Problem : "The Elite: Dangerous Rare Goods Competition"

Per the request of that topic, I'm posting this here instead of that thread.

As some background:
The game has managed to fall short of expectations for me. Unfortunately, while I see ships often in systems I don't feel like I'm in a living and breathing universe. I think that one of the reasons for this is that there lack of incentivization for players to do exactly what makes sandbox games unique. Explore, push out on your own, do something unique.

In Elite, the majority of players seem to be based in the centralized systems. This is understandable, and it makes sense to me that the trade and resources there would be bountiful much like a modern metro area. Unfortunately, beyond that there is no reason for players to explore other opportunities (and I don't mean data collection and solar system expeditions). Powerplay is so localized to the central regions that it doesn't change the game much.

I assume the rare goods are intended to give commanders something to trade at a high value. This is nice, but that doesn't actually improve this game. Knowing about the item, where it is and when it will most likely show up is not improving the game.

My number one beef with large games like these is in fact the internet. Sites like Wowhead, evemarket, Routeplanner absolutely kill the true chance of discovery. You could add in 1,000 "Rare" items like this but the fact is that they'll be documented quickly and added to a rare trade route.

Why the thread?
You guys managed to reproduce a galaxy, so I'm sure you can fix this. Get ride of the generic list of commodities. Get to procedural generation of new items, unique modules, and things that make us giddy if we loot them or stumble upon them. Give us reasons to go into deep space and bring back items. Here are some thoughts:

  1. Deep space: Flesh it out with more challenges than not jumping into a star.
  2. Non-static space stations: This can be migratory ships that aren't based on a planetary orbit. Players could communicate where a station is for a limited time before it moves on. Put rares on these.
  3. Derelict ships: Add some awe to the game. We're in a galaxy of many planets yet we only see a handful of ships. Create some big, unidentifiable ships from a grand battle for us to explore.
  4. Procedural Modules: The list of modules is very static, and very dull. Give us lootable modules to bring back from the edge of space. These would have randomized names, unique statistics and when sold into the market, they can be added to the list of modules in a system. Players could sell them at the edge of space, or truck them into populated space. Maybe they get reverse engineered and put into production. There you go, a CMDR found something unique in space and changed the game by introducing his loot into the market.
  5. Pirating:Looting a ship should have more options that shooting the cargo hold or using limpets. Invest more time on the CMDR vs NPC pirating system.
  6. Looted/Smuggled Cargo: How is it that I can mine a canister of minerals and sell it, but I can't use a limpet to steal cargo without it being identified as stolen. This is a poor game mechanic being used to create a challenge for CMDRs. Some goods should be illegal, and we should be able to add some risk to selling loot but as it stands now it just doesn't make sense.
  7. Ship scanner CMDR icon: Remove this and thee CMDR name (until combat begins), or require a module to tell apart the NPC from the player. Combat would be a lot more interesting if you were blind to the fact that the ship was an NPC or a player. I actually think this ruins the game because you have no sense of excitement when you see ships on the radar. You just toggle until you find something to kill but there is very little question about who you can or can not kill.

This could go on, but the point has been made. Give us something to do that isn't going to be completely documented online within a year.
 
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