I have been pondering some things for quite a while, considering what could increase the enjoyment and depth within the game and without adding too much complexity. Needless to say, the following suggestions are my own. I've not perused the forums extensively, so pardon if some of these ideas have been discussed before. Hopefully, they will incite some discussion, or even some future implementation by Frontier.
To start:
Ships Specific Modules and other things…
1. Hauler Cargo Hold: The hauler is called so for a reason: this cargo hold can carry specialized cargoes: 'fragile,' or 'hazardous.' Fragile cargo: if hull is damaged, the cargo is destroyed, mission fails. Hazardous: if ship takes damage while carrying, hazardous cargo cause ship/module damage or maybe destruction(!); note: failure from damage can occur as a result of losing more than 1 percent of hull integrity (so a scraped hull might not ruin the mission).
2. Hybrid Missions: Passenger and cargo combined: requires a passenger module and a cargo module installed at the same time: you are a mover: cargo and passengers go to the same location, but payout is the same as both a transport and haulage mission combined (that is, numbers for the one mission are the same as for one of each of similar size). This allows a good one-time payout mission for low-end ships but has more complicated completion parameters.
3. ‘Scrambler’ module – one time module that allows a scan to be broken before completion. Requires the module to be activated when a ship scan against owner is begun. If a ship is scanned while this module is installed and working, activating the module makes it lose all integrity (and it cannot be repaired – another must be purchased). This allows a sensitive mission to be completed successfully even if one scan is initiated.
4. False ID. One time use: mission completion and supercruise jump will cause the Alternative ID module to be used up. This item has a passive effect: it makes notoriety or wanted status = 0 or unwanted. A wanted ship/cmdr with notoriety can dock with full privileges at a station while the False ID is working. Upon mission completion and supercruise jump, the integrity of the false ID module (requires a hull slot) is set to zero, meaning it should be discarded (removed off the ship and discarded - maybe at a black market). Carrying a ‘used’ module will cause a fine if ship is scanned with the module installed.
5. Mission-giver may grant use for these new modules once mission is accepted: a mission may allow a one-time use module to be purchased and installed, to be used until completion for that mission only. It must be installed, or it will be reduced to 0 integrity, or lost, if mission is completed or failed. Before the mission completes, the module may be used in any way the commander wishes, even on a different mission, but it cannot be replenished, dies on mission time-out, failure or completion.
6. 'Cry-baby.' - Stealing off Firefly here: cargo container/module combination: upon entry into normal space, abandon or drop the cry-baby container. If owner ship has dropped the cargo in normal space at least 1 or 2 kilometers away and activates module, all patrol ships will head to location of cry-baby even if in combat with owner ship (distress call is activated). This allows owner ship to either go quiet and silent-run away, or enter into a station. Obviously, I think the name should be changed for Elite. This could be used for retrieval missions when stealth is desired as well.
7. DBX, DBS recon module: scanner suite that can be activated when flying over a target. Height of scan when used determines reward, but minimum must be required in mission parameters, or failure results. If own-ship is scanned, mission fails, and ship becomes wanted; if recon module is damaged but mission parameters completed, there is a reduced payout; if the module is destroyed, the mission is a failure. Must be activated while silent running and within 1 km. Note, this module is not a one-time use, but a ship-specific module idea, similar to cargo bay for Hauler.
8. Black Market purchases: Must have allied status with the Black Market faction. Can purchase lesser cabable Scramblers, False IDs, other items, including some contraband cargoes. (This has some tie-in with 9. career mode...).
9. Career mode. For hard core players, this mode carries extended challenges and play (as if the grind wasn't enough). Long-term series of missions with strict controls for completion. Not for the faint of heart. There are two levels (so that the serious ED player always has a challenge): minor faction career (hard difficulty, beyond the missions on the boards), and Major Power career (extreme difficulty) (note: Major Power opportunities are given upon mid-level reputation being reached for associated minor faction). Note that the career mode requires a greater amount of skill over a consistent period, and failing a mission lowers accumulated reputation/progress, meaning that Reputation once gained can also be lost if a ‘career mission’ fails. There are so many ideas here for augmenting current game-play that it requires another post.
10. Enhanced Completion criteria for career mode missions: some missions may require flight-assist off for portions of the mission in order to succeed: for example, orbital flight using Flight Assist On might ‘alert’ the adversary in a mission and cause mission failure if a patrol gets too close and the ship is successfully scanned. This should used in conjunction with ship-specific modules above (and is mentioned only to indicate the depth to which missions and ship-specific modules could interact).
11. Rewards for the career mode: something else besides basic credits needs to be in game: for example, the good side of notoriety: call this, 'Reputation,' which, at higher levels might provide (for example) semi-permanent discounts to certain lines of ships (combat or General Purpose models), or for repairs at certain stations, either types of station (outposts), or specific factions. Another reward: the ability to gain a land-based facility of one’s own (within the system of an allied minor faction, but not player-selectable or upgradable - yet). These should offer free repair and replenishment, and be limited to one small pad (to keep the free rewards to a minimum, actually). If the player leaves the faction, the facility is removed from player use. Restricted to any other player except by invitation (say, squadron member, or wing-mate).
12. Module differentiation: some modules may be designated as 'used' or 'salvaged' and not have as much integrity or capability, therefore much cheaper, allowing higher level modules to be purchased but at increased levels of risk for the player. This is designated, for example, by ‘H-L’ modules having the same overall stats as the ‘A-E’ modules but be 'used' grade: with much lower integrity (single digits!) and perhaps one sub-standard performance stat (usually heat generation); these are uncommon at normal stations, but common at pirate or unauthorized stations, and much less expensive. This is a low-cost alternative to gain high-end modules, say at 1/3 price, but also have the possibility of failure (requiring reboot/restart in order to limp home).
(Note: this last idea goes to the idea of a criminal 'career' where such modules would be sold at unauthorized or pirate stations, and the pirate or criminal restricted from 'normal' modules because they are in stations where the player is wanted). This idea is part of a whole sub-class of criminal player (and requires a lengthy post for discussion). I know this kind of career is appealing to me because it can create real problems for players who wish to be in-game griefers without eliminating them or their behavior entirely: it requires them to operate at a disadvantage to those who are (mostly) lawful. It has always bugged me that griefers have been able to get the best modules and ships and not have any consequences. Choosing to be a griefer should put the player in a tough spot (note, however, that being an 'enemy' to another Power is not the same, but may have some of the same consequences...that is another discussion...).
I believe some of these suggestions would make small ships fun to fly again for those who have gone as high as they can go in the game, and the career mode could provide an incredible sense of depth for continued game play beyond the normal grind. I think the game can be multilayered like this and be accessible to casual levels of players as well, and also enhance role-playing and simulation aspects simultaneously. The suggestions were made with the idea of being implementable within the game as is, that is, without a deep revision of the systems already in place.
To start:
Ships Specific Modules and other things…
1. Hauler Cargo Hold: The hauler is called so for a reason: this cargo hold can carry specialized cargoes: 'fragile,' or 'hazardous.' Fragile cargo: if hull is damaged, the cargo is destroyed, mission fails. Hazardous: if ship takes damage while carrying, hazardous cargo cause ship/module damage or maybe destruction(!); note: failure from damage can occur as a result of losing more than 1 percent of hull integrity (so a scraped hull might not ruin the mission).
2. Hybrid Missions: Passenger and cargo combined: requires a passenger module and a cargo module installed at the same time: you are a mover: cargo and passengers go to the same location, but payout is the same as both a transport and haulage mission combined (that is, numbers for the one mission are the same as for one of each of similar size). This allows a good one-time payout mission for low-end ships but has more complicated completion parameters.
3. ‘Scrambler’ module – one time module that allows a scan to be broken before completion. Requires the module to be activated when a ship scan against owner is begun. If a ship is scanned while this module is installed and working, activating the module makes it lose all integrity (and it cannot be repaired – another must be purchased). This allows a sensitive mission to be completed successfully even if one scan is initiated.
4. False ID. One time use: mission completion and supercruise jump will cause the Alternative ID module to be used up. This item has a passive effect: it makes notoriety or wanted status = 0 or unwanted. A wanted ship/cmdr with notoriety can dock with full privileges at a station while the False ID is working. Upon mission completion and supercruise jump, the integrity of the false ID module (requires a hull slot) is set to zero, meaning it should be discarded (removed off the ship and discarded - maybe at a black market). Carrying a ‘used’ module will cause a fine if ship is scanned with the module installed.
5. Mission-giver may grant use for these new modules once mission is accepted: a mission may allow a one-time use module to be purchased and installed, to be used until completion for that mission only. It must be installed, or it will be reduced to 0 integrity, or lost, if mission is completed or failed. Before the mission completes, the module may be used in any way the commander wishes, even on a different mission, but it cannot be replenished, dies on mission time-out, failure or completion.
6. 'Cry-baby.' - Stealing off Firefly here: cargo container/module combination: upon entry into normal space, abandon or drop the cry-baby container. If owner ship has dropped the cargo in normal space at least 1 or 2 kilometers away and activates module, all patrol ships will head to location of cry-baby even if in combat with owner ship (distress call is activated). This allows owner ship to either go quiet and silent-run away, or enter into a station. Obviously, I think the name should be changed for Elite. This could be used for retrieval missions when stealth is desired as well.
7. DBX, DBS recon module: scanner suite that can be activated when flying over a target. Height of scan when used determines reward, but minimum must be required in mission parameters, or failure results. If own-ship is scanned, mission fails, and ship becomes wanted; if recon module is damaged but mission parameters completed, there is a reduced payout; if the module is destroyed, the mission is a failure. Must be activated while silent running and within 1 km. Note, this module is not a one-time use, but a ship-specific module idea, similar to cargo bay for Hauler.
8. Black Market purchases: Must have allied status with the Black Market faction. Can purchase lesser cabable Scramblers, False IDs, other items, including some contraband cargoes. (This has some tie-in with 9. career mode...).
9. Career mode. For hard core players, this mode carries extended challenges and play (as if the grind wasn't enough). Long-term series of missions with strict controls for completion. Not for the faint of heart. There are two levels (so that the serious ED player always has a challenge): minor faction career (hard difficulty, beyond the missions on the boards), and Major Power career (extreme difficulty) (note: Major Power opportunities are given upon mid-level reputation being reached for associated minor faction). Note that the career mode requires a greater amount of skill over a consistent period, and failing a mission lowers accumulated reputation/progress, meaning that Reputation once gained can also be lost if a ‘career mission’ fails. There are so many ideas here for augmenting current game-play that it requires another post.
10. Enhanced Completion criteria for career mode missions: some missions may require flight-assist off for portions of the mission in order to succeed: for example, orbital flight using Flight Assist On might ‘alert’ the adversary in a mission and cause mission failure if a patrol gets too close and the ship is successfully scanned. This should used in conjunction with ship-specific modules above (and is mentioned only to indicate the depth to which missions and ship-specific modules could interact).
11. Rewards for the career mode: something else besides basic credits needs to be in game: for example, the good side of notoriety: call this, 'Reputation,' which, at higher levels might provide (for example) semi-permanent discounts to certain lines of ships (combat or General Purpose models), or for repairs at certain stations, either types of station (outposts), or specific factions. Another reward: the ability to gain a land-based facility of one’s own (within the system of an allied minor faction, but not player-selectable or upgradable - yet). These should offer free repair and replenishment, and be limited to one small pad (to keep the free rewards to a minimum, actually). If the player leaves the faction, the facility is removed from player use. Restricted to any other player except by invitation (say, squadron member, or wing-mate).
12. Module differentiation: some modules may be designated as 'used' or 'salvaged' and not have as much integrity or capability, therefore much cheaper, allowing higher level modules to be purchased but at increased levels of risk for the player. This is designated, for example, by ‘H-L’ modules having the same overall stats as the ‘A-E’ modules but be 'used' grade: with much lower integrity (single digits!) and perhaps one sub-standard performance stat (usually heat generation); these are uncommon at normal stations, but common at pirate or unauthorized stations, and much less expensive. This is a low-cost alternative to gain high-end modules, say at 1/3 price, but also have the possibility of failure (requiring reboot/restart in order to limp home).
(Note: this last idea goes to the idea of a criminal 'career' where such modules would be sold at unauthorized or pirate stations, and the pirate or criminal restricted from 'normal' modules because they are in stations where the player is wanted). This idea is part of a whole sub-class of criminal player (and requires a lengthy post for discussion). I know this kind of career is appealing to me because it can create real problems for players who wish to be in-game griefers without eliminating them or their behavior entirely: it requires them to operate at a disadvantage to those who are (mostly) lawful. It has always bugged me that griefers have been able to get the best modules and ships and not have any consequences. Choosing to be a griefer should put the player in a tough spot (note, however, that being an 'enemy' to another Power is not the same, but may have some of the same consequences...that is another discussion...).
I believe some of these suggestions would make small ships fun to fly again for those who have gone as high as they can go in the game, and the career mode could provide an incredible sense of depth for continued game play beyond the normal grind. I think the game can be multilayered like this and be accessible to casual levels of players as well, and also enhance role-playing and simulation aspects simultaneously. The suggestions were made with the idea of being implementable within the game as is, that is, without a deep revision of the systems already in place.