(Suggestion) Permit systems for Newbs.

Okay... I recently wiped my save game and got back into a Sidewinder with the proud rank of "Harmless" displayed for all to see.
I found out what everyone already knows so well: Those Harmless little Sidewinders are often chewed up by some Commanders out in the galaxy wishing to give us a personal "welcome" to Elite Dangerous.
How do we go about reducing the likelihood that some poor new player is going to get blown to bits on their first flight out of Trevithick Dock?
I'd like to suggest that a corridor of about a half dozen systems be locked via an expiring permit. Give the newbs at least a few hours to get comfortable with the game play before pushing them out into the wild.
Right now about the only way to avoid getting torn to shreds after launch is to run as fast and far as you can away from the starter system... something not entirely easy to accomplish in a basic sidewinder with limited jump range and no fuel scoop.
 
Okay... I recently wiped my save game and got back into a Sidewinder with the proud rank of "Harmless" displayed for all to see.
I found out what everyone already knows so well: Those Harmless little Sidewinders are often chewed up by some Commanders out in the galaxy wishing to give us a personal "welcome" to Elite Dangerous.
How do we go about reducing the likelihood that some poor new player is going to get blown to bits on their first flight out of Trevithick Dock?
I'd like to suggest that a corridor of about a half dozen systems be locked via an expiring permit. Give the newbs at least a few hours to get comfortable with the game play before pushing them out into the wild.
Right now about the only way to avoid getting torn to shreds after launch is to run as fast and far as you can away from the starter system... something not entirely easy to accomplish in a basic sidewinder with limited jump range and no fuel scoop.

I would say make the permit expire after a week or two. Aside from that, not a bad idea.
 
How do we go about reducing the likelihood that some poor new player is going to get blown to bits on their first flight out of Trevithick Dock?
Oh, look. Someone in open is dissatisfied with being attacked by other CMDRs.

I know this isn't an "OMG I DIED" complaint thread, but I don't understand the bit about where someone joins open then thinks that something needs fixing because another CMDR wants to kill them. You don't acknowledge this at all: none of these newbs you speak of need to play in open. Now, suddenly, the problem is gone. The problem is that newbs are joining open without any idea of what they're getting themselves into. We don't need protection mechanics. We need education mechanics.

And better crime/punishment/security, as someone else mentioned.
 
With all of the other suggestions that have been tried, after being blasted to atoms on your first departure from dock, start again in Solo for a week or so until you get your sea legs. Best, though, if you can write down that commander's name, wait until you get at least a Cobra Mk III, then go back there in open and lurk.

On a side note, when starting off on a mission of revenge, always remember to dig two graves. Heard that in an old western movie somewhere. ;)
 
The problem is that newbs are joining open without any idea of what they're getting themselves into.

i don't think that's a problem, let alone 'the' problem.

We don't need protection mechanics. We need education mechanics.
And better crime/punishment/security, as someone else mentioned.

how is 'better punishment/security' not protection?

of course griefers will just patrol the borders of the corridor. of course newbs could get used in solo first. but what's wrong with them heading right on into open and giving them some slack in starter systems? having distinct areas would add variety and interest to the bubble. you yourself seem to favor better protection in the end ...
 
i don't think that's a problem, let alone 'the' problem.
The main problem. The problem that, if addressed, would make the entire problem disappear. Protection prevents some killing. Education prevents complaints.

how is 'better punishment/security' not protection?
I misspoke. We do need better punishment/security and that will to a degree increase protection. But that's a separate issue - better protection/security is not what's needed to address the problem outlined in the OP. Education is.

of course griefers will just patrol the borders of the corridor. of course newbs could get used in solo first. but what's wrong with them heading right on into open and giving them some slack in starter systems? having distinct areas would add variety and interest to the bubble. you yourself seem to favor better protection in the end ...
I favor better protection done the right way. Compared to a lot of games, ED doesn't have that many 'invisible' walls. I see no reason to start here. Part of the appeal of open is the ruthlessness. There is nowhere else in the game to get this other than open. If newbs want a gentler entry to the game with regards to interactions with other CMDRs, there's private and solo for that purpose exactly. No need to implement new mechanics to facilitate this.
 
I do NOT agree with this, but not because I want to attack new Players. I head into Starter Space every so often to help them out. Check the first link in my signature to see how. The recent Station Construction CG helped me to REALLY get a few off to a better start (and, because they also managed to get in some metals themselves, they also got the Reward at the end). If I am blocked from these areas, how can I help the new Players?
 
Last edited:
i don't think that's a problem, let alone 'the' problem.
of course griefers will just patrol the borders of the corridor. of course newbs could get used in solo first. but what's wrong with them heading right on into open and giving them some slack in starter systems? having distinct areas would add variety and interest to the bubble. you yourself seem to favor better protection in the end ...

I think there was another discussion I was involved in where it was suggested that there be at least 3 or 4 starter systems in each one of the various faction system (provides greater diversity of player loyalty to systems they might not have been exposed to in the current 2 or 3 spawn points in just one faction system).

The problem with "giving them some slack in starter systems" is that you'll have to convince the people with the player-killer mentality who do this for yucks to do just that. In open, the only way to do that is for other players in ships kitted out for killing to guard these systems and warn off any griefers that they get just one shot at the noob.

Then you get this: https://www.youtube.com/watch?v=Op5jke-f-Bw (advance to 1:00). Experience has shown that for all the danger these sharks represent to noobs, when faced with a real challenge, they tend to run (or combat log).
 
Last edited:

Lestat

Banned
You know there permit idea already exist. Just spend some time in Solo play. You have your Permit system for Newbs.
 
Part of the appeal of open is the ruthlessness.

correct, and proper high security would make it ruthless for griefers too.

me neither, i don't want invisible walls. i'm not advocating for op's permit suggestion, but i like the concept of zones with meaningfull security levels in open. this would allow for far more choice than just solo/open.
 
me neither, i don't want invisible walls. i'm not advocating for op's permit suggestion, but i like the concept of zones with meaningfull security levels in open. this would allow for far more choice than just solo/open.
With this I agree. Actual real security in actual secure space would have these zones emerge naturally out of the game mechanics. This is the right way to create these zones.
 
This would go in the wrong direction and not address the real problem - the lack of a scaled punishment system. As said before, have sec levels for different star systems matching economy, governance, etc. and a police force response time and appropriate police ships coming in depending on sec level. I mean, how hard can it be?
 
Why not, basically a "Flight School" permit that expires when you LEAVE the system.

So stay within one system until you have learned the ropes of flight and combat before leaving the system.
 
This would go in the wrong direction and not address the real problem - the lack of a scaled punishment system. As said before, have sec levels for different star systems matching economy, governance, etc. and a police force response time and appropriate police ships coming in depending on sec level. I mean, how hard can it be?

Apparently it is very difficult since there has been no noticeable difference between anarchy systems and Acheron/Sol in security responses.
 
Back
Top Bottom