[Suggestion] Piracy and trading through no man's land

In the original Elite we were constantly trading, but that was made exciting by having to fight through pirates. In this one, there is no such mechanism. Reason for this is that the jumps to planet have been replaced by the continuous Supercruise. So most encounters take place being pulled out of SC, transition, going back into SC, transition, which might repeat a couple of times. I've been thinking about a mechanism that doesn't have or need these transitions which break up the action and in my case a lot of the immersion and because escape is quite easy, the fear of being interdicted is low. (Ziggy is utterly invigorated and his Pirate fear is low .... he thinks again ....)

What would make this all much more smooth, exciting and apply to skill is when these encounters could take place entirely in normal space. And the only place traders need to be in normal space for an extended amount of time is docking and undocking at spacestations. (Outposts not included in idea)

So, my idea begins with possibly a not very popular change, when going out of SC, you end up 20-25 Km away from the station. From there the trader has to travel 10-20 Km towards the safety zone, which size is determined by the kind of government. This would mean adding minutes to the journey every time you dock (or undock, which I'll come to later) so I imagine people who measure their fun in Cr/h are hissing at their screen right now :) But this window gives pirates an excellent chance to hide in the dark no man's land between the point of entry and the safety zone. The trader still has the opportunity to jump away, but the trader also has a hold full of cargo for which that station probably has the highest price, so he really doesn't want to.

The same goes for exiting stations. The mass lock from a station should reach way further than the spitting distance it is now. Which again means the trader has to go through a couple of Km of no man's land, and this time does not have the option to SC out of there until 15 Km out (making the numbers up as I go along).

Pirates will hide in this no man's land in silent running waiting to pounce. I suggest to make the cargo scanner a very silent scanner so pirates can scan without giving away their position. And I image the trader seeing "Scan Detected" will have an increased heart rate not know where the pirate is. Might be flying straight into trouble.

Bounty Hunters could fly escort for traders exiting, or come to the aid of traders arriving once they see the shooting. Security vessels would only escort you to the edge of the safety zone. Their reward is the Bounty, and more, much more important, killing that trader means something more than destroying randomly generated anomaly X. It means the station you're protected gets more trade, becomes more influential. All this time I haven't specified player or NPC, since I feel up until now it shouldn't make a difference. Solo has to work along the same lines. But I feel by focussing the action in a small (normal) space should increase PvP (genuine Player vs Player) interaction. Players can really assist and work against each other.

And like the idea of exiting a station, looking at the dark space surrounding it and wondering what kind of filthy pirate scum already has me in it's sights. Which is brilliant because it only takes the possibility of a pirate to have that sense of weariness all the time.


So, barring all the practical issues that have to be solved anyway (instancing for instance, probably many more), when I started typing I only had the idea of using the space around stations for more action oriented gameplay. Much has been made up at the spot, so much is overlooked, no detailed analysis has been done to iron out the wrinkles. I just think it might bring a couple of moments of suspense and action into the game like there was in the original Elite. It would need an economic overhaul as well (I'm not holding my breath for any of this) since the quiet and safe Democracy systems will have prices closer to the average, while the more festive Anargies will have the wild price fluctuations where you can strike it rich as trader .... if you can make it.

Piracy will become more viable and a lot more interesting that the SC merry go round.
Trading will take longer to travel, but the monotonous grind will be sprinkled with suspense and action filled interludes.
Bounty Hunting will have a noticable impact for the faction who'se station you're protecting.
Explorers will shake their head at the barbarism and the humanity of it all.

Yeah, a lot of this is pie in the sky, but a guy can dream can't he? Go ahead, kill my idea. But I hope you like the sentiment behind it.

Ziggy
 
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Kill your idea??
No Sir.
Commander Ziggy I do believe you have landed a fantastic idea. As a character whom mainly makes the bulk of his income via bounty hunting I think this is a fantastic idea. +1 for adding depth and story.
Can I throw more rep?? You definitely deserve it.
 
Why thank you!

Not such a good idea was writing this while waiting for the update to finish. I fear it'll be drowned in the update frenzy somewhat. :)
 
Iirc you used to drop further away back in the early betas, and it was much more exciting having to traverse a sizeable distance before you got to the station. It was also before station defences or the old bill had been implemented, so you had to run the gauntlet of lunatics in anacondas made of railguns, which was awesome.

I wholeheartedly endorse this idea. I miss coasting into port running silent, ice creeping over the canopy, holding my breath until I swept through the toastrack (or binned into the side of the station because FAOff. Both were fun.)

Edit- virtual rep, apparently you've been hogging all mine.
 
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I guess the traveltime towards the station was deemed to long. And since I have seen people complaining the animation for the blast shields dropping took too long, I guess that was the right call.

This is what I feel has taken the shine of the game somewhat out for me. Out of economical reasons and knowing the demography for which this product was marketed, you can bet your hiney there would be endless posts by the high-speed chimps complaining about the travel time towards the station. Sure, it might spark moments of fun, but fun doesn't make credits and fun is owning an Anaconda. I despair when I read timed trading runs. I guess I'm a relic of a dinosaur. Maybe it's my seating arrangement. I bolded the stick and the throttle to a comfy chair thinking, it's no use traveling 400 billion systems while being uncomfortable. Face to the screen pewpewpewdocksellbuyoutfitlaunchcomeonblastscreenboostboostboostengagepewpewpew is where it's at with the majority it seems.

Well I guess you can all return to the regular schedule now posting how 1.1 kicked your kitten in the nuts :)

I'm going to see whether my shieldcellless Viper is as crap as I heard it is.

Peace!

Ziggy.
 
It's funny how these things go full circle. This was pretty much how the game started in late alpha by mid beta they settled on how it is now for right or wrong.

+1 to the idea personally but it won't happen. think it would push even more into solo.
 
I like the idea too.

An alternative to this would be have everyone drop out of hyperspace at the nav beacon.
So not add too much more travel time to traders but still provide a opportunity for pirates and bounty hunters alike.

(Maybe only make ships at max or near max cargo drop at the beacon so as not to slow down the explorers and give a means for more safety minded traders to go with a half load)
 
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excellent idea. marry it to the idea of being able to hyperspace to nav beacons placed at strategic points within star systems and i feel the overall experience would be better.
 
Always the same nauseating feeling when dropping out of SC. The techs always said the transition couldn't be felt, but none of the whitecoats ever leave their conditioned labs. In space, using old drives, spacefolding stops being an exact science. This time though, the sickening feeling wasn't just from shoddy folding. Riedquat. Prospects of having to enter that cesspit made the acid boil in your stomach. Oh well, what must be done, must be done. La Soeur du Dan Ham, 23.4 km, lock and engage. Heat started dropping again, zipping up the suit, can already feel dehydration kicking in. Gazing at the blue light on the data storage container. This isn't my fight. None of this is. But they've got me by the balls. Should have stayed in Rim Space, those few extra credits ...

"7 new contacts"

Fingers stabbing at the dashboard. Cannisters, 5.6 km ahead to the right. Some poor sod must have met some trouble here. Trouble which borrows cargo with a zero return policy. Most will let you go, but not here. Not Riedquat. 21.1 Km. No need for course adjustments, won't drag any of the cannisters in the gravity wake. No time for detours. Won't even have to get out of the Diamond Dog. Just logging in will alert the right people, they'll transfer the data and the credits. In and out under 3 minutes. 19.8 Km. Visual on the cannisters. Rusty, leaking and blackened by radiation. Something odd about them though, hard to ... Radar blip.

No new contact. Sonofa... that's bad. "Computer, contact count". "7 contacts". Sonofa... Palms sweating, staring at the blip. Pirates running silent and cold will produce that signature. And if you can see them, they sure as crap can see you. Must have scanned the cargo by now. I'm running none. Commands get fired into the controls to get the energy management disconnected from the main circuits and running autonomous. Screen flickers, just in time. They're in. Access to every scrap of data and an echo of the energy management. Can't let them know I spotted them. Most barges don't run with these sophisticated sensors courtesy of a couple of errands for the Thargoids. Adjust the heat a little, act normal. Meanwhile slowly trickle power into the engines and shield generators. They can't spot the management, but they sure as heck can spot the engine output. Something's not right though. The ambush is to far out. La Soeur du Dan Ham, 17.3 Km. Why would they approach on this vector, giving me all kinds of escape tra .. The blip disappears. I freeze. Staring at the fading glow of where the contact should have been. It can't just disappear. Something is very much not right. Oh holy mother of .... a heatsink. Must have been a heatsink. But if it showed up it must have been hot, That means .... That means whoever dropped it, is still out there. Boardcomputer is hacked, no doubt about that. The heatsink must have .... 8. 8! 8 cannister blips, 7 contacts. Throat turns to ash, blood drains from the face. Shaking hands operate the display. Close enough for passive visual scan, the starfield giving just enough contrast. Image rendered, on display. A triangular shape forming against the backdrop of the Milky Way.

No.

"Comms incoming" Sagging back in the chair. The displays show the engines of the Python engaging, dispersing the cannisters which crumble on impact. "Comms received". Crackling static, then a chuckling voice: "Well hello there Mr. Stardust, what on Lave brings you to my neck of the woods?"
 
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Necrobump for justice?[noob] (I'm TEASING, mods, relax and read first please!)

No, but really, this suggestion bears relevance to the game we have right now in 2017.

As I mentioned in the thread Ziggy brought this one up in, the longer amounts of time spent cruising to the station could likely be countered by reducing the amount of time we spend in supercruise...like by raising or removing the caps on acceleration/deceleration rates.

It would introduce many possibilities with blockades, piracy, missions, and other stuff that seem to be commonly requested by other players.

So hopefully I'm not alone in wanting to draw more attention to this idea!
 
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