Something Elite could really learn from EVE. Please hear me out:

I am not talking about corporations or power grabbing via territory control or anything like that. What is not often talked about is EVEs PVE system, which could make a decent additiion to Elite and solve some problems on the way.

EVE has a mission system like Elite has. Players can talk to Agents or Contacts on Stations, which will create a mission for the player generated proceduraly. EVE is also using templates in variations to generate those in various difficulties. How they are presented in the game world is the key diffrence here.

EVE uses a system called Deadspace. Deadspace is a confined part of a system, which you can only enter via acceleration gates generated just for the mission. Using this gate will warp you into a mission area, which cannot be warped to from the outside. Players can warp out of it anytime but warping back to it, will bring you to the entrance gate instead. This means players have to manually fly through the so called complex or spacedungeon which can also be extended via various subsections through additional gates. The difficulty can increase throughout the complex with more enemies present and even some structure to shoot at. Its up to the mission designer to tell a story by placing npcs and structures along the way. You can really imagine deadspace as spacedungeon will all implications on the way ( Boss NPCs etc, drops of very rare loot etc.)

Due to the nature of acceleration gates, content can be restricted to certain shiptypes via the gates. Mission designers could make missions that maybe would only be doable by ships like eagles and smaller. This way the small ships could stay viable throughout the game. Lessen the hunt for the big ships and the dire need for big credits. This could also add group content in the form of shared bounties and high difficulty for small ships. No new mission transactions are needed because all the money rewards are getting split by the system in place anyway.

We can all agree that the most fun part of Elite is flying in normal space and thus anything that would make that part of the timecake increase, could be a good addition and build upon the strengths Elite has.

Im aware that there maybe certain technical difficulties to solve or they may not be solveable at all. I have no idea how complex the programming effort for this system would be and if its even feasible. Its still worth discussing imo and I invite all of you to do that.

What do you think?

https://wiki.eveuniversity.org/Deadspace_Details
 
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So USS, and with 2.3 we have gotten scenario's limited now, but I can only imagine quickly getting more content, and these scenario's are basically what you are asking for.
 
While I absolutely agree that the mission system could be expanded (fixed? ;)) a great deal, I don't like the Deadspace idea at all. What we need is more and varied missions, proper chain missions, and all sorts of other stuff - but there shouldn't be specific places where these play out (except when you need to go to specific planets/bases, etc.).
 
Those gates worked in Eve, because it's essentially WoW in space, and those are the dungeons.

Elite isn't WoW in space. So adding some sort of random gate to enter an empty part of space that you can't travel too normally doesn't quite make sense.

There's also no need for it.
Eve needed these private dungeons because their galaxy (when I last played) was tiny in comparison to Elites.
Elite has 20,000~ populated systems, and the chances of another CMDRs raiding your raid is extremely slim in nearly all of them.

If ED wanted similar dungeon type things, all it needs to do is switch off instancing for that CMDR and his wing/crew. Then anyone trying to drop in gets greeted with nothing of interest. :)
 
Those gates worked in Eve, because it's essentially WoW in space, and those are the dungeons.

Elite isn't WoW in space. So adding some sort of random gate to enter an empty part of space that you can't travel too normally doesn't quite make sense.

There's also no need for it.
Eve needed these private dungeons because their galaxy (when I last played) was tiny in comparison to Elites.
Elite has 20,000~ populated systems, and the chances of another CMDRs raiding your raid is extremely slim in nearly all of them.

If ED wanted similar dungeon type things, all it needs to do is switch off instancing for that CMDR and his wing/crew. Then anyone trying to drop in gets greeted with nothing of interest. :)

I know this system has been in place because of other players. But it still enables storytelling on another level and the increase of normal space flying time without changing supercruise at all. Elite has taken so many MMO elements already into the gameplay that are not making any sense, why not go the full route instead and embrace it.
 
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Those gates worked in Eve, because it's essentially WoW in space, and those are the dungeons.

Elite isn't WoW in space. So adding some sort of random gate to enter an empty part of space that you can't travel too normally doesn't quite make sense.

There's also no need for it.
Eve needed these private dungeons because their galaxy (when I last played) was tiny in comparison to Elites.
Elite has 20,000~ populated systems, and the chances of another CMDRs raiding your raid is extremely slim in nearly all of them.

If ED wanted similar dungeon type things, all it needs to do is switch off instancing for that CMDR and his wing/crew. Then anyone trying to drop in gets greeted with nothing of interest. :)

ofc the ones that say that forgets 1 crucial thing..to much ppl in 1 system=lag everywhere in eve....[haha]
 
I haven't played EVE for a long time. However, I have on several occasions (chortle) scanned down a nice deadspace, entered it cloaked. Waited for my prey, uncloaked, snagged my prey, and jumped in a gang to gank the victim. Don't people do that anymore? Also, as there's already enough lore breaking stuff in Elite, as a personal preference I'd rather not go down the gated dungeon route.
 
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I haven't played EVE for a long time. However, I have on several occasions (chortle) scanned down a nice deadspace, entered it cloaked. Waited for my prey, uncloaked, snagged my prey, and jumped in a gang to gank the victim. Don't people do that anymore? Also, as there's already enough lore breaking stuff in Elite, as a personal preference I'd rather not go down the gated dungeon route.

So far we have no method of scanning down other players in Elite. It would make no sense to implement something like it anyway because everthing in Elite is instanced and EVE is not.
 
So far we have no method of scanning down other players in Elite. It would make no sense to implement something like it anyway because everthing in Elite is instanced and EVE is not.

True but I think having a totally boxed off closed instance to mission runners would not be in keeping how the game is now. I appreciate the instancing system's limitations but, it sort of works to present the illusion of not being instanced, unless you're in a wing or multicrew of course. I'm all for more detailed mission arcs with more interesting rewards just not fenced off.
 
I haven't played EVE for a long time. However, I have on several occasions (chortle) scanned down a nice deadspace, entered it cloaked. Waited for my prey, uncloaked, snagged my prey, and jumped in a gang to gank the victim. Don't people do that anymore? Also, as there's already enough lore breaking stuff in Elite, as a personal preference I'd rather not go down the gated dungeon route.

It's still the same. Just a few days ago I scanned & ninja-looted a level 4 mission while our brave adventurer went deeper into the dungeon. I stole the mission item and put a contract on the market. No need to shoot his shiny PVE Battleship.

As to OP's question: It wouldn't be fitting the game world to have gates.
There could probably be Nav Beacons that you'll only 'see' if you have mission XYZ and they could be like a trail to different locations. More like the Epic Arc missions in EVE.

Also: The missions in EVE aren't really procedurally generated. They have some randomized parts, but they are a bunch of missions over and over again. I don't know how often we shot Pirate Scarlet & her merry crew. Each agent has roughly 10-20 different missions.

I think Elite is on the right track with chained missions already. So, no Deadspace needed imho.
 
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Of all the things ED should learn from EVE, you pick gated dungeons?

The game needs more consistency, not more space fantasy.
 
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So far we have no method of scanning down other players in Elite. It would make no sense to implement something like it anyway because everthing in Elite is instanced and EVE is not.

That really isn't true though there are several ways it could be done. You could do 'invasion' like style similar to watchdogs and such.

- Bounty hunter look on board, sees bounty for playerx
- playerx is in a specific system.
- Bounty hunter, uses a mechanic or such to get to said system, module or similar?
- Server knows aprox location of player, and shows bounty hunter a grid or similar of possible locations that tracks with players movement doesn't have to be exact real time, as it begins to handshake and work a connection.
- Then once a connection is made, bounty hunter will have playerx they are hunting 'fade' in/be found via their search method, and interdict as per normal

With bad connections and whatnot, search simply wouldn't work out and bounty hunter would be indicated such, now, could this lead to fruitless hunts, could this lead to people misusing it to hunt people in solo down? sure, maybe, but that isn't all bad if you ask me, naturally certain requirements would be needed to qualify if a bounty hunter can go after you like that, more then just having a low end bounty.

Heck players could also be represented when offline by their crew and be hunted down as such, there are ways.

Heck even with player owned things if it comes, you could have it be represented by npc's, kinda like metal gear solid 5 base invasions.

There are 'ways' which one and the details to make it fit Elite the best? yeah that I don't know.
 
I've been ranking up chasing my long term target Cutter. By personal choice I don't use the known exploits- Quince I guess mostly in this case. So I use the mission boards a lot.

Broadly speaking there is reasonable variety- although more would be welcome. I've made such a lot of cash with missions and passengers I've bought an Anaconda, A rated it and, thanks to the missions mostly, engineered it to level 3 (the odd level 4) almost across the board.

I find I really enjoy this way of playing, it gives me variety, mostly in the bubble but the odd long range passenger mission (for the cash even when I got my explorer elite). So broadly I think the mission boards work well, especially for new players looking to make a start, but also for longer term players like me.

I'm open to missions being expanded but in my mind it's one of the aspects of the game that doesn't get routinely criticised, but quietly works well for most everyone.
 
We will have something similar when the Thargoids come. The Thargoids are friendly, responsible citizens of their worlds and they've come to help us. They'll be checking out everybody in witch space. Anybody that has a record of killing innocent commanders will be hoiked out and dealt with. What else are they going to do?
 
ED should learn this one, the CCP way. This is the game mechanic, we are slightly changing it, moan as much as you like, its our game and its changing and it stays. That's why its so long lived. Listening FD?

u mean do whatever the null lords say?...

a better example is wow we do what ever we like without listen to anyone...(and is more successfull from any other mmo)
 
I am all for having more reasons to interact in normal space and having missions/activities that require specific/smaller ships.
However I feel that dead-space/gates is not necessarily the only/best solution to this problem.
 
Of all the things ED should learn from EVE, you pick gated dungeons?

The game needs more consistency, not more space fantasy.

Yes I picked this because everything else is not wanted by FD. Player organization, territory warfare, space assets. I think its a clever solution to a complex problem. People want to spend more time in normal fly instead of supercruise without changing the nature of supercruise and the sense of scale that comes with it. This is one possible way to do it.
 
ED should learn this one, the CCP way. This is the game mechanic, we are slightly changing it, moan as much as you like, its our game and its changing and it stays. That's why its so long lived. Listening FD?

That's why we had CCP's own Hilmar do the great apology on video after the space barbies aka caged avatars incident?
That's why they actually have playerbase elected player representatives discuss features with their teams?

They make decisions based on feedback they get. Some of that feedback comes from involving/watching (data collection) the playerbase.
And some hails from over-payed business & data analysts with often no real background as a gamer looking at fancy "market trends".
And some from their own team's input.

CCP is just quite good at making the right decisions most of the time. ;)
 
OP I think the idea / concept is a good one. How it's implemented can be up for grabs. Maybe it's a cave you have to get in, perhaps entrance size limits ship availability.. perhaps a combat feature in space has co-ordinates and perhaps there's a phenomena that makes the player invisible on radar once there.. However it's done, a personal instanced mission will always be a good feature.
 
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