Open/Private/Solo Interaction Via Imposters
Introduction
The splitting of play into Open, Private Groups and Solo has been both good and bad for Elite Dangerous. Good because it allows players to play the way they wish, with as much, or as little, interaction with other players as they wish. Bad because it makes it difficult for player groups (or individuals) to enact things like blockades in community goals and Powerplay events.
This proposal is a possible mechanism that might allow all three modes to interact in a controlled manner, retaining the positive features of the mode-separation, while enhancing the options for interaction between modes.
Core Concept
In Supercruise, the only interaction possible other than messaging is interdiction.
It is proposed that all Supercruise occurs as Open play – so all players, whether in open, private or solo mode – can see and interact with other players (see details below).
When an interdiction occurs – and succeeds – then the following logic takes over.
Both players in Open, or both players in same Private Group:
Players in different game modes, or different private groups, or in solo:
Frameshift Interdictor Mechanic Change
One other key gameplay change is necessary to help make this concept work:
The FSD Interdictor can be used in normal space. It has to be “fired” at the other player in a manner similar to a supercruise interdiction, with similar range and aspect-angle limitations (scaled to normal-space distances). Also, the “fire” button has to be held down continuously while it operates (unlike a supercruise interdiction).
What it does while active is completely inhibit low-wake supercruise charging, and disrupt (cancel) any low-wake supercruise charging which has already begun. High-wake charging is unaffected.
If the NPC behaviour templates include a “blockade” option that will cause the AI to use its Interdictor in this way, then players can effectively blockade a system (at least in the instances they can occupy), forcing other players to leave the system.
Implementation Points:
Player Interaction in Supercruise
There are a few considerations, beyond simply being able to see other players ships visually and on the radar and contact panels.
For players in more restricted modes, there should probably be some ‘privacy’ options available that apply to players in less-restricted modes interacting with them. E.g.:
NPC Imposter Behavioural Templates
Players need to have some control over how their NPC “imposter” will behave. This can be implemented as a set of behavioural templates (such as existing NPCs use). A player selects their desired template in the right-hand system settings panel, and that will apply to any “imposters” cloned from them thereafter.
Since the NPC behaviour under control of a template is dictated by Frontier’s AI implementation, the NPCs can be limited to ‘reasonable’ behaviour. “Pirates” will demand and accept cargo in payment; “Bounty Hunters” will only attack wanted or opposing powerplay factions. “Blockaders” would force players to high-wake, but allow them to go if they do so. Etc. The option for a “Psychotic Killer” template would be at Frontier’s discretion.
General Notes and Thoughts
Introduction
The splitting of play into Open, Private Groups and Solo has been both good and bad for Elite Dangerous. Good because it allows players to play the way they wish, with as much, or as little, interaction with other players as they wish. Bad because it makes it difficult for player groups (or individuals) to enact things like blockades in community goals and Powerplay events.
This proposal is a possible mechanism that might allow all three modes to interact in a controlled manner, retaining the positive features of the mode-separation, while enhancing the options for interaction between modes.
Core Concept
In Supercruise, the only interaction possible other than messaging is interdiction.
It is proposed that all Supercruise occurs as Open play – so all players, whether in open, private or solo mode – can see and interact with other players (see details below).
When an interdiction occurs – and succeeds – then the following logic takes over.
Both players in Open, or both players in same Private Group:
Play proceeds as normal, with both players dropping in to the same instance.
Players in different game modes, or different private groups, or in solo:
Both players drop into separate instances, along with an NPC ship cloned from the stats of the other player. The NPC ship will behave according to one of a set of behaviour templates, which will have been previously chosen by the ‘originating’ player in their (systems panel) settings (see details below). Play then proceeds normally.
Frameshift Interdictor Mechanic Change
One other key gameplay change is necessary to help make this concept work:
The FSD Interdictor can be used in normal space. It has to be “fired” at the other player in a manner similar to a supercruise interdiction, with similar range and aspect-angle limitations (scaled to normal-space distances). Also, the “fire” button has to be held down continuously while it operates (unlike a supercruise interdiction).
What it does while active is completely inhibit low-wake supercruise charging, and disrupt (cancel) any low-wake supercruise charging which has already begun. High-wake charging is unaffected.
If the NPC behaviour templates include a “blockade” option that will cause the AI to use its Interdictor in this way, then players can effectively blockade a system (at least in the instances they can occupy), forcing other players to leave the system.
Implementation Points:
- FSD Interdictors are power-hungry, making it a challenge to utilise at the same time as engaging in combat.
- The "hold the fire button down" mechanic is suggested purely as a way of making interdictor use harder. Means you at least can't change fire groups while using it.
- Good manoeuvring could allow you to evade the effect.
- Wings could operate in specialist roles, with an interdictor ship in combination with combat ships.
- You could adjust Interdictor effectiveness or range based on relative ship mass.
Player Interaction in Supercruise
There are a few considerations, beyond simply being able to see other players ships visually and on the radar and contact panels.
For players in more restricted modes, there should probably be some ‘privacy’ options available that apply to players in less-restricted modes interacting with them. E.g.:
- Don’t accept text or voice chat (maybe limit players to a choice of preset messages – chosen from the standard NPC chatter texts?)
- Don’t show as player – ship is shown as an NPC ship on radar and contacts; player’s name is not prefixed with “CMDR”.
NPC Imposter Behavioural Templates
Players need to have some control over how their NPC “imposter” will behave. This can be implemented as a set of behavioural templates (such as existing NPCs use). A player selects their desired template in the right-hand system settings panel, and that will apply to any “imposters” cloned from them thereafter.
Since the NPC behaviour under control of a template is dictated by Frontier’s AI implementation, the NPCs can be limited to ‘reasonable’ behaviour. “Pirates” will demand and accept cargo in payment; “Bounty Hunters” will only attack wanted or opposing powerplay factions. “Blockaders” would force players to high-wake, but allow them to go if they do so. Etc. The option for a “Psychotic Killer” template would be at Frontier’s discretion.
General Notes and Thoughts
- The mechanism can interact well with wings – both interdicting and interdicted players could receive support from wing members in the usual fashion. Where necessary, Wing members would create their own imposters in the other player’s instance, as they dropped into their own wing-members instance.
- I suspect the servers already generate NPC traffic in stations based on general player activity in those stations. If not, that could be introduced, or simply treat stations (and other such locations) like interdictions – create imposters in non-open player’s instances. The only difference here is that, at least around stations and settlements, the imposter would assume a passive “Go dock” template, rather than any aggressive behaviour.
- Likewise, low-wakes could be treated like interdictions, allowing players to “follow” others out of supercruise – albeit only as an imposter.
- The mechanism doesn’t eliminate the possibility of deliberate griefing – how it might be exploited to that end, and how that might be mitigated, would need to be explored carefully.
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