Hello again ![]()
Seeing as the Gateways are being released soon (woot!), and the next major step for the game has yet to be announced, I’d like to take this opportunity to raise my own feelings on the game, provide my own recommendations for what would personally interest me, and see what the community thinks about it.
In brief summary of what comes next: I’d like to see the Corporation system overhauled, with a focus on providing active in-game systems that facilitate player cooperation.
Corporations are presently incredibly limited in functionality, and I’d like to see a general increase in said functionality to at least bring them up to speed with basic social functionality.
In no particular order of perceived ease of implementation:
[What I would consider to be] The most important features that corps need:
- The ability to kick companies
- User hierarchies (ranks, roles, etc)
- Shared Inventories to help with avoiding single points of failure from a player burnout or PRO loss, etc
- Collective bank accounts to simplify accounting.
- Ideally, a corporation would be allowed to create as many bank accounts as it wants, and assign different people to managing them, eventually with advanced features like restricting how much can be transferred out to any one target, and total, over a given amount of time.
- Some form of Corporate CX, with an interface that matches the ease of use of the primary CXes.
- What I wouldn’t want to see is basically a restricted Local Market. That would end up unused as it fundamentally doesn’t scale
- In the far future, it would be great to have features like fixed price ranges, limits on how much worth of a single commodity any one player can buy at one time, and other administrative features I haven’t thought of.
- I recognise there are worries of “further siphoning economic activity behind corporations”, but I honestly believe that groups will always try to push for, and will keep pushing harder for internal markets, because:
- They (myself included) believe that the degree of control afforded by it makes the game more fun to most players, on average, than being at the whims of the uncontrolled market
- I do not believe this playstyle should be punished, be it through inconvenience or policy, because as I understand it this is fundamentally an economy simulation game, not a free market simulation game.
Features I would personally really like to see:
- Shared Corporation Inventories
- Corporation owned super-freighters (Can only dock to stations / dedicated corp space dockyards)
- This would best coincide with a new inventory transfer system. Imagine the following:
- From your main company, you open the buffer that shows the details of the freighter. You can open the freighter’s inventory (in read-only mode) as you would a regular ship’s inventory.
- From both the inventory screen and the freighter’s fleet entry, there would be a “Transfer” button. This would open a new “virtual” inventory.
- A player can drag as many items as they want into this virtual inventory. Once they hit “confirm”, all of the items would be bundled into one BLCK/SHPT, and placed onto the ship’s inventory. From there, the player can click on the BLCK/SHPT at any moment while the ship is docked, and a prompt will appear to unpack the shipment, as well as detail what is contained within the shipment. This unpack will not succeed if the player does not have the inventory space available.
- A corporate player with appropriate permissions would be able to forcefully unpack a shipment to their own inventory (as a safeguard)
- Similarly, permissions to direct a ship would be able to be given to roles and individual players
- This would best coincide with a new inventory transfer system. Imagine the following:
- Corporate stations (or just mini-space-outposts for now)
- Cheaper private space-bound warehouses
- Dedicated planetary orbit shuttles with super fast engines to save on fuel, and then offload to space infrastructure for more efficient space-craft
- Dockyards for aforementioned Super-freighters
- Corporation buildings and projects balanced towards smaller corps to keep them relevant
- A database of Custom Contract Templates that everyone in-corp can use
- An Asset Transfer and Lease System. For example:
- A corporation could lease a fully built ship to a player. The ship would not be modifiable, and would automatically return to corporate control once the lease expires.
- A corporation could set up “Base Templates”, preload them with all needed materials, and then send it to a player. Once a player accepts (assuming they have the permit) The base would be instantly setup onsite and built to the template specifications.
- Actual functionality to the corporation buildings. For example:
- Requiring an “FTL Lab” on planet belonging to your corp in order to access the recipe for some super advanced FTL components on said planet
- Multiple types of Corporate Governments, each with their own benefits and restrictions
- Autocracy
- Elected Council
- Parliamentary Council
- Rotating Leader
- etc
Please do share other Corp-related features you think would be interesting to add! I’ll be adjusting this post as I get the time to refine my ideas further, and properly explain why a corporate overhaul is at the top spot of my “most-needed” list.