First Encounters ...

Firstly, apologies as this may turn into a long post...

I'm a forum lurker posting for the first time.

Elite was an amazing experience in '84 sharing the school BBC micro that was bolted to a trolley, then the C64 version and well every sequel and pretender since. I used to eagerly check FD's website every once in a while only to find they were working on other projects. I thought Mr Braben had 'gone off' Space.

Silly me ...

Now I don't buy many AAA titles at release and I have a very basic gaming rig but when I saw the news off Elite:Dangerous release I just automatically bought it.

After the lengthy download I fired up the game and ran a few of the tutorials (these are helpful - a Trading and Exploration tutorial would be v.useful to new space sim players).
I have to say that when I first entered supercruise and the hyperspaced to nearby star I had a profoundly moving videogame experience - up there with the original experience of Elite and moments in Tomb Raider or Planetside2.

What the team has achieved is astonishing, I'm really happy with the value that the game has delivered for my £40. I've played hard since release and have done a bit of everything on offer. Some of the current mechanics are good if a little threadbare - some others need more work.

I have been reading a lot of threads about game mechanics not working or content and immersion lacking. In the first case I will trust the devs to get core mechanics like transparent player/faction interaction working ASAP as these features were and are core to a 'living breathing galaxy'. In the second case I have some ideas and suggestions...

I have tried to come up with ideas that require few resources in terms of time, processing power and storage in line with the DDF and fit into or enhance existing content.

More cockpit animations: Like the hands 'idling' and manipulating the flight controls - is it possible to add an animation for all the other controls
eg. hands touch the 'supercruise' button - reach up for the 'cargo scoop' controls etc
Is it possible to animate some panels on the dashboard - it looks a little static.

HUD improvements
In supercruise when I freelook at a planet or star I get information as to what it is. I don't with other ships, this means I have to target them which changes my speed. I'd like some info on ships that I freelook at in supercruise.
Colour choice of HUD please in Graphics Settings.

Ship Camera Module - I'm sure its been mentioned - have a purchasable small module that enables external camera when docked and left right rear camera in supercruise and normal space. (Please!)

Persistent NPCs
This was mentioned in the DDF and as a release feature and yet in game NPCs seem random and players report interacting with them has no effect on the game.
Is it possible to keep the existing NPC system but assign them proper roles and better scripting to show this role to the player.
eg. I drop into a RES and observe a miner NPC that the game has spawned for me, currently I do see him mining and picking up the fragments but if I follow him he never seems to supercruise then jump to a refinery station. Could the game keep a track of which NPC type I had destroyed and how many (Miner, Trader, Bhunter, Pirate) in some small file and then send this to the galaxy server when I log off? In this way even though NPCs still aren't 'really' persistent, my actions can effect in a small in system trade, order/disorder etc. I'm not looking for a huge effect but if I destroy all the miners I find in a small population system then I would expect to see an effect on the price of minerals (and probably a police task force looking for me!).

Groups of NPCs
Can we have groups of NPCs to interact with? More reinforcements for all those single ship combat encounters - multiple smaller, lesser opponents to fight rather than one tasty Viper.

Extra USSs
More types of USS please!
eg. ongoing battles - small/large etc, ships in distress, pirate groups, drops of NON stolen cargo (loot!)

Frame shift traps, similar to a USS but whereas you need to fly to a USS a FST just auto drops you (no damage) into real space with little or no warning - they could be utilised by Fed or Empire Navy - maybe well equipped Pirates in the currently tame Anarchy systems or Anomalies (see below). Rarer than interdictions but adds some extra spice (essentially the same mechanic though)

A system which detects 'spikes' in player activity and adjusts the encounters you get accordingly
eg player milks a juicy trade route - game reacts by assigning more pirate activity to those sectors. player goes on a pirating spree - game reacts by assigning a police task force or bounty hunter posse to those sectors.

Use certain mined and refined minerals to restock auto repair systems. Make two repair systems one for hull and one for modules, then explorers can self sustain somewhat - explore and mine gamemode would give mining a new reason to exist. Note I'm not a crafting advocate - Elite purist here remember ...

Anomalies
Got to the outer reaches of the Galaxy - charting unknown space? I did a bit myself (still can't believe others thought to go to the Plieades before so I got no firsts yet lol) but its a bit repetitive with all the scanning - beautiful sometimes but still repetitive. Anomalies would be extremely rare USSs or FSTs found only in deep unexplored space. Anomalies should be large payoffs for dedicated explorers.
eg. Ancient Probe stuffed with Exploration Data (loot!), Abandoned Explorer ship - Asp or some such with scoopable data canister floating nearby, Hostile Explorer ship, Navy ship on deep space mission, I could go on...

But I'll give it a rest there,

If a Founder or passing Dev could reassure me that greater immersion and fleshed out content is indeed in the pipeline (after the core mechanics are all fixed) then thats great news. If however we're just getting a better multiplayer and new ships (and the core mechanics are fixed!) well,

I'll just keep playing, quite happy that my £40 and maybe some bits more on expansions weren't wasted on a 21st Century version of Elite that has some great moments.

Well done again.

CMDR Alderman Fury
 
The most important thing for them is to fix the background simulation, right now it's halve finished and it doesn't work properly and because of that the game feels a bit bland. When they fix the simulation then the game will come to life and everything you do will have consequences.

The game is still awesome and I enjoy it since the Beta, but I'm really up for some changes in the game, like planetary landings.

I agree with most of the things, those animations would be cool.
The USS's I'm not so sure about, right now they are really annoying and useless most of the time, but that's because the background simulation isn't working properly yet.
 
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i'd just like to say that i dont think any dev from FD will ever read this.
You might as well post it to the void of space.
 
i'd just like to say that i dont think any dev from FD will ever read this.
You might as well post it to the void of space.

All good ideas that can add elements to a game but please remember this is really just an astrophysics simulator and not meant to be an enjoyable experience.

For the record, First Encounters was utterly contemptible as a game release, a mess and buggy as hell. Fast forward to now and, well, Shirley Bassey said it best....
image.jpg
 
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Cheers for the comments -
Devils - dont be too down! it certainly is well playable as a game imho
Misto - thats exactly what I was trying to do - theres no use moaning about things, better to offer something constructive.

All changes will come in increments from the Devs but the players can also organise in a positive way and provide events and so forth - many already are.

Perhaps FD can form more of a relationship with its players through a Community Manager. Do we have one?
I see posts from lead programmers, the producer, the awesome sound guy (he must be the smuggest guy in the office right now - "well, they all like my sound effects!"). So saying the Devs will never read is another symptom of negativity. Maybe they just don't reply to rage filled foot stomping threads.

Think theres nothing to do? Have you tried joining a large group that does organised things? I think TEST and MOBIUS might??

Just meeting some m8s and sync jumping between systems together to find a RES was really amazing. Anyone done a bit of that yet?
 
All good ideas that can add elements to a game but please remember this is really just an astrophysics simulator and not meant to be an enjoyable experience.

For the record, First Encounters was utterly contemptible as a game release, a mess and buggy as hell.

You cant really blame Frontier or David Braben for how buggy First Encounters was. Its been stated plenty of times that the game was released far too early and before it was finished due to publisher pressure. I think this is one of the reasons that David decided to go the Kickstarter route with this project.

As for changing the colour of the hud well you can already do this by altering one of the xml files but its not officially supported by frontier. I don't use this 'feature' myself so perhaps someone else can explain how to do it or do a search and I'm sure the answer will turn up.
 
A lot of these are probably on Frontier to do list. I think it pretty obvious that colour of the HUD is coming probably 1.2 or may be 1.3 they would be asking us to test it if they didn't plan on eventually officially supporting it.

I like the idea of Frame shift traps. The thread should really be move to Dangerous suggestion forum through.
 
Firstly, apologies as this may turn into a long post...I'm a forum lurker posting for the first time.Elite was an amazing experience in '84 sharing the school BBC micro that was bolted to a trolley, then the C64 version and well every sequel and pretender since. I used to eagerly check FD's website every once in a while only to find they were working on other projects. I thought Mr Braben had 'gone off' Space.Silly me ...Now I don't buy many AAA titles at release and I have a very basic gaming rig but when I saw the news off Elite:Dangerous release I just automatically bought it.After the lengthy download I fired up the game and ran a few of the tutorials (these are helpful - a Trading and Exploration tutorial would be v.useful to new space sim players).I have to say that when I first entered supercruise and the hyperspaced to nearby star I had a profoundly moving videogame experience - up there with the original experience of Elite and moments in Tomb Raider or Planetside2.What the team has achieved is astonishing, I'm really happy with the value that the game has delivered for my £40. I've played hard since release and have done a bit of everything on offer. Some of the current mechanics are good if a little threadbare - some others need more work. I have been reading a lot of threads about game mechanics not working or content and immersion lacking. In the first case I will trust the devs to get core mechanics like transparent player/faction interaction working ASAP as these features were and are core to a 'living breathing galaxy'. In the second case I have some ideas and suggestions...I have tried to come up with ideas that require few resources in terms of time, processing power and storage in line with the DDF and fit into or enhance existing content.More cockpit animations: Like the hands 'idling' and manipulating the flight controls - is it possible to add an animation for all the other controls eg. hands touch the 'supercruise' button - reach up for the 'cargo scoop' controls etcIs it possible to animate some panels on the dashboard - it looks a little static.HUD improvements In supercruise when I freelook at a planet or star I get information as to what it is. I don't with other ships, this means I have to target them which changes my speed. I'd like some info on ships that I freelook at in supercruise.Colour choice of HUD please in Graphics Settings.Ship Camera Module - I'm sure its been mentioned - have a purchasable small module that enables external camera when docked and left right rear camera in supercruise and normal space. (Please!)Persistent NPCsThis was mentioned in the DDF and as a release feature and yet in game NPCs seem random and players report interacting with them has no effect on the game. Is it possible to keep the existing NPC system but assign them proper roles and better scripting to show this role to the player.eg. I drop into a RES and observe a miner NPC that the game has spawned for me, currently I do see him mining and picking up the fragments but if I follow him he never seems to supercruise then jump to a refinery station. Could the game keep a track of which NPC type I had destroyed and how many (Miner, Trader, Bhunter, Pirate) in some small file and then send this to the galaxy server when I log off? In this way even though NPCs still aren't 'really' persistent, my actions can effect in a small in system trade, order/disorder etc. I'm not looking for a huge effect but if I destroy all the miners I find in a small population system then I would expect to see an effect on the price of minerals (and probably a police task force looking for me!). Groups of NPCsCan we have groups of NPCs to interact with? More reinforcements for all those single ship combat encounters - multiple smaller, lesser opponents to fight rather than one tasty Viper. Extra USSsMore types of USS please! eg. ongoing battles - small/large etc, ships in distress, pirate groups, drops of NON stolen cargo (loot!)Frame shift traps, similar to a USS but whereas you need to fly to a USS a FST just auto drops you (no damage) into real space with little or no warning - they could be utilised by Fed or Empire Navy - maybe well equipped Pirates in the currently tame Anarchy systems or Anomalies (see below). Rarer than interdictions but adds some extra spice (essentially the same mechanic though)A system which detects 'spikes' in player activity and adjusts the encounters you get accordingly eg player milks a juicy trade route - game reacts by assigning more pirate activity to those sectors. player goes on a pirating spree - game reacts by assigning a police task force or bounty hunter posse to those sectors.Use certain mined and refined minerals to restock auto repair systems. Make two repair systems one for hull and one for modules, then explorers can self sustain somewhat - explore and mine gamemode would give mining a new reason to exist. Note I'm not a crafting advocate - Elite purist here remember ...AnomaliesGot to the outer reaches of the Galaxy - charting unknown space? I did a bit myself (still can't believe others thought to go to the Plieades before so I got no firsts yet lol) but its a bit repetitive with all the scanning - beautiful sometimes but still repetitive. Anomalies would be extremely rare USSs or FSTs found only in deep unexplored space. Anomalies should be large payoffs for dedicated explorers.eg. Ancient Probe stuffed with Exploration Data (loot!), Abandoned Explorer ship - Asp or some such with scoopable data canister floating nearby, Hostile Explorer ship, Navy ship on deep space mission, I could go on...But I'll give it a rest there,If a Founder or passing Dev could reassure me that greater immersion and fleshed out content is indeed in the pipeline (after the core mechanics are all fixed) then thats great news. If however we're just getting a better multiplayer and new ships (and the core mechanics are fixed!) well, I'll just keep playing, quite happy that my £40 and maybe some bits more on expansions weren't wasted on a 21st Century version of Elite that has some great moments.Well done again.CMDR Alderman Fury
I give you 1 month before you are back on here complaining about the same lack of depth and how the game does not compel you to play.
 
Thanks Rifter but I have been playing since launch and I'm not burning out yet -

last night I hooked up with a m8 and had a real blast flying round systems doing jobs and so forth. Is the game been stealth patched because quite a few of the combats seemed much more intense (more ships turning up) and the trade routes now crash if you farm the living hell outta them (which is as it should be!).

Also - a faction question - me and friend are trying to push a small system to civil war - the main faction is at 99% and other small ones are at 0%, do we keep doing missions for the main faction? would tracking down wanted pirates help?
 
but please remember this is really just an astrophysics simulator and not meant to be an enjoyable experience.

Don´t be ridiculous. Don´t try to force your subjective opinion on others.
Many of us think the game is an enjoyable experience and we also get that it is a game in development, constantly tweaked and expanded on based our feedback.
The veiled whining will get you nowhere.
 
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(one for the NPC team)
A very interesting thing happened at the RES site ...

Me and my buddy jumped to RES, in system I am clean and friendly with all factions and my friend is hostile to the Empire backed minor faction but friendly with the leading faction.

You can imagine what happened - minor Imperial backed faction ships set about him straight away - but hes clean so now ALL those faction ships were wanted and a small 'faction war' started between them and the police.

Dynamic evolving gameplay - very nice. Can we have some of that kinda thing going on between NPCs in systems from time to time? It may help to show players the systems faction dynamics at work...

eg when ships are spawned at Navs etc - make the occasional minor faction ship hostile to another minor but clean to the system controlling faction.
 
I like your suggestions, I'm going to reply to all of them with my ideas and opinions.

After the lengthy download I fired up the game and ran a few of the tutorials (these are helpful - a Trading and Exploration tutorial would be very useful)

More tutorials are always nice, I believe that's on their list.

More cockpit animations: Like the hands 'idling' and manipulating the flight controls - is it possible to add an animation for all the other controls
eg. hands touch the 'supercruise' button - reach up for the 'cargo scoop' controls etc
Is it possible to animate some panels on the dashboard - it looks a little static.

More animations would be nice. They would add to the immersion, they were probably given a low priority however.

HUD improvements
In supercruise when I freelook at a planet or star I get information as to what it is. I don't with other ships, this means I have to target them which changes my speed. I'd like some info on ships that I freelook at in supercruise.

This would be great for those using a rift or head tracking. FD does try hard to make the game great for rift so I think it's a good suggestion.

Colour choice of HUD please in Graphics Settings.

This should definitely be done.

Ship Camera Module - I'm sure its been mentioned - have a purchasable small module that enables external camera when docked and left right rear camera in supercruise and normal space. (Please!)

I think Michael said that they're thinking about it, but it's not high on their list.

Persistent NPCs
This was mentioned in the DDF and as a release feature and yet in game NPCs seem random and players report interacting with them has no effect on the game.
Is it possible to keep the existing NPC system but assign them proper roles and better scripting to show this role to the player.
eg. I drop into a RES and observe a miner NPC that the game has spawned for me, currently I do see him mining and picking up the fragments but if I follow him he never seems to supercruise then jump to a refinery station. Could the game keep a track of which NPC type I had destroyed and how many (Miner, Trader, Bhunter, Pirate) in some small file and then send this to the galaxy server when I log off? In this way even though NPCs still aren't 'really' persistent, my actions can effect in a small in system trade, order/disorder etc. I'm not looking for a huge effect but if I destroy all the miners I find in a small population system then I would expect to see an effect on the price of minerals (and probably a police task force looking for me!).

Making npc's look persistent would add to the games immersion and make the universe feel more alive. It would also add to the gameplay if players target a specific system.

Groups of NPCs
Can we have groups of NPCs to interact with? More reinforcements for all those single ship combat encounters - multiple smaller, lesser opponents to fight rather than one tasty Viper.

Groups of npc's to fight, protect or pirate would be very interesting. I'd personally live to see escort ships with assassination targets or traders convoying.

Extra USSs
More types of USS please!
eg. ongoing battles - small/large etc, ships in distress, pirate groups, drops of NON stolen cargo (loot!)

Additional variety in USS's would be good. As long as they're generated by the background simulation for that system. Finding battles for a peaceful system would be odd.

Frame shift traps, similar to a USS but whereas you need to fly to a USS a FST just auto drops you (no damage) into real space with little or no warning - they could be utilised by Fed or Empire Navy - maybe well equipped Pirates in the currently tame Anarchy systems or Anomalies (see below). Rarer than interdictions but adds some extra spice (essentially the same mechanic though)

Give them low energy wakes or some other way of detecting them and they'll be great.

A system which detects 'spikes' in player activity and adjusts the encounters you get accordingly
eg player milks a juicy trade route - game reacts by assigning more pirate activity to those sectors. player goes on a pirating spree - game reacts by assigning a police task force or bounty hunter posse to those sectors.

I agree, I think that should be part of the background simulation.

Use certain mined and refined minerals to restock auto repair systems. Make two repair systems one for hull and one for modules, then explorers can self sustain somewhat - explore and mine gamemode would give mining a new reason to exist. Note I'm not a crafting advocate - Elite purist here remember ...

I'm not sure. It would add more survivability to explorers, but I think all dedicated explorers would then become miners. Also I don't see it being implemented very nicely with all the different types of ores.

Anomalies
Got to the outer reaches of the Galaxy - charting unknown space? I did a bit myself (still can't believe others thought to go to the Plieades before so I got no firsts yet lol) but its a bit repetitive with all the scanning - beautiful sometimes but still repetitive. Anomalies would be extremely rare USSs or FSTs found only in deep unexplored space. Anomalies should be large payoffs for dedicated explorers.
eg. Ancient Probe stuffed with Exploration Data (loot!), Abandoned Explorer ship - Asp or some such with scoopable data canister floating nearby, Hostile Explorer ship, Navy ship on deep space mission, I could go on...

Yes, there is a lot they could do here. I was hoping there'd be something like that when Thargoids get here.
 
I give you 1 month before you are back on here complaining about the same lack of depth and how the game does not compel you to play.

Such positivity! I presume you are not playing then and are only here to moan about the game? Not got anything better to do with your life? You only get one you know!

@OP - Nice suggestions, although most have been made many times over. And yes, the devs probably still keep an eye on the DDF for ideas to implement, although as stated, the background simulation is probably one of their main priorities at the moment. Having said that, there are lots of aspects to the simulation, and NPC persistence could be seen as a part of that.

EDIT: Also, as the game evolves, i think the DDF will become less and less relevant. Lots of good ideas floating around in it, but new ideas will come to the team as the game evolves. I don't expect the game ever to fully become what is in the DDF, simply by dint of how plans and ideas can change with time. This is pretty normal with any long term project (not just software), and its healthy not to get stuck on decisions made during planning stages of projects. FD are in a good position to do this, since they lack a publisher telling them what should be in the game. They are free to make their own decisions about priorities and features.
 
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Got to admit, (as much as I love the game), I did fire up another game for the first time in a long time on Saturday and spent my weekend in that instead of Elite. A lot of games have that "repetitive" rinse and repeatness about them but they have goals. I'm wondering if that is what Elite needs?
In some respects I don't think the rebalancing is working either, altering ship specs has upset more people in our group than it has made happy.

I don't doubt ED has much more to offer with DLC and the such, I'm sure they have some cracking ideas up their sleeves, but as it stands, I feel I have reached that point in game where I consider I have done most of everything it has to offer. I have a ton credits and ships, I have explored plenty too, but I'd like to see more objective and deeper missions, a bit more variety maybe. If it stays as it is, I've had my moneys worth of entertainment, but I do feel it has far more potential.

Bottom line:- its not about having the largest ship or the most wealth in game, its about having things you can do with those two things.
 
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