along, maybe even actively participate by "welding" the station, using certain commodities or materials to help build the station. Combat based players could also be used in the sense of constant fighting. Combat players would be needed to protect the traders bringing in materials and commodities by patrolling around in super-cruise, and standing by players "welding" the station.
Station type? Let's assume that the players love this idea and all travel to it, you'll have a ton of traffic and lots of players and Npcs trying to dock. Sorry FD, but we need a mega station, one no like the others. We may need over 60 or 80 docking spots for a project this intense.
Npcs? Mission board? Npcs should live here, like other stations, offering missions, but have the players have the most influence on the system. Missions, npcs will offer as they do. However, players could make this be huge! Players who are super busy with other tasks around the area may need a ship transported here, or may need commodities for the station. The players should be able to set the reward of the mission, but cannot offer less money than it would to buy commodities, or pay for fuel. Players should not be able to abandon these missions at all. The time limit should go along the lines of scaling, consider the distance it takes for the players to get the items or ships, you could even have the option to create or select a category for a mission. "gather 4 of this material" you should be given at least a week to finish this. "Transport this ship in this system to here" once the player gets to the system start a time to return the ship. "source and return these many commodities" min of a day to finish this mission.
There could be a new type of player, an information broker of sorts, those who get information on different groups, finding their intentions and selling the data of possible "raids" to the station which alert the nearby players of possible attacks (hopefully with a time-frame so we're not up all night.)
Explorers, there would be much need for them. While the station is under construction, they could be finding ideal systems for the stations final location of the station, perhaps having a vote in the community to determine it's final destination, and the name of the station. In order to submit the final system, the system must be fully explored by you if you want to suggest a station. Example, discovering all planets, asteroid belts (or maybe a few,) black holes, stars with a tier 3 scan. I don't think the players should be able to suggest systems that are already populated. This is to prevent a location be super favorable to one player over the next player.
I'm sorry for any typos, for I am typing this without my glasses and I can't see anything. I love feedback!
I want to talk about how certain players prefer different styles of game play, combat, mining, missions, exploring, gathering. I will use this to demonstrate how the community could come together to help each other out.
Grinding. Everybody hates it with the new engineers, but what if there was an incentive to keep mining for materials of any kind? What if you felt like making more money by going to a player-ran trade center? A short example being; You're a miner, you've found polonium, but you really don't need it anymore, and with these material keep gathering up, I'll have to ditch stuff soon. Imagine if players have an excess amount of stuff they have no need for, while a different player really needs to find say tungsten and is having no luck with the search. Frustrated, he vows to quite the game! What if they're was a terminal, where you could buy things from materials, data, and commodities from different players?
What if players could set their own price on rare materials to make mining, or gathering more profitable? This would bind the community together, and create a reason to go in the mines and sell rare materials at a very high price, or it could create competition between different players, creating a need for cooperation, determination, and endurance.
Players who enjoy trade could sell everything that they could get their hands on to the station, which would have needs and demands just like any other station.
Combat players could be rewarded for finding those chemical processors that you're always out of and selling them to the community.
Exploration based players could sell their exploration data of systems to players who need to find planets with different materials and think the station's price is too high
Engineers would become a huge thing, rolling several times to give an edge over the Ai, or an edge for mining or gathering to sell more materials. This would also need to come with an Ai buff, but that is for FD to figure out.
Federation or Empire? I don't think the players should be bashing their heads over one another to get the station to be aligned with one or the other, it should be independent, period.
Power play. No. I think we should get all of the power play people to agree to keep their hands off the station or system.
Building this station? Players could help by bringing building equipment to speed the construction process along, maybe even actively participate by "welding" the station, using certain commodities or materials to help build the station. Combat based players could also be used in the sense of constant fighting. Combat players would be needed to protect the traders bringing in materials and commodities by patrolling around in super-cruise, and standing by players "welding" the station.
Station type? Let's assume that the players love this idea and all travel to it, you'll have a ton of traffic and lots of players and Npcs trying to dock. Sorry FD, but we need a mega station, one no like the others. We may need over 60 or 80 docking spots for a project this intense.
Npcs? Mission board? Npcs should live here, like other stations, offering missions, but have the players have the most influence on the system. Missions, npcs will offer as they do. However, players could make this be huge! Players who are super busy with other tasks around the area may need a ship transported here, or may need commodities for the station. The players should be able to set the reward of the mission, but cannot offer less money than it would to buy commodities, or pay for fuel. Players should not be able to abandon these missions at all. The time limit should go along the lines of scaling, consider the distance it takes for the players to get the items or ships, you could even have the option to create or select a category for a mission. "gather 4 of this material" you should be given at least a week to finish this. "Transport this ship in this system to here" once the player gets to the system start a time to return the ship. "source and return these many commodities" min of a day to finish this mission.
There could be a new type of player, an information broker of sorts, those who get information on different groups, finding their intentions and selling the data of possible "raids" to the station which alert the nearby players of possible attacks (hopefully with a time-frame so we're not up all night.)
Explorers, there would be much need for them. While the station is under construction, they could be finding ideal systems for the stations final location of the station, perhaps having a vote in the community to determine it's final destination, and the name of the station. In order to submit the final system, the system must be fully explored by you if you want to suggest a station. Example, discovering all planets, asteroid belts (or maybe a few,) black holes, stars with a tier 3 scan. I don't think the players should be able to suggest systems that are already populated. This is to prevent a location be super favorable to one player over the next player.
I'm sorry for any typos, for I am typing this without my glasses and I can't see anything. I love feedback!