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

It is clearly, that no one here actually know what software development is.

I won't say much. Just look at this and you will understand.

https://media.giphy.com/media/8fjedJmOkkcTu/giphy.gif

Good luck with that.

Snap that prong off... that'll sort it?!

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I like the list by Askavir, but would modify it thus:



1 - Scanning mechanics that require player skill (and is improved by player cooperation either in wings or as crew serving a "Scanner" role). Actual gameplay and skill required to find USS, planetary POIs, ships not in supercruise, especially rich sites for ore and materials, etc. To enrich the gameplay experience for explorers, asteroid miners, surface miners, mission runners, pirates and bounty hunters... This ties together with nr 2:

2 - USS revamp. Ditch the random spawns. Allow people to investigate the USSs they find nteresting, instead of waiting for random stuff. Use detailed surface scanner to locate ground POIs and material rich regions. Ditch the whole peek-a-boo POIs mechanic (and lets no speak of them again - ever).

3 - Better networking and instancing. This would really help the social aspect of the game.

4 - Better crime and punishment system. To encourage more people to play in OPEN - to share and enrich the experience for everyone.

5 - Powerplay merge with BGS, instead of being a game within itself (like so many other things in ED). Have players contribute to powerplay factions by doing "regular" BGS tasks. Have minor factions have powerplay allegiances instead of superpower allegiances. Make your powerplay faction reputation stack on top of the minor faction reputation to allow access to better mission rewards. Tie naval ranks/careers to powerplay.

6 - More planetary content. Air to ground base attack, using ships (not dune buggies) to destroy ground installations protected by AAA sites, missile launchers and other ships. Ground facilities only accessible though the SRV, without landing pads but with "parking pads" which provide services, missions, etc.

7 - Wings reward sharing. All profits made by any of the wing members in a wing should be split evenly between all wing members, be it either bounties, combat bonds, mission rewards, trade profits, etc etc.

8 - Make those formidable CQC assets in game serve a purpose. Make them dockable, and provide missions.

9 - More passenger content. Troop deployement, emergency evacs, prisoner transport, etc.

10 - Atmospheric planets. And please note: I am longing to see atmospheric planets! I almost can´t wait. But they are here at the bottom of my list because the above is probably less taxing on development time, and honestly, the game needs to fix and improve some of the basic mechanics. (Did I mention scanning gameplay?)


Thanks for taking this seriously CMDR, much appreciated.
 
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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?

Piracy (better crime and punishment system)
Planetary game-play. (Atmospheres, POI)
Exploration (better tools, interactions, mini games and discoveries)
Trading (personal markets and store fronts)
Bewb picture liveries for my cockpit. (my ships interior would like a 1980 mechanics workshop)
 
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Piracy (better crime and punishment system)
Planetary game-play. (Atmospheres, POI)
Exploration (better tools, interactions, mini games and discoveries)
Trading (personal markets and store fronts)
Bewb picture liveries for my cockpit. (my ships interior would like a 1980 mechanics workshop)

Great stuff, though we don't need atmosphere to have fun gameplay on planets...
 
1. HUD overhaul/revamp. Scanner in particular, but I'd make the HUD modular and customisable to a ludicrous degree.
2. Commodities market overhaul. There's a lot that could be done even if the underlying guts stayed the same.
3. Mission expansion. Vastly increase the variety and flavour of missions.
4. Basic communication with NPCs. Even if limited to four or so canned messages, being able to say 'hold on, I'm unloading my cargo now' to give yourself more than 5 seconds between an NPC pirate demanding said cargo and shooting at you, or 'jettison some gold and I'll let you go' would be nice.
5. Orrery system map.
 
  1. Ingame button to order pizza delivery form local pizza shop, for those long nights of exploration, (Or grinding rep, bounties etc).
  2. Pizza Bobblehead
  3. See #1
  4. See #1
  5. See #1
 
Priority of things to improve
--------------------------------
Trading,
Exploration,
Combat
Mining,
Piracy,
Smuggling,

Other things
--------------
1) Many more different station types and I mean changing ones that exist so sorry if that breaks immersion for a bit.
2) Computer (Holly) AI voice with customisable face reads messages and galnet.
4) Volunteer group assigned and managed by an FD rep to help create interesting missions and so also good mission editor enhancement.
5) A bar in the station that you can meet and chat to other cmdr's using your HoloMe.
 
1. Exploration + Piracy
2. Mining
3. Smuggling
4. Missions
5. Bounty Hunting

Anything left over - Exploration.

While Combat may be exciting shooter games come and go with fashion. I firmly believe Exploration, Piracy & Smuggling are key to the long term survival of this game. Particularly Exploration, which seems like a key feature yet has been strangely ignored.
 
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Incorporating Science Missions into Exploration
Wing Missions
Alliance Ships
Military Careers
Population changes and colonisation with BGS
 

Deleted member 38366

D
Step 1, Critical Issues :
  • potent Crime & Punishment System, putting everything in its rightful place (including debugging, buffing & upgrading Security/System Defense Forces where needed to achieve desired results)
  • implement Anti-Cheat/Hack System and fix critical Exploits/Abuses. Confirmed Cheaters get Save Cleared, after 2nd offense License revoked. Contacted Exploiters (while a fix is in development) get a single Warning, repeat-offenders get Save Cleared.

Step 2, Severe Issues :
  • move from P2P Architecture augmented by Servers to a limited Server Architecture augmented by P2P
  • -> Limited as in specifically supporting only : Normal Space Ops = post-interdiction or wake-follow, especially Wings and future MultiCrews; and ability to take control from Combat-Logged Ships (not via Menu) transformed into NPC
  • add automatic Network Analysis/Debug into the Game that records any networking failures, data is collated (anonymous) for debugging and future optimization; if known issues are locally detected, allows Client to tell the User what Network changes to make (some other P2P Titles use 3rd party "Network Helper" IP Software for this purpose, those are subject to licensing though)

Step 3, Important Issues :
  • flesh out and diversify Gameplay mechanics (Exploration, Mining, Piracy, Trading, PAX Missions, Bounty Hunting, Conflict Zones, general Combat, anything BGS)
  • revisit every single Game element for any illogical inconsistencies to fix
  • revisit and sanity check every Mission, Branch and other Element for 100% proper implementation without logical breaks
  • ensure minimum Gameplay/Feature balance is held between different Season owners (no unfair disadvantaging/punishing of Players, just because they didn't buy a current Season! Sends wrong message = wrong motivator! They're customers like all others.)
  • slowly implement an actual Sandbox and migrate old/existing Scripted Systems into it over time

Note : Step 3 will naturally be a long-term and ever-ongoing project.

Step 4 : Gameplay Expansion, Playerbase or selected parts thereof (Experienced Players) included in concepting phase already (to provide sanity check/ filter based on their "real-world" experience)
  • only when all above steps are actively being worked, plan and add new Gameplay Features
  • clear priority and orientation : Original Design Documents, unless elements have structurally have become obsolete/superseeded
 
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1. Npc behavior.
Open communication with them, depending on ur standing. ask them to: share info, join you, drop cargo.

2. Battlefields.
-Dynamic battles with battlegroups, that u can then join. over planets, in space and at bases. where Bases, Battleships and Carriers can change the battle and where they can be lost.
-A battle can be won or lost.
-Join and fly a fighter based on ur faction standing or bring ur own ship.

3. Exploration.
-Make the rarity of stuff on planets as rare as it is likely to be in the real world. (funny how many crashed satellites can be found on each random planet) "make a find matter"
-Give the explorer the tools to track and find the super rare stuff out there (scanners(in system)) & (telescopes+radio from many LY away)
-Use a telescope in system to chk for any pretty planets to land on.
-Make it possible to see and scan for the stuff on planets from the ship (why cant i scan for mats in my ship ?)

4. More detail to and Customizable cockpit / Hud.
-This is where we spend all the time flying the ships, it should be super impressive.
-Change HUD layout, add camera monitors for rear and side views etc. cams mounted on utility slots gimbal and turret like.
-Tune into different radio freqz for: landing, local entertainment, pilot chatter (maybe track a npc for pirate encounter or a trade rute)
-Color, seats, pilot location in the cocpit, mirriors.

5. Engineers
-More space for mats (depending on ship size)(moving to a smaller ship will leave mats on old ship, you can then move mats around urself)
-Instead of having to visit an engineer to upgrade something, then let the player do the upgrade via a module on his/her ship, while buying blueprints from the engineer bases.
-Bigger upgrades such as hull upgrades can be done at a shipyard.
-No limit to module storage (makes no sense). just a one time fee for each item stored.
-Remove the RNG on the upgrading. stats are fixed to the blueprint.
-Blueprints can be salvaged from wrecks, pirated, traded etc. or made from engineer with the usual RNG drama.


This is some of the things i would prioritize.
 
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1. Remove rebuys as it's the most annoying part for i guess the most of us.
2. Make galaxy wide bounties visible for everyone.
3. Remove Solo and Private lobbies but create very high security systems with a very very high presence of authorities. If you attack other ships (NPC or Player) you will most likely not survive it.
4. Pay for security, at any station you can hire security guards. They follow you in supercruise and hyperjumps and protect you from hostile attacks. The NPC's should be Elite only because below doesn't make any sense. You pay them 20% of your income, like NPC Crewmembers. And those Elite NPC guards should use Engineer Weapons etc.
5. Powerplay need a complete revamp.
5.a. Increase payouts for exploration
5.b. Add below the, first discovered, a first detail surface scanned by. Because it would honor those who go with a DSS (which every explorer should carry). From what i've seen most 'explorers' give a crap about others (in example miners or someone who is looking for materials), they just want to nametag everything.
5.c. Give traders and miners more defensive gadgets, like perma silent running without overheating but they cannot equip any weapon, except a mining laser.
5.d. Allow players to buy 'Expansion Ships', they are slow and horrible expensive and cannot be replaced if lost, they cant dock, only can land on planets and moons. With those ships, you can go wherever you want, land it and start the settlement process.
The ship will be partially used as planetary base, it has a settlement crew on board which build a planetary base with the basic services like, restock, refuel, market, and mission board.
5.e. Reduce the influence of NPC's in the economy. If a station or a system has not enough resources available, it should bleed out and disappear.
5.f. Open the entire galaxy except a few developer regions maybe. But those permit locked regions are annoying and against the spirit of openworld.
5.g. Make black holes dangerous, if you fly right into the event horizon you should be dematerialize :D
5.h. Create more player co-op missions, or which can only be done in wings.
5.i. Build in CQC mechanics in open.
5.j. Increase the money rewards for CQC, so more people might be attract to play it. Just an example, a kill should be 50.000 cr worth, if you manage 10 kills you get something worth the time you spend into the gamemode.

I see, i would be a quite busy developer :D
 
First and foremost:

Revamp the engine to support easier implementation of cosmetic products and open up the development of said products to the community.

More paint jobs, better paint jobs, less work for FDev, more money for FDev, happier community.

Then take that extra money and do whatever the hell you want with it. I don't care. I just can't stand watching FDev waste golden opportunities like this.

especially gone with skin based baintjobs and using patterns we can colorize on our own, then sell colors and patterns individually. much more diversity. much more reasons to spent money for personalised things.
 
with everyone's interests at heart.

So, need to think about not just the players, but also shareholders, the employees (keeping them fully loaded) and of course the financial stability of the company.

So, i'd probably try and strike a balance between bugfixing, new features, updating old features, keep adding new cosmetics, as well as introducing new franchises.

Hmmm..... wow, looks just like what FD are doing. I should apply for a job with them!

Oh, and free beer and pizza for the devs on a friday evening!
 
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