The Spacecat fixes the game thread

Yes, it's another one of these useless threads, so hold tight while I pointlessly outline what changes I'd make if I were in charge of the game (which of course, I'm not).:D

Powerplay: I'd make it about system conquest. Say a power wants to take over a system. It changes to a "powerplay" state and anyone entering it jumps in to the nav beacon by default (this funnels everyone to one place when they enter the system). Ships try to defeat all the system faction ships and put the system in a surrender state, at which point it "flips" and becomes aligned with the new power. Players could also fight the change by destroying the aggressive power's ships, or delivering goods through the blockade. If a system tries to take over a system belonging to another of the big three, a capital ships appear at the nav beacons, making it even more difficult to "flip" the system. Oh, and only open contributions count.

Multicrew: I'd trash the current srv (yes, I know, FD loves it) and replace it with a simpler 4 wheeled dune buggy style srv, designed for multicrew with the same turret we currently have, that could be manned by another crew member, or the driver as current. Since it would be simpler, hopefully, it would also allow more than one srv to be operated, one by the pilot, and one by the crew member. I would also add a tracked and hover version of the same srv, simply replacing the wheels with tracks or thrusters. I would also just smack the same srv turret on top of multicrew ships, where it would take the place of one of the hardpoints (you could choose which one). 3rd person gunning sucks. I'd also lose the dumb exra pip. Also add, npc multicrew, seriously, why not?

Engineers: I'd trash the current system and make engineer modules PART BASED. Meaning, you equip modules with an assortment of various parts, each with fixed pro/con stats (ie, extended barrel adds damage & accuracy, adds weight, loses integrity). These parts could be made by an engineer, found in game, or traded or purchased at tech brokers. This would alleviate the grind and even out ship builds.

Mining: I'd add a mining multicrew dedicated scout fighter that could quickly scan and tag asteroids of interest to the mother ship. It would be lightly armed and could help defend the mother ship. it could also fly around and hoover up fragments with a fuel scoop that "sucks" fragments toward it (instead of painful manual scooping) and deliver them to the mother ship.

CQC: I'd make it into a proper arena system, with player configurable bots. You'd also be able to to set up a variety of matches, using ALL the ships from the game, and have settings like "disable engineer mods", or "all sidewinders", etc. Seriously, why is this not a thing?

C&P: I'd keep most of the current system but move the crime back to the Cmdr and have a degrading escalation factor that increases the more murders are committed. I'd also add a degrading faction wide way of tracking the most wanted Cmdrs (crime by Cmdro Whoseit commited in lt-339, etc.).

Exploration: I'd get rid of the surface scanner and have the discovery scanner discover everything. I'd also have it flag any planets with "mysterious things". There'd be an in game atlas/map where you could see ALL discovered systems, their stats, and the things on them. I'd also buff payouts for undiscovered things and nerf payouts for previously discovered things.

Customization: I'd lose the silly microtransactions (who are we kidding here?) and allow players to buy a customization add-on that allows them to fully customize their ships. There would be a delay while user made bitmaps were sent to and vetted by FD, and offensive mods could be reported though the interface.

Space legs: I'd add space legs! Adding a station lounge where pilots could chat, open mike, and a mission area where pilots could go and each faction would have a counter where they give missions from a real 3d person (sort of like Fallout 3-where a list of missions appears in front of the person). Plus, I'd lose the doofy 2d avatars. All other station services would also be a counter with a person. Also add space legs missions (say, plant explosives on a generator, etc).

I don't feel that any of these things would be that impossible to do and would make the game much more fun.

Discuss.
 
Last edited:
About exploration, I'd say keep discovered system payouts the same, and undiscovered systems and such a big buff. The reason why I say that is so more of the map could get discovered and more people might get interested at honking at things
 
I'll play! I like your idea of making nav beacons more important. I'd accentuate that by making a jump in civilized space always jump to the nav point, unless overridden manually by the pilot. One could jump to a random point away from nav point, but it would be more dangerous. There would be two levels of danger: one for previously discovered systems (in your nav computer), and more for undiscovered systems. Make the danger fun (manual whichspace course correction? Emergency exit too close to star?) Perhaps a tier of explorer module that does a better, but not perfect job in undiscovered systems.

While I'm at it, permit locks not caused by ship software, but by FSD disruption created at the destination, either human or unknown. With the option to temporarily disable the machinery if enough players in-system sabotage.
 
Interesting ideas.

If Powerplay becomes entirely about combat, it sort of cuts out a number of potential players though. I'd like to see some different ways to support the Faction, like:

- Mining raw materials on Faction Contract
The amount mined could be proportional to the strength of the NPC force associated with the Faction. Miners could be the backbone of the Economy in some cases. And it ought to be moderately profitable for the Miners.

- Trading and Delivering on Faction Contract
Mercantile activity ought to be fundamental to EVERY Faction, except the Pirates. They ought to get most of their stuff from Piracy. Mostly- from OTHER Factions. This activity should be profitable, but the Faction gets a cut. IE: you can still earn, but you make a bit less when supporting a Faction. The Faction's Profits go toward their Bot navy.

- Letters of Marque
Piracy has been invented and used in the past. It's not really different in Space. Within a Faction's territory, it should be perfectly reasonable to adopt a policy where merchants from opposing factions get little to zero police support, and specific commanders get a licence to hit them. Look, if you are with Arissa, then trade there - stop trying to get bigger profits by cutting out your Faction Taxes, unless you can handle the heat.

- Special Operations: eg Abductions and Hostage rescue, Assassinations, Courier through Blockades, Escort a VIP etc.
These should be really hard, and pay well, for the Ace Combat Pilots playing. It's the sort of thing the Bot navy cannot handle. So they bring in a gunslinger, or a racing pilot, or a stealth specialist.
 
Last edited:
Interesting ideas.

If Powerplay becomes entirely about combat, it sort of cuts out a number of potential players though. I'd like to see some different ways to support the Faction, like:

- Mining raw materials on Faction Contract
The amount mined could be proportional to the strength of the NPC force associated with the Faction. Miners could be the backbone of the Economy in some cases. And it ought to be moderately profitable for the Miners.

- Trading and Delivering on Faction Contract
Mercantile activity ought to be fundamental to EVERY Faction, except the Pirates. They ought to get most of their stuff from Piracy. Mostly- from OTHER Factions. This activity should be profitable, but the Faction gets a cut. IE: you can still earn, but you make a bit less when supporting a Faction. The Faction's Profits go toward their Bot navy.

- Letters of Marque
Piracy has been invented and used in the past. It's not really different in Space. Within a Faction's territory, it should be perfectly reasonable to adopt a policy where merchants from opposing factions get little to zero police support, and specific commanders get a licence to hit them. Look, if you are with Arissa, then trade there - stop trying to get bigger profits by cutting out your Faction Taxes, unless you can handle the heat.

- Special Operations: eg Abductions and Hostage rescue, Assassinations, Courier through Blockades, Escort a VIP etc.
These should be really hard, and pay well, for the Ace Combat Pilots playing. It's the sort of thing the Bot navy cannot handle. So they bring in a gunslinger, or a racing pilot, or a stealth specialist.

If Power play was only about combat, I definitely would have no interest.

My understanding is that Power Play already has most of the other elements and that is what the OP doesn't like.
 
1. Meh, don't care about powerplay, do your own thing.

2. As much as the current srv sucks, it just needs a few tweaks to not suck. Get rid of the double wheels up front, you need more drag behind the srv for good handling. Increase the size of the rear wheels. Disable rear wheel steering above 5m/s (serously, who thought rear steering at high speed was a good idea???). Add a front/rear/all wheel drive switch, front wheel drive is very stable, rear wheel drive has better performance (if you know what you're doing), and all wheel drive is needed for when 2 wheel drive just isn't enough. Extra srvs would be nice too. Tank tracks + cannon. Dune buggy + missile launcher. An 18 wheeler...

3. It'd be hard to make engineers any worse. Side note: a longer barrel actually decreases accuracy, the barrel whips when you fire, it can throw the bullet off course.

4. Sounds good. Add a short range scanner (15km ish, adjustable down) to tell you what ore is in the vicinity, not how much or exactly where it is though. Also, why no adapted thargoid tractor beam FD?

5. Yeah, that would have been so nice. Might have actually caught on if they went that route.

6. Maybe add some NPC bounty hunters that hunt you down after you commit so many murders. Add a swarm of them that constantly harass seal clubbers, make their life as (more?) miserable as the newbies they're killing. Change assault and trespass to fines. I don't know about the rest of the world, but it's illegal in the USA to kill trespassers who aren't threatening you, even if they're walking out with your xbox and 52 inch tv.

7. Sounds good. Maybe add a frameshift fighter, no guns, but can up link scanner data to the mothership. Add a turret scanner for multicrew.

8. Good except for vetted by FD, have something like the forum mod setup so FD don't have to pay people to filter out the pics.

9. Good if you don't remove accessibility from ships. Stealing npc ships would be fun, difficulty scales with the ship, sidewinder would be super easy, corvette would be almost impossible.
 
Yes, it's another one of these useless threads, so hold tight while I pointlessly outline what changes I'd make if I were in charge of the game (which of course, I'm not).:D

Not so useless ... some good ideas here.


Engineers: I'd trash the current system and make engineer modules PART BASED. Meaning, you equip modules with an assortment of various parts, each with fixed pro/con stats (ie, extended barrel adds damage & accuracy, adds weight, loses integrity). These parts could be made by an engineer, found in game, or traded or purchased at tech brokers. This would alleviate the grind and even out ship builds.

I think that is a very good idea, and would have made the game more interesting. Alas, it looks like the ship has sailed.

CQC: I'd make it into a proper arena system, with player configurable bots. You'd also be able to to set up a variety of matches, using ALL the ships from the game, and have settings like "disable engineer mods", or "all sidewinders", etc. Seriously, why is this not a thing?

Absolutely anything would be an improvement. It can't get worse.

Exploration: I'd get rid of the surface scanner and have the discovery scanner discover everything. I'd also have it flag any planets with "mysterious things". There'd be an in game atlas/map where you could see ALL discovered systems, their stats, and the things on them. I'd also buff payouts for undiscovered things and nerf payouts for previously discovered things.

Or roll the two scanners into one module and have it fire off a "system wide" scan on entry to the system, and then local scans for individual planets. Good ideas about mysterious things, and the atlas. We are likely to see more for the scanners in 3.4, so hopefully some or all of this will be introduced.

Space legs: I'd add space legs! Adding a station lounge where pilots could chat, open mike, and a mission area where pilots could go and each faction would have a counter where they give missions from a real 3d person (sort of like Fallout 3-where a list of missions appears in front of the person). Plus, I'd lose the doofy 2d avatars. All other station services would also be a counter with a person. Also add space legs missions (say, plant explosives on a generator, etc).

Yes! I don't think Legs have to introduce a lot of new gameplay, they would contribute to immersion of the game as a whole in much the same way that traffic control now contributes.
 
Last edited:
So...in precis: More stuff, junk a bunch of stuff that development time has already been spent on and replace, and you'd like them to hamstring their revenue stream too?
 
Haha, this is just my private fantasy here. If you don't like it move along. Also, their revenue is doing fine. I don't think $4 paint jobs are what's keeping FD afloat.:D
 
CQC seems totally bolted on and disconnected from the main game. Maybe if it had been incorporated as a station based "simulator" and people could place bets on matches it might have caught on better? Sort of how Test Cricket isn't part of our commutes and daily work, but it's a background thing in the Commonwealth.

We have telepresence fighters that work well, but it would be much cheaper just to run CQC as a non destructive sim IMHO.
I envision it as a sort of Sports League in space.
 
In regards to Power-play, what would really lure me in would be if the Powers were better integrated into the rest of the game. In particular, I'd love it if certain Factions in a system were affiliated to specific Factions.....information that would only be available to players that had Pledged to a Faction. This way, work done for a Faction would work towards improving your standing with the affiliated Power.....& vice versa. On top of that, specific missions would contribute towards a Power's position within that system....be it Undermining, Fortification or trying to gain control. These missions would exist alongside the regular Power-play activities, & would make Power-play much less of a grind.
 
Back
Top Bottom