Explorers, what are you hoping for from the Engineers in 2.1?

In all fairness, not the best gauge imo..

.. combat in game is not difficult to avoid/escape if you learn just a few principles, a little experience goes a long way tbh :)

That's true, it's not THE best gauge, as a majority of players probably don't post at all. Most threads tend to be from one extreme or the other.

However the FD Devs have toughened up the NPC's since the release of the game.

Personally, i don't have any problems or issues with NPC's in the bubble. I always play the 'minigame' if interdicted, & escape in @ least 95% of the time. I have never lost a ship yet to an interdiction.
 
It's setting the right balance to please everyone that FD seem to struggle with.

There are plenty of solutions to balance deep space risk that could please most people quite easily:

1) Put stations with cartographics services deeper and deeper into space, so that we can drop off our data more regularly to avoid tartar build up.

2) Add recoverable data pods that would be ejected from your ship upon destruction.

3) Create an engineering upgrade for class A thrusters that weigh as much class D thrusters but reduce agility. These would only be useful for straight-line rabbiting away from predators, and wouldn't hurt Explorer jump range one bit.

4) Make heat sinks synthesizeable. This would allow us to use normal explorer gear for stealth without sacrificing safety vs natural threats by depleting stocks.

5) Hull repair limpets to sort out any damage from combat in deep space. (these would not repair integrity loss from SC usage however)
 
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Hull repair, this is an exciting one.

I'd like to see a repair attachment for the SRV that can work on hull and maybe even power plant.
 
I'm mostly looking forward to having any reason(s) to pay more attention when I'm exploring. That could be actual danger, or more things to keep an eye out for. For now, when exploring, I find myself doing the same routine and often alt-tabbing out of the game - for example, while the FSD is charging.

My second biggest wish was mentioned in this here thread very soon: customizing my Clipper (or pretty much any Gutamaya ship) to be much better suited to long range exploration, which pretty much means a bigger jump range.
I would very much like it if all the ships' jump range could be increased up to a cap of 42 ly (just slightly above what's currently possible), even if it came at a very high cost for ones with a lower range. For example, upgrading a combat-loaded Corvette would cost twenty times as much as an explorer Anaconda.
 
I'd like to see a repair attachment for the SRV that can work on hull and maybe even power plant.

Okay, I seriously LOVE this idea, for several reasons:

- it gives explorers reasons to land on planets
- it gives explorers a mechanic to repair hulls that is more than simply pressing a button
- it makes the SRV a more valuable tool for explorers

I'd say add the requirement of a few materials to make it work too, now repairing hulls is an engaging process that gets explorers doing more than just honking and scooping.
 
FSD upgrade would be nice to have, at least those sub-20ly jumprange ships would be more 'eligible' for exploration (I'll buy an FDL anyway).
For balance, overdriving FSD could do damage over time to various modules, such as powerplant and the engines themselves.

However unlikely, I do wish for at least minor upgrades in the space environment, like multiple light sources and stuff like that.
 
now i tell you my hopes:

1 - longer distance jump-range : somehow, in some limited way and only for someone (engineer upgrade or whatever you want, just give us this possibility) - but please don't make it tied to some kind of grinding, it would be bad at infinite level.

2 - a ship(not svr) scan/radar for barnicles of some kind: to search and find barnicles or u.f.o, strange things or whatever you call it, on planet terrains. Because to find those things simply using the sight it's a very silly (and stupid, imho) gameplay.

3 - The possibility to select in which one of the stars (in multiple stars systems) to appear exiting from the hyperdrive jump.
In few words: in the galactic map when you click on the star you plan to go it will appear a popup menu where you can choose, in detail, where to arrive: star 1-G star, star 2-B star or star 3-black hole (just as example).
And if you go in galaxy map you can notice it well : it's already there. without the
feature but ready for the implementation

4 - the orrery map (but i know they just said that this feature it will be not present in 2.1, but i hope into an unexpected surprise) (i know i am a fool :D )

5 - if a longer jump capability will be not present, i hope at least this: an autopilot for long planned travels. (jump, wait for cool systems and... jump... repeat this for 1000 times, doing manually it's very boring and frustrating).

6 - a new kind of svr available : an svr with a moving arm that ''does things '' - lol ok this is only a personal phantasy.

7 - a new kind of svr available : bigger and more resistant but slower.

8 - a scientific scanner : that tells you the materials composition of what you are observing (short range capability).

9 - more lights options : sometimes when you are in a black pitch zone you need more lights in different angles. (ok this should be better planned).

10 - infrared vision in svr (or even in ship) : to solve same problem as point 9

11 - improved planet surface details scanner : it gives you more possible details on the planet you are observing from orbit.

i have more to write, but it's late i am going to sleep (and dream the perfect Elite Dangerous)
 
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I know a few have said some of theses, but for me it is the following:-

1 - Hull fixable ability
2 - Lighter FSD that gives bigger jump ranges
3 - Better scanners to do detailed scans with more information from a greater distance.
 
Hull repair, this is an exciting one.

I'd like to see a repair attachment for the SRV that can work on hull and maybe even power plant.

I made almost this exact suggestion in the suggestion forum. There are a few people there who very strongly hate the idea of hull repair, claiming that it breaks the entire game and destroys reality, and may even kick baby Jesus in the face.

I'm not kidding. There was some poisonous hatred at the idea, but in my opinion it's based on nonsense.
 
I made almost this exact suggestion in the suggestion forum. There are a few people there who very strongly hate the idea of hull repair, claiming that it breaks the entire game and destroys reality, and may even kick baby Jesus in the face.

I'm not kidding. There was some poisonous hatred at the idea, but in my opinion it's based on nonsense.

I do understand the reason that people are against the idea of hull repair but I would argue the following.

We can travel all over the galaxy and have the technology to fix most systems on the spaceships using the AFM's, we can also fix the hull of the SRV using in game mechanics.

It is not that big a stretch to think and believe that some engineer has thought of the problem and programmed the repair bots to fix the ships hull just like the srv hull.

In my mind, it should be possible but on a sliding scale needing more and more ore to match the sliding scale of the spaceships getting bigger.

As for those who say it would game play realism, well you don't have to slap the hull patches onto your spacehips.
 
I made almost this exact suggestion in the suggestion forum. There are a few people there who very strongly hate the idea of hull repair, claiming that it breaks the entire game and destroys reality, and may even kick baby Jesus in the face.

I'm not kidding. There was some poisonous hatred at the idea, but in my opinion it's based on nonsense.

It is only based on nonsense if the galaxy becomes more dangerous too.

If not, I feel it also as a game breaker.
One of the best things about Elite Dangerous is that we are not able to reload a savegame after we have done a major mistake.
We have to take precautions, we have to take care otherwise we will suffer a long time and we have to live with our mistakes.
Thats makes the game really thrilling.

If you add only a hull repair feature, you will easily levering out this challenge.
You can do what you want, you can do what you like, everything is always fine. Like arcade games.
That honestly is a big game breaker.

On the other hand, the galaxy as an explorer is only dangerous on the paper.
There were more than 1 CMDRs who made it with 100% hull to Beagle Point.
So the challenge is not really a big one at the moment.

Adding new features like random damages from the Star Corona during Fuel Scooping, Random damages while exiting Witchspace or maybe sometimes an encounter with a nice Thargoid Ship would make the hull repair feature much more valuable.

And the idea of repairing the hull with help of an SRV on a planet surface is a really good one!
 
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It is only based on nonsense if the galaxy becomes more dangerous too.

If not, I feel it also as a game breaker.
One of the best things about Elite Dangerous is that we are not able to reload a savegame after we have done a major mistake.
We have to take precautions, we have to take care otherwise we will suffer a long time and we have to live with our mistakes.
Thats makes the game really thrilling.

If you add only a hull repair feature, you will easily levering out this challenge.
You can do what you want, you can do what you like, everything is always fine. Like arcade games.
That honestly is a big game breaker.

On the other hand, the galaxy as an explorer is only dangerous on the paper.
There were more than 1 CMDRs who made it with 100% hull to Beagle Point.
So the challenge is not really a big one at the moment.

Adding new features like random damages from the Star Corona during Fuel Scooping, Random damages while exiting Witchspace or maybe sometimes an encounter with a nice Thargoid Ship would make the hull repair feature much more valuable.

And the idea of repairing the hull with help of an SRV on a planet surface is a really good one!

I'm not sure but I suspect the CMDRs who made it to Beagle Point with 100% hull enjoyed a quick teleport back to the bubble and did a little repair while they were there. Not sure why they were able to have that done but it did happen for a few. I don't see how it's remotely possible other than that since I've just gotten to Great Annihilator with zero mistakes, no stresses on the hull other than normal space travel, no damage, yet my hull is at 98%.
 
I'm quite happy with the range of my ships, how many modules they all have, having to be careful while flying out in the black and all the other ways things work at the moment.

What I would like is MORE to do while exploring. Some kinds of different sensors or scanners that do more "sciencey" type stuff would make me happy. Maybe something to do in the SRV that was less destructive to the things you find too.

I hope what's coming for people who like to explore isn't just "find these items and I'll make you magically faster or fatter!" After seeing the healing laser thingy I expect that's what it'll be though.
 
The topic asks for what we hope for from the engineers but i have thought about that and decided to better write what i personally think can be expected.
Because you hardly ever get what you hope for tho you can adapt to what would be realistic and work from there :)

So some people said things like larger jumprange and generally improving a ship to be awesome in everything would be a game breaker. I do agree for the most part.
I think of the engineers as a bunch of hardcore nerds that have the knowledge and experience to squeeze a bit more out of a given system or even give it a new fancy feature.
This means that any system or module would have to be improved in the process of doing the engineering things that those engineers do for a living. If it didn't improve then there would be no point in going there.

Now, improving a module could mean several different things:
  • Improving it's efficiency to make it less of a power hog.
  • Improving it's efficiency to get more out of it (e.g. larger scan distance for DSS or sensors, bigger jump range with FSD, more pewpew power from lasers, stronger shields, you name it ...)
  • Lightening modules by using advanced lightweight materials like carbonfiber reinforced nanotubes titanium meta alloys <insertwhatevermakesyourboatfloathere> to make a ship lighter and therefore more capable of long distance journeys.
  • Adding a new feature to a module.
  • Combining several modules into one outfittable slot.
  • A combination of all 5 maybe!?

Improving the module efficiency (Points 1 and 2) is pretty straight forward i guess. Make it use less power and give more stuff back, be it more ly in a jump or more MJs from a shield, you get the picture.

The same goes for lightening the module, it's not witchcraft and certainly not unthinkable either since lightening things has been one of the engineers main focuses in the last few decades in most areas of engineering. Making things lighter means using less fuel/power to move/use it.

Adding new features has already been announced for weapons if memory serves. However there could be new features on internal modules as well. Imagine a 6E cargorack that can only hold 32T of cargo but uses the remaining space to create a stealth force field that prevents other commanders from scanning your precious smuggling cargo at the expense of serious power draw.
Or think of a shield generator that can deploy a secondary shield in place of your canopy in case it is destroyed by using up some medium rare materials from planetary surfaces. That way when your canopy cracks on your deep space exploration after months of science done, you don't lose your ship once that life support countdown reaches zero. Instead you will have to search for mats on planets very often but you can make it home in one piece (say on material filling can establish the canopy shield for an hour, then you'll have to search the mats and stock up on them before going for the next hundred or so jumps until you have to gather mats again.)

What really bugged me is the module combination thing. I guess you can't just put some modules together with ducttape, call it a unit and plug it into the wall. Things usually don't work like this and usually things have to be added to make it happen. These things usually also take up space so you will actually lose some space in the progress. Think of hdd housings in your computer, you can't just throw in a bunch of ssds in a slot where one hdd was and call it a day.

So my thinking was like this:
The internal compartments are like slots in a storage rack with various sizes. Each slot is meant to house one module and they all somehow have to face some main corridor so that they can be accessed from one cargo hatch. This makes sense because if you change all your internals into cargo racks, you have to get to your cargo through the hatch, at least at some point. Therefore our internal compartments rack would have all modules facing in one direction or to one corridor.

But most modules also need some kind of energy, possibly access to some computer and/or sensor network onboard the ship and in case of a fuel scoop or refinery access to devices on the outside of your ship's hull. So there goes a whole bunch of things that have to be able to connect to a module.

To make that happen there could be a connector frame module (CFM) with various separations. Each separation will have access to all the connectors in the internal compartments rack and will give access to those for one module. One separation will therefore need space to hold the power hub, network switches and all the nice things that have to be available for a module. Therefore you wouldn't be able to put one DSS and one ADS into a size 2 slot but you would be able to sascrifice some space and put both into a size 3 slot. Therefore if you have a size 8 compartment that houses just a size 4 hangar (for whatever reasons), you could place a size 8 CFM into it and add separations to it. The size 4 hangar leaves 4 more boxes for free use that can be used with two separations to additionally house a DSS and ADS for example. I know that math doesn't work this way because a size 8 is not 2x size 4 but this is just to clarify the point that some space will have to be sacrificed to be able to access previously unused space. Of course such a separation would have to use more space with larger modules that will have to be supplied by it. Therefore a seperation that powers a DSS will be much smaller than one powering a size 5 shield generator.

I do not believe that this combination stuff will be a feature in the future update for engineers but i do think it is realistic and could be expected at some point.

I'm sorry for the long read, i got carried away a little. But i still think this is interesting so i hope it can inspire or at least create a smile or two :)
 
So far I have only seen modifications relevant for combat in the "Countdown to Engineers" series.
Has there been ANYTHING relevant for exploration in the beta sneak peaks this far? (did I fall a sleep during a live stream and missed something? (It does happen from time to time ;) )
 
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