FAQ- Elite: Dangerous
How does multiplayer work?You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.
You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!
There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.
We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.
How do we plan to address PvP (player vs player) “griefing”?An obvious danger is an advanced player with a big well-armed ship in a busy system spends their time just picking off beginners, for fun.
To understand how this will be stopped requires a little bit of understanding how real player ships will be treated slightly differently to non-player ships. Players will automatically be part of a “Pilot’s Federation” and will be identified as such, together with their ranking and name. Bounties are paid by this Federation – something that is therefore much higher for those that kill other Federation members. It will be balanced so that this cannot be used as an exploit (so a beginner killing a beginner is taken less seriously than an Elite pilot killing a beginner – it will be based on the ranking difference).
There are four separate ways we will address this:
1. The offender will very quickly get a serious price on their head (bounty) and criminal record. That price on their head will attract bounty hunters.
2. Local police or military will respond very quickly and strongly to them.
3. It will be legitimate for other players to attack them for the attractive bounty without attracting a bounty for themselves, as once there is a bounty on their head they are officially a pirate and ‘free game’ for everyone.
4. If enough players complain about the offender's behaviour in a certain time, then they will be banned from this group