Make it hard

I don't really get the resistance to adding ultra hard PvE missions above what we have now. Its blind luck stacking to get something sweat inducing, while NPCs work to simplistic rules that are easily identified making them predictable.
There isn't resistance to adding harder mission templates, or more challenging USSs & POIs. There is resistance to raising the general existential threat.

Since 2.1 the game has sent rank & ship based NPCs after the player every few instance changes. They are not as irritating as they were (I am triple Elite & no longer interested in combat, having Elite Condas improbably sent after my tasty (salvaged) cargo was what drove me to leave the bubble in 2016 & not return for 18 months) but this is the area where a player could reasonably expect to survive an exciting encounter rather than have to fight for their livelihood. I'd have preferred location based challenge rather than rank & ship based - the whole 'anarchies are dangerous' bit. And they are, sort of. The difference just isn't much, and with report crimes off, there is no difference at all.

The game already provides more PvE challenge for those that want it, more could be done in this area, more could be done in a lot of parts of the game.
 
Well, that's already well in the realm of it depending on the person. Its hard to die to anything when flying a death machine, no matter your skill level. I'm pretty sure if i was flying an unengineered ship i'd have a much harder time.

By the way, i have no problem with FD adding ultra hard PvE missions for higher rewards. I just doubt they will be effective. Firstly FD will likely just make them bullet sponges, resulting in increditly protracted fights. Secondly, people will as usual find a method that works against the AI and then it becomes easy, and people then "farm" those missions the same as they grind out mining for LTDs, at least those that can handle them. In short, they would just become another grind, and then those people, probably the same people who are here right now complaining about how easy things are, will say FD should give even harder missions.
I think if FD actually crafted ships that were not just bullet sponges then it would be better- rather than one ship try a swarm of G5 Sidewinders, or gangs of ships (like they originally had) where you have to work out who to kill first- they could bring in Thargoid Scout levels of interdependence (healing beams, one missile ship etc).
 
There isn't resistance to adding harder mission templates, or more challenging USSs & POIs. There is resistance to raising the general existential threat.

Since 2.1 the game has sent rank & ship based NPCs after the player every few instance changes. They are not as irritating as they were (I am triple Elite & no longer interested in combat, having Elite Condas improbably sent after my tasty (salvaged) cargo was what drove me to leave the bubble in 2016 & not return for 18 months) but this is the area where a player could reasonably expect to survive an exciting encounter rather than have to fight for their livelihood. I'd have preferred location based challenge rather than rank & ship based - the whole 'anarchies are dangerous' bit. And they are, sort of. The difference just isn't much, and with report crimes off, there is no difference at all.

The game already provides more PvE challenge for those that want it.
The thing is though, part of me wants it to scale- if I'm a persistent criminal with notoriety at 10 all the time, I want BHs to be G5.
 
The thing is though, part of me wants it to scale- if I'm a persistent criminal with notoriety at 10 all the time, I want BHs to be G5.
I rarely stay wanted for long, but yes it is a little surprising how easy it is to remain wanted. I am often hostile to the controlling faction though, that makes for an interesting logistical challenge (completely bypassed if a carrier is used) but essentially the threat is still one where it should be exciting but escapable rather than deadly force. If I make a mistake & go to a large station owned by a faction I'm hostile to there is deadly force. If I'm wanted & get scanned near the station, there is deadly force. If it's an outpost it's an exciting but escapable challenge.
 
I am often hostile to the controlling faction though, that makes for an interesting logistical challenge (completely bypassed if a carrier is used)
Does the carrier status not create loads of security around your carrier then? I thought that was the point of that mechanic?
 
I have had notoriety (level 2) once. I accidentally exploded 15 passenger liners. Finger slipped. Anyway, I quite liked that I was being hounded through various systems. I felt the rozzers understood that there had been a misunderstanding though as they only sent things like Cobra MkIII's with tissue shields to get me. I was in a Python, full Chuck Norris shields and weapons. Some variety would have been good.
 
I think if FD actually crafted ships that were not just bullet sponges then it would be better- rather than one ship try a swarm of G5 Sidewinders, or gangs of ships (like they originally had) where you have to work out who to kill first- they could bring in Thargoid Scout levels of interdependence (healing beams, one missile ship etc).
Oh, i remember once having a go at a wing of 9 sidewinders. That was actually scarier than i expected it to be.
 
The thing is though, part of me wants it to scale- if I'm a persistent criminal with notoriety at 10 all the time, I want BHs to be G5.
Of course. But this should happen irrespective of your combat rank. Elite or Harmless, the scaling should be based on notoriety only.
 
Oh, i remember once having a go at a wing of 9 sidewinders. That was actually scarier than i expected it to be.
I got taken out in an Orca by a wing of 8 sidewinders years ago. It was fun ;)

I was interdicted by a wing of 3 earlier today (ambient NPCs I think), an AspX & two Adders. I was in a trade Python.
 
Even just a bit of variety in NPC opponents would be nice. Does literally every single Elite pirate lord drive a Corvette, every Deadly one an Anaconda and every Dangerous one a Python? Because it sure seems like it (except the 'Wing' Elite pirate lords who literally ALL drive FDLs, with the only variety there being 'are there 2 or 3 vultures')
 
Once you hit deadly or elite combat ranks, it does need to ramp up.
Even interdictions by multiple NPCs would be nice

Deadly two NPCs
Elite three NPCs

Maybe 1 meaty ship with 2 smaller wing mates

Leave lower ranks as they are
Why make it so?
I'm close to elite on 1 of my accounts, it doesn't make me any good, it is just recognising that I have blown up X number of NPC ships to equate to Y number of elite ones - just another box ticked, just by filling a bucket 🤷‍♂️ I won't suddently make me an amazing flying 'instant death if you look sideways at me' pilot - combat rank is no different to exploration or trading, once the bucket is full it will be awarded - elite combat just takes longer :)

(Not saying that I won't be quite pleased with myself getting there, combat is certainly the most boring of the three!)
 
Oh, i remember once having a go at a wing of 9 sidewinders. That was actually scarier than i expected it to be.
Thats what I mean, mix it up. An engineered Sidewinder is actually quite potent- and the exact opposite of a big 3 face tanking sponge. But at the same time make the opponent you face unique too- missions are notoriously one dimensional as well as bounty hunters and pirates.
 
Of course. But this should happen irrespective of your combat rank. Elite or Harmless, the scaling should be based on notoriety only.
No it should not- an Elite rank should (from the NPCs perspective) make me a seasoned pilot who knows what he is doing and thus make those NPCs challenging me stronger to compensate.
 
Does the carrier status not create loads of security around your carrier then? I thought that was the point of that mechanic?
No, if you are hostile with the controlling faction in a system the enforcement ships can (and do) greet your arrival with guns blazing every time you come in to dock... The FC ignores them :)
 
I rarely stay wanted for long, but yes it is a little surprising how easy it is to remain wanted. I am often hostile to the controlling faction though, that makes for an interesting logistical challenge (completely bypassed if a carrier is used) but essentially the threat is still one where it should be exciting but escapable rather than deadly force. If I make a mistake & go to a large station owned by a faction I'm hostile to there is deadly force. If I'm wanted & get scanned near the station, there is deadly force. If it's an outpost it's an exciting but escapable challenge.
If you've been bad, or defected from a Power you should be pursued like a dog- otherwise its a bit pointless because no NPC can catch you, interdict you successfully or really ambush you. The best that happens is they pop up at an inconvenient time- its only when three pop up you take notice of them.
 
If you are talking about PvE, then not really. Just don't fly a death machine.
'Just don't fly a deathmachine' implies a serious self-handicap, because almost anything not deliberately built to fail constitutes a 'deathmachine' against any organic NPC threat.

If you are talking about PvP, that's because the play area isn't conductive to encountering other players unless you go to certain places.
It's easier to find an organic PvP challenge than it is to find a largely non-existent PvE challenge.

But there again, anyone playing ED for PvP is somewhat strange, as there are a bazillion other games out there that provide a much better PvP experience.
I disagree. As flawed as Elite: Dangerous is, there are no other games, in a beta or later state of development, in a similar genre, that present equivalent or better PvP opportunities. There are some that do pitched battles and other carefully balanced tactical encounters better, but that's one narrow spectrum of PvP, and such limited experiences are not what I'm primarily looking for.

By the way, i have no problem with FD adding ultra hard PvE missions for higher rewards. I just doubt they will be effective. Firstly FD will likely just make them bullet sponges, resulting in increditly protracted fights. Secondly, people will as usual find a method that works against the AI and then it becomes easy, and people then "farm" those missions the same as they grind out mining for LTDs, at least those that can handle them. In short, they would just become another grind, and then those people, probably the same people who are here right now complaining about how easy things are, will say FD should give even harder missions.
The more difficult NPCs are already bullet sponges, and there are limited avenues to make them more durable while still having them play by the same rules as CMDRs (which they absolutely should.

It should not be difficult to change NPC tactics and included higher permutations of tactics to better respond to player actions and take better advantage of the same mechanisms players regularly use for their CMDRs. I would be surprised if the AI programmers couldn't make an NPC that doesn't need to break any rules to be a much better pilot than I. I want to have to run from, setup an ambush for, or need a gank wing to bring down the best of the best.

Of course. But this should happen irrespective of your combat rank. Elite or Harmless, the scaling should be based on notoriety only.
The scaling should be based on a rational interpretation of the threat posed. This is far more than just the severity of one's crimes.
 
I wouldn't call Engineering mandatory, but it certainly makes a CMDR more effective, at just about everything.



It does.

Everyone plays in the same setting and as far as I can tell, random NPC encounters only take CMDR rank and ship into account, not any Engineering one may or may not have.

Specific encounters are the same no matter what the player or CMDR has access to.
Wow, so if true, those playing the non-horizons version get slammed by engineered NPCs. Just another great 'design feature' of the game I guess. Sheesh... :rolleyes:
 
Thats what I mean, mix it up. An engineered Sidewinder is actually quite potent- and the exact opposite of a big 3 face tanking sponge. But at the same time make the opponent you face unique too- missions are notoriously one dimensional as well as bounty hunters and pirates.
I'd most certainly like to see more variety.
 
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