So I've been playing Elite:dangerous for a little while now and I love it, the ground level (so to speak) grittiness of it is so addictive. from the twitch style dog fights to actually having to dock my own ship. I love it all.
So here is my problem that I see coming, Where do you go when you reach end-game. After you have bought that anaconda or (insert other big ship), after you have the biggest and greatest trading ship, after you reach "elite" status, after you have accumulated hundreds of millions of credits. Thats it, thats all folks, your done, game over. Your still just one pilot and you dont mean anything. You cant build anything that has any effect on anyone, you cant become a military powerhouse, or a financial tycoon, or a trading mogul.
YOU CANT BECOME ANYTHING SIGNIFICANT. thats a problem.
So I have some ideas to change that. Some ideas that are borrowed from other games and some that are not.
*DISCLAIMER: I know this game is still newly released and I understand that these changes are not going to happen over night or even in the near future, but for the game to keep players and continue to grow in to its full potential I believe they are things that need to be added at some point.
So, here we not in any particular order.
PLAYER RUN ECONOMY
right now the economy of Elite is stagnant, yes prices change a little bit here and there but there is no real impact. nearby events dont impact the economy, hundreds of players buy the same things dont increase the prices. we need a player run economy. one where the players create the items and sell them which will create a sort of capitalist system which will give trading much more depth as well as adding new kinds of emergent gameplay. "oh theres a war about to break out in eravate? go buy a few thousand pulse lasers and sell them off when the price skyrockets from people buying them to fight with", do you think mineral prices are going to skyrocket in a few weeks because a group of pirates are ganking miners? stockup and make loads of cash", got hundreds of millions just sittings around? build a trading empire and hire players to transport goods. This leads me to the next idea.
PLAYER MANUFACTURING
To make the player run economy work, and for it to be more than just an anecdotal thing a "crafting system" needs to be put into place. one where players can buy those minerals and metals that people are mining and turn them into usable products for end users to buy. a crafting system is a integral part of EVERY MMO to date, so why is it left out of Elite? that makes no sense. tying players into the process of supplying other players not only adds depth but encourages a cohesive community, when all players rely (to some extent) on each other then those players interact more, and that is the fundamental core of an MMO, interaction. Player crafting would also create other types of emergent gameplay. "oh your competition is out crafting you? pay a merc group to embargo thier shipping routes"
PLAYER BASES
No not just having a place to store stuff in NPC stations, but actual bases. lets face it, people like to have somewhere to call "home" and in a game universe this large, even more so. So how about players being able to build stations. this would of course be very expensive and probably require multiple players working in tandem to pull it off. which would again encourage cooperation and interaction. players could build manufacturing hubs to run a manufacturing empire from, or build military installations and become military powers in the region. the sky is the limit.
RESOURCE EXTRACTION
No not just mining, you could tie the ability to build stations into "mining" moons and planets. this would also encourage emergent gameplay. can you imagine wars being waged over a particularly mineral rich planet?
SHIP DIVERSITY
As of right now there is only really a very linear ship progression depending on what you want to do, you start in a sidewinder, then if your goal is combat you go viper then cobra then python, after you reach a viper the sidewinder becomes obsolete so on so forth, same with trading vessels just different ships. instead of a linear progression each ship should distinguish its self in a particular role so that no ship is outright superior to another.
WALKING IN STATIONS
There I said it, walking in stations "i know its already planned" lets face it, people like to play a character they can relate to, and you cant really relate to a cockpit the way you can a fully flushed out character. but lets remember form follows function, so if we are going to be able to walk around inside stations then it going to have to give us something to do. perhaps thats how you meet black market contacts, you arrange and meeting and go have a drink at the local watering hole and wait for them to show up, because lets be honest, no legitimate black market dealer is going to sell illegal wares straight from his ship so that every authority in the station can trace that transaction back to you.
Well thats all for now guys, let the discussion begin!!
So here is my problem that I see coming, Where do you go when you reach end-game. After you have bought that anaconda or (insert other big ship), after you have the biggest and greatest trading ship, after you reach "elite" status, after you have accumulated hundreds of millions of credits. Thats it, thats all folks, your done, game over. Your still just one pilot and you dont mean anything. You cant build anything that has any effect on anyone, you cant become a military powerhouse, or a financial tycoon, or a trading mogul.
YOU CANT BECOME ANYTHING SIGNIFICANT. thats a problem.
So I have some ideas to change that. Some ideas that are borrowed from other games and some that are not.
*DISCLAIMER: I know this game is still newly released and I understand that these changes are not going to happen over night or even in the near future, but for the game to keep players and continue to grow in to its full potential I believe they are things that need to be added at some point.
So, here we not in any particular order.
PLAYER RUN ECONOMY
right now the economy of Elite is stagnant, yes prices change a little bit here and there but there is no real impact. nearby events dont impact the economy, hundreds of players buy the same things dont increase the prices. we need a player run economy. one where the players create the items and sell them which will create a sort of capitalist system which will give trading much more depth as well as adding new kinds of emergent gameplay. "oh theres a war about to break out in eravate? go buy a few thousand pulse lasers and sell them off when the price skyrockets from people buying them to fight with", do you think mineral prices are going to skyrocket in a few weeks because a group of pirates are ganking miners? stockup and make loads of cash", got hundreds of millions just sittings around? build a trading empire and hire players to transport goods. This leads me to the next idea.
PLAYER MANUFACTURING
To make the player run economy work, and for it to be more than just an anecdotal thing a "crafting system" needs to be put into place. one where players can buy those minerals and metals that people are mining and turn them into usable products for end users to buy. a crafting system is a integral part of EVERY MMO to date, so why is it left out of Elite? that makes no sense. tying players into the process of supplying other players not only adds depth but encourages a cohesive community, when all players rely (to some extent) on each other then those players interact more, and that is the fundamental core of an MMO, interaction. Player crafting would also create other types of emergent gameplay. "oh your competition is out crafting you? pay a merc group to embargo thier shipping routes"
PLAYER BASES
No not just having a place to store stuff in NPC stations, but actual bases. lets face it, people like to have somewhere to call "home" and in a game universe this large, even more so. So how about players being able to build stations. this would of course be very expensive and probably require multiple players working in tandem to pull it off. which would again encourage cooperation and interaction. players could build manufacturing hubs to run a manufacturing empire from, or build military installations and become military powers in the region. the sky is the limit.
RESOURCE EXTRACTION
No not just mining, you could tie the ability to build stations into "mining" moons and planets. this would also encourage emergent gameplay. can you imagine wars being waged over a particularly mineral rich planet?
SHIP DIVERSITY
As of right now there is only really a very linear ship progression depending on what you want to do, you start in a sidewinder, then if your goal is combat you go viper then cobra then python, after you reach a viper the sidewinder becomes obsolete so on so forth, same with trading vessels just different ships. instead of a linear progression each ship should distinguish its self in a particular role so that no ship is outright superior to another.
WALKING IN STATIONS
There I said it, walking in stations "i know its already planned" lets face it, people like to play a character they can relate to, and you cant really relate to a cockpit the way you can a fully flushed out character. but lets remember form follows function, so if we are going to be able to walk around inside stations then it going to have to give us something to do. perhaps thats how you meet black market contacts, you arrange and meeting and go have a drink at the local watering hole and wait for them to show up, because lets be honest, no legitimate black market dealer is going to sell illegal wares straight from his ship so that every authority in the station can trace that transaction back to you.
Well thats all for now guys, let the discussion begin!!