(Not sure if this is the right place to post this. Mods please move if needed)
Everyone who plays elite is in a rush to earn big money to buy the big ships. As a result the primary motivation in game is financial.
People rinse the Sophis/Ceos runs and look for the next get rich quick scheme like stacking skimmer kill missions and the cycle continues.
Make money... buy bigger ship... repeat.
But what if players could buy second hand broken down ships which are prone to malfunction, look like rust buckets. but are 1/3 the price of a new one.
Second hand modules are the same, but with different grades of 'used' and have various side effects thats render them not brand new. but are 1/3 cheaper.
Like we have Engineers to over clock new modules.. a new school of engineers (mechanics) could be introduced which will for a price and for salvaged spares found in wrecks etc, fix up your cut cost JunkaConda until its 100% and almost as good as new.
This way people can buy into the larger ship early/ish and work towards turning a junker into a renovated custom job with a back story. You rescued it from the scrap heap and fixed it up and now its your.
(If you are rich in game.... then buy your brand new ship with that new car smell. nothing changes).
Its value would increase in game as you fix it up and a Rebuy will reflect that. Junker of equivalent value in return.
Maybe with something like this we
A) have a new game feature and avenue for investment and personal story telling
B) Salvage becomes a real thing
C) help alleviate the 'NEED MORE MONEY' approach to game play
D) help new players get a leg up without the grind of missions mission mission ad nauseum.
If people wish to preserve a distinction between building and earning a ship. New or junker. the two types are somehow in game differentiated.
Time renovating or earning credits to own a ship could be roughly the same in terms of time sink.
This could be placed in game by tweeking already existing game mechanics.
Thoughts?
Everyone who plays elite is in a rush to earn big money to buy the big ships. As a result the primary motivation in game is financial.
People rinse the Sophis/Ceos runs and look for the next get rich quick scheme like stacking skimmer kill missions and the cycle continues.
Make money... buy bigger ship... repeat.
But what if players could buy second hand broken down ships which are prone to malfunction, look like rust buckets. but are 1/3 the price of a new one.
Second hand modules are the same, but with different grades of 'used' and have various side effects thats render them not brand new. but are 1/3 cheaper.
Like we have Engineers to over clock new modules.. a new school of engineers (mechanics) could be introduced which will for a price and for salvaged spares found in wrecks etc, fix up your cut cost JunkaConda until its 100% and almost as good as new.
This way people can buy into the larger ship early/ish and work towards turning a junker into a renovated custom job with a back story. You rescued it from the scrap heap and fixed it up and now its your.
(If you are rich in game.... then buy your brand new ship with that new car smell. nothing changes).
Its value would increase in game as you fix it up and a Rebuy will reflect that. Junker of equivalent value in return.
Maybe with something like this we
A) have a new game feature and avenue for investment and personal story telling
B) Salvage becomes a real thing
C) help alleviate the 'NEED MORE MONEY' approach to game play
D) help new players get a leg up without the grind of missions mission mission ad nauseum.
If people wish to preserve a distinction between building and earning a ship. New or junker. the two types are somehow in game differentiated.
Time renovating or earning credits to own a ship could be roughly the same in terms of time sink.
This could be placed in game by tweeking already existing game mechanics.
Thoughts?
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