Professions in space

For me, the credits thing gets really old really fast. Once I've got enough to buy the ship and gear I want, it's more about looking for fun things to do. That's why I'm keen on an extensive variety of military missions. But I think the salvaging and rescue ideas could generate a lot of interesting challenges too.
 
Exploration is most interesting when it may result in finding something interesting or useful. For example alien derelicts with alien tech or exotic matter qualify as both.

Surely you pledged to E4 on kickstarter ?
I would if I knew it was going to be relevant to my interests.

"Frontier 3: Elite 4" - Newtonian, time compression and completely optional online component (if any) would definitely be such a game.

"Elite: Dangerous" with jumpdrives and not-yet-disclosed degree of onlineness - not necessarily.

It might not be terribly popular opinion here, but the key point of the original Elite wasn't that it was the very best. It was that it was the very first. It's been cloned and tweaked to infinity already and yet another clone, even a proper sequel in both name and spirit, likely isn't going to be exceptional.

The key point of both sequels (FE2 and FFE), OTOH is that though unique they haven't really sparked a subgenre on their own. I would be massively interested on something building on their formula if only because I-War 2 didn't quite go all the way and didn't quite cut it.
 
how can you make a exploration a viable paying career compared to trading in order to make people want to do it?

Give everyone the same starting point in space (in and around Diso for example), allow information about the planets around them up to a certain point - anything beyond is subject to "fog of war" and has to be surveyed and mapped. The data can be sold for money at star systems.
 
Unless I misunderstand what you are meaning here I do not agree with this statement. How many times in Elite did you come up against pirates and from maximum range toast them using military lasers ? That had nothing to do with your skill other than using top of the line hardware against an inferior enemy.

I think u did misunderstand lol

MY point there was that any buffs within the game area of Combat should be avoided. Elite combat has always been about the players skill and we dont want that diluted with perks, buffs or tech obtained through professions, organisations or classes.

Basically we dont want a equipment tuned up with profession buffs which mean u cant lose in combat.

Using your analogy if a player comes up against overgeared enemies then he should still die in the new game the same as he would in old games. However, if the player is massively skilled then he should still stand the same chance at winning too.

Im just saying no to the ideas in this thread giving combat bonuses...
 
Give everyone the same starting point in space (in and around Diso for example), allow information about the planets around them up to a certain point - anything beyond is subject to "fog of war" and has to be surveyed and mapped. The data can be sold for money at star systems.

This actualy brings up another gaming point... achievements.

Every game on the Xbox has an achievement aspect to it and this is definitely a standard part of most game these days anyway. Im sure that DB will give the game a long list of achievements to tick off and a major section of these achievements will be to visit the farflung reaches of the game universe. Maybe once u have ticked off all of the Exploration section of the achievemtns then u get the title 'Explorer' which u can wear with pride?

'Ende the Explorer' for example :cool:
 

nats

Banned
The careers I would be most interested in (other than doing all of them) have got to be explorer and scientist. I would love to be able to go out and discover new exciting things as well as monitor or record momentous events such as black holes and supernovae, or monitor lower civilisations, perhaps place warning/exclusion buoys around dangerous planets etc. That would be great.

But I also enjoyed the spy, trading and assassination missions. The ones I think I did the most in the other games though were the courier/delivery missions.
 
MY point there was that any buffs within the game area of Combat should be avoided.

<snip>

Im just saying no to the ideas in this thread giving combat bonuses...

I think you're a little narrow minded here.

Quick, off the cuff simplified example:

- Missiles in a shop grades 1-6. (1 the worst, 6 the best)

Years of service spent in the Military allow a player to enhance the missiles so that they act like 1 grade higher than they are (but not exceeding 6)

- You, who are not combat trained, have to purchase Grade 6 to have the best.
- I, who was combat trained, only need to buy Grade 5. (Which are obviously cheaper thus saving me some credits)

Are you saying that things like that should be avoided because I don't ?
 
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As long as you can't get to a magical grade 7 :)

Wouldn't it be simpler though to just give you a discount on the purchase of missiles? Then you wouldn't have Grade 5 missiles that work like Grade 6 ones, which would be confusing. And you'd still have to pay less for them.
 
Are you saying that things like that should be avoided because I don't ?

That is FAR from what im sayijng, that doesnt effect combat at all.

Im saying that lets say for arguments sake that a player picks mechanic as his profession. Lets say that mechanics get buffs against all Drives. Lets say the top Military drive gives the player 100% manoevring buff. Lets just say we dont want the 10% mechanics buff addition to Drives simply cos some players will have 110% Drives.

THATS a combat bonus... and THAT effects combat gameplay.

Nothing to do with buying perks as u explain above.

Another example, I guess it would be very bad if lets say Trader profession had exclusive access to the most powerful lasers for example... this is another combat buff which we dont want.

TLDR if anything is added into the game which takes away any of the skill of combat in Elite then its bad. And also if anything is added into the game either with buffs or exclusive perks for combat items then thats also bad. Everyone in combat should have the same access to the same stuff.

@ Liqua - Basically your example is a purchasing perk not a combat perk so its fine ingame :)
 
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As long as you can't get to a magical grade 7 :)

Wouldn't it be simpler though to just give you a discount on the purchase of missiles? Then you wouldn't have Grade 5 missiles that work like Grade 6 ones, which would be confusing. And you'd still have to pay less for them.
Yes, there is that .. or ...

Im saying that lets say for arguments sake that a player picks mechanic as his profession. Lets say that mechanics get buffs against all Drives. Lets say the top Military drive gives the player 100% manoevring buff. Lets just say we dont want the 10% mechanics buff addition to Drives simply cos some players will have 110% Drives.

Let me then counter that.

If we have "professions" aka Roles then I would agree. You chose mechanic at the start of the game whilst I chose spy. Once you "level" up in your profession you now have an advantage in-combat that I don't nor can ever have. This I agree with. Elite should be free-form that people can pick and choose what they do.

Earlier though you stated that professions could be treated akin to Guilds (which I liked as a suggestion by the way) - Now everyone has the option to join the Engineers Guild if they want. In doing so, once you have reached a certain level, you gain this maneuvering buff that adds 10% speed. This I have no objection to.

Compare:
- running into someone who played 24/7, amassed huge amounts of credits and fitted out a top of the line fighter whilst you're in a cargo hauler, to:
- running into someone who has leveled up in the Engineers Guild whilst you have not.

Same difference - that being one of time and choice.

The distinction that should be made I feel is that any bonus, any perk, regardless of what is, should be available to everyone if they choose to join that Guild. It makes sense to me to have a military career and by the end of it you have been in active service so your weapons "hit harder" by a small degree. (Implying advanced tactical knowledge of ship design and weak points) By the same argument, the Explorers Guild over time teaches you something about traversing space so jumps are either quicker or use less fuel. The "perk" should not be game changing but enough to make a small difference.

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ETA: Incidentally, buffs for combat can have a dramatic difference for NPC combat too. Think about it - whilst out and about being a pirate you might run into some patrol scouts ... they may just be on the 1st rung of their military career and after you have dispatched them their last. :D The local government responds in kind and sends out a few mid-seasoned pilots - equal match to your ship and skill. However, if you dispatch these pilots they send the Navy - a battle hardened fleet of top line military combat pilots ... not only do they have good equipment they also hit damn hard and move fast .. best be sure you're trained also or you know what you're doing :)

ETA: Another aspect to consider. Buffs for combat will only really have a noticeable effect in PvP. If you are on a bounty run and manage to kill someone who is trained (via the Military Guild) then your reputation should jump considerably more as the odds were against you. (Like I said though not enough to be totally unfair if you're equipped the same :))
 
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If we have "professions" aka Roles then I would agree. You chose mechanic at the start of the game whilst I chose spy.

This is CLASSES not PROFESSIONS... go back and read my definition on what each one is.

If u choose something specific and unchangeable at the start of creating your character then its a CLASS. Professions r things everyone can do, theyre optional skills players can add to thier character during the time they play the character.

And i didnt say they work in the same way Guilds/Organisations/Factions do in the game. I simply gave examples how higher ranks within Guilds can also offer certain buffs or exclusive access to items, the same as Professions can also do this.
 
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I sit corrected regarding the terminology you're using :)

Our conversation right now is purely about the combat mechanics.

Elite combat has always been down to 2 things : An individuals ability to maneuver the ship (player skill) and the equipment on board.

- Player skill can be improved by playing the game and entering into hostile situations.

- Equipment can be improved by purchasing upgrades.

I also thought it would give a new dimension if we include some ability, be that through learning a profession; an in-game skill; a Guild Master of some organisation tuning a ship component; some way to take an item and enhance it. It's exactly the same as upgrading your item via a vendor and is available to all, only paid for in time rather than credits.

Not a huge enhancement, but something suitable to reflect time invested.

My assumption was that you agreed with me:

I think one great skill should be added into the game and its not been mentioned yet - Engineer. It would be awesome for a player to learn and improve his engineering skills and this could work down various sub-paths. For example Ship repairs, Weapon technology, Defensive/shield technology, Propulsion/Drive technology. The system would simply add a few % to the numbers of each ship part or upgrade u have added to your ship. This would not be game-breaking and would open a whole new area of the game to sink your time into.

So perhaps my confusion came from misreading this:
Im saying that lets say for arguments sake that a player picks mechanic as his profession. Lets say that mechanics get buffs against all Drives. Lets say the top Military drive gives the player 100% manoevring buff. Lets just say we dont want the 10% mechanics buff addition to Drives simply cos some players will have 110% Drives.

If you meant it's OK to have 110% drives as long as EVERYONE can get it, sooner or later, then we are in agreement and can move on :)
 
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I think it's a bit unfeasible to come up with professions, unless you know what the "game economy" includes. After all, you do a profession, because there is somone willing to pay for it (demand).

For example, if information and reporting about events in the gameworld were in demand, you could be a reporter. And if a player could own certain buildings, there may be demand for guards. Same for a lot of other things.... it really depends on the economic, cultural and social model. Until we have a clear picture of that, we would just be pulling missions out of our asses without any relation to the gameworld.

Thats why the economic model framework of a gameworld is so important. It (can) cover much more than just transfering good X to Y.
 
I aint standing in no stinkin hut on guard duty whilst my mates are cruising the galaxy :D

It might be interesting if you had to start the game (in a Hardcore mode) without a ship and had to do various job to earn enough to buy one.......:rolleyes:....or steal one :D And yes TJ I am looking at you!!! :D:D
 
It might be interesting if you had to start the game (in a Hardcore mode) without a ship and had to do various job to earn enough to buy one

If that actually happens, and I am expected to walk round some farmers field wading through some animal fecal matter for days just to earn a ship ... I is coming for you ;)
 
I would hope that if such a Hardcore mode did exist, the jobs on offer would be a little more interesting than being a manure farmer....mind you..:rolleyes:..some people might like that :D
 
Start with a ship, but just a crappy, beat up old shuttle that doesn't even have a hyperdrive is what I say.

I'm sure there'd be plenty of scope for people to get started off servicing/salvaging old satellites and probes, taking tourists to see the Asteroid belt, hauling rubbish and incinerating it into the sun, and shuttling trade goods from the stations where the big ships come in down the planetary surfaces where they can't land.

Thinking about it - all of these could give the new pilot an introduction into some of the career possibilities for their life in space :)
 
Their is only one profession in this game. Killing pirates. No matter who you are or what else you do they always come around to screw up your day.
 
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