We need some more Ships

And when you get more ships you'll complain that you need more ships and when you get more ships you'll...
See a pattern there?
A ship is a means, not an end. Start doing something with those ships you have.

Elite has too many samey ships and not enough variety. Ships have no unique built in features to make them stand out and all we seem to get is Lakon and DeLacy these days.
 
Elite has too many samey ships and not enough variety. Ships have no unique built in features to make them stand out and all we seem to get is Lakon and DeLacy these days.
I think that Yamiks already said everything there is to say about the ships and I have nothing more to add. :ROFLMAO:

I am certain that more ships will come and I can only hope, together with you, that they'll have more personality and variety.
 
I'd quite like a large version of the Challenger style ships.
And another medium (and large) with no military slots, so it can be multirole.
Maybe even a small version, but I don't see a use for it. Lol

But I'd also rather have other stuff entirely to spend my money on.
My current credit sink is AX combat. Lol
 
I can get rich with Void Opals, or double Hot spot Panite / LTD mining very quickly.

But I have nothing to spend it on.

I hear about new methods for making credits but I have no motivation because I don't need the credits.

New players will certainly earn the money and buy all the ships now faster than a day 1 player like me ever did. What is there to hold their interest after that?
I enjoyed the sense of progression moving through all the ships.

New ships sell ship kits right?

FD adds more ships
People get more credits
People ask for more ships

I'd rather they spend more time on other things, there are around 40 ships now (and 6 SLFs).... and we only have 1 type of SRV :(
 
And when you get more ships you'll complain that you need more ships and when you get more ships you'll...
See a pattern there?
A ship is a means, not an end. Start doing something with those ships you have.

To be fair, when the issue being discussed is "There's nothing to spend credits on", the idea of providing more ships - and then even more ships - is actually a valid solution... to that issue.

Course, if somebody is genuinely upset that they have too many credits and they simply want something to spend them on, there's nothing to stop them buying a different Cutter for every day of the year.


I might be wrong but I get the feeling that the whole "There's nothing to spend credits on" thing is actually just one symptom of a more fundamental issue, whereby people feel like there's a lack of anything to engage with and participate in on an ongoing basis.

I'd like to say that FDev doesn't really know how to create "big things" for ED but they do.
The problem is that they don't know how to create big, engaging, things to do in ED.

If, for example, it turned out that every station in the game required the collection of anti-matter from SagA to power it's reactor, I could quite happily see myself doing round-trips to SagA to help repair stations damaged by 'goids.
If each station required players to go on "quests" to obtain small quantities of incredibly rare items to repair it, that would be engaging gameplay - as opposed to what we currently have, whereby players just have to provide telephone-number quantities of mundane items.

Right now, a player can earn Cr150m mining VO's, buy and outfit a Krait Mk2 and then they never really need to engage with anything the game offers ever again.
Seems like the game would benefit from there being things in it which it's in the player's interest to participate in on an ongoing basis and which require an ongoing investment of both effort and credits.
 
Honestly, even if not "base building" a personal/squadron base - what about colonising? A bunch of players band together and fund an absolutely astronomical (ho ho) amount of credits to fund the installation of an outpost in a previously uncolonised system, generating a few minor factions as appropriate - and if their squadron is set to support a faction, have that faction be one of the ones that moves in? Picking a system without anything of worth in it won't see much growth (so if you just slap an outpost down in a system with a star and no other bodies, you'll see next to no pop growth and will never get past having a glorified gas station)
edit: and have scouting out a good system like a whole bunch of terraformables and an ELW actually mean greater pop/economy growth for the new colony. Maybe have some sort of prerequisites that lead to the colony getting bigger over time, and if the system has a lot of attractive stuff (ELWs, terraformables, HMCs/pristine rings, etc) those hidden bars fill up faster.

Upgrading the colony to include an occellus, orbis, or coriolis station should require even more astronomical amounts of credits and materials. Maybe let players invest their credits in improving the outfitting options at their home bases and so on.
 
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To be fair, when the issue being discussed is "There's nothing to spend credits on", the idea of providing more ships - and then even more ships - is actually a valid solution... to that issue.

Course, if somebody is genuinely upset that they have too many credits and they simply want something to spend them on, there's nothing to stop them buying a different Cutter for every day of the year.


I might be wrong but I get the feeling that the whole "There's nothing to spend credits on" thing is actually just one symptom of a more fundamental issue, whereby people feel like there's a lack of anything to engage with and participate in on an ongoing basis.

I'd like to say that FDev doesn't really know how to create "big things" for ED but they do.
The problem is that they don't know how to create big, engaging, things to do in ED.

If, for example, it turned out that every station in the game required the collection of anti-matter from SagA to power it's reactor, I could quite happily see myself doing round-trips to SagA to help repair stations damaged by 'goids.
If each station required players to go on "quests" to obtain small quantities of incredibly rare items to repair it, that would be engaging gameplay - as opposed to what we currently have, whereby players just have to provide telephone-number quantities of mundane items.

Right now, a player can earn Cr150m mining VO's, buy and outfit a Krait Mk2 and then they never really need to engage with anything the game offers ever again.
Seems like the game would benefit from there being things in it which it's in the player's interest to participate in on an ongoing basis and which require an ongoing investment of both effort and credits.

You want a sandbox game to be a progression based game, and that won't happen. What you described is actually already there, it obviously isn't in such a way that you want it there.

Go obtain Guardian Tech so you can fight Thargoids.

If you don't want to fight Thargoids, spend your easily earned credits on a ship that will rescue people from attacked stations.

Here's a nice career chart. Now tell me again there's nothing to do.
 
Honestly, even if not "base building" a personal/squadron base - what about colonising? A bunch of players band together and fund an absolutely astronomical (ho ho) amount of credits to fund the installation of an outpost in a previously uncolonised system, generating a few minor factions as appropriate - and if their squadron is set to support a faction, have that faction be one of the ones that moves in? Picking a system without anything of worth in it won't see much growth (so if you just slap an outpost down in a system with a star and no other bodies, you'll see next to no pop growth and will never get past having a glorified gas station)
edit: and have scouting out a good system like a whole bunch of terraformables and an ELW actually mean greater pop/economy growth for the new colony. Maybe have some sort of prerequisites that lead to the colony getting bigger over time, and if the system has a lot of attractive stuff (ELWs, terraformables, HMCs/pristine rings, etc) those hidden bars fill up faster.

Upgrading the colony to include an occellus, orbis, or coriolis station should require even more astronomical amounts of credits and materials. Maybe let players invest their credits in improving the outfitting options at their home bases and so on.
If the leaked roadmap is to be trusted, base building is coming. Fleet Carriers were already announced.
 
If the leaked roadmap is to be trusted, base building is coming. Fleet Carriers were already announced.
There's a difference between a base/clan hall/outpost that you can just park your ships at, and actually setting up outposts/stations for other players to see. The latter will feel far more like actually making your mark on the galaxy than simply playing the BGS. I'm really hoping the "base building" is something that can actually get other players involved.

While I'm at it, let's have some passenger missions to ship colonists to these new outposts :p
 
Here's a nice career chart. Now tell me again there's nothing to do.

It's a very impressive looking chart.

Let's take a look at it and see whether the stuff mentioned specifically encourages ongoing investment of time and/or credits in each activity.

Powerplay: Yep. You need to keep doing it to help your faction.
Player Factions: Yep. As above.
Competitive PvP: Not really. You're going to need to spend credits on new stuff when the meta changes but that's about all.
Crime: Nope. Committing crimes requires no ongoing investment of time or resources.
Combat: Not really. Same as PvP.
Completion: Nope.
Scavenging: Nope.
Mining: Nope.
Search & Rescue: Nope.
Trading: Nope.
Transport: Nope.
Exploration: Nope.

So, it would seem that there are two activities in the game which encourage and reward ongoing investment of time and effort.

Now let's consider whether there's an intrinsic reason for the average player to want to get involved in either of those things - aside from the abstract desire to participate in them.
No.
No, there isn't.
If a player doesn't engage with Powerplay or a Player Faction on an ongoing basis, they will never suffer as a result of it.

It's a very pretty chart, but it does nothing to refute what I said.
 
There's a difference between a base/clan hall/outpost that you can just park your ships at, and actually setting up outposts/stations for other players to see. The latter will feel far more like actually making your mark on the galaxy than simply playing the BGS. I'm really hoping the "base building" is something that can actually get other players involved.

While I'm at it, let's have some passenger missions to ship colonists to these new outposts :p
As I understood it, bases will be available to single players and fleet carriers will be available to squadrons.

Availability of big executive ships controlled by players was announced 9 months ago. It is unclear if they'll be available to single players or just to squadrons.
 
Ships are great but, the way the game is balanced makes making money relatively easy at first and simple later on, sooner or later we... (if it holds our interest) will be able to afford everything in game, the problem is that there are no cash sinks, no drains big enough without bases and the ability to make massive mining/trading/whatever companies that can 'fold' buy a bigger ship and make money even more quickly buy a base and have it eat away at you bankroll for month upon month, year upon year, even when you're not playing the universe still turns, buy a whole planet and settle a population, protect them, feed them, and allow them to grow and repay you through your own taxes, speaking of taxes... and docking fees, and storage costs...and a plethora of other 'costs' none of these things are in ED and should be.

Yes ships would be good but...
 
It's a very impressive looking chart.

Let's take a look at it and see whether the stuff mentioned specifically encourages ongoing investment of time and/or credits in each activity.

Powerplay: Yep. You need to keep doing it to help your faction.
Player Factions: Yep. As above.
Competitive PvP: Not really. You're going to need to spend credits on new stuff when the meta changes but that's about all.
Crime: Nope. Committing crimes requires no ongoing investment of time or resources.
Combat: Not really. Same as PvP.
Completion: Nope.
Scavenging: Nope.
Mining: Nope.
Search & Rescue: Nope.
Trading: Nope.
Transport: Nope.
Exploration: Nope.

So, it would seem that there are two activities in the game which encourage and reward ongoing investment of time and effort.

Now let's consider whether there's an intrinsic reason for the average player to want to get involved in either of those things - aside from the abstract desire to participate in them.
No.
No, there isn't.
If a player doesn't engage with Powerplay or a Player Faction on an ongoing basis, they will never suffer as a result of it.

It's a very pretty chart, but it does nothing to refute what I said.
I didn't ask if you can spend credits on activities on that chart, I asked you if you have enough activities to keep you busy. Whether it's with your single Krait Mk II or a plethora of ships is irrelevant.

You're too focused on credits. Credits are no different than carbon, iron, low temperature diamonds or any other resource in the game, because that's what credits are in this game: just one type of resource. It's not a currency, because there's no exchange between players. Because of the same reason, there's no economy in this game.
 
I didn't ask if you can spend credits on activities on that chart, I asked you if you have enough activities to keep you busy. Whether it's with your single Krait Mk II or a plethora of ships is irrelevant.

You didn't ask anything.

You posted up that chart in response to my assertion that there aren't many things in ED which encourage an ongoing investment of time & resources.

If you're simply saying that there are things for players to do in ED then you're stating the obvious, as well as answering a question that nobody asked.
The subject of this thread, and specifically the subject of my post, was that there aren't any activities which encourage players to spend their time & credits participating in them on an ongoing basis.
 
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