I call . I've met a lot of engineer's, and would not ever call any of them humble.![]()
Well my greatness doo shine through sometimes, but still I'm very humble.
I call . I've met a lot of engineer's, and would not ever call any of them humble.![]()
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.
hehe!
I would like to travel beyond 500LY without pressing (J) to jump each and every single time![]()
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 would like to travel beyond 500LY without pressing (J) to jump each and every single time![]()
I would like to travel beyond 500LY without pressing (J) to jump each and every single time![]()
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.
In fact, I have come to the conclusion that credit farmers ruin this game, & hold it back, more than any other group.
I switched to (K) for hyperjumps .... so try the (K) button for a change![]()
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!
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.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.
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.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.
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.
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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.