What do you want to see added to the game?

Capital ships that actually behave like capital ships: capable of moving around, and capable of evaporating anything smaller than another capital ship that they point their guns at. They're warships, they should be ten times more havocwreaking than a civilian space station, and much harder to destroy or damage.

More cohesion within the superpowers. Finding a Federation vs Federation war or civil war is dumb and stupid; I'd have thought the whole point of being in a Federation (or Empire or Alliance) is that there's someone bigger and more authoritative than either you or your neighbours, who can arbitrate disputes between you without wasting your superpower's resources in an unnecessary and pointless war. I'd like to see all intra-superpower wars abolished and replaced with the "Arbitration" state, which would be resolved peacefully, much like an Election.

More spacey-sciencey things not yet implemented: comets (promised), black holes that actually suck, globular clusters, debris rings around protostars and perhaps a more logical alignment of the galaxy's nebulae and the stars within those nebulae that are ostensibly making those nebulae visible. Because, apparently, the guys in charge of the real-universe nebula database weren't the same guys as the team responsible for positioning the real-universe stars. I can't think of any other reason why the star Eta Carinae, for example, is 1300 light-years away from the Eta Carina Nebula in the game, when in real life the star created the nebula, and therefore is surrounded by it. It's clearly different databases using different distance estimates for the same objects.
 
Capital ships that actually behave like capital ships: capable of moving around, and capable of evaporating anything smaller than another capital ship that they point their guns at. They're warships, they should be ten times more havocwreaking than a civilian space station, and much harder to destroy or damage.

More cohesion within the superpowers. Finding a Federation vs Federation war or civil war is dumb and stupid; I'd have thought the whole point of being in a Federation (or Empire or Alliance) is that there's someone bigger and more authoritative than either you or your neighbours, who can arbitrate disputes between you without wasting your superpower's resources in an unnecessary and pointless war. I'd like to see all intra-superpower wars abolished and replaced with the "Arbitration" state, which would be resolved peacefully, much like an Election.

More spacey-sciencey things not yet implemented: comets (promised), black holes that actually suck, globular clusters, debris rings around protostars and perhaps a more logical alignment of the galaxy's nebulae and the stars within those nebulae that are ostensibly making those nebulae visible. Because, apparently, the guys in charge of the real-universe nebula database weren't the same guys as the team responsible for positioning the real-universe stars. I can't think of any other reason why the star Eta Carinae, for example, is 1300 light-years away from the Eta Carina Nebula in the game, when in real life the star created the nebula, and therefore is surrounded by it. It's clearly different databases using different distance estimates for the same objects.

I agree with all this, however not to nit pick but black holes don't "suck" anymore than stars do. Most objects orbiting the star before it went nova will continue to orbit the black hole afterward, forever, in fact it's mass will be less than the star that preceded it due to the mass ejection during the nova. So you'd see the object orbiting fall into deeper orbits. It would suck less!
 
I know it's a long shot based on what David Braben has said, but I would absolutely love space legs together with gameplay to build small homesteads on alien worlds. Something like the gameplay of Take on Mars. Also, I really want to board abandoned stations and derelict ships, like the gameplay of Alien: Isolation.
 
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Actually, one more thing - Wormholes.

There's a great deal that could be done with these. Perhaps they might appear first as an "Unknown Wake", and act similar to ship wakes, even being scannable with a Wake Scanner, but then reveal themselves to be something very different - perhaps the result of the passage of an alien craft, or just a natural phenomenon, serving to link distant points in the galaxy.

Just imagine being that explorer who happens on one of these, only to find that, after scanning it, you're drawn in to it and deposited some 10,000 Ly from where you started. Enjoy the exploration home!
 
1. Several ongoing military campaigns against an NPC dreadnought, an NPC pirate navy, an NPC station. (Solo mode)

2. Same as #1 but with mixed NPC and CMDRs for Open mode

3. Assault/Defend strategic location. Accept a mission to join an ongoing battle to destroy a fortified station, outpost, base. Or accept a mission to defend the same. Similar time frame to a CG, if possible. The same campaign could occur in open, for pvpers or solo with npcs. Campaign status would be updated in (near) real time.

Health of the defense force would be determined by goods brought in by traders. Over time (like every other day) there would be a request made for a different product that was in shortage. Traders on the assault side would bring in commodities needed to help fuel the attack.

Explorers might be commissioned to find something on nearby planetoids or USS instances in order to further the campaign effort. Some sort of blueprint, data chip, data core, or unique piece of equipment, if located and brought to the correct location, would have a major impact on the assault (or the protection against the assault). Or maybe you would need to search for several parts to build item X and return it to the warzone.

I want to have an intriguing reason to do stuff on planets.

4. Mission: PVE - Wing up with NPCs to assault a planetary installation, deal with airborne threats. Short term mission (less than an hour).

5. Mission: PVE - Wing up with CMDRs via a queue (or pre-made wing) to assault a planetary installation, same as 4.

6. Defense version of 4/5

7. Small scale ground action: Beefed up SRV's, deployable turrets, landmines, bunkers. NPCs / CMDRs use SRVs during base assaults/defense missions. CMDRS could use fixed installation weapons too. How about 24 hour long base assault? A small area like this could be limited to a single instance. People could come and go from the instance as they like (with a player cap - what is it 16 or 32 max players in an instance?). CMDRs would need to queue for the action at a nearby outpost or station and fly in to the war zone when they get the green light.

8. I like the new random space installations 2.2 will have. Sounds like something explorers could cash in on. They could have valuable data in them, but you would need to carefully search them. Maybe some new module could help you find hidden stuff or analyze found data. There could be a cache of valuable commodity to be found. Investigating a random installation may result in poking a hornet's nest of pirates. Or you may find an important person who has been kidnapped and you now need to return them to safety.

9. Explorer (detective) chain mission campaign: Maybe a clue will be found at a random space installation (or given by a mission agent or by some other means) leading to a procedurally generated exploration campaign (solo mission). The clue sends the explorer off to another system to find the next clue ... the explorer may have to put together the clues to solve the final location (I believe someone else in this thread mentioned a mini-Clue-game like this - kudos to them). We have a plethora of places to visit, named NPCs that could help out with information tidbits, planets with GPS coordinates available so an explorer could search the area ... maybe even attack NPC Bob the Pirate in space until he 'talks' ... giving you the next location clue.

An example: As you are landing at Wilhelm Von Struve's Folly planetary base ... you get a text message (you can opt out of future missions like this) from the flight controller. She heard some scuttlebutt about the Diamond Device. Normally she doesn't put much stock in fables but within a week after the Diamond Device popping up in station chatter General Roach next door at Shu Bab placed a restriction on flight from the surrounding systems to Lao Zi. Only certain pilots are affected. It's all hush hush and really suspicious....maybe you can go see what's up with that, CMDR? (Accept [Y] [N])

That'd give me a reason to do some limited exploring/detective work. :)
 
A few more now I've thought about it...

4a) The ability to target (and plot a nav route to) a star or nebula or other stellar object that I can see out of my cockpit.
4b) A zoom facility so I can see very distant/small things and target them as in 4a)

5a) The ability to buy/sell RNGineered modules at stations.
5b) Module manufacturers work out how the good RNGineered mods work and add then as expensive options.

6) Allow multiple small modules in a larger bay. Having to waste a size 2, 3 or larger bay on a size one module is just plain daft.

7) System Map and Galactic Map cached on entry to a system, so they appear without delay (I can't understand why this wasn't done from day one - it's not like they're ever different (that I've noticed) once you're in a system.
 
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I'm really liking what 2.2 is adding - here a few ideas I have....

I like fd to expand on the "shady contact" idea, which was a good addition, and have contacts in anarchies/unsanctioned stations that I can pay to source materials - not to give them straight to me for money but to find me a ship that is carrying the material I want (who I then would have to track and destroy or pirate to get the specific material I'm asking for). So I would tell the contact what material I was looking for, I pay him/her (the amount depends on the rarity of the material and how friendly I am with the faction) and then he would give me the location and time of a ship (which may or may not have an escort) that has this material in its hold. Perhaps this contact charges less or is more readily accessible if I'm on good terms with the anarchy faction. You could add different types of contact that "get you information" a bit like the tip offs, but I get to ask rather than they randomly tell me.

Whilst I'm on the subject of anarchies - I'd like to see FD make them more tempting to visit and more dangerous. They are heading in the right direction with the increased AI difficulty, but I still feel that around an anarchy star-port I would expect more trouble. i.e. perhaps I get attacked around the star port as I'm leaving or docking, perhaps I get followed by someone by a pirate I bought a hold full of gold etc. For gameplay reasons if you make these kind of places more dangerous you would have to make them more tempting to visit though - and having specific "shady" but useful contacts at these places could be one of those.

I'd also like to see more emphasis on factions and status within them. I seem to be friendly or neutral with everyone - I'm on good terms with all three major factions - in fact I don't think I've made any enemies over the two years of playing.... I'd expect to have made at least some enemies - and it feels strange that I can be friendly with all three major factions - at some point I'd like to see them question my loyalty!
 
outpost construction and or for in game clans. have bonuses for being in a clan like a larger wing for clan mates extra CR for doing things with clan mates ect ect.

also paint jobs for the fed corvet i needs to have colors XD
 
comets ( scoop the tail for extra FSD; mine the head )
acrretion disks
convoy escort mission
convoy attack mission
big structures near bases ( green house for example ) where the convoy starts and goto
pirate bases hidden in asteroid rings
seven space wonders ( unique old structure derelic to visit accross the bubble )
 
Entirely player-driven Corporations (Elite equivalent of clans), together with their own unique set of mechanics and features to promote co-op PvE and PvP gameplay.

Imagine if, within the game, provided the player saved enough capital together to invest, we could:
- elect and select player-based board of directors (to vote on corporate strategic decisions)
- contract NPC and human employees to work for us
- pay for a licence to trade/operate out of our system of choice
- select an industry/area of expertise for our company; e.g. Logistics and haulage, military contracts, bounty hunting, exploration contracts, commercial passenger transport, mining, professional prospecting services, data transfer/courier services, slavery etc.
- determine the terms of each contract with our company employees
- gain influence within a system allowing our company to eventually rise to becoming a system minor faction
- buy planetary (and eventually asteroid-based) bases of operations in-system; and eventually in neighbouring systems
- eventually buy outposts and even entire stations
- eventually be able to issue CGs to human players, to support expansion and station building into previously un-inhabited systems.
- player-corporations could have their own ranking systems for player-contractors and employees, so that contractors can continue doing work for their employers can increase in rep and be promoted, eventually becoming eligible to be voted onto the board of directors
- corporations of a given size will have a limit on number of directors, based on company size, and directors can even vote to oust existing members in favour of eligible candidates; creating interesting player-driven social dynamics.
- cooperations would have to comply with a series of rules in their day to day operations, set by the game's three major superpowers, depending on corporation allegience. Superpowers would thus have the power to impose heavy penalties on corporations found to be guilty of malpractice or breaking the rules.

The possibilities are really endless.
 
A few more now I've thought about it...

5a) The ability to buy/sell RNGineered modules at stations.
5b) Module manufacturers work out how the good RNGineered mods work and add then as expensive options.

6) Allow multiple small modules in a larger bay. Having to waste a size 2, 3 or larger bay on a size one module is just plain daft.

7) System Map and Galactic Map cached on entry to a system, so they appear without delay (I can't understand why this wasn't done from day one - it's not like they're ever different (that I've noticed) once you're in a system.

These all sound like great options to me. If (6) is too hard for FD to implement, I'd be happy with 3-4 additional size 1 slots on each ship. Remember, for a long while, we had 1 of 8 slots filled in our "planetary landing package"; now 7 of those are gone. It would be nice to get some of that cargo space back.

comets ( scoop the tail for extra FSD; mine the head )
acrretion disks
convoy missions [...]
seven space wonders ( unique old structure derelic to visit accross the bubble )

These sound good too. As an explorer, 7 space wonders sound mighty appealing. Something new and exciting to experience. Perhaps you earn a decal for visiting each one and a extra special decal for visiting all 7. There would be tourist missions and a reason to go out an explore again, even if you've reached Elite explorer status.

Missions that link all the awesome mechanics together into procedurally generated mini stories.

Yet another good idea, imo.

One more thing: I'd really like to have a neutron star super highway to make distant goals less of a grind and more exciting.
 
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The biggest issue I see with Elite Dangerous is that it has limitless side quests, and no main quest. Missions are great and everything, but it'd be fantastic if there were also npcs with personality and a narrative purpose, instead of just faces. I really, truly feel like this is the biggest missing element in this game. The 2.2 training missions made me realize how glaring this is. I want a clear antagonist. I want a choose your own adventure style structure to these main quests, complete with VO and all the bells and whistles most modern AAA titles have.

Oh, and I want a dedicated "external camera" limpet.

I imagine it would go something like this:

story intro text
haul x to x
story text
go blow up Mr. x
story text
haul x to x
story text
go blow up skimmers at x
story text
go blow up Mr. y
story text complete!:rolleyes:
 
1. Functioning crime system.
2. In game ship customization with uploaded bitmaps (I wonder if we'll have to pay for custom hairdos when character creation comes out?).
3. More stuff to do in exploration and planet surfaces (shooting skimmers and scanning data points, weeee....).
4. More variety of missions.
5. A freak'n map that would stay locked to your position as you move.
6. More linear supercruise.
7. Better external camera.

Pretty standard stuff.
 
Manual hull repair. Therefore you need to get out of the ship. In open space, like the debug cam. I want nothing more.
 
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