We need the ability to form in-game clans

Re: Ship Names

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There is wings, so you can make a clan of 4 :)

I also do not want to see player groups in the game myself. Holds no interest and would probably discourage me further from venturing into Open as an independant player.
 

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Although I wouldn't limit it specifically on Clans (which may come or not)....

I've long suggested that we urgently need conditions under which other Players stop appearing as what they always do : an Orange hollow contact.

That "OHC Syndrome" has been haunting the Game ever since.

Wing up (if you find a random stranger you can trust) and finally get a Blue Contact. Max. 3 others of course - Wing Limit. Leave the Wing and the party is all over again. OHC again everybody.
Not even a mass-murdering ganker that blew you up 4x in a row Minutes ago in the exact same System will display as Red/Hostile to you after you undock for the 5th time - even that "digital" kinda guy needs to interdict AND open fire at you to get rid of his OHC. He has to put in actual effort to appear as something on the Scanner that you already know. Scanner is too stupid for that though.

IMHO that lack of IFF (taken as a substitute for "Clan" as defined as anything allied/friendly in a common cause) is really obvious during any Community Goals.
Bad guys with huge Wanted tags rampaging against the CG over days aren't displayed Red. Ever.
Good guys working on the very same CG as you don't display Green either. Ever.

OHC. Always, everywhere.
Doesn't cut it. Not in my book.
The results of not having this are already described in very old war tactics, i.e. "the art of war".

Knowing who your enemy is, is winning half the battle.
Knowing who your friends truly are, is winning about the other half.
Not knowing any of above... well... that's just asking for it. Failure is highly probable and whatever you do - it won't ever be really effective unless it's your lucky day. Trial & Error, finding out who is who the hard way. Toss a coin if you wish.

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So even if we were never to get Clans, we do have Player Factions. Other Factions. Stuff Players support, either permanently or temporarily (i.e. a CG).

There's absolutely no logical reason whatsoever there shouldn't be a way to tell random unrelated strangers from Players who you share a common goal with - whatever that is.
Unfortunately, "the art of war" and related basics never made it into ELITE. But IMHO those basics should, they're urgently needed to make something of encountering other Players outside of either ignoring them or blowing them up.
It's the missing ad-hoc Coop Link in the entire game and manually texting into the local chat seems an extremely poor attempt of a substitute.

At least that's how I've always seen it.
An IFF wouldn't give Players Clans. But combined with i.e. Player Factions or other ad-hoc Allies-in-Mission, it would provide a solid start to begin with.
 
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But his idea is predicated ON players doing exactly those things, so how is it off topic? A GROUP getting and building up a base, etc?

As I said, that's almost something David said he WANTED to have ingame at the EGX 2014 presentation, direct answer to a question about guild support in Elite Dangerous. NO to guild support, YES, eventually, to a PLAYER having a station they own and call home at some point, and he was clear, a single player, as he's really NOT big on guild stuff at all of any sort, especially in 2014. Even now he's not REALLY into that stuff, he's seen what the Fuel Rats do, he's also aware of groups like The Code and what THEY do, so he's liking Fuel Rats and wants to give them some help, so he's going to do something that's NOT like any other game has done, per David at the Horizons stream a few weeks back, but he made no promises and gave no dates on that, so... Again, David doesn't like groups due to the exact things we're seeing being done by groups in Elite right now, THAT will always be sitting there in front of him when it comes to anything to do with groups and that's probably always going to counter the good groups.

Sucks, as ALL groups end up being punished due to the actions of a few, and those few don't really care. And that all falls back to the fact that David really designed a single player game, it's online and it's got multiplayer capability of a sort, but at it's heart, it's still a single player game. Me, I accepted that already and enjoy the game as it is, more multiplayer stuff would be awesome, but it is what it is and I'm not going to get upset over things it was obviously never meant to do not being added.

The Fuel Rats getting together and building their fuel base in System X, on planet Y on the other side of Starport Z =/= player controlled faction taking over systems & planets.
The Code getting together and building their defense base in System X, on planet Y on the other side of Starport Z =/= player controlled faction taking over systemS & planetS

It will move them out of the bubble, thus lessening the odds of your encounter with them, or accidentally jump into the system to get spooked and ganked immediately.
They will not express MORE pressure/embargo than they already are capable of in the current state.
1 outpost 1 clan policy, no access list. Any external will be treated as hostile.
Reflection in all modes is an AI controlled base that exempts hostility to clan identified players.

It's already coming in the form of singularly owned bases. Having a wing or two dedicated to that singular inflatable base or 10 with the same tag identifier is just bickering over details and unreasonable fuss about denying them the name tag for which they already have one in the title of their TeamSpeak Channel.
 
I think it is an excellent idea...but not one that will arrive in Horizons (in a couple of weeks)?

I think the devs (if they have not put this idea into their list of things to do) will need some time to code...maybe in season 3 or 4 (or later)?

Frawd
 
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In-game clans should absolutely be added. As long as they are done properly.

1. Saying clans would be a detriment to your game play simply because you dont want to be part of a clan is asinine. I dont like cole slaw, but its existence does not in anyway make my life worse. Same for clans, if you dont want to be in one, then dont.

2. Groups are not the same as clans, in groups the only other players are those also in your group.

3. Yes, clans do exist outside of the game, however an in-game clan system makes being a part of one much easier. It also makes finding them much easier.

4.The "one person, one ship" philosophy of elite does not in anyway exclude clans, the philosophy is such as " you are an individual forging your own path in the galaxy" it even says something to that effect on the website. How many people do you know who have NEVER interacted with ANYONE.

5. Clans can absolutely work in Elite, with some caveats. Give us the SOCIAL tools of clans, ie. chats ranks, comms, etc. but dont create clan specific game content, ie. "raids", clan owned stations, clan resource harvesting, clan research, territory control, etc.


There you go I have solved the universe, Good day Sir's. :D
 
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In-game clans should absolutely be added. As long as they are done properly.

1. Saying clans would be a detriment to your game play simply because you dont want to be part of a clan is asinine. I dont like cole slaw, but its existence does not in anyway make my life worse. Same for clans, if you dont want to be in one, then dont.

Crap analogy - how happy would you be if it was on every plate of food served to you? No, you don't have to eat it but a bit annoying, no?

3. Yes, clans do exist outside of the game, however an in-game clan system makes being a part of one much easier. It also makes finding them much easier.

Many of us don't want to find them, at all, ever! :p

I'll repeat a compromise that I stated before - bring in guild tags and a private chat channel for them, fine. But let those tags be switched off as a default so that everyone else never sees them - not in comms, not in (unofficiated) Galnet, not in out HUD. In effect, our game goes on as it is now - a Wing is just another Wing, no recognition of the fact it's the [RoFlLolS] or whatever. Work for you? Or are you one of the many for whom guilds are simply a way of claiming some kind of associative fame and you need others to see who you are?
 
Crap analogy - how happy would you be if it was on every plate of food served to you? No, you don't have to eat it but a bit annoying, no?



Many of us don't want to find them, at all, ever! :p

I'll repeat a compromise that I stated before - bring in guild tags and a private chat channel for them, fine. But let those tags be switched off as a default so that everyone else never sees them - not in comms, not in (unofficiated) Galnet, not in out HUD. In effect, our game goes on as it is now - a Wing is just another Wing, no recognition of the fact it's the [RoFlLolS] or whatever. Work for you? Or are you one of the many for whom guilds are simply a way of claiming some kind of associative fame and you need others to see who you are?


1. How often do you see other players in-game? I mean actually see them, not " oh look a commander on my sensors" because I play open exclusively and the only time I ever see another player is either at a station while docking/undocking or at a res site. So in light of this fact, how would having clans that exist in social context only, with no actual game impact be "putting them on every plate." ?

2. I just cannot fathom how seeing an extra word next to someones name can possibly be a detriment to your gameplay.

3."Or are you one of the many for whom guilds are simply a way of claiming some kind of associative fame and you need others to see who you are?" Really now, ad hominem? Instead of resorting to the logical fallacy of personal attack, present logical and reasoned arguments for your premise.
 
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It will move them out of the bubble, thus lessening the odds of your encounter with them, or accidentally jump into the system to get spooked and ganked immediately.
They will not express MORE pressure/embargo than they already are capable of in the current state.
1 outpost 1 clan policy, no access list. Any external will be treated as hostile.
Reflection in all modes is an AI controlled base that exempts hostility to clan identified players.

It's already coming in the form of singularly owned bases. Having a wing or two dedicated to that singular inflatable base or 10 with the same tag identifier is just bickering over details and unreasonable fuss about denying them the name tag for which they already have one in the title of their TeamSpeak Channel.

The clan base should absolutely be somewhere outside the bubble. There is an entire galaxy we can use.

Agree, 1 clan, 1 base.... No Exceptions.
No access lists. Bases should be treated as any other AI controlled base.
In case people are talking about players patrolling their system.... well, how boring would it be to fly around your own planetary system, in the middle of no-where, just in case 1 player accidentally drops in ? BORING. Seeing players patrol clan bases that are outside of the bubble would almost be non-existant.

I think it is an excellent idea...but not one that will arrive in Horizons (in a couple of weeks)?

I think the devs (if they have not put this idea into their list of things to do) will need some time to code...maybe in season 3 or 4 (or later)?

Frawd

I didn't say for it to arrive with Horizons. I was thinking of somewhere along the line in the form of an update. Doesn't necessarily need to be a new season of its own.
When Wings was release, it wasn't launched as a new season. It was released as an update.
 
1. How often do you see other players in-game? I mean actually see them, not " oh look a commander on my sensors" because I play open exclusively and the only time I ever see another player is either at a station while docking/undocking or at a res site. So in light of this fact, how would having clans that exist in social context only, with no actual game impact be "putting them on every plate." ?

In Open and even in Mobius, quite a lot. If a commander is on my sensors I usually flick the scanner around to resolve them, including their name... and that would also reveal a clan tag if forced.

2. I just cannot fathom how seeing an extra word next to someones name can possibly be a detriment to your gameplay.

Because a lot of clan tags are just plain lame. Because they take you away from the lore of the game. Because it reminds you you're just playing a game.

3."Or are you one of the many for whom guilds are simply a way of claiming some kind of associative fame and you need others to see who you are?" Really now, ad hominem? Instead of resorting to the logical fallacy of personal attack, present logical and reasoned arguments for your premise.

Simply take that part out of my point, if you don't like it. The rest of my suggestion seems fine, no?
 
I'll repeat a compromise that I stated before - bring in guild tags and a private chat channel for them, fine. But let those tags be switched off as a default so that everyone else never sees them - not in comms, not in (unofficiated) Galnet, not in out HUD.

I repeat an agreement that I stated before: as a bare minimum, yes. I'd probably be more onerous than that for the purposes of making the player-group system fit into the existing mechanisms in game. (E.g. player groups MUST be affiliated with a minor faction or power and that will display on their contact data.)

Truth be told, I dislike tags anyway - I don't see the need for them and they'd overly encourage some of the clan vs. clan activity that pollutes the game. If you force them to align to existing entities then it's smoother for everyone.
 
The Backstory :
I know quite a few people who have bought Elite Dangerous, played it for a week or 2, and never played it again. The reason ? It's simple. While the game has the ability to form 'wings', it is still pretty much a solo playing game. The only teamwork involved is to fly together and shoot other ships.

I completely agree with the backstory.

Not sure about the solution you proposed (that could bring "in" some guilds and bring "out" solo players), but it actually points out a problem.

Well done!
 
personally I think player groups/clans add more character to the game,id rather see real human controlled groups in charge of stations and running powers instead of the PP factions,who imo have no one that makes me want to work for them.

its nice to be a part of a friendly player group,bonds form,brotherhoods are founded.

also if a player wanted to have a clan tag then fair play...again it doesn't hurt anyone else?......



I have noticed this fear around here of not wanting ED to turn into EVE?......well the way I see it,games online these days that's what its all about,making a empire and taking on all comers?

I played the original,and im guessing some of you wonderfull CMDRs would have ideally FD stuck with that?....just 1984 game with updated graphics and your happy?
all options should be available in this modern day and age of computer games....and if you don't like a game mechanic then ignore it..

just like I ignore cqc
 
Well I read your complaint in that you do not want to PVP...and if some guild wants to PVP you are unhappy.
Hi Roybe, luckily for us, an example came along so I can maybe illustrate :)

personally I think player groups/clans add more character to the game,id rather see real human controlled groups in charge of stations and running powers instead of the PP factions,who imo have no one that makes me want to work for them.
"real human controlled groups in charge of stations and running powers"

So there are indeed people advocating not just Guilds who want to PvP, but guilds in complete control of stations, and even powers. Can you see how that would influence my game beyond PvP?

I played the original,and im guessing some of you wonderfull CMDRs would have ideally FD stuck with that?....just 1984 game with updated graphics and your happy?
all options should be available in this modern day and age of computer games....and if you don't like a game mechanic then ignore it..

just like I ignore cqc
I can't remember the original Elite of 1984 having all the features of this one.

And I like your suggestion of putting guild play behind a menu selection just like CQC, so it won't influence the main game.
 
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