So I have been wondering recently what Elite 4 would be if I were the designer.
Here's some ideas that have been floating through the vast emptiness that I call 'my mind'....
Firstly, and above all, I think it would be an online game. In a region somewhere between FPS and MMO. You get to develop your character, ship and career, but when it comes to combat, you need to use your mouse or joystick and get into the fight with some level of skill.
It would be set in a vast galaxy, preferably modeled on our own as per Frontier. They key is that the galaxy is so vast, running into other players as you venture further out becomes a rarer event due to the size of space. This is how it should be.
Core systems should be relatively safe, further out it gets less safe but more profitable - player-pirates can operate more freely. Even further out its less likely for pirates to be able to turn a profit due to lack of trade traffic, but miners would work and criminals would be searching for mines and fully laden, unescorted mining craft.
The more recently mined a planet, or area of a planet is, the less [valuable] resources it yields and they take a LOT of time to recover - forcing people to explore further out to get the best returns and making mine-piracy a game of cat and mouse (and luck and patience).
Space is BIG, you can't just 'wait' at an entry point to a system for someone to appear so you can blow them up and take their stuff, because when you enter a system from hyperspace - you could appear anywhere around its outer edge. This is a great way to ensure there is limited 'ganking' in an online game - because the game universe is WAY to big to be completely filled by players. Hunting others takes skill and patience, and they likely get some warning if they see you coming for them. Small ships can't carry much but can jump further, large ships can carry more (and be more powerful) but make bigger targets and can't keep up with a small ship in terms of the size of a hyperspace jump. Balance is important. A players choice of ship should depend on what they feel comfortable with and what suits their style of play - it should not be a race to acquire the biggest ship that can never be destroyed by any challenger. (Although maybe gargantuan vs tiny would probably just result in a stalemate).
As far as ships go - players buy hulls of varying sizes, and add their own systems, weapons, shields, drives, sensors and so on so the chance to develop a really unique looking ship is high and its difficult to determine an 'I-Win' configuration that will beat everything else without a fight.
The more equipment you buy, the less cargo you can carry. The bigger hull you buy, the less hyperspace distance you have.... So it entices people to think about a good balance rather than the biggest ship.
Criminals don't get a reward for killing 'legal' players except for a chance at recovering their cargo - so they have to ensure they have sufficient space to carry it. Likewise, higher yield weapons have a greater chance of vaporizing the cargo when the ship goes, so its not just about carrying a big laser and one-shotting someone. Not only does this result in zero profit, but it makes you more valuable to a bounty hunter. This should remove incentive for players to just kill others for fun, because after two or three of these, they will get chased across the galaxy by other players and find it very difficult to find a safe docking place. Legal players get bounties for destroying known pirates (AND a chance at their cargo if they don't vapourize it using the same rules as above).
Anyway. Thats enough of my random thoughts. What are yours?
Here's some ideas that have been floating through the vast emptiness that I call 'my mind'....
Firstly, and above all, I think it would be an online game. In a region somewhere between FPS and MMO. You get to develop your character, ship and career, but when it comes to combat, you need to use your mouse or joystick and get into the fight with some level of skill.
It would be set in a vast galaxy, preferably modeled on our own as per Frontier. They key is that the galaxy is so vast, running into other players as you venture further out becomes a rarer event due to the size of space. This is how it should be.
Core systems should be relatively safe, further out it gets less safe but more profitable - player-pirates can operate more freely. Even further out its less likely for pirates to be able to turn a profit due to lack of trade traffic, but miners would work and criminals would be searching for mines and fully laden, unescorted mining craft.
The more recently mined a planet, or area of a planet is, the less [valuable] resources it yields and they take a LOT of time to recover - forcing people to explore further out to get the best returns and making mine-piracy a game of cat and mouse (and luck and patience).
Space is BIG, you can't just 'wait' at an entry point to a system for someone to appear so you can blow them up and take their stuff, because when you enter a system from hyperspace - you could appear anywhere around its outer edge. This is a great way to ensure there is limited 'ganking' in an online game - because the game universe is WAY to big to be completely filled by players. Hunting others takes skill and patience, and they likely get some warning if they see you coming for them. Small ships can't carry much but can jump further, large ships can carry more (and be more powerful) but make bigger targets and can't keep up with a small ship in terms of the size of a hyperspace jump. Balance is important. A players choice of ship should depend on what they feel comfortable with and what suits their style of play - it should not be a race to acquire the biggest ship that can never be destroyed by any challenger. (Although maybe gargantuan vs tiny would probably just result in a stalemate).
As far as ships go - players buy hulls of varying sizes, and add their own systems, weapons, shields, drives, sensors and so on so the chance to develop a really unique looking ship is high and its difficult to determine an 'I-Win' configuration that will beat everything else without a fight.
The more equipment you buy, the less cargo you can carry. The bigger hull you buy, the less hyperspace distance you have.... So it entices people to think about a good balance rather than the biggest ship.
Criminals don't get a reward for killing 'legal' players except for a chance at recovering their cargo - so they have to ensure they have sufficient space to carry it. Likewise, higher yield weapons have a greater chance of vaporizing the cargo when the ship goes, so its not just about carrying a big laser and one-shotting someone. Not only does this result in zero profit, but it makes you more valuable to a bounty hunter. This should remove incentive for players to just kill others for fun, because after two or three of these, they will get chased across the galaxy by other players and find it very difficult to find a safe docking place. Legal players get bounties for destroying known pirates (AND a chance at their cargo if they don't vapourize it using the same rules as above).
Anyway. Thats enough of my random thoughts. What are yours?