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

Status
Thread Closed: Not open for further replies.

atak2

A
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.

I would imagine you would have to keep the station npcs funded. If you don't keep them funded you lose the npcs and the station is that much easier to take by another player/faction.

How I could see the stations management:

There would be progress bars for several different things:
Station Funding
Combat Domination
System Reputation

The players/ai in your instance and others would work to change those progress bars. If for example combat domination drops to zero (as you haven't been fighting hostile npcs to your station and players in solo/group have been killing lots of your npcs) then you lose the station.

As for blockading - I see that as something that would add some variety to trade. For example a player or AI faction has cut off your favourite trade route. You can either search for another trade route for that commodity, try and blockade run the station or influence that station out of that player/ai factions hands to reopen trade.
 
This absolutely has nothing to do with clans/guilds/corps. I don't want them either. But I want to be able to have a reason to play the game other than just wandering the universe. Some people need to make a home for themselves and build something. That is part of the sandbox experience. BUILDING SOMETHING in the sandbox.

- - - - - Additional Content Posted / Auto Merge - - - - -

Then don't do it.

I don't understand people who say "I don't want that". They don't want MORE in a game. If you don't like that part of the game don't use it, turn it off... don't look. Stop trying to control others. I'm for them adding EVERYTHING including the kitchen sink - EXCEPT for something that would turn the game into Eve which is corps/clans etc. Even then I don't think I'd care because I play offline anyway because of all the exploit/hacks out there.

Its like - "I don't want there to be a chat window... "

Ok then click it off... duh
 
Last edited:
This absolutely has nothing to do with clans/guilds/corps. ...Some people need to make a home for themselves and build something. That is part of the sandbox experience. BUILDING SOMETHING in the sandbox.

Exactly, don't muddy the waters with factions, etc. Build an outpost, and it's just that, an outpost, available for all who come. Perhaps the owner(s) can continue to "upgrade" it (to an upper limit) to offer more services, but that's the end of it.

I'd also see it as a one-way process, where it is impossible to "undo" what has been built. What you are building is for the good of all explorers/commanders, it is not about control and potential denial

The simple fact that you can create something out in the void would be accomplishment enough, there's no need to create outrageously convoluted dependencies with factions, etc.
 
Last edited:
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.

I call baloney! This game is progressing to be all ABOUT groups playing together. There will probably never be a player owned station...but I can see a player driven construction project pushed through the background sim via faction change and expansion. The players would have agency through their actions of the background sim...they wouldn't have true ownership.
 
That is part of the sandbox experience. BUILDING SOMETHING in the sandbox.
I have played many Sandbox Games and in most of them I couldn't build anything.

Alltough Sandbox seems to be a Term with no general consense what it actually means, but thats a common Problem in Video Games. But not every Game with the Sandbox Titel slapped on it is the Same, there can be huge Diffrences, they are not all doing the same things.
 
Except the features your asking for have been addressed already with a resounding no.

Not sure what this refers to, but 90% of the game mechanics are already in place (resource gathering, etc), and the devs. have now introduced player-supported station construction, so it's a miniscule step to implement player-created outposts.

Certain parameters and limits would need to be in place, but they could be very simple, like:

- Initial construction only can occur in completely undeveloped "Anarchy" systems
- Further development within that system is limited to the original builder(s)
- Naming rights (approved) given to the outpost developers


I think what you would find is players would find the absolutely "coolest" places to build outposts, like near a supergiant, or black hole/neutron star, or other visually stunning locales, and this by definition, would drive exploration (site locations). Pride of "ownership" would be but one small aspect of it.
 
I think just a personal space for if nothing else; storing ships and making it your own space, can add a lot of a game, especially a sandbox game as Ed claims to be.

I fear without it, ED won't have the customers to keep the servers going for long enough to release the expansions they have planned.
 

Jex =TE=

Banned
EXCEPT for something that would turn the game into Eve which is corps/clans etc. Even then I don't think I'd care because I play offline anyway because of all the exploit/hacks out there.

I like the idea of clan owned systems because I like the idea of smuggling in illegal goods and selling it under their noses. Smuggling is a lot more fun when you have human opponents to dodge.

Independent traders could take advantage of clan rivalry.

Pirates could terrorize a system requiring them to hire more police to deal with them.

Clan stations could write their own news articles, post up missions even design their own stations we can walk around in - imagine the variety you would have then.

It opens up so many possibilities and as long as clans can't affect the main factions it shouldn't really affect lone players - but it does give lone players more opportunities to do things.

Imagine a community goal where your clan has to work to make a huge amount of money just to afford the build and then the resource hunt required for the materials. This would push local prices up because resources would be low which would give lone traders opportunities to make the trip there to sell a load of materials for a load of cash, not to mention the RP it would open up for those players donating money to the project.
 
I don't understand people who say "I don't want that". They don't want MORE in a game. If you don't like that part of the game don't use it, turn it off... don't look. Stop trying to control others. I'm for them adding EVERYTHING including the kitchen sink - EXCEPT for something that would turn the game into Eve which is corps/clans etc. Even then I don't think I'd care because I play offline anyway because of all the exploit/hacks out there.

Its like - "I don't want there to be a chat window... "

Ok then click it off... duh

Features you're not interested take up development and maintenance cycles that could otherwise be used for features you do. Just as you commented in your original post, regarding Wings.
 
I have played many Sandbox Games and in most of them I couldn't build anything.

Alltough Sandbox seems to be a Term with no general consense what it actually means, but thats a common Problem in Video Games. But not every Game with the Sandbox Titel slapped on it is the Same, there can be huge Diffrences, they are not all doing the same things.

Ok I guess you couldn't call them sandbox games then. You'd call them "open world" games. Then you CANNOT classify this as a sandbox game. The only thing you can build in this game is a reputation and credits.. none of which are substantial or tangible items. They are representations. You don't built ships. You can customize them but this hardly classifies as a sandbox game. If they add fixed things you can build and assemble/manage with some degree of variation then we can talk. Even if they made ships modular and with thousands of variations internal and external then you could call it a sandbox because you'd be the one building the ship.
 
I've got other games for this kind of thing.

I do enjoy a bit of empire building but this game isn't the platform for it imo.
I also have to say that station building/owning won't add that much to the game. Lets face it most of the station stuff in the X games was only about automating your income.
In many ways it was quite underwhelming, not to mention quite buggy!

Regardless of what we each think of this kind of mechanic - the game is about you AGAINST the universe-
It's not about you OWNING the universe!
 
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.

It sounds like you're looking for X4: Online. If that game comes I'll probably play it. This isn't that game and it has no intention of being that game. I'm sorry the game you want to play hasn't come out yet.

Your definition of depth and purpose isn't the dictionary definition, a lot of us are very happy with the game exactly as it is.
 
I like the idea of clan owned systems because I like the idea of smuggling in illegal goods and selling it under their noses. Smuggling is a lot more fun when you have human opponents to dodge.

TL/DR

Baby steps, Baby steps... Stuff like this will cause the devs. to run away screaming! ;) Your post completely revolves around conflict and drama, which is honestly completely unnecessary!

KISS Approach; Bring big ship(s), gather needed resources, build small outpost. Done...


It's been proven now that the "community" will (overwhelmingly) selflessly support projects that have meaning and value.

If, for example, an outpost needs a significant number of raw materials and "modules" to add a "Universal Cartographics Uplink Relay", would you help make it happen if the outpost was in the middle of the Eagle Nebula? Damned straight you would! I'd halt my exploration and try to make it happen, knowing that I would have a place to sell my data that is 9,000LY away from "home"!
 
Last edited:
I own and am attached to my ships. That's kinda the point.

I agree but also kinda the point is that you get to do stuff that's deep and meaningful whilst you are flying them. I'm sure it will get better with time (and I think many people are forgetting this point) but currently the game is somewhat lacking in depth.
 
This game needs more capital letters.

So we CAN get more stuff to be IN it. N that STUFF will feel so much more important with CAPITALS.

Not just that but a nice FONT to would do wonders... n a SHRUBBERY around the SPACESTATION.

Only then will your journey to the CAPITALS OF HAPPINESS BE COMPLETE!!
 
I agree with the OP. And I believe it is not contrary to Frontier´s plans. What they just want to avoid is that the whole economy and political scape are being overtaken by a few extreme players. Frontier still wants to have the overall control about the stories in the game. This does not prevent us from being able to built our own little mining plants, outposts or farms. In fact, I think Mr. Braben did mention mining plants as a possible future feature.

I would love to see more like this, and to quote a certain hunter from Dragon Age: Inquisition, "When this is over, I am going to have a cottage, a dog and a garden".
 
This is exactly why I put money into GalCiv III. There is a time and a place for everything. Now I can switch between following the Empire, and have one of my own, as the mood will have it.

As others have said, this game is not about Galactic domination, it is about your adventures in the established universe of the future, down at the lowest level of hands-on interaction.

There is nothing wrong with wishing for power and glory of course. But this is not that place, in the strictest sense. Here we live at the mercy of the established powers, so any development should try to flesh out those for sure. So we can be properly engaged. That means music when you rank up in the navy. You hear me Frontier? :D
 
This absolutely has nothing to do with clans/guilds/corps. I don't want them either. But I want to be able to have a reason to play the game other than just wandering the universe.

I agree entirely. We all have different ships with differing loadouts etc etc. We are all human and that's a BIG common factor. Therefore what we need is a non human (or alien) opposition. A battlefront that we, as humans, including Feds. Alliance and Empire can unite and deal with. Then we can put all of our human assets to good use. The ships we buy, the money we earn, the weapons we choose, the tactics we use, could all be deep and meaningful. Imagine the scope for missions: deep behind the lines, wing missions, rank progression to special forces (Special Ops both solo and wing) etc etc the scope is endless. And if it's not for everyone don't get involved, go back to doing what you do best in the rest of the universe or just dip in and out occasionally. Maybe the Thargoids will be there one day on this scale.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom