I've seen it surmised that there is a Rock, Paper, Scissors format to the career choices. But I don't think this is actually the case.
Pirates -> Traders
Bounty Hunters -> Pirates
erm...
Pirates -> Bounty Hunters ?
Traders -> ...uh... Cargo Containers? Credits?
Therefore ... Pirate == Bounty Hunters
Oooooh....
Credits -> Pirates! (Yay!)
.
.
.
Explorers : "What about us?"
Ok...
Explorers -> PLANETS! RAWR! *cough!*
My point being that often in multiplayer games there is at least some sort of circular life cycle to maintain the dreaded "balance" in the world.
In ED, this life cycle seems more like a top->bottom food chain, but the problem is that those at the bottom of the food chain are hard-pressed to affect the top.
(Which is how the normal system would work; eg, top predator dies and becomes food for the worms, etc)
As it stands, however, there is currently little way for those on the lower rungs of the "chain" to gain a positive affect from things that happen to those higher up.
For example, a Bounty Hunter (which could effectively be considered as top in this instance) dying does not benefit a trader in any way.
But what if a player could collect cargo or module fragments from a dead ship (without them being classed as stolen since they didn't commit the act) as a form of SALVAGE?
Possible new linking career?
This would sit nice and neatly in the current circular gap between Merchant and Bounty Hunter.
So basically:
Pirate kills Trader
Bounty Hunter kills Pirate
Salvager collects debris and bits from Bounty Hunter / area in space
Salvager Sells to Trade Hub / Trader for a cut-down fee.
Obviously this idea perhaps needs a little further thought and fleshing out, but it's something that I thought would help plug the gap perhaps.
DISCLAIMER : ::
On a final point, this probably has nothing to do with any "goals" set by FD or update notes or expansion plans. It doesn't matter. This is just my idea for a mechanic. I get ideas, I write them down. I see what other people think about them.
I'm not telling FD to implement this.
I'm just offering design thoughts and showing my personal passion for the game and desire to help make it even better.
You don't have to like it.
You don't have to read it. (But if you got this far, then you already did, so nyah!
)
If you do like it and/or want to comment constructively, I thank you in advance for your considered responses
Let's show our support for Frontier by offering ideas and thoughts for feedback and development future together!
Pirates -> Traders
Bounty Hunters -> Pirates
erm...
Pirates -> Bounty Hunters ?
Traders -> ...uh... Cargo Containers? Credits?
Therefore ... Pirate == Bounty Hunters
Oooooh....
Credits -> Pirates! (Yay!)
.
.
.
Explorers : "What about us?"
Ok...
Explorers -> PLANETS! RAWR! *cough!*
My point being that often in multiplayer games there is at least some sort of circular life cycle to maintain the dreaded "balance" in the world.
In ED, this life cycle seems more like a top->bottom food chain, but the problem is that those at the bottom of the food chain are hard-pressed to affect the top.
(Which is how the normal system would work; eg, top predator dies and becomes food for the worms, etc)
As it stands, however, there is currently little way for those on the lower rungs of the "chain" to gain a positive affect from things that happen to those higher up.
For example, a Bounty Hunter (which could effectively be considered as top in this instance) dying does not benefit a trader in any way.
But what if a player could collect cargo or module fragments from a dead ship (without them being classed as stolen since they didn't commit the act) as a form of SALVAGE?
Possible new linking career?
This would sit nice and neatly in the current circular gap between Merchant and Bounty Hunter.
So basically:
Pirate kills Trader
Bounty Hunter kills Pirate
Salvager collects debris and bits from Bounty Hunter / area in space
Salvager Sells to Trade Hub / Trader for a cut-down fee.
Obviously this idea perhaps needs a little further thought and fleshing out, but it's something that I thought would help plug the gap perhaps.
DISCLAIMER : ::
On a final point, this probably has nothing to do with any "goals" set by FD or update notes or expansion plans. It doesn't matter. This is just my idea for a mechanic. I get ideas, I write them down. I see what other people think about them.
I'm not telling FD to implement this.
I'm just offering design thoughts and showing my personal passion for the game and desire to help make it even better.
You don't have to like it.
You don't have to read it. (But if you got this far, then you already did, so nyah!
If you do like it and/or want to comment constructively, I thank you in advance for your considered responses
Let's show our support for Frontier by offering ideas and thoughts for feedback and development future together!