400.000.000.000 stars, and what to do with it?

Well, let me put this strait, I am not a game developer, I am not even a armchair game developer, nor do I claim to be one.

I am a Gamer....Therefor this is from the perspective of such a person.

I like, no I LOVE science, every game that claim to be more to the realistic side I try to play. Some are boring as counting roundabouts, some as exciting as driving
down the high way in the wrong lane.

What make a game fun and exciting for some, will probably be a totally turn off for others. To illustrate my point let me tell you a small story from one of my
game sessions in DayZ.

DayZ is a survival game, the main purpose is to keep you toon alive as long as possible, it's pve and PVP. (yes small caps are deliberately).

I was fully geared up, didn't actually need anything, and was in good health, I left my backpack in my small camp in the woods, and only brought my combat gear
to loot the MIL Base 1K to the North. On my way to the MIL Base I got shot by another player, however I managed to escape heavily wounded, my leg was broken but I fixed it with two sticks of wood and some rugs. I lost a lot of blood, so my vision started to grey out, I needed food and I needed it fast.

Found a cow in the fields close by, killed it and ate some of the meat raw to boost my blood regeneration. FOOD POISONING!, I died that day, 100 meters from my camp, wounded and full of infested cow meat, not a good day, but very exciting game play.

SWOOSH back to the 400 Billion stars!

To move around the galaxy, you need to grind, in this case the grinding are pressing (J) to jump, it's not the distance, it's how you move around, it's the mechanics that drive you from point A to point B. When you get to an interesting planet or moon, you can get to the surface and start to shot rocks to collect materials, after some time it becomes a grind too. The material scanner is a very good tool, and i like how it works, if it works, however you really don't get a lot of options.

Sometimes a POI is spawned, then again they do not always make sense and you feel detached to the mechanics.

Designing a more solid foundation of how you as a player can interact with a planet or moon would boost the gameplay and how you as a player interact with the game. That is why you need a more fleshed out game design.

What scientific arsenal do we have at our disposal? a material scanner, that's it folks! what can we do on the planets and moons? shot rock!

IMAGINE if we could collect science data, build a small outpost where you will need some of the materials you collect to produce modules to build the outpost?

Power plants, HO2 generators, Air Generators, mining tools to extract larger ores of materials, Communication modules to send the data collected and sell it to the CIV's out there, drones to dispatch to map the moon or planet setting up coordinates where you can drive to a POI and investigate further.

Then there are the technical questions:

1. What happens to the outpost when you log out? persistence or will it do like our ships?
One solution could be that you simply hibernate and the outpost activate a force field that hides the outpost, or the outposts are already build underground and the
entrence is hidden.

2. Can other players attack the outpost?
well they should be able to do something, but only when we get legs as they would require to enter the base by foot.

3. How will the materials be move out from the outpost?
Data can be transmitted, if you build a communication unit, mining materials can only be taken out by ship, yours or friends.

4. How do you maintain the outpost?
Modules will deteriorate, they will need repairs and or replacement after some time, modules can be manufactured with a 3D printer unit and materials collected on the ground.

5. What happens when you don't need the outpost anymore and want to move?
The outpost can be disassembled by nano drones and broken down to materials you can keep in your haul.
Nano drones need to be purchased at larger stations, and cannot be manufactured by the 3D printer.

6. How large an outpost can you make?
There are not a limit, the limit is decided by the power modules and HO2 life support generators.
Power generators can be assembled in serial mode, same goes with the other modules.

7. What fuel will the power generators use?
They will use the same fuel as our ships, and we can refill them with fuel drones or make it by syntheses.

8. Will there be a hangar bay for my ship?
No, this is an outpost, your ship will need to be parked in orbit.

9. Can I use the SRV and SLF?
Yes, you can deploy these before you park your ship in orbit, they will need an SRV/SLF pad to park them

10. This has nothing to do with Elite, why even make it?
Because of same reason as teleportation, holograms and pew pew, FUN.



Thank you for reading, have a nice day.
 
I am glad someone else suggests building stuff on planets. It makes sense to be able to build on planets, and many other games have building as an option or even requirement to progress as well.
The questions you ask... leave that to the devs if they put a thing like this in. I would think there should be more then just outposts though.

For example, why do we have so many terraformable planets? They provide cash but thats about it. Can we put terraform equipment on planets so we can live on them? That is off course, after we get landing on atmospheric planets. Terraformable non atmospheric planets do exist but they are rare and we can't do anything different on them.

Anyway, good post and I hope FD realises that in order to keep / increase an active playerbase.. building would be a good addition.
For that, I answer your question number 10: This has nothing to do with Elite, why even make it?

Because we have more then 99% space outside the bubble(s) that aren't inhabited and can be used to do stuff on.
If No Man's sky can do it, so can Elite Dangerous.
But hey... Elite Dangerous is much much better because of at least... different ships and a universe we know (milky way).
Let the players build in the universe please. Stop building stuff by yourself FD!
 
For 99.99% of it we auto-scan the system then move to the next one. That's it.

Riveting stuff!

And then you watch the head developer in a live session two weeks ago not even address one substantial gameplay question. More interested in questions about paint jobs and name plates on ships.

This is not a good sign.
 
For 99.99% of it we auto-scan the system then move to the next one. That's it.

Riveting stuff!

And then you watch the head developer in a live session two weeks ago not even address one substantial gameplay question. More interested in questions about paint jobs and name plates on ships.

This is not a good sign.

Oh he did answer my Question.
Question: Will we ever get a Hardcore mode ?
Answer: No
 
The sad thing is at it's current rate it looks like NMS will end up the better game of the two and to say that is slightly shocking. This is a slight amount in humour in that statement but you look at the "complaints" for NMS on reddits and then you see it getting fixed and you see the same complaints on this forum and we end up with multi-crew...
 
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All good points and suggestions, all of which take time, money and good planning to achieve. We have no idea what exactly is on the road map for Elite's future or the time frame to get them to us but I'd like to think that at least some of what you've suggested is planned. :)

I have to add that I lol'ed at the armchair developer comment since I've been able to retire two weeks ahead of schedule an now no longer work in the industry or work at all! Rest assured that from now on I'll only be commenting as a gamer. :D
 
There's nothing wrong with wanting to build and expand bases. I too would love to see that in this game at some time.

Where the disconnect usually happens is the management/base tycoon type of play. Where you plonk a facility which extracts ore/makes money, or build a drone which goes to investigate for you. In essence you get rewarded for waiting.

That's unlike what you proposed in terms of gathering materials to construct a base. That is hands-on, and that is an idea I think that fits in the ED galaxy. The mining facilities to extract ore, not so much.
 
The sad thing is at it's current rate it looks like NMS will end up the better game of the two and to say that is slightly shocking. This is a slight amount in humour in that statement but you look at the "complaints" for NMS on reddits and then you see it getting fixed and you see the same complaints on this forum and we end up with multi-crew...

Elite Dangerous are still my goto space game, I love the general feeling I get when I play the game, no multi crew is not something I will play, however I got the option to ignore it completely.
CQC I've ignored, because in its current form, not a part of the main game and without NPCS it's not my type of gameplay.

PP is not working, even though some attempt to patch it up was done.

My point, it's not the amount of features that make a great game, it is how they are put together. My little story regarding DayZ was to show that even with simple goals in a game, it can be deep and engaging.

To play you need to feed your toon, to make it easier you can gear up, to make it challenging you need to craft your gear.

one rule, don't die.
You can't win the game, only survive as long as possible.

now go play.

In ED we really can't die, crafting are through engineers, it's a good idear, but some of it not so great executed.
we can teleport around the universe, but not really, we can mine but not really and we can explore but only by auto scanning entier systems.

I want to ask FD,

Did you ever dance with the devil in the pale moonlight?

- - - Updated - - -

There's nothing wrong with wanting to build and expand bases. I too would love to see that in this game at some time.

Where the disconnect usually happens is the management/base tycoon type of play. Where you plonk a facility which extracts ore/makes money, or build a drone which goes to investigate for you. In essence you get rewarded for waiting.

That's unlike what you proposed in terms of gathering materials to construct a base. That is hands-on, and that is an idea I think that fits in the ED galaxy. The mining facilities to extract ore, not so much.

Drones should not collect for you, they should point you in directions, the final investigation has to be done by you.
Mining should not happen when you a offline, you as a player need to be there and managing the system.
 
IMAGINE if we could collect science data, build a small outpost where you will need some of the materials you collect to produce modules to build the outpost?
Collecting relevant data? Yes. Hauling required cargo and data? Yes. Protecting outpost from bandits? Yes. (Do I see a bit of three careers there?) I don't mind building, but since this is Elite I would prefer to let NPCs build the outpost.

I could help NPCs to build and run the outpost by completing a dynamic series of missions. After a few weeks the outpost could die as its mission is accomplished.

There could be science outposts, mining outposts, temporary military bases, temporary hidden pirate bases.

Thank you for reading, have a nice day.
Have a rep.
 
Yes. As long as its not as 'THIS PLANET IS MINE' terf-war thingy I'd love small base-building/homebuilding. Pies in the sky and all that though, considering FD is having such monumental difficulties with things like SRV multicrew, which I assume was pretty much expected to be a given by most here.
 
Minecraft in space...or the Wild West - whatever way you want to look at it.

Yes, seems like more 'options' for planets is definitely a must. The idea sounds, well, sound - player driven human bubble expansion perhaps - even add in CGs to develop bases in systems. If FDev get their act in gear for atmospheric landings you could even add in terraforming as an option for a group goal.

Not so sure about the 'hiding bases' bit though, I think the bases ought still to be visible at all times. Given the remote chance of being spotted the odds of being destroyed would be small, and it fits with the 'risk' 'reward' scenario you originally presented. Might even drive a whole new Player driven PowerPlay dynamic if say a player group developed massive planetary bases with orbital platforms and mega ships in orbit.
 
Minecraft in space...or the Wild West - whatever way you want to look at it.

Yes, seems like more 'options' for planets is definitely a must. The idea sounds, well, sound - player driven human bubble expansion perhaps - even add in CGs to develop bases in systems. If FDev get their act in gear for atmospheric landings you could even add in terraforming as an option for a group goal.

Not so sure about the 'hiding bases' bit though, I think the bases ought still to be visible at all times. Given the remote chance of being spotted the odds of being destroyed would be small, and it fits with the 'risk' 'reward' scenario you originally presented. Might even drive a whole new Player driven PowerPlay dynamic if say a player group developed massive planetary bases with orbital platforms and mega ships in orbit.

The "hidden" bases was just an attempt to help FD if they got issues with true persistence, if they are visible only when you are logged in, there should be an explanation why you can't see them sometimes.
 
I was really hoping for more going on at the surface of planets between settlements.
Stuff moving between outposts which you could attack for instance like truck convoys.

It was a real shame they didn't add NPC SRV's as SRV to SRV combat is really great fun.

I'm not blind to the technical issues of generating ground based trade paths between planetary settlements on procedurally generated worlds and populating them with vehicles that can handle random terrain though.

The random POI / USS stuff is my least favourite aspect of Elite but then it is REALLY hard to have persistent systems in a procedural world with multiplayer.
 
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FD only care about micro transactions. If they didn't, this game wouldn't be so damn boring and we would most likely have more and better content.
I really wish some other company would rip off this basic skeleton of a game and actually make use of its potential.
 
FD only care about micro transactions. If they didn't, this game wouldn't be so damn boring and we would most likely have more and better content.
I really wish some other company would rip off this basic skeleton of a game and actually make use of its potential.

that is the general community feeling, i guess it isnt filtering through to the decision makers just yet
 
I don't think that's true at all. I think they really care about the game.
It's just that features we think of are hard to implement.

I want "X" but what that really means is I want "X" that works in a procedurally generated multiplayer world.
 
that is the general community feeling, i guess it isnt filtering through to the decision makers just yet

Please don't generalize on behalf of "the general community" in replying to that overly simplistic response. There are plenty of us who would take issue with statements like that.
 
that is the general community feeling, i guess it isnt filtering through to the decision makers just yet

What does that even mean?

"Oh, right, now I get it: people would prefer spacelegs+atmo landings over a new vibrant paint pack. Lets hit that button over there and give them what they want." :rolleyes:

Ofcourse, if you can deliver the procgen technology, flight model, BGS plus whatever you think is 'its potential', I'd love to buy it from you. But if you cant, maybe you should pipe down a little bit and not demand stuff from people you have no idea how to do yourself. Noone is entitled to their dreams and fantasies...
 
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Well, let me put this strait, I am not a game developer, I am not even a armchair game developer, nor do I claim to be one.

I am a Gamer....Therefor this is from the perspective of such a person.

I like, no I LOVE science, every game that claim to be more to the realistic side I try to play. Some are boring as counting roundabouts, some as exciting as driving
down the high way in the wrong lane.

What make a game fun and exciting for some, will probably be a totally turn off for others. To illustrate my point let me tell you a small story from one of my
game sessions in DayZ.

DayZ is a survival game, the main purpose is to keep you toon alive as long as possible, it's pve and PVP. (yes small caps are deliberately).

I was fully geared up, didn't actually need anything, and was in good health, I left my backpack in my small camp in the woods, and only brought my combat gear
to loot the MIL Base 1K to the North. On my way to the MIL Base I got shot by another player, however I managed to escape heavily wounded, my leg was broken but I fixed it with two sticks of wood and some rugs. I lost a lot of blood, so my vision started to grey out, I needed food and I needed it fast.

Found a cow in the fields close by, killed it and ate some of the meat raw to boost my blood regeneration. FOOD POISONING!, I died that day, 100 meters from my camp, wounded and full of infested cow meat, not a good day, but very exciting game play.

SWOOSH back to the 400 Billion stars!

To move around the galaxy, you need to grind, in this case the grinding are pressing (J) to jump, it's not the distance, it's how you move around, it's the mechanics that drive you from point A to point B. When you get to an interesting planet or moon, you can get to the surface and start to shot rocks to collect materials, after some time it becomes a grind too. The material scanner is a very good tool, and i like how it works, if it works, however you really don't get a lot of options.

Sometimes a POI is spawned, then again they do not always make sense and you feel detached to the mechanics.

Designing a more solid foundation of how you as a player can interact with a planet or moon would boost the gameplay and how you as a player interact with the game. That is why you need a more fleshed out game design.

What scientific arsenal do we have at our disposal? a material scanner, that's it folks! what can we do on the planets and moons? shot rock!

IMAGINE if we could collect science data, build a small outpost where you will need some of the materials you collect to produce modules to build the outpost?

Power plants, HO2 generators, Air Generators, mining tools to extract larger ores of materials, Communication modules to send the data collected and sell it to the CIV's out there, drones to dispatch to map the moon or planet setting up coordinates where you can drive to a POI and investigate further.

Then there are the technical questions:

1. What happens to the outpost when you log out? persistence or will it do like our ships?
One solution could be that you simply hibernate and the outpost activate a force field that hides the outpost, or the outposts are already build underground and the
entrence is hidden.

2. Can other players attack the outpost?
well they should be able to do something, but only when we get legs as they would require to enter the base by foot.

3. How will the materials be move out from the outpost?
Data can be transmitted, if you build a communication unit, mining materials can only be taken out by ship, yours or friends.

4. How do you maintain the outpost?
Modules will deteriorate, they will need repairs and or replacement after some time, modules can be manufactured with a 3D printer unit and materials collected on the ground.

5. What happens when you don't need the outpost anymore and want to move?
The outpost can be disassembled by nano drones and broken down to materials you can keep in your haul.
Nano drones need to be purchased at larger stations, and cannot be manufactured by the 3D printer.

6. How large an outpost can you make?
There are not a limit, the limit is decided by the power modules and HO2 life support generators.
Power generators can be assembled in serial mode, same goes with the other modules.

7. What fuel will the power generators use?
They will use the same fuel as our ships, and we can refill them with fuel drones or make it by syntheses.

8. Will there be a hangar bay for my ship?
No, this is an outpost, your ship will need to be parked in orbit.

9. Can I use the SRV and SLF?
Yes, you can deploy these before you park your ship in orbit, they will need an SRV/SLF pad to park them

10. This has nothing to do with Elite, why even make it?
Because of same reason as teleportation, holograms and pew pew, FUN.



Thank you for reading, have a nice day.
good example with dayz, even it is in alpha and have plenty of bugs it shows how certain mehanics can give depth and joy playing it. ppl often confuse game mehanics with content/storyline and imagination. Interaction is important!
with good mehanics and tools there is no end to imagination!
 
Well, let me put this strait, I am not a game developer, I am not even a armchair game developer, nor do I claim to be one.

I am a Gamer....Therefor this is from the perspective of such a person.

I like, no I LOVE science, every game that claim to be more to the realistic side I try to play. Some are boring as counting roundabouts, some as exciting as driving
down the high way in the wrong lane.

What make a game fun and exciting for some, will probably be a totally turn off for others. To illustrate my point let me tell you a small story from one of my
game sessions in DayZ.

DayZ is a survival game, the main purpose is to keep you toon alive as long as possible, it's pve and PVP. (yes small caps are deliberately).

I was fully geared up, didn't actually need anything, and was in good health, I left my backpack in my small camp in the woods, and only brought my combat gear
to loot the MIL Base 1K to the North. On my way to the MIL Base I got shot by another player, however I managed to escape heavily wounded, my leg was broken but I fixed it with two sticks of wood and some rugs. I lost a lot of blood, so my vision started to grey out, I needed food and I needed it fast.

Found a cow in the fields close by, killed it and ate some of the meat raw to boost my blood regeneration. FOOD POISONING!, I died that day, 100 meters from my camp, wounded and full of infested cow meat, not a good day, but very exciting game play.

SWOOSH back to the 400 Billion stars!

To move around the galaxy, you need to grind, in this case the grinding are pressing (J) to jump, it's not the distance, it's how you move around, it's the mechanics that drive you from point A to point B. When you get to an interesting planet or moon, you can get to the surface and start to shot rocks to collect materials, after some time it becomes a grind too. The material scanner is a very good tool, and i like how it works, if it works, however you really don't get a lot of options.

Sometimes a POI is spawned, then again they do not always make sense and you feel detached to the mechanics.

Designing a more solid foundation of how you as a player can interact with a planet or moon would boost the gameplay and how you as a player interact with the game. That is why you need a more fleshed out game design.

What scientific arsenal do we have at our disposal? a material scanner, that's it folks! what can we do on the planets and moons? shot rock!

IMAGINE if we could collect science data, build a small outpost where you will need some of the materials you collect to produce modules to build the outpost?

Power plants, HO2 generators, Air Generators, mining tools to extract larger ores of materials, Communication modules to send the data collected and sell it to the CIV's out there, drones to dispatch to map the moon or planet setting up coordinates where you can drive to a POI and investigate further.

Then there are the technical questions:

1. What happens to the outpost when you log out? persistence or will it do like our ships?
One solution could be that you simply hibernate and the outpost activate a force field that hides the outpost, or the outposts are already build underground and the
entrence is hidden.

2. Can other players attack the outpost?
well they should be able to do something, but only when we get legs as they would require to enter the base by foot.

3. How will the materials be move out from the outpost?
Data can be transmitted, if you build a communication unit, mining materials can only be taken out by ship, yours or friends.

4. How do you maintain the outpost?
Modules will deteriorate, they will need repairs and or replacement after some time, modules can be manufactured with a 3D printer unit and materials collected on the ground.

5. What happens when you don't need the outpost anymore and want to move?
The outpost can be disassembled by nano drones and broken down to materials you can keep in your haul.
Nano drones need to be purchased at larger stations, and cannot be manufactured by the 3D printer.

6. How large an outpost can you make?
There are not a limit, the limit is decided by the power modules and HO2 life support generators.
Power generators can be assembled in serial mode, same goes with the other modules.

7. What fuel will the power generators use?
They will use the same fuel as our ships, and we can refill them with fuel drones or make it by syntheses.

8. Will there be a hangar bay for my ship?
No, this is an outpost, your ship will need to be parked in orbit.

9. Can I use the SRV and SLF?
Yes, you can deploy these before you park your ship in orbit, they will need an SRV/SLF pad to park them

10. This has nothing to do with Elite, why even make it?
Because of same reason as teleportation, holograms and pew pew, FUN.



Thank you for reading, have a nice day.

Nothing, because the game is about pvp right now, and everything is so basic and it so people can earn credits quick to pvp....

Sad really, seeing that after three years there has been zero enhancement to the core game mechanics.
 
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