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

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You should listen to DBOBE at EGX 2014: here.

.... and read this interview with The Escapist, especially the first question on page 3.

Thanks again! Both very enlightening, appreciate the links.

Few things in there that have helped. I think considering all the things that are said on these boards, those who have bought the game since December, might want to watch and read such media. Helps clarify some of the beta and "in development" confusion and might lead to more collaboration in feedback. As per covering player motivation on page one of the article.

Nice one.
 
It could just be cool and fun, no need to overthink it

What would be cool and fun about it? what would you actually do with it that is cool and fun?

Just asking, as my experience of these types of mechanics in other games is more dull and spreadsheety. If you have some genuinely cool and fun ideas for this I'd like to hear them.
 
What would be cool and fun about it? what would you actually do with it that is cool and fun?

Just asking, as my experience of these types of mechanics in other games is more dull and spreadsheety. If you have some genuinely cool and fun ideas for this I'd like to hear them.

However you didn't ask me, let me give you my answer.

What would it mean to have an own little property in a quiet corner of the galaxy?
- I needed to get some friends together and fly plenty of building materials (whatever these are) into a certain point (a USS maybe?). Together, because I couldn't do it alone, would take too long for nothing. I could already convince my friends to join ED because I could have a valid argument: their gameplay is rewarding because they take their effect on it and that motivates them. Building something and keeping it up and running, that is a good cause to do that.
- On the way we need to organize ourselves into (probably) wings to make our flights safe and sound and not to loose any progress. Fun and exciting because there's a point of flying together, there's a result of our effort visible to ourselves and others.
- When we have the station of our own we can customize it to describe ourselves a bit. Like a part of a virtual self. We would try to build in some specific modules to make the spaceport feel like home and also useful for other commanders if they are willing to. Not necessarily. It's not about power or control over your game but ours.
- Then we may have to do some specific missions generated by our outpost to switch it into the trade routes for example. How? We could buy some commodities which is cheap somewhere far away and resell it for slightly more but still low enough for other commanders to pick them up and take it somewhere close to resell with a good profit. If they want. If the profit is not good enough, they won't do anyway. But what's more important: we play around it and try to achieve a goal.
- We would have to run supplies to the station otherwise it's not functional. Depending on the size and modules installed, the amount of supplies are changing. That would keep us busy on a meaningful way: we need to meet some requirements otherwise our creation fades away. That's motivating. Also we would be more willing to get more money in by trading/pirating/mining etc. because the station costs a lot to run. So money will mean something and will not just stand there unspent because the ship we fly is already maxed and anyway there's no more joy getting another one.
- we could generate events around our little station. Meetings, races, training for newbies, etc. Whatever the sandbox allows. (Probably need more than what we currently have.)
- we could find other little colonies of players far away and start building up connections on a purpose - between our stations. Another layer of multiplayer gaming.

Etc.
I could go on with this list but I guess whoever is happy now already what ED gives will switch to "denial mode".
Again: if you don't like these features, you don't have to play with them. These will also not change the way you enjoy playing now. BUt will let others find their joy as well.

EDIT: you may have realized that I didn't even mention political factions or anything like I would dominate the galaxy or how I try to force you to play ED on my way. That's the most important to understand if we want to avoid further fruitless arguments about something these features would not cause.
 
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Ideas Man

Banned
Erm, If you want to suggest a substantial change to game play then over thinking is exactly what you should do.
Why? I could buy it for 100 credits and have it somewhere far away, no one would ever see it, no one would care.
It could be a bit of fluff as far as I am concerned, nothing major about it, just something fun and cool.
 
You're saying the game has no point, therefore neither does the forum and your input to it, or did I get that wrong?

Not quite - you failed to include everyone else's posts (including your own) in my set of "all pointless things". Many people put a lot of effort into and enjoy pointless things, however.

I find the White Knight comment disingenuous as I do know what the OP is trying to convey and if you use the search function you'll find several posts by me about player owned content.

"Player owned content" is already in the game. You have ships. You get a "discovered by" tag on anything you happen to stumble upon first. And if you read my posts, you'd know that I suggested some avenues for practical, implementable "player-owned content" myself. But don't let that stop you pigeonholing me based upon some incorrect notion of what opinions are.

For the record, I think that being a pilot and doing piloty things is the basis of the Elite series. That emphasis runs through this game like a stick of rock, and design decisions taken on that basis conflict with the potential inclusion of some other features. Also, there are many ways to make the game feel more substantial other than owning stuff, some of which I would prefer to see get priority from the devs (PG lore/history generation, persistent NPCs, more PG variation in ships and equipment, etc etc).

However, if people want it, if it doesn't turn the game into an all-out PvP war for territory that requires clan/guild membership to survive, and if it's not going to require a complete redesign (or some magic) to implement, then I have nothing bad to say about "player-owned content" (other than the fact that it's not really owned by anyone other than the developers).

Yes I am for it, the specifics of how (If) it is applied is down to the game designers.
People are different. I prefer to suggest things with an eye to how they would be implemented, since wishful thinking by itself achieves very little. And if I see an obvious reason why something would be impractical, I tend to state it.
 
I mentioned before that I don't really see a problem with small outposts. However, am curious to know how those that want large stations expect the game mechanics to work. doesn't this basically turn the game into clans and guilds controlling systems? what If am passing by and need to refuel, do I have to pay the owner? Doesn't that then turn the game into a race to own and control as many stations as possible.

What would be the purpose of owning a large starport, just to make more money after paying trillions to have your name on a station?

I'm not sure if anyone is suggesting anything like an Orbis. But perhaps something below outpost size as a max(?). These could be built (So takes some effort) in currently uninhabited space (Which they scout) so they don't interfere with current trade routes etc.

They could provide new trade routes, stop off points for explorers, miners and Mercs.

Or alternatively you just fly on by an leave them to it.
 
I'll agree that you can build and own stations and outposts when I get the ability to destroy them.

I want weapons that can cause planets and even stars to explode. ED will just be boring until then.
 
I'm not sure if anyone is suggesting anything like an Orbis. But perhaps something below outpost size as a max(?). These could be built (So takes some effort) in currently uninhabited space (Which they scout) so they don't interfere with current trade routes etc.

They could provide new trade routes, stop off points for explorers, miners and Mercs.

Or alternatively you just fly on by an leave them to it.



I'm gonna say no thanks, there are far more important and interesting things for the devs to be concentrating on imho.
 
The way I could see it, is you could build a complex like X. Where you need the basics first then you need raw supplies and create a production line to make more advanced products. Just like in X you need to supply your stations with power and materials if you dont have them. So it literally could be as easy as letting it run by itself and paying an AI manager you hire to manage it meaning less profit - or you can manually run it yourself by importing the goods yourself. X was cool that you could send your ships all over to do the work for you. In this game you'd have a point in your game. You could park multiple ships there. Outpost under attack? Jump in a viper and hire a wing of viper AI to help protect it.

A lot of it can be done under the hood. Really no spreadsheets needed at all if its done right.

I mean it can so easily done with a good UI with even something as silly as sliders to show you at which price you need provide the resources to manufacture a profit.

Building complexes on the ground could be as easy as placing squares

PPPXX
MMHH
RRDFF

R=refinery etc..

But the more I think about it.. the more I think there is no way in hell FD can pull this off. Even if they tried they have the wrong people in place and they'd make it dry and boring and unintuitive as the current trading system. What makes us think they'd make anything really well when it comes to outposts?
 
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Because they blew it. They released it a year early. The whole mile wide inch deep meme. Great artists and graphic designs... the rest was dry, boring and poor. Just look at the concept stuff vs the reality. If we continue to conceptualize what we'd like you will end up seeing what we'd get in the long run.

And NO doing this is NOT difficult at all. A few guys already did it with a really crappy graphics engine of course but considering the staff they have and the budget I'm extremely shocked at the pace of development and lack of features. Even what they did do is boring and repetitive and almost silly. I mean your trading computer can't remember the prices at the last station? Come on.. What makes you think they could pull off something like building an outpost.
 
For me:

#1 - it's pointless to have a galaxy this large, that you can move around in, unless Humanity expands in an effort to populate the entire galaxy (obviously will never happen - but that doesn't mean it shouldn't be the "stated goal").

#2 - I'm perfectly content for the NPC factions to do the expansion.

#3 - I want the NPC factions to bump heads expanding into space - as a means to introduce real conflict between the factions.

#4 - I'd like it if high ranking players had some say on which systems were expanded into.
 
I mean your trading computer can't remember the prices at the last station? Come on.. What makes you think they could pull off something like building an outpost.

Posts like your's is why many cant take these threads seriously. First off, boring is just your opinion, it's sad to think someone would continue to hang out on a forum and play a game that they find utterly boring, just my opinion, but that reflects the person playing, not the game.

Second thing, do you understand the difference between a design decision to not implement an ingame feature, and the ability to code something? The phone App is capable of storing your last stations commodity data, why would you think they would not be able to add that ingame if they wanted to?

I really don't know why I bother with these threads. I can't figure out if some are really that clueless, or they are just trolling..
 
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Yeah I've concluded they couldn't pull this off if they wanted to, and if they did it would be just as much a flaming pile of crap that this game is right now (past 20hrs gameplay).

Please close thread.
 
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