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

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It will have a point even if the expansion is NPC made as long as we get exiting missions related to it. Imo anyway.
 
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.



YES.

So much this.

I don't want EVE either, mind you. But players being able to found factions, name them, etc. - that goes a LONG way towards feeling like you have a goal.
I completely agree with you OP. I too am not after player-control of factions for example. However, a player-founded faction could be in control of a system just like any randomly generated one does right now. Players could band together under a flag with the color of their choosing, so to speak.

Frontier, we understand you don't want another EVE, but please do listen to this. The point of this suggestion is not to do player-controlled factions and stuff, but player-founded and player-named factions, stations and capital ships.
 
So, beyond the capitalisation problems with the post, I ask, why would it make it better?

Will I be allowed to visit your empire? Will you tax me to visit? Will large areas of the galaxy suddently become off limits? Will ED degenerate into a game of armed camps?

large areas? it's 200 billion systems. There's no way we ever explore that let alone make meaningfull impact by building stuff.
 
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.

You own your ship, and it's yours to do with as you want. That's about as much as you're going to get as far as ED have stated so far. Ofc, theres room for change, but I very much doubt there will be any other type of ownership in Elite.

As for mining.. I imagine it will be much like Frontier Elite.. you'll take a mining rig down the to the surface, and return at a later date to pick it up. It maybe that you deploy a station of some sorts that sets up a turret, a beacon, and a rig.
 
Elite dangerous is not about owning, ....blah blah blah.
It's a simulation of universe isn't it?
In real universe I own a house and mazda , .... I have a chance to become anything from garbage man to president of UN.

And in this simulation of universe, I'm not supposed to own anything besides my ship and I'm getting told in front that I'll never be abel to buy a station, a wooden shack on a planet or even be allowed to declare some asteroid as my own, no matter the money I have, cause if cmdr xyz drops into the system 20.000 ly from all the civilization, flying 50.000 ls behind a certain moon, he could discover my asteroid and that would make him grumpy, cause he probably wanted that asteroid too or the fact he found my asteroid would be a game breaking experience for him and he would just quit! And like in Vietnam I'm told in front, that my job in here is to fly a ship (collect rice) and that I should get any career silly ideas out of my head.

yeah, this will work well, I bet people can't wait to get into the game that gives them that good old medevil feudal feeling - you were born a peasant, you will live as a peasant!

I got an idea: the ships we own, let's take that away, let's make major factions owners of those ships (cause chances a single individual would be abel to afford that ship in RL are small) and then those factions just rent us the ships. Let's be consistent here, it's a game that's not about owning. Factions should also have ability to preplan your route and if you don't stick to it, they cancel your rent on ship. And the routes should be planned the way that no trader ever crosses one. /sarcasm off
 
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Refer to the background broken simulation thread, with the background sim broken, we cannot implement colony and outpost growth, contraction an upgrade/downgrades, we will be left with expansion being driven pureley by the devs on a adhock community goal basis, which means those small groups are in fact rendered uesless and not able to influence their environment. Which means basically the whole point of this point is rendered useless except by manual invention by the game master. Its ok though its expedient and quick, and all groups that are trying to achieve more complex things are restricted to shooting npcs, trading grinding for credits and minimal imapct on markets with no further impact.
 
Personally I have no interest in player owned structures, I really don't see how owning an immobile object will make the game so much more exciting than owning one you can go anywhere in.
How does having something that you in which can't fly around and pew pew people make it better than having something in which you can.

That said I'm not against the idea of owning bases, my main objection is that it's a major addition that will take up loads of dev time and finances, and that wasn't part of what we kickstarted, when we haven't yet got all the features that were promised and that we have paid for.
 
Personally I have no interest in player owned structures, I really don't see how owning an immobile object will make the game so much more exciting than owning one you can go anywhere in.
How does having something that you in which can't fly around and pew pew people make it better than having something in which you can.

That said I'm not against the idea of owning bases, my main objection is that it's a major addition that will take up loads of dev time and finances, and that wasn't part of what we kickstarted, when we haven't yet got all the features that were promised and that we have paid for.

Ok imagine you are building a colony/outpost. You need a power generation module. You'll need a ship that has the cargo hold and the team / people to build it. You'll need to have a T9 land on a planet pick a spot get your deed handy for the land you've scanned, and plotted. You bought the power module. It cost you almost everything you had. Now you want to start mining. So you need a Tier 1 mining module. You'll need to go out earn some money to get that. Then go get it and deliver it to your outpost. Now have the crew spend the time assembling it and then return to shuttle them back home. Now you have mining capabilities but nowhere to store and process your ore. You could manually transfer it to your ship and refine it into there sell it and then start the process of earning more money to set up storage hoppers on your base.

Now you want a safe place to land. How about a landing pad? How about an agricultural setup? How about defensive turrets? How about a 2nd landing pad for medium ships and a trading interface for other players? Set up what you want to buy and sell, leave some cash in the outpost. How about a bulletin board where you post your own missions?

How about now you can buy a fabrication factory. A robotic factory that can make many different things but requires raw materials. What about a food processing plant? You'll still need manpower to run these facilities you'll need to hire them too.

While all of this is going on you need to be out there in your ship making money. Getting parts. Delivering goods. Honoring contracts and protecting the stability of your home solar system.

Now you are seeing ships coming and going ... you are earning credits on every transaction and docking fees. Eventually you can earn enough money to produce unique and rare items that will draw in even more people.
 
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To be honest, it sounds like a terrible idea, and nothing like the kickstarter that I backed. Plus, instancing.

At teh crux of it , a set of promsies were made and then broken. And very casuaully at that its becoming a trend in the gaming industry
 
Can't build outposts and stations in the way you want. FD have already said that due to the instance design of the game stations and outposts have to be manually placed into the game by them. The same goes for the movable station, the server has to be restarted and the station manually moved by them.

Everything is fixed in place unless FD manually alter the code.
 
At teh crux of it , a set of promsies were made and then broken. And very casuaully at that its becoming a trend in the gaming industry

Player control of territory was never promised, it was explicitly never on the table. Player owned stations other than the still-mythical "inflated asteroid base" were never promised. Even the inflatable base only exists in a design intent that is not a promise and is subject to change. Nothing has been promised about what might or might not be in the planetary landing future expansion, players "building" or "owning" a planetary base has not been mentioned.

When and by whom?

David Braben, CEO of Frontier has explicitly stated in multiple interviews and online venues that players controlling territory is something that was deliberately designed to be impossible in ED.
 
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Jex =TE=

Banned
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"!


When you have 3 minutes and can be bothered to read what I wrote, I'll bother to read your reply ;)
 

Jex =TE=

Banned
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!

Station building would add everything to the universe - you could rent out apartments that players could then furnish from...wait for it....the cash shop! (at reasonable prices not their ripoff model they use now for skins). You could join that Stations police force ran by real people and patrol your sector or you could be the smuggler trying to sneak your way in passed these patrols. The station would produce goods meaning they'd buy in goods which you can sell to them. Running a station shouldn't be easy either - they should cost a huge amount of money (so would need a group input which encourages PVE play) and then there would be running costs. A badly ran station could potentially start losing money and fall into disrepair - imagine the RP opportunity when you see "Station Manager Urgently Required in Laveesti!" And you put him in charge to get your station turning a profit.

This is just a tiny fraction of the opportunities that would open up for us. Or we can keep doing pointless and endless cargo runs for money we're never going to be able to spend.

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As others have said, this game is not about Galactic domination,

If you and these others you're talking about even think that you can dominate a galaxy of 400 billion systems then the galaxy is now rolling on the floor laughing at you all.
 
The only goal in E|D as planned was to become Elite in one or all of the three disciplines - Trading / Combat / Exploration. Everything else is means to that end. You may not want to be the first, or want triple Elite, but you're inching toward it at every ship killed, star scanned or trade completed.

Owning stations, running bars, forming clans or guilds is not the way the game was designed, or will be if the multiple statements to the contrary are taken as fact. This was stated back in the first few posts in this thread and the many like it, but the persistence of the "look at my vision, see how beautiful it is" seems to overrule such things.
 
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Jex =TE=

Banned
Personally I have no interest in player owned structures, I really don't see how owning an immobile object will make the game so much more exciting than owning one you can go anywhere in.
How does having something that you in which can't fly around and pew pew people make it better than having something in which you can.

That said I'm not against the idea of owning bases, my main objection is that it's a major addition that will take up loads of dev time and finances, and that wasn't part of what we kickstarted, when we haven't yet got all the features that were promised and that we have paid for.

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How can u not see how this just enriches the whole game?
 
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