Please make the game about more than pushing numbers!

I don't want to sound offensive, but I don't really get why people want to be special snowflakes so much. This is the problem right there, everyone expects to influence the massive universe on their own, in equal huge proportions, instead of as collectives, like anything would be expected to be achieved normally.

It is simple. BECAUSE IT IS A GAME AND IT IS SUPPOSED TO BE A FUN AND POSSIBILITY TO BE SOMEONE ELSE, WHO I CANNOT BE IN REAL LIFE.

Sorry for yelling, but if I want to have a more or less boring routine, I go to work. If I want to have a fun, I play wizard or space commander in computer game, go scuba diving, ride my horse somewhere outside etc.
 
"If Frontier expects players to imagine and play-pretend 90% of the game and stories in it, then they should be developing pen and paper roleplaying games and not computer games."

First thing to do: game needs more human content.... (like it was in original Elite).
This is why it feels totally empty and void.....
But its 2015... animated avatars, voices not text....

And about dehumanization of E: D:


https://forums.frontier.co.uk/showthread.php?t=74530

The original Elite had wireframe space stations (2 different types) orbiting circles (planets) and you could dock, buy goods, sell goods, upgrade/downgrade your ship and fly somewhere else to sell what you just bought. On the way, you had random pirate encounters to deal with, but THAT WAS IT apart from the occasional being trapped in witch space with the Thargoids.

The original elite had no quests, no faces, no storyline progression through game. The only score was a combat ranking and your credit balance.
 
What people want with Elite Dangerous is more world building. Frontier has got that confused with more narrative. Power Play is the latter. More variety in environments, missions, activities, a working economy and background simulation and even things like ship naming are the former. We need world building, so players can write their own stories in it.
Pretty much this.

Although, the strongest component in this game currently is easily freeform supercruise bounty hunting. It isn't the most profitable, but it is the most fun, and not unprofitable. Just grab yourself a wake scanner, a kws, a decent combat ship, and an interdictor (or for extra challenge, don't get an interdictor). Fly around in supercruise looking for targets with bounties. Either interdict them, or follow them until they drop out and take them out. If they run, that is what you have the wake scanner for. In my experience, this tends to be a fairly dynamic experience. Sometimes you outmaneuver and find yourself an easy kill, other times you really underestimate what Sidewinders can do in numbers, other times still, you get slammed into an asteroid ring mid interdiction, and lose the target, and find yourself in a drawn out chase across multiple systems. I think it is a good jumping off point for how they should handle the rest of the game.
 
It is simple. BECAUSE IT IS A GAME AND IT IS SUPPOSED TO BE A FUN AND POSSIBILITY TO BE SOMEONE ELSE, WHO I CANNOT BE IN REAL LIFE.

Sorry for yelling, but if I want to have a more or less boring routine, I go to work. If I want to have a fun, I play wizard or space commander in computer game, go scuba diving, ride my horse somewhere outside etc.

And having to cooperate with other human beings detracts from all of those expectations how?

Mind you, I'm not arguing about having a slightly less grindy environment here, I'd love if the bulletin board was less random but awarded less influence as a trade-off for example, I'm only saying how is the expectation to be able to be a superman a necessity to enjoying a game.
 
And having to cooperate with other human beings detracts from all of those expectations how?

Mind you, I'm not arguing about having a slightly less grindy environment here, I'd love if the bulletin board was less random but awarded less influence as a trade-off for example, I'm only saying how is the expectation to be able to be a superman a necessity to enjoying a game.
But I like the cooperation. This is the reason, why I am doing CGs (not the current one, because I do not want to help them collect weapons etc.) and sometimes flying in Mobius group.
On the other side, there is almost zero possibility to do some meaningfull cooperation in game. Besides those CGs, Fuel Rats and some wing fun in SSS, there is nothing to do for Solo/Group player seeking cooperation in ED. Maybe it will be better in future (this is the reason I bought this Lifetime expansion pass), but currently the game is boring for player like me, who have approx. 600 hours in-game, almost all ships etc.
 
This heavy RP crowd man..lol, it's ok it's just a box, climb inside and pretend!! Carve your future young pilot!

"It's dark and smelly in here :'("

But seriously, if it was tailored for the player to make their own story there would be a lot more customization and player orientated areas, shops, jobs, liveries and paintjobs in sync etc. I would love to work for an internal security force and have some underlings, or be part of a merchants guild style thing, but at the moment it's just a box in a room, the story update with player made gal-net content and community goals interwoven is a good start, we'll see where it all goes but removing modding from the games future could be a huge mistake as it only puts more focus on them to fill the gaps, unless we all just carry on using 3rd party software and medium...

A box is ok but for $60 I want Lego's in my box! An empty box only goes so far! Now if I had a box of Lego's then my imagination could run wild!
 
A box is ok but for $60 I want Lego's in my box! An empty box only goes so far! Now if I had a box of Lego's then my imagination could run wild!

If lego got around to making a sandbox game, it would bury minecraft. Problem is, it might bury toy sales too. :) I agree with your post. a free fly mode much like now is nice, but some campaign missions to rank or just to fly for your faction would be nice. Delivering 4 tons of fish for a baron rank is just lawl. A little campaign medals section for you to gloat over with yourself, best part about it? little to no work to be done (except maybe for some shiny faction decals, maybe a skin ;):

CMDR Zerosum:
Battle of X planet Silver medal
Battle of Y sector Bronze

etc etc
 
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The original Elite had wireframe space stations (2 different types) orbiting circles (planets) and you could dock, buy goods, sell goods, upgrade/downgrade your ship and fly somewhere else to sell what you just bought. On the way, you had random pirate encounters to deal with, but THAT WAS IT apart from the occasional being trapped in witch space with the Thargoids.

The original elite had no quests, no faces, no storyline progression through game. The only score was a combat ranking and your credit balance.

NO faces? Really?:>


french_ffe.gif


Frontier First Encounters was released for the PC market in 1995 on both floppy disc and CD. The major difference between the two versions was the inclusion of full motion video in the spaceports and space stations.

http://www.frontierastro.co.uk/Files/foreign.html

It was in 1995........twenty years ago.....;/
 
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Yes, really:

bbc2-300x240.png


The "original Elite" was ELITE, released in 1984 on the BBC micro and several other 8-bit computers soon after. It had no faces, only three missions (accessible when you reached a certain rank), no storyline.

What you are thinking of is Elite II: First Encounters, released in 1995. I would examine the 'full motion video', which was brief and repetitive. It would not pass today's gamer standards of acceptability.

There would be other solutions: 3D PG generated faces with some standard lip-sync animation, and there are some good artificial speech generators these days (check Ivanova software) but again after a while they might be experienced as repetitive unless you have some decent text parsers. It's not as simple a tast as in Elite II.

Also, Elite II: First Encounters had a five-year development behind it by the time it hit the shelves. Elite Dangerous is only two years in. Give it another three years, and we'll be able to make valid comparisons.
 
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Whatever. Have a classic rephrased. For science. And motivation. There's a gathering tonight.

I know what you're thinking. "Did we drop into six Strong Signal Sources or only five?" Well, to tell you the truth, in all this excitement I kinda lost track myself. But being this is an Unknown Artefact, the most elusive cargo in the Bubble and would burn your cargo hatch clean off, you've gotta ask yourself one question: "Do I feel lucky?" Well, do ya, punk?
- Cmdr Harold 'Shirty Harry' Callahan
 
Yes, really:

http://www.filfre.net/wp-content/uploads/2013/12/bbc2-300x240.png

The "original Elite" was ELITE, released in 1984 on the BBC micro and several other 8-bit computers soon after. It had no faces, only three missions (accessible when you reached a certain rank), no storyline.

What you are thinking of is Elite II: First Encounters, released in 1995. I would examine the 'full motion video', which was brief and repetitive. It would not pass today's gamer standards of acceptability.

There would be other solutions: 3D PG generated faces with some standard lip-sync animation, and there are some good artificial speech generators these days (check Ivanova software) but again after a while they might be experienced as repetitive unless you have some decent text parsers. It's not as simple a tast as in Elite II.

Also, Elite II: First Encounters had a five-year development behind it by the time it hit the shelves. Elite Dangerous is only two years in. Give it another three years, and we'll be able to make valid comparisons.

You are getting to the point: E: D was published in early beta stage ;)
 
You could say that.

Anyway, more gameplay options! Here's an idea:

I think that with looting and crafting having been announced as part of planetary landings, it makes sense to me that players should be able to build their own base camp. Here's how I think it could work:

- a base camp is owned by a player.
- it consists of a set of camp units that players can buy as cargo and deploy on the surface, or (in case of simpler optional units) crafted from materials mined on the surface by automated mining drones (also bought as cargo and deployed on the surface).
- Camp units are:
- power plant (required)
- solar panels if there is enough sunlight, radioisotope thermoelectric generator and/or fuel converter which must be occasionally refilled with fuel (at least one is required)
- ground water pump (required for greenhouse)
- greenhouse
- habitat with life support (required on non-Earth-likes)
- storage space
- ship maintenance/repair unit
- communication array/homing beacon (required)
- security system with defence turret

You can also deploy automated mining drones.

Players can arrange camp units in any way they like, in a Sim Basecamp kind of way. Camp units are laid out in a grid pattern and must connect to each other in some way. Certain units are required to make the camp operational; others are optional. Power plants, ground water pumps and life support have a limit to how many optional units they can support. You also may need to add solar panels and fuel converters depending on the size and power requirements of your camp. Your camp may need regular supplies of: material (unless you have mining drones), water (unless you have a ground water pump), fuel (unless solar panels or radioisotope thermoelectric generator are enough), seeds (if you have greenhouses, unless you have enough of them to be self-sustaining). You can of course stockpile any cargo if you have at least one storage unit.

The owner can manage the camp by accessing a control page which displays status, stores etc. The challenge is to adjust everything so the place runs itself and stays balanced. Turn your back on a camp too long, and it may spin out of control and break down or run out of power/water or get looted/destroyed.

Friends can be given access to the control page, and/or bring supplies or access them and get ships repaired. This is useful for exploration expeditions, but also makes for a good pirate lair.

In order to stop players from building huge sprawling cities all over the place:

- required units are expensive. They support a limited number of other units.
- the bigger the camp, the more challenging to set it up so it can manage itself, and the more resupply and checking it needs. Build too big or too many camps and you'll have a full time job just keeping them going!
- camps can only be built on unclaimed worlds, or worlds claimed by a faction you're part of.
- camps can be looted and destroyed (takeovers are too difficult). As such it makes sense to configure them to "go dark" while you're away and only light up as you approach them. The beacon is of course so you and your friends can find them. However other players could stumble across them by accident.

Because a camp consists basically of a set of standard units laid out in a connected square grid pattern, it is very easy to save its location, status and configuration data in a short compressed table on the galaxy server.
 
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You could say that.

Anyway, more gameplay options! Here's an idea:

I think that with looting and crafting having been announced as part of planetary landings, it makes sense to me that players should be able to build their own base camp. Here's how I think it could work:

- a base camp is owned by a player.
- it consists of a set of camp units that players can buy as cargo and deploy on the surface, or (in case of simpler optional units) crafted from materials mined on the surface by automated mining drones (also bought as cargo and deployed on the surface).
- Camp units are:
- power plant (required)
- solar panels if there is enough sunlight, radioisotope thermoelectric generator and/or fuel converter which must be occasionally refilled with fuel (at least one is required)
- ground water pump (required for greenhouse)
- greenhouse
- habitat with life support (required on non-Earth-likes)
- storage space
- ship maintenance/repair unit
- communication array/homing beacon (required)
- security system with defence turret

You can also deploy automated mining drones.

Players can arrange camp units in any way they like, in a Sim Basecamp kind of way. Camp units are laid out in a grid pattern and must connect to each other in some way. Certain units are required to make the camp operational; others are optional. Power plants, ground water pumps and life support have a limit to how many optional units they can support. You also may need to add solar panels and fuel converters depending on the size and power requirements of your camp. Your camp may need regular supplies of: material (unless you have mining drones), water (unless you have a ground water pump), fuel (unless solar panels or radioisotope thermoelectric generator are enough), seeds (if you have greenhouses, unless you have enough of them to be self-sustaining). You can of course stockpile any cargo if you have at least one storage unit.

The owner can manage the camp by accessing a control page which displays status, stores etc. The challenge is to adjust everything so the place runs itself and stays balanced. Turn your back on a camp too long, and it may spin out of control and break down or run out of power/water or get looted/destroyed.

Friends can be given access to the control page, and/or bring supplies or access them and get ships repaired. This is useful for exploration expeditions, but also makes for a good pirate lair.

In order to stop players from building huge sprawling cities all over the place:

- required units are expensive. They support a limited number of other units.
- the bigger the camp, the more challenging to set it up so it can manage itself, and the more resupply and checking it needs. Build too big or too many camps and you'll have a full time job just keeping them going!
- camps can only be built on unclaimed worlds, or worlds claimed by a faction you're part of.
- camps can be looted and destroyed (takeovers are too difficult). As such it makes sense to configure them to "go dark" while you're away and only light up as you approach them. The beacon is of course so you and your friends can find them. However other players could stumble across them by accident.

Because a camp consists basically of a set of standard units laid out in a connected square grid pattern, it is very easy to save its location, status and configuration data in a short compressed table on the galaxy server.

Ok, I hope the Devs read forum posts, they should ;>
 
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