Earning credits in ED is not suppose to be something easy to do. When I started Elite, it took me about a week to finally move into an Adder, from there another week or two and moved into a viper mk. 4. I ended up staying in a viper mk. 4 for probably the next several months doing the bounty hunting thing. Years later I can say that I finally own several large, medium and small vessels. And no I do not have any where near a billion in the bank.
I know we will be moving to having squadrons pulled in hopefully in Q4 of this year. With this mechanic there will be, or should be, a way to control various things related to a squadron, aka player minor factions, which got me thinking.
Why can we not have a very small player owned fleets? A Players fleet size could not exceed more then perhaps 4 ships. I originally thought 8 would be nice, 2 wings of 4, but that's probably going to far. All ships in the players fleet would consist of ships that player owned, except the ship the player is currently in.
This would tie in game mechanics like ship transfers, as well as being able to hire crews for those ships.
A player can have several options for their fleet:
Also there can be few ways a fleet is set up using the 4 ships.
In the above scenarios it is assumed the player in question has at least 5 ships at their disposal, the ship they are in plus 4 other ships they own. You can arrange the fleet however you need to fit your current needs.
This brings me to credits, NPC crew for the fleets and squadrons.
Every NPC crew in a fleet will get paid 20% of the money earned in each activity, while the player would bring in 80% for being the owner of the fleet. And if that player was part of a player minor faction, or squadron, then a 5% faction tax could be added to this to aid in the cost maintaining squadron fleet carriers. The faction tax rate could be adjusted by the owner of the faction to suit the needs of the faction, but can not exceed 15%. Some factions could tax 2% others 10% all depending on the factions needs.
This now bring me to hiring crew. We can already pick up NPC crews for flying our fighters, but we can expand on this to show several types of NPC crew:
The Pirating and Smuggling Professions would mark those ships as "hot ships", so, should a player decide to fly one of these after the fact, they themselves would be sitting in a "hot ship".
Should any of the ships be destroyed in their tasks then the player, since it is their ship, will asked if they'd like to re-buy the vessel, like we currently do, and have it returned to port of origin. The NPC crew as with current game mechanics would be killed. Or the player can choose to not re-buy the ship should they choose not to re-buy it.
This is a very loose concept, but I am taking a stab at building on some existing game mechanics and adding some new ones in.
I feel this will help with everyone doing the credit grind and eliminate the need for "cash cow" systems like Quince or Rhea was. This will also help with the re-buy cost for commanders currently fighting Thargoids especially when the Thargoid story line unfolds more.
A fleet can be set to do any task for a maximum of 1 week, or as little as an hour. The Player can cancel the fleets activity at any time, but when the fleet is active... the player will not have access to those vessels.
What do you guys think? I am sure this could be drastically improved... Or be a complete waste of time.
I know we will be moving to having squadrons pulled in hopefully in Q4 of this year. With this mechanic there will be, or should be, a way to control various things related to a squadron, aka player minor factions, which got me thinking.
Why can we not have a very small player owned fleets? A Players fleet size could not exceed more then perhaps 4 ships. I originally thought 8 would be nice, 2 wings of 4, but that's probably going to far. All ships in the players fleet would consist of ships that player owned, except the ship the player is currently in.
This would tie in game mechanics like ship transfers, as well as being able to hire crews for those ships.
A player can have several options for their fleet:
- Bounty Hunting
- Mining
- Trading
- Smuggling
- Pirating
- Exploring
Also there can be few ways a fleet is set up using the 4 ships.
- You can have 1 ship for trading with an escort of 3 ships. This would be useful in anarchy systems.
- You can have 2 wings with 1 trade ship and 1 escort, and the other wing can be 1 mining vessel with 1 escort.
- You could again have 2 wings with wing 1 having 1 ship exploring, and the second wing doing bounty hunting with 3 ships.
In the above scenarios it is assumed the player in question has at least 5 ships at their disposal, the ship they are in plus 4 other ships they own. You can arrange the fleet however you need to fit your current needs.
This brings me to credits, NPC crew for the fleets and squadrons.
Every NPC crew in a fleet will get paid 20% of the money earned in each activity, while the player would bring in 80% for being the owner of the fleet. And if that player was part of a player minor faction, or squadron, then a 5% faction tax could be added to this to aid in the cost maintaining squadron fleet carriers. The faction tax rate could be adjusted by the owner of the faction to suit the needs of the faction, but can not exceed 15%. Some factions could tax 2% others 10% all depending on the factions needs.
This now bring me to hiring crew. We can already pick up NPC crews for flying our fighters, but we can expand on this to show several types of NPC crew:
- NPC Pilot for Bounty Hunting - would have small bonus to credits earned and better survival rating. Similar to the NPC pilots we have currently.
- NPC Pilot for Trading - would have a small bonus to trading as well as being better able to avoid being pirated.
- NPC Pilot for Exploring - this pilot would give a small bonus to time duration for getting to a specified system.
- NPC Pilot for Mining - a pilot in this line of work would increase the odds of bring in higher quantities of more rarer items, i.e. Painite
- NPC Pilot for Pirating - this pilot would have better success at pirating in anarchy systems with a faster crime response time in any system that's not anarchy, but with better rewards.
- NPC Pilot for Smuggling - this pilot would be able to sell items on the black market and has a reduced chance of being scanned by police ships, but a higher penalty if they get caught.
The Pirating and Smuggling Professions would mark those ships as "hot ships", so, should a player decide to fly one of these after the fact, they themselves would be sitting in a "hot ship".
Should any of the ships be destroyed in their tasks then the player, since it is their ship, will asked if they'd like to re-buy the vessel, like we currently do, and have it returned to port of origin. The NPC crew as with current game mechanics would be killed. Or the player can choose to not re-buy the ship should they choose not to re-buy it.
This is a very loose concept, but I am taking a stab at building on some existing game mechanics and adding some new ones in.
I feel this will help with everyone doing the credit grind and eliminate the need for "cash cow" systems like Quince or Rhea was. This will also help with the re-buy cost for commanders currently fighting Thargoids especially when the Thargoid story line unfolds more.
A fleet can be set to do any task for a maximum of 1 week, or as little as an hour. The Player can cancel the fleets activity at any time, but when the fleet is active... the player will not have access to those vessels.
What do you guys think? I am sure this could be drastically improved... Or be a complete waste of time.
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