Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just heard in the stream, that you actually have services that affect BGS.... you can cash in bonds and bounties.... yet no universal cartogpraphics. WUT?!
1) 25k of stuff is ALL stuff including # of ships in shipyard, ie stored and ones for sale, all modules grade 1 through 5 ect. and if I heard them right a ship for instance takes up multiple spots of the 25k. That needs to be raised like they raised the material/data total volume from 100 TOTAL to up to 300 each.
2) NPC's need to be involved. Frank mentioned the BGS and his player faction, group and/or squadron. In this case if your peeps land/trade and or buy/sell on your carrier that's great but, what happens when the new wears off and no one is playing? Trust me...it happens after every update.
3) As you all well know the verse is vass. Most of the time in the bubble you may see a player or two. I repeat; a player or two. I vision 50 fleet carriers parked outside Jameson coriolis and fleet the owners all screaming for someone to land and buy/sell or trade while they keep lowereing there prices.
4)...
Good job on missing my point on purpose just to reinforce your own deflection.
You know full well what i meant, and after the way you answered my point about borderline gambling mechanics, don't bother pursuing that as i will not reply. eod
Final point still stands:
FCs can be attractive for all players if implemented in a wholesome and sensible way that adds to, and even enhances gameplay without detracting from it.
(i already see a lot of good things that can come from them as is; hopefully the beta will make it even more coherent)
It is purely about getting the best of "both worlds", and that is in no way impossible or insurmountable.
-hence my quote on the last line of the post, pure and simple.
You can't park your carrier at Jameson or any permit locked system for that matter
You can't lower the prices below a certain point (galactic average? Maybe not cheaper than the price you bought them hopefully)
You can't store and sell rare commodities
You can't sell AX, Guardian or other "unlockable" modules
You can't sell unlockable ships like Empire and Fed ships.
You can't sell engineering materials or data
The things which would have made the markets at carriers valid, like selling rare stuff or things you don't get anywhere else in the game are excluded.
That leaves us with a market in which you can only buy/sell stuff for either the same or a higer price than at starports.
Edit:
There is no player production chains in the game. Means players can't create wealth through processing, which basically rules out any interesting player economy. The thing you can do is hauling "needed" stuff in specific systems and sell it for a higher price and/or fly missions with it. Bulk carrier trading. Like medicines in outbreak systems kind of thing. But with 25kT it may have a huge influence on BGS good and bad.
Spend time on the words Massive Multiplayer Online.
The worlds and carriers, continue even if you sleep. Perhaps you need a single player game experience.
So try to fathom the following equation for a moment.
A is an MMO. B is another MMO. Both are MMO's.
A != B.
However BGS goes on without you.
Power Play goes on without you.
Community Goals go on without you
The markers go on without you
And soon
Carries will go on without you.
Because just like power play, community goals, the markets and BGS carriers are online content that affects everyone, even if you just use yours to camp a parking space.
Playing No true Scottsman fallacy with the term MMO doesn't change that.
And I figured correctly early on that everything ED involved grind, and likely always would, so I thought if FCs ever made it into the game at all, there would be high costs and grind coming in with them.
But if you remember the theory/day dreaming posts on what fleet carriers would be like, you'll also remember folks were guessing 50-100 billion credits, gathering mats upon mats to build them, etc, what we got is a lot more bearable than most players were predicting.
None of those things result in you losing money for not playing though.
Funny thing is, apparently FCs were initlally going to be a squadron thing, but after people gave feedback, FD then delayed FCs by like a year and made them available to all... but, seemingly, kept their operational aspects as group features.
So now i'm really curious why they just didn't leave them as a group (squadron) feature!?
At least if they were group owned then they could be managed as a group. Individually owned then they are less useful to a group as you are entirely dependent on the owner, with no ability for other group members to activate jumps, manage prices, etc.
I'm scratching my head over this.
As for costing money, they so have costs, but indirect. The most obvious is probably the loss from mining profit if your sell hub crashes but there are plenty of ways for the BGS to alter your income.
What they all have in common is that the effort you put in can be undone while you are offline, so clearly that concept is not new to the game.