When Outposts / Colonies Are Built - THEN This Game Will Have a Point

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Thats my take on it too.

More npc stuff can go some way to filling up the galaxy with scripted encounters but in order for the universe to truly feel alive the players are needed to create the unexpected.

The analogies are pretty clear and have been state ad nauseam. There needs to be a life injected into this galaxy somehow. Whether it means they put some new people in charge or by firing some people.. or DB stepping back and realizing .. yeah it needs more and making it a purpose... this galaxy will remain empty.
 
When people can plant a flag somewhere, and develop a planetary outpost - the game will have a point. If you own something.. you become invested. Especially if something you own is related to a particular faction.

It WILL matter which political affiliation controls the system and you'll have to work to preserve it or you may incur fines or attacks from rivals.
It WILL matter which major faction is in control or you'll get caught up in a war.
It WILL matter how much money you have because you WILL need it to defend and supply your outposts.
It WILL be fun to manage and upgrade your station. You'll need to earn cash to keep the outpost going until it can provide for itself.
YOU WILL have a goal of growing an empire and forming alliances with players.
You CAN set up farms to produce foodstuff for nearby planets that are starving.
You CAN provide ore and other vital resources needed in the production of war material.
You CAN set up contracts to provide certain amounts of goods to be delivered to certain factories and stations / outposts. If you do not deliver your reputation will suffer.

Exploration will have a purpose.

So much will have a purpose if they can just set up some sort of ground based outpost system, even if it is a mini game of building structures with its own interface and does not involved planetary landings. I mean this could be developed as an entirely separate module.

But nope... WINGS are more important than adding depth, and purpose to the game.

Yes; Wings is more important because it's tied into player interaction/communication...
 
This topic has a false premise. This game already has a point, same point as any game- entertainment.
I do not need to buy or own a piece of virtual land for my time spent with ED to matter. I have games like X3:TC for that.
The galaxy needs some life but I think any player driven life is not the life it needs. Give me npc interaction.
 

atak2

A
The analogies are pretty clear and have been state ad nauseam. There needs to be a life injected into this galaxy somehow. Whether it means they put some new people in charge or by firing some people.. or DB stepping back and realizing .. yeah it needs more and making it a purpose... this galaxy will remain empty.

I understand that some don't want an EVE style universe and I can see their point that in EVE the lone player is limited in what they can do. This is where Elite's size can overcome the lone players obstacles.
I believe that in Elite, with billions of systems it will possible for lone players, npcs, groups, PvP and PvE to coincide.

For the lone players, either in solo, group or open they can trade and fight for their independent causes - choose to fight or trade with player factions or ignore them all together and interact with npc factions. In solo any player system would be run by an npc, the same as any npc independent system.

If a player faction took over a particular system the solo/group players would see the player faction as a hostile npc/anarchy faction and so would benefit from the universe shifting about but not having to directly interact with player ships.

If solo players in open/solo/group were unhappy with a trade route cut off by a player/npc faction they could lobby (with credits) one of the big AI factions to retake the system(s).
 

Jex =TE=

Banned
I like the ideas. FD don't want stations and the like, but I can't see why a wealthy pilot couldn't invest in outposts and such; with a chance to lose massive amounts of credits if something happens, or, on the flip-side to earn massive amounts of credits; or sell his stock on a stock market. You never own a station, but you can buy up to say 49% of the shares (the price varying on location, profitability, system safety etc).

I see nobody is saying anything about what they'll be doing with all the money they have in a few months time.....because there's going to be nothing to do with it. Nothing to spend it on, nothing to do with it except buy more and more ships you won't fly.

You don't even get any interest on your cash - why not? So this economy we live in gives no interest rates or anything else. Playing for solely money is a bore.
 
I see nobody is saying anything about what they'll be doing with all the money they have in a few months time.....because there's going to be nothing to do with it. Nothing to spend it on, nothing to do with it except buy more and more ships you won't fly.

You don't even get any interest on your cash - why not? So this economy we live in gives no interest rates or anything else. Playing for solely money is a bore.

So what? it's a flight sim in space... eventually atmospheres after a year or so. Too many people have a warped view of this game and expect everyone to think the same, new ships will come and I'll add them to my fleet. If you wont fly them that's your problem.

I would still enjoy the game even if it had one ship. You have plenty of games for empire building, I still run my billion credit drug empire in X3.

ED is about making money to cruise around in different ships in different combinations. It amazes me that some still don't get it, I don't complain that I can't buy the Mclaren factory in Gran Turisimo, I make money to kit out cars and cruise around.

Probably the only thing I would like to see is the ability to own a outpost/hanger in the future. Have something out in the middle of nowhere to call home.
 
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I'll ask the same question again: if permanent structures exist in all instances/islands/whatever, and you only exist in one, how can you have any real control over what happens to said permanent structures in the instances/islands/whatever where you don't exist?

If you don't have control over access to a given object, how can you own it?
 
I'll ask the same question again: if permanent structures exist in all instances/islands/whatever, and you only exist in one, how can you have any real control over what happens to said permanent structures in the instances/islands/whatever where you don't exist?

If you don't have control over access to a given object, how can you own it?

Offload game control of the assets to a dedicated AWS instance, similar to how the server side management of various game aspects is already managed. You then have player owned assets available across all instances :)

Sorry for playing the devil's advocate here, but you asked ;)
 
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because there's going to be nothing to do with it. Nothing to spend it on, nothing to do with it except buy more and more ships you won't fly
Here comes the 'community goals 2.0'.

Forget about hauling trash like an interstellar pizza delivery boy!

This time they need cold hard cash! All of it!!!

#sandro #nolimitgamedesigner
 
The point is - the game will have a point. Political affiliations don't mean anything. Flipping systems to different factions don't mean anything. There is no profit no real gain from any of it. There is no point. There is no desire or emotional investment into anything in this game.

If you own something.. you become invested. Especially if something you own is related to a particular faction.
Yeah, but this game isn't about owning things. Owning things causes players to form groups together and that's exactly what Frontier has said they made the game so large to AVOID.

What you're looking for is more like what EVE Online does and what Star Citizen talks about wanting to provide. This game isn't really aimed at anyone who asks what the point of what they're doing is, as far as I can tell.
 

atak2

A
I'll ask the same question again: if permanent structures exist in all instances/islands/whatever, and you only exist in one, how can you have any real control over what happens to said permanent structures in the instances/islands/whatever where you don't exist?

If you don't have control over access to a given object, how can you own it?

Imagine this scenario:

The vyed for system can be interacted with in solo/group/open. If a player faction owned the system in open, it would appear as an npc system in solo/group. If a player owned the system in solo/group it would appear as an npc system in open.

In each different instance the players could try and gain ownership of the system by either attacking the system and if enough amount of combat is done vs npcs (or player kills in open) they gain the system, improving their reputation in the system or by trying to take ownership of the system by credits. If players took the system in group then the open players who owned it would be thrown out and it would appear to them as npc.
 

Offload game control of the assets to a dedicated AWS instance, similar to how the server side management of various game aspects is already managed. You then have player owned assets available across all instances :)

Sorry for playing the devil's advocate here, but you asked ;)

I buy an outpost with my eleventy kajillion credits. Someone in solo, or group, or another open instance, travels to my outpost. How do I have any real control how that other pilot interacts with it? Why should I, even?

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Imagine this scenario:

The vyed for system can be interacted with in solo/group/open. If a player faction owned the system in open, it would appear as an npc system in solo/group. If a player owned the system in solo/group it would appear as an npc system in open.

In each different instance the players could try and gain ownership of the system by either attacking the system and if enough amount of combat is done vs npcs (or player kills in open) they gain the system, improving their reputation in the system or by trying to take ownership of the system by credits. If players took the system in group then the open players who owned it would be thrown out and it would appear to them as npc.

They're not going to create separate back end databases for solo/group/open like that. They've said as much, repeatedly.

(This is rapidly becoming that same old solo vs open thread, and we'll have PvPers, PKers, carebears, my little ponies, all reposting the same old stuff in no time.)
 

Jex =TE=

Banned
So what? it's a flight sim in space... eventually atmospheres after a year or so. Too many people have a warped view of this game and expect everyone to think the same, new ships will come and I'll add them to my fleet. If you wont fly them that's your problem.

I would still enjoy the game even if it had one ship. You have plenty of games for empire building, I still run my billion credit drug empire in X3.

ED is about making money to cruise around in different ships in different combinations. It amazes me that some still don't get it, I don't complain that I can't buy the Mclaren factory in Gran Turisimo, I make money to kit out cars and cruise around.

Probably the only thing I would like to see is the ability to own a outpost/hanger in the future. Have something out in the middle of nowhere to call home.

So it's pointless

Cruise around in different combinations, what??? what is the point of doing that? "Oh I just have to go and get my other cobra out now because it as class A shields instead of class B oh this is so much fun flying around in a different configuration! Yipeee!!"

New ships are pointless too when you have nothing to do with them. You can't even see the skins you paid for when flying, can't add any decor to your cockpit, can't even walk around the ship and get exactly the same hud on each ship that you buy.

How is empire building going to affect you if it was added? You just said all u want to do is fly around in different configured ships so you're just saying no for the sake of being mean? It won't affect you so why on earth should you care?
 
What's the point of owning stations/planets/whatever anyway? It's all made up, you know, it's a game. It doesn't have a point, none of them do really. It's not a life substitute.
 

atak2

A
I buy an outpost with my eleventy kajillion credits. Someone in solo, or group, or another open instance, travels to my outpost. How do I have any real control how that other pilot interacts with it? Why should I, even?

As the player owning the system - you can put the status of the system to open to trade, blockaded or a certain faction only. In other instances npcs would take care of your systems status. If the system is open to trade, players in group/solo can trade with it. If its blockaded npcs block off the system but the solo players have a chance to blockade run. If the solo/group players really don't like your system they can try and lobby an AI faction to take it from you or try to influence the system through npc combat, reputation or credits to take it from you. Meanwhile in open, you would see your influence on the system dropping and you would have to try and counter the influence of group/solo players with influencing the system in your direction by combat with npcs, players, reputation or credits.
 
However it might be implemented, the OP is absolutely correct...

The ability to "build" cannot be overstated as an attraction to any game. It is human nature to want to explore, but right after that comes settlement/building. Rust, even though it was a pre-alpha game, was an enormous hit simply because it allowed players to gather resources and build structures they could call their own, in a possibly dangerous and hostile environment.

I do think that the OP is making a bit too complicated with the idea of alliances, factions, etc. Player-built outposts could be basically neutral, offer safe harbour and supplies to any that visit, and a source of income for the "owner".

It would be incredible if a team of people could take a Type-9 and the requisite "build modules" and a number of other ships and build an outpost 10,000LY away from Sol. I would not expect players to build a full station with shipyards, etc, but with enough effort an outfitting ability would be very useful.

If this game is to have significant longevity and a stable/growing audience, this absolutely needs to happen. Sticking to past paradigms will doom the game to an early end.
 
I buy an outpost with my eleventy kajillion credits. Someone in solo, or group, or another open instance, travels to my outpost. How do I have any real control how that other pilot interacts with it? Why should I, even?

Why should you indeed. You just make it an indestructible, non-interactable asset like a station and job's a good 'un.

Incidentally, I can't see this happening either. I'm just running a bit of ED brainstorming in my own head :)
 
Fortunately those 'droning bores' (thanks for the gratuitous insult) are merely reminding players what the game that FD have said they are going to build is going to be about. So if you must insult someone, try DBOBE.

np, anytime ;-) but do you not find it a little boring for every idea, no matter how interesting or well-intentioned, is always shut down by the same droning response?

Look, I know, people say things over and over again. But you know what? People deserve an answer. We didn't start the thread. If I was doing something totally barking up the wrong tree and people proved to me I was wasting my time, I might be upset about the situation, but I'd be grateful that they didn't let me just keep on in vain.

Fact is, you might as well try to convince Firaxis that Civ V really needs FPS, since FPS is the most popular genre right now and would add a layer of excitement to the game that millions of people would love.

but the same tired answer is rolled out to dampen most ideas, especially anything regarding multiplayer.
i know the same argument can be applied to the OP: that the same idea has been proposed multiple times, and that people should use the search more often.

this isn't even about trying to shoehorn a different genre of game into the game (eg, FPS in civ 5) it's about expanding the multiplayer aspect of the game by changing the current mechanics.

it's a fine idea, and quite possibly completely unsuitable to the long-term vision of the game, or technically unfeasible, but it deserves better responses than trite "Elite's not about this" comments.
 
As the player owning the system - you can put the status of the system to open to trade, blockaded or a certain faction only. In other instances npcs would take care of your systems status. If the system is open to trade, players in group/solo can trade with it. If its blockaded npcs block off the system but the solo players have a chance to blockade run. If the solo/group players really don't like your system they can try and lobby an AI faction to take it from you or try to influence the system through npc combat, reputation or credits to take it from you. Meanwhile in open, you would see your influence on the system dropping and you would have to try and counter the influence of group/solo players with influencing the system in your direction by combat with npcs, players, reputation or credits.

Where did all these blockading NPCs that are loyal to me appear from? Can I take them with me to other systems? Do I have to pay them wages? Death benefits? Ship insurance? Sounds unwieldy. I can see how a station might refuse docking permission to those not of it's faction, but that would be tricky to bypass, and would probably be the source of a lot of complaints. A blockade? That sounds very much like trying to shoehorn another game's mechanics into this one.
 
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