400.000.000.000 stars, and what to do with it?

400.000.000.000 stars, and what to do with it?

You can press 400.000.000.000 times the jump button and the honk button. For DB pressing the jump button for 8hs straight is gameplay, I think Tetris has more gameplay than that.

Building stuff on planets? Yes.

Building an Outpost? yes.

I never understood why FD don't look at the good gameplaye elemts of other games and tries to reinvent the wheel if they are failing everytime.
The X series have a very good chain economy plus empire building. Eve have an amazing crafting system plus player trading. Why don't take the good stuff from every game mixing things with their own.

I would like to explore those 400000000000 systems if there were actual things to do.
 
You can press 400.000.000.000 times the jump button and the honk button. For DB pressing the jump button for 8hs straight is gameplay, I think Tetris has more gameplay than that.

Building stuff on planets? Yes.

Building an Outpost? yes.

I never understood why FD don't look at the good gameplaye elemts of other games and tries to reinvent the wheel if they are failing everytime.
The X series have a very good chain economy plus empire building. Eve have an amazing crafting system plus player trading. Why don't take the good stuff from every game mixing things with their own.

I would like to explore those 400000000000 systems if there were actual things to do.

I would like to travel beyond 500LY without pressing (J) to jump each and every single time :D
 
Oh sure, and I even would enjoy basebuilding. Just pointing out that 'and if you dont like it just dont use it' isnt really the best argument. ;)

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Just a small heads-up: got insta-banned for a day for using that abbreviation due to this being a 'family friendly forum'. No idea what kind of list the mods here use, I asked but havent gotten a response.

I simply used the phrase because someone previously had used it as an argument not to add it.

Core things do need work though but I do wonder if we have gone so far down a certain route that rescuing what is there is now a very difficult proposition without rendering what is there now or what has gone before completely moot. Billionaires have been made from the way things were so has set a precedence with gameplay regarding the corr features.

People are used to making a few million per mission etc where mission is half an hour at most. Can you imagine the outcry if depth was added to the core mechanics that now required you to do say 10 engaging chains to earn the same. I'd love it but the cash grinders would go insane about their cr/hr nerf.

I think FD's only option is to add content that doesn't mess with the current stuff too much.
 
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Well as others have said a lot of stuff in the background could be "placeholders" setting up future gameplay for seasons 3 through 10. I have faith they have been working on ideas and implementations behind the scenes but can't say anything until they get close to viable features in the years to come. I have noticed great work on detail and textures of outpost structures, objects inside stations. It's just such a massive scope for 400 billion stars. What and where to flesh out when they start getting there. For example, some of the "lighted windows" showing offices doors and hallways and lots of doors and even big hangar doors I believe they are set up as goals to lead somewhere in the future. i.e. we're just at the "Horizon" of season 2 leading to grander things to come with seasons 3 thru 10 perhaps up to 15 years down the line. Hey FSX has been around 12 years and PMDG and Flightsimlabs are still making $99 addon heavies simulations for it, as well as satellite and lower altitude photographic < 1m detail mesh for all of the U.S. and much of world available now.

I would like to travel beyond 500LY without pressing (J) to jump each and every single time :D

For sure, would love to be able to hire an attractive female npc crewmember to handle hyperspace jumping and clearing away from the stars after each jump. Would be worth it more imo, than what we have currently paying npc fighter crew multi-millions to sightsee most of the time when they're not in combat.
 
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As a veteran Elite Player, base building is definitely *not* a road I want them to go down. I have no problem with a more scientific approach to exploration, where you can use science modules & the collection of geological samples as a means of learning more about a planet. I am also an advocate for all USS's & PoI's being persistent for a commander, from the time you discover them, as long as they're in that same instance (i.e. don't quit the game then restart ;) ).

The way I envisage the exploration process is that, as now, you do a primary scan (honk). Depending on scanner quality, this will reveal decreasing levels of detail about all objects, out to the maximum range of the scanner.

Getting greater detail either involves a secondary scan of the object at a closer range or taking the primary data & feeding it into a science module. Tertiary Scans (close range "honk") of a landfall planet would behave like a DSS scan, whilst also giving information on the number of PoI's on the surface of the planet. The better the scan, the greater the detail revealed. Tertiary scans of USS's could also reveal more details about what is inside it (approximate number of ships, approximate quantity of commodities and/or materials-that kind of thing).

For me, the most "permanent" presence I want on a planet is one or more MB4 mining platforms :p.

I am of the same opinion that in order to start making exploration interesting, the whole spawn / USS / POIs must change from the current "randomly appears around you" to "must already be there when you arrive". Flying randomly until something randomly spawns next to you is completely different from being able to use equipment to search and locate stuff that is actually there.

We can't search nor discover what does not exist in the first place. All POIs / USS / etc must be created / spawned when you arrive at the system, and be shown in scanners when you use them. Like you said, with increasing detail the better equipment you use / shorter distance you use it. Those things must remain there at least until I leave the system.

This is the first necessary step to start making exploration interesting: things being there in the first place, and being discoverable using game mechanics that not only locate them, but also give increasing insight (depending on equipment / range) on what they are / might be.

ps: NO FARTING SURPRISE BLUE PEEK-A-BOO POIS!!!!! Sorry, had to get this out of my system. :D Its the game feature I find the most horrendous, after the engineers casino.

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In fact, I have come to the conclusion that credit farmers ruin this game, & hold it back, more than any other group.

This is very true.

Every attempt to make gameplay more interesting, richer and involving more player agency of any kind will always meet hard resistance from the large crowd who only cares about the holy credits / hour.
 
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!

Seconded, let players Build Stuff like outposts, bases. There's an endless amount of systems, it encourages cooperation and will keep more players active, because it are long-term goals.
 
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I am of the same opinion that in order to start making exploration interesting, the whole spawn / USS / POIs must change from the current "randomly appears around you" to "must already be there when you arrive". Flying randomly until something randomly spawns next to you is completely different from being able to use equipment to search and locate stuff that is actually there.

We can't search nor discover what does not exist in the first place. All POIs / USS / etc must be created / spawned when you arrive at the system, and be shown in scanners when you use them. Like you said, with increasing detail the better equipment you use / shorter distance you use it. Those things must remain there at least until I leave the system.

This is the first necessary step to start making exploration interesting: things being there in the first place, and being discoverable using game mechanics that not only locate them, but also give increasing insight (depending on equipment / range) on what they are / might be.

ps: NO FARTING SURPRISE BLUE PEEK-A-BOO POIS!!!!! Sorry, had to get this out of my system. :D Its the game feature I find the most horrendous, after the engineers casino.

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This is very true.

Every attempt to make gameplay more interesting, richer and involving more player agency of any kind will always meet hard resistance from the large crowd who only cares about the holy credits / hour.

Maybe not "already there beforehand" per-se, but once you "detect"/create these USS's/PoI's by use of your discovery scanner, then they should be persistant until you leave that instance.....not unlike how Mission specific USS's & PoI's currently work. I think it could be done if the objects were created/stored client side, rather than server side.

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I am of the same opinion that in order to start making exploration interesting, the whole spawn / USS / POIs must change from the current "randomly appears around you" to "must already be there when you arrive". Flying randomly until something randomly spawns next to you is completely different from being able to use equipment to search and locate stuff that is actually there.

We can't search nor discover what does not exist in the first place. All POIs / USS / etc must be created / spawned when you arrive at the system, and be shown in scanners when you use them. Like you said, with increasing detail the better equipment you use / shorter distance you use it. Those things must remain there at least until I leave the system.

This is the first necessary step to start making exploration interesting: things being there in the first place, and being discoverable using game mechanics that not only locate them, but also give increasing insight (depending on equipment / range) on what they are / might be.

ps: NO FARTING SURPRISE BLUE PEEK-A-BOO POIS!!!!! Sorry, had to get this out of my system. :D Its the game feature I find the most horrendous, after the engineers casino.

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This is very true.

Every attempt to make gameplay more interesting, richer and involving more player agency of any kind will always meet hard resistance from the large crowd who only cares about the holy credits / hour.

Note to self, read *entire* post before replying ;).
 
I don't care about base building, but it would be nice if you could buy prefab ones. OTOH, departing from a planet every time would suck.
 
Someone mentioned legos in another thread...maybe Dave could give us some space legos to build bases with. :)
 
Well, anything that can be useful will do, even some pre-fab inflatable outposts would be nice.

There is building, fortifying, defending, colonizing ... if you build it, they will come. Maybe you will need to manage it, manage NPCs.

I would also like NPCs on your base reaching out to you for help.

While you are puttering around checking on your base's status, the NPC building manager says you need a replacement heat exchanger. You'll need to fly around to different systems to collect the parts or else travel somewhere to pick up a new one for some outrageous price.

NPC pirates attack your colony and you are requested to help your base security force kick some butt. You wing up with a group of NPCs stop the attackers.

The Base Council would like your input on whether or not a preemptive strike against those pesky pirates is in order. Your choice. You can be part of an assault with a wing of NPCs in the neighboring system ... or ignore the Council .... to your peril. :)

The base science team is conducting medical research for a new medicine and needs soil samples to be located in a particular system with several potential planets in mind. You'll need to outfit your ship with a Science SRV and soil analyzer module. Or, they need underground gas samples...or volcanic samples ... your SRV will need the appropriate science module.

The base has a medical emergency requesting you transport a patient to a coriolis station somewhere.

Lots of different scenarios could be thrown at you using procedural generation.

You could hire different NPCs to handle different affairs...and the character of those people would determine the kind of base you operated (i.e. pirate, good guy , Fed, Emp, Alliance, Powerplay associated, etc ).

---

A colony could operate in Open with the same kind of player interaction we have with NPC bases now (no destructability).
Or a colony could remain in a Solo instance for the Player Owner.
Or the Owner could place the colony in a vulnerable mode subject to other players' attack. But with some advantages also.
I think the player ought to determine the base mode he wants to use.
 
There is building, fortifying, defending, colonizing ... if you build it, they will come. Maybe you will need to manage it, manage NPCs.
<snip>

Surface Base Tycoon?

I don't (used to) play a space game in order to do admin stuff in an office, however far away in the galaxy...

EDIT: I had the CCN for that :D
 
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Currently FD must seed in the planetary bases, since they are always in the same place and appear usually to be in the same form. Why not seed in "landing points" that persist across the game modes, a small number per landable planet that are always in the same place. A player can build on a landing point, with a set of predefined modules. An exploration tool is provided to find those landing points and you have to can the planet surface and work out the landing points. This avoids there being many player bases on a single planet. Exploration then becomes not just honking a system, but you have some way of leaving your mark.
 
Currently FD must seed in the planetary bases, since they are always in the same place and appear usually to be in the same form. Why not seed in "landing points" that persist across the game modes, a small number per landable planet that are always in the same place. A player can build on a landing point, with a set of predefined modules. An exploration tool is provided to find those landing points and you have to can the planet surface and work out the landing points. This avoids there being many player bases on a single planet. Exploration then becomes not just honking a system, but you have some way of leaving your mark.

I think that would be too difficult to handle, they need to keep it simple, maybe use the same system they use for our ships?
 
Does anyone know how this works with BGS and instancing?

Presumably one issue is if you have 5,000 players creating bases that are permanent they become part of the BGS which eats up processing time and effort...or its handle by instancing?? Does anyone know? In other words, if it is 'permanent' then its affixed to the BGS, or if it is 'permanent' can it be handled by instancing...am I making any sense??
 
There are POIs on the surface so we know there can be something on the surface. So mix a+b creates item c. Put that on the ground. Put more and watch it grow. Do stuff with it. Refine narcotics into purified narcotics, get an oven and melt your own cargo and sell. Produce weapons. Well there are no limits. I want to walk around now. Give me legs and make a small base. It will revitalize the game. I dont know how much time I used creating a base in ARK, but it was a lot. Collect stuff in space, land on the planet, drive out with the SRV, walk out and mix a+b and build your own landing pad in crater x on planet y. Hire NPCs to protect base :)
 
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