Vanguards / Squadron rework screencaps from stream......

I've essentially already answered this in my previous post, but for clarity...

Yes, I as a Solo player could use a bigger carrier than an FC. I had to clear out stored cargo to make space with the Colonisation update because I didn't have room.

By your logic, the minimum number for an SC should then be 2 players, because that's how many would be required to take full advantage of the bank feature.

For players that are storing up Billions of credits "more grind" isn't a thing. We're already "grinding" (playing the game) more than the game requires. What we are looking for is more things to spend it on.

On the point of more storage, keep in mind, this is a circle: you get more cargo. So colonisation becomes too fast. So they have to increase costs for colonisation. So you need a bigger carrier. In my eye, not the direction we should be going for.

And by my logic, indeed... anything less than two is a pure ridicule of a "squadron carrier". And even two, in my eyes, defeats the purpose. The game has a lot of solo content. Squadrons by name and meaning are group content. If this thing i not oriented for groups, then it does not need to exist.

Sure, the part with perks, that can require some finetuning still. But the squadron carrier, they failed on the first try, and made it a solo-carrier. They should not fail another time.
 
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They can plan extra guild content later which involves many, and this one is just milestone..who knows.

But when later? After the next change? But if the next thing you want for solo, it must be again the next after that? But if that one is also useful, it has to be delayed yet another time? Solild planing. So the first group oriented content should be planed for 6 months after the game has shut down?
 
But when later? After the next change? But if the next thing you want for solo, it must be again the next after that? But if that one is also useful, it has to be delayed yet another time? Solild planing. So the first group oriented content should be planed for 6 months after the game has shut down?
This is against "AGILE" :D Agile teaches to deliver MVP (minimal viable product/piece) and than think what and how to do with.
Example, I was 2 years in the deep Void. So i saw on videos only that things commanders jumping on thargoid trees. Now I'm back. Where is it to try ? :D
 
Nope - I saw the increased mining fragment thing in the screenshot and thought “ah, the game slips further into more MMO stuff” which is further away from what I wanted the game to be.
Reduced synth requirements too. I know Frontier have upped the quantity we get from drops over time, but I think that's part of a natural balance that can in some ways be explained as an overall aspect. Just joining a squadron and getting more mining chunks or paying less to synthesize etc..... though I understand the idea of wanting hand out perks, it seems arbitrary and doesn't fit within the universe of the game.
 
Nope - I saw the increased mining fragment thing in the screenshot and thought “ah, the game slips further into more MMO stuff” which is further away from what I wanted the game to be.

Oh well.
Imo the more we move away from the game being a static thing we can only look at and moves towards players interacting and driving gameplay loops the better longevity the game will have.

I would love for a gameplay loop that depends entirely on a player driven economy like some MMOs have. Would be a good way to tie together a lot of the systems we currently have.
 
This is against "AGILE" :D Agile teaches to deliver MVP (minimal viable product/piece) and than think what and how to do with.
Example, I was 2 years in the deep Void. So i saw on videos only that things commanders jumping on thargoid trees. Now I'm back. Where is it to try ? :D

But thinking in advance is an option. Surprising as it might seem. Making the squadron squadron oriented from the start is possible. Designing the new actually-really-squadron carrier for a squadron in advance is possible. If you first release it as a called-another-squadron-but-actually-solo carrrier, reverting it is hard. See: pressing toothpaste back into the tube.
 
I would love for a gameplay loop that depends entirely on a player driven economy like some MMOs have. Would be a good way to tie together a lot of the systems we currently have.
Yes...it has problems with new - joiners.
In real world/economy we did not happen from nowhere - we use what parents did and all generations before.
So if you program such a thing, you can start everything from 0, and in 20 - 30 years players will develop space ships. Or you carefully design all aspects, and than "attach" players there, this way is hard, cannot be particularly done and well.. it is still not 100% "player driven".
And there is new players which just start the game. More years of the game passed - harder will be to join, as in game, players appear "from nowhere".
 
Imo the more we move away from the game being a static thing we can only look at and moves towards players interacting and driving gameplay loops the better longevity the game will have.

I would love for a gameplay loop that depends entirely on a player driven economy like some MMOs have. Would be a good way to tie together a lot of the systems we currently have.

Absolutely! Especially if the new player interaction is not yet just more "shoot anything with a hollow square" but actually maybe even some cooperative operation. We absolutely need such things. Any such new game loop would be awesome. A rework of the squadron system could very much lay the foundation for that. Such an opportunity should not be wasted.
 
Yes...it has problems with new - joiners.
In real world/economy we did not happen from nowhere - we use what parents did and all generations before.
So if you program such a thing, you can start everything from 0, and in 20 - 30 years players will develop space ships. Or you carefully design all aspects, and than "attach" players there, this way is hard, cannot be particularly done and well.. it is still not 100% "player driven".
And there is new players which just start the game. More years of the game passed - harder will be to join, as in game, players appear "from nowhere".
I see what you're saying but there are other game examples we can look at for this that already work. It comes down to just flavoring it correctly for the game and it's systems.
 
I see what you're saying but there are other game examples we can look at for this that already work. It comes down to just flavoring it correctly for the game and it's systems.
EVE like ? I played 1 week, than realized I will never get to the level everybody had around. At least, without selling my home for EVE. Because we had 20 years difference.
 
EVE like ? I played 1 week, than realized I will never get to the level everybody had around. At least, without selling my home for EVE.

Don't panic. The picture you now paint would be a fundamental ground-up redesign of the game. This won't happen. At maximum we can hope for the squadrons rework to also include some features for powerplay and/or colonisation, which will give a squadron some more gameplay loops.
(Edit: Among any other things: if FD would design the game to be the EVE economy, we would buy other ships from players. What would that do with ARX-ships and thus the current financial foundation of ED? They won't touch that. )

Taking away anything from the solo player would be extremely hard, without breaking massive parts of the game and requiring way more development time than FD obviously i willing and able to currently invest into the game. But adding something which is not yet just more "and best done in solo mode" content but actually profits from cooperation and coordination would be a huge step forward in my eyes.
 
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EVE like ? I played 1 week, than realized I will never get to the level everybody had around. At least, without selling my home for EVE. Because we had 20 years difference.
Yes but only for one gameplay loop that we don't have since redoing the entire economy already in place isn't happening. Maybe something related to powerplay, or the next big thargoid-esque threat. Not a rework of a the whole economy, just one new loop.
 
Agree. I just don't get what could it be ? :D It requires something really new to be added. Even "boss fight" didn't work. It was a lot of solo players fighting Titans.

Can only speak from my own experience, but it was during the Titan-slaying phase of the Thargoid invasion that I joined a squadron and got involved in more stuff happening in Open/PG with other Commanders. Attacking Titans or defending ground ports have been some of the most fun things I have done with other players in this game. If FDev can recapitulate that kind of experience outside of the Thargoid context, that would be great.
 
Btw, 2 carriers/95000t cargo per player , paired with "build anywhere" (they may unlock this, maybe?) ...that would be cool, I have couple stars 62000 ly away to start the New Colony.
 
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