My complete list of ideas to enhance the game...

1. No Insurance for PvP kills - therefore fewer Combat Logging thus more stable servers. More PvP without crying too much but still with damage and lost cargo consequences. More experienced players get away if needed via High-Waking.
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2. SOLO & GROUP modes to have no progress in ranks nor credits and thus now put players together as a proper MMO and bring more players into OPEN when they are ready. We are the life and I rarely see more than 4/32 possible players in one instance (shame). The first idea makes this work.
.
3. Trade credits between Players. Who seriously wants to be bothered about any such eBay CMDRs when they can make their own progress. We all know that having tons of credits but no experience means you lose it all fast! So no excuses here.
.
4. Upon the Insurance Screen after losing a ship (let me stress NOT a LIFE so add a visual Escape Pod ejection) then allow us to access any of our stored ships as well as pay to store a replacement. We need to feel we can use our ships at will for gaming and not to get bored or grind our way around nor restrict ourselves to a home base.
.
5. Missiles and Torpedos need buffed - why are they so powerful on planet turrets but not so on shieldless ships? Get this sorted because then you create a use for ECM (besides griefing mining Limpets!)
.
6. Make same rule applies to NPC as Players - chaff & scan, FSD range, same ship moving between Systems, most hits on target gets bounty (even if just 1 player so no last shot sniping!)
.
7. No Cargo scan to docked ships. If no visual contact then that griefing method should not happen for Smugglers getting fined for Illicit cargo.
.
8. Make exit from SC smooth transition view of Star and Station/Outpost.
.
9. Add a Yellow flashing WANTED status for the first 10secs of becoming so. Just as the FSD Cooldown warning is but with an alarm sound (adds a scare too!) At times you do not notice you Murdered a CLEAN in the heat of battle.
.
10. Improve the UI for integration of VOICEATTACK by having the Power Management screen pause once you hold LEFT or RIGHT menu (as is Up & DOWN) so we can target functions on it better or add other macros to do this that are in our SETUP. Also add similar integration for FACETRACKNOIR/TRACKIR so that once we enter Starport then it is toggled automatically.
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11. CZs around Stations, Outposts, and Settlements - why non? Of course the Security would not be needed but the Navy would be there. We have a choice to either avoid them to dock or join in and win a wave of attack. No more endless CZs either.
.
12. List Nearest Present Online WANTED Players for a Bounty Hunt List instead of a possible off chance of finding a WANTED player. Upto date last seen location.
.
Simple stuff to add and this is what is important to me rather than anything else.
I look forward to Military Roles ;)
 
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Robert Maynard

Volunteer Moderator
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List of X-Terminator:
1. meh
2. trolling
3. bad idea
4. might be on to something here
5. makes sense
6. yeah, NPCs shouldn't cheat so blatantly
7. agreed
8. would be nice
9. why not
10. if there's nothing else to be coded
11. dynamic CZs would be nice
 
like i mentioned before, no loss pvp is a bad idea. i have explained why a few times..

if you remove the loss of pvp then then every one will be attacking traders, miners and explorers. newbies in side winders wont ever get out of the starter system.
the only people punished would be the people who try and make money via trade or exploration. The people who just kill others for fun have nothing to worry about any more.

here is an example of easy abuse.. 2 friends go and kill 100 traders and newbies a week. they get a bounty. then friend 1 gets friend 2 to kill them. they lose nothing and their friend earns 300k credits. friend 1 then kills friend 2 and also gets 300k credits.
neither lose anything.
And you have just made noob killing a profitable career path.
That is just 1 example.

Another thing it would do would make pvp non risk for people without much money. people could put all their money in to 1 ship. and then go find traders and kill them all day. Nothing to worry about from npc's they cant kill you. Again they just let a friend kill them when they have high enough bounty.

people doing long haul runs in expensive and well defended ships may as well be doing it in a undefended ship. because now every one can attack them as there is no risk.

piracy becomes pointless. mining becomes impossible. trading is impossible because even newbies in a cobra they spent all their money on can attack you and not worry about losing anything..

no loss pvp would ruin the game.
 
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Shambles, SOLO mode already addresses the need for players not wishing to walk into greifers. Even in OPEN, once you re-enter the game you are unlikely to be on the same Server but usually you'd simply not meet the same player again at the exact same time another night to be in that same instance.
Also, let us remember that good TRADE/EXPORATION ships do have a greater FSD range and it is for the pilot to get out of such trouble if in OPEN. You want zero danger when trading like Euro Truck? - SOLO.
 
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1. No Insurance for PvP kills - therefore fewer Combat Logging thus more stable servers. More PvP without crying too much but still with damage and lost cargo consequences. More experienced players get away if needed via High-Waking.
.
2. SOLO & GROUP modes to have no progress in ranks nor credits and thus now put players together as a proper MMO and bring more players into OPEN when they are ready. We are the life and I rarely see more than 4/32 possible players in one instance (shame). The first idea makes this work.
.
3. Trade credits between Players. Who seriously wants to be bothered about any such eBay CMDRs when they can make their own progress. We all know that having tons of credits but no experience means you lose it all fast! So no excuses here.
.
4. Upon the Insurance Screen after losing a ship (let me stress NOT a LIFE so add a visual Escape Pod ejection) then allow us to access any of our stored ships as well as pay to store a replacement. We need to feel we can use our ships at will for gaming and not to get bored or grind our way around nor restrict ourselves to a home base.
.
5. Missiles and Torpedos need buffed - why are they so powerful on planet turrets but not so on shieldless ships? Get this sorted because then you create a use for ECM (besides griefing mining Limpets!)
.
6. Make same rule applies to NPC as Players - chaff & scan, FSD range, same ship moving between Systems, most hits on target gets bounty (even if just 1 player so no last shot sniping!)
.
7. No Cargo scan to docked ships. If no visual contact then that griefing method should not happen for Smugglers getting fined for Illicit cargo.
.
8. Make exit from SC smooth transition view of Star and Station/Outpost.
.
9. Add a Yellow flashing WANTED status for the first 10secs of becoming so. Just as the FSD Cooldown warning is but with an alarm sound (adds a scare too!) At times you do not notice you Murdered a CLEAN in the heat of battle.
.
10. Improve the UI for integration of VOICEATTACK by having the Power Management screen pause once you hold LEFT or RIGHT menu (as is Up & DOWN) so we can target functions on it better or add other macros to do this that are in our SETUP. Also add similar integration for FACETRACKNOIR/TRACKIR so that once we enter Starport then it is toggled automatically.
.
11. CZs around Stations, Outposts, and Settlements - why non? Of course the Security would not be needed but the Navy would be there. We have a choice to either avoid them to dock or join in and win a wave of attack. No more endless CZs either.
.
12. List Nearest Present Online WANTED Players for a Bounty Hunt List instead of a possible off chance of finding a WANTED player. Upto date last seen location.
.
Simple stuff to add and this is what is important to me rather than anything else.
I look forward to Military Roles ;)
1) Absurd. If a trader doesn't drop cargo, they pay insurance. That's how the world needs to work.
2) Absurd. For obvious reasons.
3) Indifferent.
4) Liquidating assets - great idea.
5) Missiles and torpedoes are mostly fine. What you want are bigger missiles and torpedoes.
6) This line follows exactly no intelligent line of logic.
7) As I understand docked ships are removed from the instance.
8) You're decelerating from 1,000,000km/s to 300m/s in less than a second. Nothing about this is smooth.
9) This is a great idea, suggested before.
10) Indifferent.
11) This is a great idea, suggested before.
12) This is a great idea, suggested before.
 
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docked ships stay in an instance.
NPC's cannot scan you when you are in a hanger. but human players can.
sometimes a cmdr docked in a hangar will appear to be outsdie the station to other human players.
but even if he/she is in the hangar and does not appear to be outside the station they can still be scanned by a human "for some reason. possibly a bug?)
 
...
5) Missiles and torpedoes are mostly fine. What you want are bigger missiles and torpedoes.
6) This line follows exactly no intelligent line of logic.
7) As I understand docked ships are removed from the instance.
8) You're decelerating from 1,000,000km/s to 300m/s in less than a second. Nothing about this is smooth.

5) 48 missles to bring an Adder's hull from 79% to 8%? Ship should be blown to smithereens. (https://community.elitedangerous.com/node/369) I'm sure all didn't hit but still, with that salvo it should've been destroyed.
6) I don't understand how having NPC's follow the same mechanics as players as "no intelligent line of logic." Don't agree with the OP BH mechanic.
7) I sit in Lave hangar area after taking off and scan all the docked players in my Cobra to see what goodies they have all the time.
8) Watch the "Star Citizen" transition, seamless. It's ridiculously smooth and should be what Frontier strives for. A simple fix for now would be for Frontier to not erase anything prior to adding the SC exiting animation. Nothing quite like being just under 1Mm from a Hazardous RES where the ring plane is almost tangent to the starlight and blindingly bright filling my entire view and when I click to exit SC the entire ring system is erased because I'm dropping into RES with asteroids close up. But in the few seconds it takes to transition I see no asteroids, I see no rings, I see the starry background only.

To quote you, "Nothing about this is smooth."
 
5) 48 missles to bring an Adder's hull from 79% to 8%? Ship should be blown to smithereens. (https://community.elitedangerous.com/node/369) I'm sure all didn't hit but still, with that salvo it should've been destroyed.
How many small pulse laser shots does it take? Because that's what you should be comparing it against - another small weapon. I guarantee you (against the same adder) it's well over 48.
Missiles and torpedoes are mostly fine. Mostly. Like all weapons, they were heavily affected by HRPs.
Actually missiles might not even be intended for ship-ship combat considering how they're being used against planetary surface stuff.

6) I don't understand how having NPC's follow the same mechanics as players as "no intelligent line of logic." Don't agree with the OP BH mechanic.
"Make NPCs follow the same rules as players, regarding chaff and scanning, moving the same ship between systems, the FSD's range, and the most hits on a ship gets the bounty."
This is an unintelligent and barely legible line. There is no logical flow to this statement. It is incomprehensible to the point that I was afraid to agree or disagree with it, and instead pointed out how incoherent it is. I'd love if players and NPC mechanics were more aligned, but I have no idea what the OP has said here.

7) I sit in Lave hangar area after taking off and scan all the docked players in my Cobra to see what goodies they have all the time.
Neat.

8) Watch the "Star Citizen" transition, seamless. It's ridiculously smooth and should be what Frontier strives for. A simple fix for now would be for Frontier to not erase anything prior to adding the SC exiting animation. Nothing quite like being just under 1Mm from a Hazardous RES where the ring plane is almost tangent to the starlight and blindingly bright filling my entire view and when I click to exit SC the entire ring system is erased because I'm dropping into RES with asteroids close up. But in the few seconds it takes to transition I see no asteroids, I see no rings, I see the starry background only.


To quote you, "Nothing about this is smooth."
Five swings, four and a half misses. If this were baseball, you'd be out.
 
How many small pulse laser shots does it take? Because that's what you should be comparing it against - another small weapon. I guarantee you (against the same adder) it's well over 48.
Missiles and torpedoes are mostly fine. Mostly. Like all weapons, they were heavily affected by HRPs.
Actually missiles might not even be intended for ship-ship combat considering how they're being used against planetary surface stuff.

Do tell. I'm missing out on this action. :)

Dmg should be somewhat inversely proportional to the amount of ammo you can carry. (also directly proportional to price, thinking of torpedoes) Why would any player carry these if class 2 pulse lasers did slightly less dmg than class 2 missles? Having them not as effective against shields I can buy, to a point... They should do something. I swear you can empty your launchers and shields look untouched. I need a willing player to actually sit and test stuff... any volunteers? As this could take some time. IMHO HRP should not get their full bonus to missiles.

Torpedoes I always loaded up when I really had no money so I never really got to see them work. But from the few times I did use them it seemed very underwhelming.

I'm not saying they need a total rehaul but bumping up the dmg a little would be nice also getting larger sizes as already mentioned. I heard the whining many months ago when they were nerfed but I never got to experience their power. IDK what that level of dmg was but point defense is a strong counter to missiles/torpedoes shot at a distance as long as it has a line of sight on them. Honestly don't see why they can't be bumped up a little. There is a reason the number of utility slots is limited, so players need to make choices. If they don't want to carry PD then so be it.

I also tend to relate this fictional space combat to things I can understand like military flight simulators, something which I use to play all the time. To me pulse lasers = guns. Missiles = missiles. Meaning that dmg-wise there is a vast difference in their capabilities. I don't see the use of pulse lasers = missiles.

"Make NPCs follow the same rules as players, regarding chaff and scanning, moving the same ship between systems, the FSD's range, and the most hits on a ship gets the bounty."
This is an unintelligent and barely legible line. There is no logical flow to this statement. It is incomprehensible to the point that I was afraid to agree or disagree with it, and instead pointed out how incoherent it is. I'd love if players and NPC mechanics were more aligned, but I have no idea what the OP has said here.

I believe he was citing examples of the inequality. Agreeably not worded the best. Think the chaff and scan are self-explanatory. It would make smuggling "too easy"... Honestly it's kinda easy just to jet through the slot under normal power. But let's say at the rare outpost that has security to counter chaff interrupting scans cops should become aggressive (like in real life) if you try to evade. i.e.
  • You begin getting scanned. You are not being attacked and...
  • A.) Boost (within a certain time limit twice... maybe once is enough. I mean you should be sitting still to let the police do their work. But perhaps allowing an error in case the player pressed it almost immediately after it began would be forgivable)
  • B.) Deploy chaff
  • The authorities declare you're evading. Depending on the system...
  • A.) Authorities fine you and continue to try and chase and scan you
  • B.) Authorities engage you specifically targeting your drives (optional fine for evasion). Complete their scan and administer any fines.
  • C.) Authorities kill you.
  • The station never gets involved... I guess unless they're pursuing C... maybe that could be a new alternative (choice D) depending on the severity of the punishment in whatever jurisdiction.


I'm assuming the middle two are in regards to NPCs generated by missions which just appear instantly wherever they "need to be." i.e. I have a platinum mining mission that before I even mine whenever I drop out of SC no matter where I am within a handful of seconds the same Anaconda drops out. Instead of this Anaconda being x Ls away, needing to travel to my wake, disengaging, etc. To me I see the benefit of the mechanic in its present form when you need to meet an NPC somewhere to discuss something, pick up a package, etc. Of course when being hunted... different story.

Honestly I do think the mechanics should be the same and the FWS revamped so it is a passive scan (kinda like scanning planets) that can also be done while in SC. I think it would make the FWS more relevant (I hear cries of player griefing but this can be countered easily. Just takes the player being pursued more than one jump.)

Let's me give an example of when I would've enjoyed doing this. (Although I didn't have a wake scanner at the time, but if I did...)

I'm in my Vulture. I have a couple of wingmen I met in a HazRES. One was a Cobra MkIII the other I can't remember. We're minding our business, keeping the miners safe in our little corner. Well a FDL pops in. People must have an affinity to me. Must be the Vulture... like, "Let me test out this pilot's skills see how tough he is." So the FDL opens up on me. No comms, no scans, I'm clean, no cargo, I am hostile to the region however. IDK if that was it but a little RP never hurts (because anyone who opens up on me w/o comms gets on my KOS list). Maybe he just doesn't want to hop in the final slot and share bounties.

He finds I'm not alone (IDK if he missed the fact that I was in a wing) and we all open up on him. He chaffs, silent runs and dumps a heat sink. This is all our first encounter with this tactic. He disappears from our sensors. All three of us lost sight of him. He recharges his caps and opens up again. Slowly we get our wits about ourselves. We have a hard time with our weapons because we keep hoping it'll target him but when it didn't detargeting seemed an issue (i.e. heat sink), maybe it was just the adrenaline. (And we could never target him again, btw.)

He gets himself locked up in some congested asteroids we pummel him. Don't get me wrong he did some decent damage to me. But at this point all three opened up on him using our gimballed weapons as fixed. He started to boost. The Cobra was the only one who could catch him and keep pressure on him. He was getting away from the rings. It took me a little while to realize he was mass locked and trying to get away. Me and the other player started to close the distance because he was eating up his forward speed so he could perform a large evasive roll. All three of us now were shooting him. Maybe he was 1.5km away... further than my normal engagements. We kept getting a shot in here and there.

He bought enough time. He jumped into SC. I followed. I had an A2 interdictor. All three of us left the RES. We didn't see him right away. A few minutes it seemed. I targeted him. 1% hull. I began to close in on his tail and as quick as I could I established the tether. It was too late though. He already engaged his FSD and jumped away.

Just saying I would've liked a FWS that could function in SC. Now that I took my tangent. Having the FWS like this would allow the NPC to chase the player for a bit. In a fashion that could realistically allow the NPC to ctach up to the player. If they didn't find you after so long the NPC is recycled and a different NPC "finds" you. Maybe referring to the first, "[Previous NPC name] said you gave him a run for [his|her] money. We have a whole crew looking for you. I'm glad I'm the one who found you. Enter the void!!!" Blap-blap-blap the pulse lasers go.


Five swings, four and a half misses. If this were baseball, you'd be out.

I'm lost. I take it you're saying a bad idea but why? I've actually had that on my wishlist for sometime, like since my day 1. The transition is horrible. It's the only transition that is visually horrible in the game. I also wish Frontier would make it "instant" at least as instant as possible. i.e.
  • I'm in blankety-blank and targeted blankety-blank Ring after leaving a HazRES ~2.5Ls away. It's a Coriolis station.
  • I'm within the parameters for a safe disengage and do so.
  • All my HUD elements remain up. The same animation to enter SC is played. Because the one they chose to leave sucks.
  • Because we already know it's a coriolis station... I don't see that animation long and I pop up near a Coriolis station and whatever behind the scenes magic continues to get done.

Perhaps the signal that Frontier should be using to predict a player will most likely enter a SP is that:
  1. It's targeted for some time.
  2. Player continues to close in on it for some time.
  3. #1 + #2. Now player crosses a threshold distance.
  4. All three are now true. Client sends message to server. Server begins prepping the player to enter an instance.
  5. Player presses to disengage, transition almost seamless.

That would be awesome.

0:20 - 0:30 in video (https://www.youtube.com/watch?v=X5XSiww9ZO4)
 
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