Proposal Discussion The Four Ages of Elite Dangerous

When Elite Dangerous goes on sale almost everyone will be starting from the same or very similar position.

Basic ship, not many credits, no experience.

This means that until Elite Dangerous has been online for quite a while there should be a self regulated limit to the types of pilots we encounter. And always for new players there should be a path to follow.

The first age of Elite would be the Trading Age. This is the period where all players are busy travelling from system to system trading goods, learning how to pilot the ships, navigate the galaxy, and experience some combat with NPC's.

How long will the Trading Age last?

Next should follow the Mining Age. Players have earned enough credits and experience to buy larger ships and the required equipment to start mining operations. Combat experience should still be relatively low but is now going to become more important due to the long periods away from safe zones.

How long will the Mining Age last?

The Exploring Age comes next. This requires even bigger ships to carry all the spares and equipment needed for exploration. Combat skills now become much more important because the pilot is now leaving the safer systems. By now a pilot setting off to explore is very familiar with navigation, refuelling from planetary atmosphere and overall ship functions. They will need sufficient combat skills to deal with the hostiles they are likely to encounter, whether it is for flight or fight. There's less chance of help being available.

How long will the Exploring Age last?

We now come to the Pirate Age, followed in very short order by the Bounty Hunter Age, effectively two ages in one.
Pirates need the best combat/cargo capacity ratio and the best weapons/defence ratio possible. They need excellent combat skills plus all the skills acquired during the previous ages. They have to survive on their own with most of the galaxy against them. They are probably rated at Dangerous or Elite. Bounty hunters will require combat skills in equal level to Pirates but will probably want ships that are more specialised for hunter/killer purposes as cargo collection is likely to be low down on their list of priorities.

How long before we get to the Pirate/Bounty Hunter Age?

Of course there will be players that attempt to take on rolls too early, especially players that want to engage in piracy. But worry not as when you see the alert on your screen that a mostly harmless pirate is about to attack it should bring a smile to your face when he passes you far too fast and slams in to the asteroid you were busy mining :D

An interesting element to this is that mining and exploration are kind of self regulating, you can't really partake in such rolls until certain conditions are met, credit wealth, ship and equipment availability. However Piracy only requires a desire to partake. If a new player decides to take up Piracy there's nothing to prevent that. It's likely that such a pilot is going to get hammered quite frequently but it won't necessarily stop him.

Should there be an obstacle to becoming a successful pirate? Perhaps a piece of equipment that can only be purchased at a certain combat level?

The lack of such equipment wouldn't actually stop players trying out piracy too early but it would focus the players mind on what should be achieved in other areas of the game before considering piracy.
 
it's a nice idea and i can see it's merit but for two things, a lot of us paid to have the option to start as a bounty hunter/explorer/pirate on day one and human players wont be the only ships we encounter. I can see even a new pilot making money in either pirate or bounty hunting from day one simply by going after NPC's.

in my opinion you should let people find their own way, if we all end up as traders after a month while we practice for the other roles so be it.
 
Im not so sure I support any such limiting of players experience, or forcing them to take part in certain roles that dont inherently appeal to them.
 
it's a nice idea and i can see it's merit but for two things, a lot of us paid to have the option to start as a bounty hunter/explorer/pirate on day one and human players wont be the only ships we encounter. I can see even a new pilot making money in either pirate or bounty hunting from day one simply by going after NPC's.

in my opinion you should let people find their own way, if we all end up as traders after a month while we practice for the other roles so be it.

What I'm suggesting is that there's a natural order to things. Regardless of the fact that some KS pledgers will start out with enhanced opportunities, new players in the years to come will not.

Before a new player can begin mining he has to earn enough to buy the necessary equipment. That is a limiting factor of the game.

The same applies to exploring, at least exploring in a meaningful way. Of course a new player can set off into the unknown but he's not going to get very far.

The NPC's are already part of the Elite Universe that we will be entering next year, they will no doubt be well balanced in each type of roll available.

Traders will always be the most common type of player in Elite since that is the starting roll. If pirates were the most common there would be a serious lack of targets.

I see pirates as the predators of the Elite Universe. They require a plentiful supply of targets and those targets need to be carrying goods for the pirates to steal.

I'm certainly not suggesting anyone should be prevented from choosing their own path, I'm pointing out that there's a natural progression from one roll to the next due to, at the very least, the credit wealth that must be acquired. This is true from trader to explorer with regard to wealth.

For pirate and bounty hunter the natural progression would be based on combat skill at the very least plus the right ship and equipment. Anyone that undertook piracy with a basic starter ship and no combat experience is likely doomed to failure. It won't stop them trying though.

Nobody seems to mind that a new player has to earn enough credits before they can buy the equipment to mine or explore. Why then is the idea of a piece of equipment, that would be particularly usefull to a pirate or bounty hunter, being out of reach for a while not worth considering?

Not having such equipment prevents nobody from turning to piracy. What it does do though is give the would be pirate/bounty hunter something to strive for. And by carefull choice of the requirements to obtain the equipment, whether that was credits, combat status, rank or whatever, it could focus the players attention on other important elements that were required to become a successful pirate.

There are many elements in a game that keep players coming back. One of the most important is having something to aim for. If all rolls were equally available from day one you would have less to achieve.
 
What I'm suggesting is that there's a natural order to things. Regardless of the fact that some KS pledgers will start out with enhanced opportunities, new players in the years to come will not.

Before a new player can begin mining he has to earn enough to buy the necessary equipment. That is a limiting factor of the game.

The same applies to exploring, at least exploring in a meaningful way. Of course a new player can set off into the unknown but he's not going to get very far.

The NPC's are already part of the Elite Universe that we will be entering next year, they will no doubt be well balanced in each type of roll available.

Traders will always be the most common type of player in Elite since that is the starting roll. If pirates were the most common there would be a serious lack of targets.

I see pirates as the predators of the Elite Universe. They require a plentiful supply of targets and those targets need to be carrying goods for the pirates to steal.

I'm certainly not suggesting anyone should be prevented from choosing their own path, I'm pointing out that there's a natural progression from one roll to the next due to, at the very least, the credit wealth that must be acquired. This is true from trader to explorer with regard to wealth.

For pirate and bounty hunter the natural progression would be based on combat skill at the very least plus the right ship and equipment. Anyone that undertook piracy with a basic starter ship and no combat experience is likely doomed to failure. It won't stop them trying though.

Nobody seems to mind that a new player has to earn enough credits before they can buy the equipment to mine or explore. Why then is the idea of a piece of equipment, that would be particularly usefull to a pirate or bounty hunter, being out of reach for a while not worth considering?

Not having such equipment prevents nobody from turning to piracy. What it does do though is give the would be pirate/bounty hunter something to strive for. And by carefull choice of the requirements to obtain the equipment, whether that was credits, combat status, rank or whatever, it could focus the players attention on other important elements that were required to become a successful pirate.

There are many elements in a game that keep players coming back. One of the most important is having something to aim for. If all rolls were equally available from day one you would have less to achieve.

The point is the Galaxy is your oyster... Starting with 100 credits and a Cobra everything is financially out of reach until credits come your way, have fun trying to make a living with piracy without a cargo scoop ;)

But once you make a credit or three purchase choices will become really important decisions depending on your intended role in the game

And that's Elite to me the ultimate sand box spacer
 
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