The far reaches & player owned stuff.

So if this is to be (as I hope) an EVE style sandbox universe where everyone can do anything, and the universe is huge - what are the opportunities for player owned structures?

In my imagination of the game, you'd have a bunch of core systems as in Frontier which were the 'settled' areas of human space, maybe the factions will return and independent systems - I don't know.

Further out though, especially with procedural generation - everything becomes a little less detailed and remarkable; and if there are no bases - people aren't going to take the time to get out there, because you'll run into less and less ships (player or NPC) and have no way of repairing or re-equipping (just scooping fuel endlessly).

So what are the chances that players will be able to co-operate to build bases - maybe for mineral mining, or even up to fully fledged space stations? How would it work?
 
Maybe could have an option to setup mining operations on uninhabited planets which could include a crew and trading post (keep your mining crew stocked with fuel and food and take away mined resources). Maybe some defence systems as well to protect your crew and assets (a few shield gens and a couple of old vipers or defence drones) in case of pirates or turf dispute.

Don't think it should go as far as setting up your own permanent settlements and space stations as that would only make sense on a longer timescale (decades not day by day). Besides don't want to get too tied down to one system when there is a whole galaxy to explore.

Can have unique procedural missions coded to randomly crop up in remote systems to help keep exploring them interesting (colonies, mining operations, rouge settlements, deserted settlements, alien encounters, local disputes, secret military bases, stranded ship etc...)
 
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I've never played Eve but i do like the idea of players being able to naturally expand the sphere of civilisation as the population increases. If it ever grows to rival Eve's figures then this sort of in-game development and industry would seem desirable, and a not unnatural progression.. players owning businesses, employing other players, real corporations to rival the NPC ones.. maybe developing into real economies where in-game credits have USD exchange rates and industrious entrepreneurs can turn real profits.. live to play and play to live!
 
Sorry I don't like Eve so I'm not going to talk about that. :)

Mining operations I like. So you could control the base you mean ? Could be tricky. If we have an avatar we need to avoid it being a FPS, if we have base control it is sort of simcity in space which is not a bad thing but trying to be too much could be a problem. We need a defined scope and maybe addons and expansions later.

I won't rest easy till we hit target though. :) If only Bill Gates would go "ahhh man ELITE I played that, here is 2 million!" I know I can dream.
 
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Sorry I don't like Eve so I'm not going to talk about that. :)

Mining operations I like. So you could control the base you mean ? Could be tricky. If we have an avatar we need to avoid it being a FPS, if we have base control it is sort of simcity in space which is not a bad thing but trying to be too much could be a problem. We need a defined scope and maybe addons and expansions later.

I won't rest easy till we hit target though. :) If only Bill Gates would go "ahhh man ELITE I played that, here is 2 million!" I know I can dream.

From what I've heard, the MP in Eve can be a bit... aggressive.
 
Controlling your mining operation could be though similar menu systems to your own ship and space ports. E.g. Stock trade screen, crew screen, equipment screen.

Rather than owning a space station you could rig up your own mother ship to act as a mobile station. E.g. A 10,000 Ton Lynx bulk carrier (short range hyperdrive but lots of fuel) rigged up with a 1,000t docking bay , where you can park a collection of smaller ships and mining equipment. You can then have friends and npc's dock and trade with you. They could also park their ship with you while you jump to a new system then you both launch your fighter ships to fight off pirates while your crew mans the turrets on the mothership. Maybe could even carry out repairs to ships docked with you.

Could lead to some cool missions: Thargoid doomsday cult are under threat by government special forces and want you to help transport them to setup a new rouge colony on a moon in the Gomez quadrant. From then on you aways get a warm welcome and sometimes interesting missions when you visit them.

Of course this is only when you are super rich. Until you can afford a mothership you have to rent garage space for your unused ships in your local system. Although you can still meet up with others motherships (online players or npc's). Maybe they advertise as security escort needed, good money for a rookie fighter pilot.

Or maybe you get loaned a mothership for a mission and you choose to run off with it but they send their guys after you and you have to scuttle it into a star to get them off your trail. Sure it will destroy your reputation, it will be years before anyone trusts you again. But think how much you could make on 1 run of 9,000 tons of computers and alloys to Ross 138 before you have to ditch it.
 
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I'm not sure about the mining operations stuff. For me that kind of work would definately break the immersion of what was the elite 'magic' for me. For me it was all about the ship. I'm the pilot, it goes where I want, together we explore, we discover, we get into combat. Adding the control of mining operations and such would break the immersion for me. I want to fly a ship, not a desk full of TPS reports.
 
mining operations are a part of elite's past. I remember extensively asteroid mining and using the cargo scoop to pick it up, as well as sticking mining posts all over the place once I had run out of other things to do in elite 2, then coming back later to see what they got.

I guess its a matter of scope for this iteration.
 
Options, dear people, options :)

Just to clear up any confusion - the only references I make to EVE (which I have played a little, but not extensively) are that it appears to be about the most player driven game out there. Other MMO's as far as I've ever played are basically linear with an impression of freedom ... "This is where you go levels 1-10, this is where you go next 11-20" and so on... And I don't like that.

My personal vision for E4 would be as much player driven content as possible so that it's truly freeform and people of all skills with all shapes and sizes of ships could be found anywhere doing anything.

Which also leads me onto the second part - everything should be optional. If you don't want to set up a permanent mine somewhere, or mine asteroids - it should just be one of many things that you can choose (or choose not) to get involved with.

I guess a problem with original Elite might be that even though you can legitimately be a bounty hunter or pirate or asteroid miner, it was never balanced so that these professions competed with trading. Even missions on Frontier - trading was nearly always far more profitable if you knew the good routes.

So more options vs. trading, and of course a much more dynamic and unfarmable economy where you could just repeat the same runs endlessly and never have to worry about making a loss.
 
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call the Twilight Zone.
 

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As I understand, player owned structures was not going to be a part of the plan. I'm sure there's someone in the near future who's going to quite (for the umpteenth time) the part where someone important says something about not wanting player owned structures.

Frankly I don't mind. I'd much rather have larger ships do the kind of things that players expect from player owned structures.
 
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