How to fix player interaction and dynamic gameplay issues in one hit.
Not sure if anyone has posted this before but I am now. Also, first post. Someone told me I should put this here.
TL;DR Right now, the economy's "triangle" of players, if you will, is non-existent. I'm talking about the ecosystem where traders are being interdicted by pirates, those traders are paying bounty hunters to defend them from the pirates.
Traders <- Pirates <- Bounty Hunters. With half the traders currently in solo, this ecosystem falls apart. Easiest fix would be to have each mode have its own galaxy, such that progression either mode will not progress the "save file" on the other. This way anyone who is actually interested in the multiplayer at all, will have to take part in the galaxy as they climb to whatever ship they desire instead of hiding in solo unless you have an A grade python or whatever.
I personally bought this game because of the pirating. Please don't read this as a rant, more of a suggestion. I am by no extent going to stop playing this game. Especially with mining looking good after 1.4.
As piracy is a career choice often advertised. Every career choice needs to "pay". Doesn't need to be as good as trading, because if it was, no one would trade. But it shouldn't make nothing in comparison. Pirates simply cannot progress in the game after the asp. Imagine, only by pirating, getting a decent python and trying to save up for the top power plant. Would not happen by christmas no way.
Imagine two friends playing this game together right now. Both get cobras and one gets into trading and the other pirating. The pirater will probably be still stuck in his cobra by the time the other has an anaconda. Especially considering a cobra is not a threat to big traders.
How about we start them both out in asps? Nope. Clippers? Pythons? No, no, no. If there were player traders everywhere, then it would work. Bounty hunters hunting player pirates and protecting player traders for a small fee from the trader would be so much fun. Players policing a real good trade route from the dastardly pirates.
You could have player founded, community collaborations. A really good trade route pops up, the traders know this. But so does everyone else. So on social platforms, either in game or not, traders seeking bounty hunters to defend them. Then the pirates would try to attack these traders maybe, suddenly you've got a 3 way situation of trader/bountyhunter/pirate fighting desperately for those sweet sweet profits. Those are hired hunters, then you've got the free roamers just murdering pirate scum wherever they can. Etc. Which would also be a real thing considering how much bounty pirate's have.
But those dreams are also dead because of solo and open modes.
The easy way to fix it is to have separate galaxys for solo and open. Progress in solo having no effect on open progression. Then open trading would be a thing, pirating would be a thing and therefore PvP bounty hunting would be a thing. It would be this domino effect of dynamic gameplay. People who actually just want it to be a solo experience, no problem. People who treat this as an MMO can do so.
Even for the pirates in open it sucks right now so much that traders can just combat log and go solo mode, and be about their business. When you ask for only 30t of their cargo even though they are in type 7 or 9, is it because you don't want him leave the trade route? No. Its because if you demand him to fill your cargo hold with slaves or die, he will likely just defect to solo mode and not come back and guess what Mr. Pirate? You just lost your career choice. Have fun space trucking in solo or have fun flying around pretending like what you are doing is actually useful.
I've tested pirating and bounty hunting (non-RES sites etc, SC bounty hunting) extensively. I have tried so hard to make pirating work. But the amount of time it takes to even find a player trader, let alone finding one worth robbing, let alone one who will cooperate or not combat log (I know this is being looked at, hooray). For example yesterday, best trade route around pretty much, on eddb.io/trade/loops. Sure a few traders came by and i robbed them. Over about 10 hours of play. I was also interdicting NPC's on both ends of the route. I made about 500k. Now if I had've been trading on that same route for that long my profits would been 10000x that. Probably about 50 mill.
I've seen the arguments for fun vs profits and "its not about Cr/Hour min/max" etc. Seriously though? The excuse for not being able to make money is that its fun? What kind of game do we have here when, fun going up means profits going down.
In conclusion: Trading should make more money than pirating, yes. But as it stands right now, pirating is a " fun" thing to do which makes no money. Which is a real shame that the most engaging career of the game does not allow you to progress in it. Simple fix:
- Solo and Open Play now have separate progress files.