Ok CMDR, here's our dev budget, now YOU prioritise it!

Working directly and specifically from the DDF.
Removing all placeholders and replacing them with actual real mechanics (USS, etc)

Yes, very important for me too. Conflict zones? What sort of war is fought that way? There should be beacons around the stations, so they can be blocked and such. RES? Why not some enhanced scanner that helps locate ships? This is just the begining, but I'm not really a dev
 
Before we know the resources allocated to the development of the game we can't possibly suggest anything really. All we can do is to raise our opinion and that is it.

I "just" want this in the end of it all ;)

[video=youtube;8yd-m9AR7mY]https://www.youtube.com/watch?v=8yd-m9AR7mY[/video]

and this

[video=youtube;EM0Gcl7iUM8]https://www.youtube.com/watch?v=EM0Gcl7iUM8&t=153s[/video]

[video=youtube;ViGYFwHX8yk]https://www.youtube.com/watch?v=ViGYFwHX8yk[/video]
 
Last edited:
1. Bug fixes... and bug fixes... and again.
2. Get rid of placeholders.
3. Give exploration some actual content and depth!
4. Work on space legs and content to come with it.
5. Mining .... dedicated mining ships...?

and yes dont kill my damn crew.
 
Last edited:
So everyone's a dev!

Now here is your chance... you have proved yourself to be a reasonable person on the forums, with everyone's interests at heart.

So, if you were given the opportunity to prioritise five game elements, either currently in-game, or yet to be introduced, what would they be?

1) Supercruise interaction.
2) Supercruise scanning of planets/systems/ships etc.
3) Other stuff.
 
So everyone's a dev!


Now here is your chance... you have proved yourself to be a reasonable person on the forums, with everyone's interests at heart.

So, if you were given the opportunity to prioritise five game elements, either currently in-game, or yet to be introduced, what would they be?


For me, it would be...

1. The professions, in this order.
Exploration,
Piracy,
Smuggling,
Mining,
Trading,
Combat. (did I forget one... silly dev)

2. The Missions System.

3. Planetary game-play.

4. Powerplay.

5. Bring CQC into the main game.
5a. Maybe throw a wee bit of CR into my account, something for a rainy day... ;)


How about you?

1. Atmospheric landing (including weather, cities, biology)
2. Real economy including productions chains, recessions, companies
3. "space legs"
4. storyline and findings in space, including very unique items
5. comets, accretiondiscs and all the fancy stuff for explorers
 
1. Bug fixing
2. Instancing
3. Exploration
4. Community content improvement (such as multicrew)
5. Paintjobs, Decals, ship kits etc for the store to get money
6. New content
 
Actually I agree with posters that mentioned Bounty Hunting, so poor is it at the moment, did not even make your list (or you think farming RES is the be all end all I suppose) :)

I remember 1.1/1.2 when poor trigger finger discipline would get you interdicted by NPC plice in SC across the whole of the Fed, Alliance or Empire, a 400Cr fine would quickly increase if the interdictor was bigger than you, and then your would be offed by a player bounty hunter. Those were the days, you had to think or your feet! 2.1 nearly re-ontroduced them.


hmm, back on topic - PvP Bounty Hunting tools to search out and find Player Bounties using the inbox. It is the profession that has suffered the most through the dumb down post 1.2.

Simon
 
1. Exploration. More planet types to explore, more corps & crazies to explore for, more specific data to extract and sell to the right buyer, ability to build small temporary outposts, and basically everything that has been said on the exploration forums. Game needs some brain-ey stuff, not just pew pew.
2. Combat Zones: Get rid of them and make it a more strategical/true war inspired model. You should really see how the winning faction takes strategic points, how they encroach on important orbital and planetary bases. There should be opportunities for haulers to bring in supplies. Trade blockades. News-Flashes & Propaganda in system... Etc. At the moment it feels like: Enter the shooting gallery. Not war. (Could be much worse though.).
3. Pirates: Should get some love, too. A poster had some good ideas already. On the other hand it should be much harder for them to clear their record. You decide to live under the black flag, you basically should be - after a while - restricted to lawless frontier worlds.
4. Make the whole game feel more meaningful. Currently we just either hunt the credits or go on a photo safari. Our actions must have more consequences, our commanders get more defined by them. This could be introduced through personal story elements. (e.g. you keep bounty hunting the same faction over and over again, they might hire assassins and you hear rumors about it. You explored hundreds and thousands of worlds, perhaps you are invited to an obscure meeting of the Lion's Club or whatever.)

Working in another sector of IT I know that much of that would be way out of scope in the near future, but - hey - even devs dream!
 
1. Put in place the basic fundamentals (backbone) of the game bearing in mind the features I have planned.

2. Once the basic backbone structure is in place, slowly build upon those features.
Adding in only the basic part of what's needed so as not to hinder future development (absolutely no point in fully fleshing out a feature that could change in the future)

3. Once the body of the game is complete and working in sync with itself .. that's when the meat and Potato's go in .. Fully flesh out all parts.

4. Finally add in tons of little extras that work in unison with the fully fleshed out game.

It's really simple. :)
 
I don't know if I would trust myself with god-like development power. The temptation to do things like:

  • Make every planet beige
  • Reduce the jump range on all combat ships, particularly the Vulture
  • Bring back spinning NPCs; Elite-ranked NPCs would spin faster, using their thrusters
  • Spend 2000 man hours on getting the waist-length tresses to fall just right in zero g

...might be too much for me to bear.

If I thought I could trust myself to be mature about it, some things I'd probably want to look into would be:

  • Tune up exploration, trade and piracy mechanics
  • Rebalance the mission board, including revamping the naval progression missions. In fact, I'd probably remove the randomness from the naval progression entirely and make a set of specific missions that increase in complexity and resources required as you increase in rank, and let you try a little bit of everything Elite has to offer. No more "To progress to Recruit you need 200t of cargo space" missions
  • Moar ships
  • Ayliums
  • Probably a lot of other much more clever things I'll think of hours after submitting this post
 

1. Fix known issues, and bugs.
2. QoL. i.e. Move that fracking LANDING PAD HUD notification up above the part of our radar that shows all the ships in the station we're heading into!
3. Fix the beige, and give exploration more things to interact with, and the tools to do it.
4. Bring CQC into the game, and make huge enclosed arenas that have movable objects, and allow players/player groups to setup the "playing field". And also have weekly competitions that give in-game rewards.
4. More ships, and better ship balancing. By this I mean multi-role ships should not be better at anything that there are dedicated ship types for.
5. Crime & punishment.
6. A ship launched exploration ship that has awesome visibility. And scanners instead of weapons.
7. Stop trying to fix balancing issues by making things more complex.

Other than that, I do love playing ED!

S1E


 
1. Bio break mini game, where CMDRs have to balance increase in waste and toxins in their blood against the limited range of space food they have procured.

2. Tetris style cargo loading mini game, allow accurate and real time loading and unloading cargo, where the 1 ton compartments come in a variety of sizes and need to be fitted into the hold of your ship, before the dockers go on a vape break.

3. Paperwork mini game, CMDRs have to juggle emails and attachments in a timely manner to sign up with the right riders and terms and conditions for each mission they accept, before actually completing the necessary waivers and contracts before departing.

4. Mr Fixit mini game, all damage to ships require collection of a minimum of 3 quotes from local repair shops, selection must be made followed by a multiple choice response to challenges from other suppliers over cronyism, nepotism or underhand dealings.

5. Exploration data submission mini game, collate randomly generated facts for each star system discovered into a number of scientific, commercial or educational papers, publish or share with a number of groups and field random challenges from reviewers over its accuracy, validity or quality.

6. Pilot Federation license renewal mini game. Random chance if pilot having to demonstrate skills necessary to pilot ship by performing a real time 2 hour exam encompassing the mini games above as well as navigating a Coriolis and redo king whilst remaining within the speed limit of 100m/s failure will result in license being removed and game automatically uninstalling, player would need to buy a new copy of the game to restart.

;)
 
Personally I would work on everything at once after all with procedural generation if you add x to one thing it could open up y mission. Tieing all the missions into a narrative would also be a nice thing so transporting x item to y station would open up another mission to do something else relating to your delivery.

The thing is procedural generation is that doing one particular job would open up possibilities in other areas for example Piracy intertwines into security and escorts missions and in worse case salvage missions.
 
1. Exploration - ways to interact, things to discover, more things my ship can do to interact with the game world.
2. Mining - make mining more interactive, allow mining on planets
3. NPC interaction - allow us to interact with NPCs and pirate them properly, give us the ability to select responses from the comms panel.
4. No more pew pew stuff for a very long time...
 
Back
Top Bottom