What do you want to see added to the game?

Better anti-aliasing. See this forum thread for details: https://forums.frontier.co.uk/showt...like-this-would-be-awesome-in-Elite-Dangerous

I find the "crawling dashed lines" highly distracting and annoying, especially on the edges of the cockpit frame. The only thing which helps is setting super-sampling to 2.0, which I would call "barely tolerable".

This means I find myself switching between several unpleasant options: Run at the native 4K res of my monitor. I can get 100 fps on my NVidia 980Ti with SS set to 1.0, but I can only play this way for a few minutes before I want to rip my eyes out. 4K with SS = 2 yields a frame rate of 10-26 fps, which looks decent and is (barely) playable. To get a reasonable framerate with SS = 2, I need to run at 1080p, which looks like a blurry mess. I can compromise and run at 2560x1440, which is blurry and has a tolerable framerate of 30-55 fps. None of these options are satisfying.

I'd pay $100 to get this feature in the 2.3 patch (seriously), since my only other choice is to spend a lot more on a new video card which is fast enough to run 4K with SS = 2.
 
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1) Having your ship destroyed takes you back to the last station you visited with a Shipyard so you can buy a smaller ship if you can't afford the rebuy for the ship you lost. Losing umpty million credits because you were a few credits short of having the rebuy for your lost ship is more than a little immersion breaking. No real-world insurance company works this way.

2) An effective crime and punishment system.

3) The "Slow Down" warning actually appearing when there's still time to react to it.
 
Quick wins:
Customisable UI.
Ship Naming
More detailed Ship panel in the right menu.
More than just 2-tone planet surfaces.

Hard work:
Multiple light sources.
Orery Map.
Chain Missions that is more than just fed-ex quest.
More attention to minor and specifically Player factions. Map views, history, Galnet data, "unique" missions.
NPC wingmen

Distant Future.
Ambulation.
(Full) NPC crew.
More planetary diversity.
Rocks and artefacts to form part of the surface detail:
comet67p-cliff.jpg
 

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Hello commanders,

I would love to have the ability to influence my ships modules behaviour much more than just switch on/off, repair...
Also have detailed information (similar to the outfitting screens) handy anytime via ships UI...

Many more suboptions in the MODULE tab (righthand panel) ... and module functions.

For example
* let us influence limpet behaviour... (Similar interface like suboptions for ammo synthesis on weapon modules...)
* let us influence powerplant functions
* let us ...

E.g.:

- MODULE TAB
-- COLLECTOR LIMPET CONTROLLER
--- activate / repair
--- ACTIVE LIMPETS STATUS
---- limpet 1 (show info about its state (charge / seconds till expiry), what is it holding, distance from ship, ...)
---- limpet 2
---- ...
--- LIMPET ACTIONS
---- abandon everything and return to mothership (limpets would let go of whatever they are holding and return under you ships belly)
---- reset / start collecting
---- autodestruct
---- return to mothership and dock for recharge / repair (this option would return the limpet into ships cargo storage, it would enable repeated use of the same limpet)
--- SET CARGO FILTERS (switch off all / switch on all option)
---- collect abandoned cargo (yes/no)
---- collect illegal cargo (yes/no)
---- collect specific cargo (in the subsection there would be only items floating in space within the range of your radar)
----- gold (yes/no)
----- platinum (yes/no)
----- structural regulators (yes/no)
----- ....
--- SET MATERIAL FILTERS (switch off all / switch on all option)
---- grade 1 (switch off all / switch on all option)
----- iron (yes/no)
----- nickel (yes/no)
----- ...
---- grade 2 (switch off all / switch on all option)
----- ...
---- ...
---- grade 5 (switch off all / switch on all option)
----- ...
--- SET COMPONENT FILTERS (switch off all / switch on all option)
---- grade 1 (switch off all / switch on all option)
----- salvageable scrap (yes/no)
----- ...
---- ...
---- grade 5 (switch off all / switch on all option)
----- exquisite focus crystals (yes/no)
...
-- REFINERY
--- activate / repair
--- SET AUTODISCARD/AUTOVENT FILTERS (switch off all / switch on all option)
---- gold (yes/no)
---- platinum (yes/no)
---- coltan (yes/no)
---- ...
...
-- POWERPLANT
--- activate / repair
--- POWER OUTPUT SETTING (settings would define fuel consuption, heat output, power output)
---- 100%
---- 75%
---- 50%
...
-- SHIELD GENERATOR
--- activate / repair
--- STATUS
---- current shield strength (numeric value in MJ, numeric value in %)
---- current recharge rate (numeric value in MJ/s, numeric value in %/s, estimated time in seconds to fully charged shield with current settings)
---- current power distributor drain (numeric value in MJ/s)
---- detailed info
----- heat damage resistance
----- kinetic damage resistance
----- explosion damage resistance
--- HYPERCHARGE MODE on/off
---- hypercharge mode: regeneration rate trippled, heat output doubled, power consumption doubled, power distributor drain doubled, damage taken from weapons doubled, resistance to all kinds of damage lowered significantly
---- aplicable only to stable shield - NOT collapsed shield
...
-- SHIELD CELL BANK
--- activate / repair
--- STATUS
---- shield recharge on usage (numeric value in MJ, numeric value in %)
--- ENERGY TRANFER SPEED SETTING (defines how fast the shield gets recharged from the precharged baterry cell - lower settings mean lower heat output and slower shield recharge speed)
---- 100%
---- 75%
---- 50%
---- 25%
...
-- POWER DISTRIBUTOR
--- activate / repair
--- STATUS
---- SYS recharge rate (MJ/s)
---- SYS capacity (MJ)
---- WEP recharge rate (MJ/s)
---- WEP capacity (MJ)
---- ENG recharge rate (MJ/s)
---- ENG capacity (MJ)
...
-- THRUSTERS
--- activate / repair
--- PERFORMANCE SETTINGS (defines power consumption, heat output, max thrust) Lowering these settings could be used for stealth cruising, silent running?
---- 100%
---- 75%
---- 50%
---- 25%
--- STATUS
---- power consumption (MW)
---- max forward thrust (MW)
---- max backward thrust (MW)
---- max lateral thrust (MW)
---- max vertical thrust (MW)
---- BOOST
----- power distributor drain (MJ, % of ENG capacity)
----- max forward thrust (MW)
----- max lateral thrust (MW)
----- max vertical thrust (MW)





These would give player much more control over module functions and allow us to concentrate on usefull stuff instead of cargo/material/refinery/power micromanagement.

We would have all the detailed info about modules at hand anytime (not just outfitting screen in stations).
Fiddling with these settings during combat is not recommended, one could easily make his ship shieldless, uncontrolable, defenceless :-D mistakes are not forgiven.


If you read the "menu" carefully, there are some more ideas regarding powerplant, shield generator, refinery, etc... Please feel free to write a comment with your own ideas what could / should / must be added ;-)

I specially WOULD LOVE THE HYPERCHARGE MODE for shield generator


o7 Karlos
 
Hello commanders,

one more thing... NPC ships should be spawned BEFORE on enters normal space... For example: I jumped to the NAV beacon and started scanning the beacon satelite... There were NO SHIPS. When the scan was nearly finished, NPC ships started spawning and suddenly there were about 20 ships flying around...

This feels really weird and unrealistic. The place should be crowded from the very first second.

o7 Karlos
 
What feature/mechanic/Personal Idea would you like to see added to the game?

No wrong answers here.
Feel free to give as much detail as possible.

If you think someones idea wouldn't work feel free to explain in a detailed and positive manner why in your *Opinion* it wouldn't work.

I look forward to seeing some crazy ideas!

Here me out. I love this game. I play this game almost every day out of the week. I'm happy with all the effort that they have put into 2.2 as well. What I'd really like to see is three new ships. A medium imperial fighter. Small federal fighter and an large ship from he makers of the freelance that has some features of this ship. As an imperial pilot I love the ships I can role play with I just would really like something to fillinthe gap between the courier and the clipper. Do any other pilots think this is an okay idea?
 
Things to find in deep space - who knows, the may already be out there waiting for that (un)luck explorer

  • Ancient wrecks of unknown origin.
  • Strange ships passing in the night.
  • Deserted mega-structures - Ringwords, Orbitals & Cylinders, Rosetta Systems - that one day we could explore.

And lots of other stuff...
 
"Real" playerfactions able to design conquered systems like terraforming and building stations. Of course with a lot of efforts over a long time period.
 
proper Crime & Punishment
player owned settlement/base with defences
player owned captial ship with many fighters
NPC co-pilot
player designed decals
more 3rd person options (non-combat)
2nd screen app(s) or windows
an opposing force like Thargoids
proper in-game influence and persistence
surface battles
surface mining operations
 
Some good ideas/desires in here, for me it would have to be:

The ability to sell exploration data to a specific faction not just the one controlling the station.
Addition of actual known stars outside of the local area such as the super massive stars.
Age of stars to be bought inline with the known approx. age of our universe.

I'd agree with about 90% of other peoples desires too except the ones for personal housing and decorations etc. Not the game I bought into at all - so I see no need for it to waste the developers time, just my opinion though.
 
A more coherent military progression system. Currently you advance your reputation by taking jobs from minor factions. This is a bit like advancing your career in the Royal Navy by working for Yodel. In FE2 and FFE the bulletin boards in Federal or Imperial systems would have an advert for their respective navies. Clicking on this took you to another screen with missions you could take (the selection depending upon your rank, everything from delivery missions up to assassinations, recon and nuclear strikes).

A more interactive bulletin board. Again, this was in the previous games. You could ask the client canned questions about the mission, ask for more money and so on.

More landable planet types please.
 
Unexpected challenges. Basically events that throw a spanner in the works and you have to choose to either solve them or suffer the consequences. For example:

- A new faction conquers the station where you stored a ship and now they want you to do some (illegal) missions to get it back (or pay money).
- Police officers refusing your bribe (or officers asking for a bribe).
- Spot checks that get you in trouble "This load of animal meat has synthetic meat mixed in. How do you explain that sir?".
- The company you carry cargo for went bankrupt during your trip, take the loss or steal the cargo?
- Mis-jumps!
- ...
 
A proper reason for ranking up in Empire / Federation.
Landing on planets with an atmosphere (yes, I know its coming, but I am old and want it before I die)
A proper war between Empire / Federation.
 
Real player to player interactions like selling and buying items, money transfer, better social options in general.
Space legs- meeting other avatars in bars on the stations, inspecting/repairing ships in EVA.
Better 3d preview of the ships in store.
Real 3d system map.
Being able to jump between different stars in system.
In game trading tool.
 
Removal of non purchasable commodities for engineer blueprints.

More involved crafting options. Matrix style blueprint where you drop items into slots and they give varying degrees of benefit or penalty. Rarer materials giving higher benefits but also higher penalties.

Engineers tuning with set bands of enhancements.

Ability to learn new tuning techniques to apply to blueprints with trade offs of benefits and drawbacks. These blueprints given as mission rewards.

An improved Crime and Punishment regime.

Orrorey style system maps.

Planetary or space based bookmarks - shareable for in game racing as well as meet up points.

More exploration tools - probes, samplers, analysis stations.

Reasons for players to return to discovered systems, follow up exploration, data verification.
 
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