SO we have so much new Placeholders but will these get developed as regular updates or be our next release 2.4?

SO we have so much new Placeholders but will these get developed as regular updates or be our next release 2.4?

So I'm really enjoying that all content is now put into place and the game has become incredibly smooth albeit bugs to iron out.
Now these are features which should naturally get developed once they get time and hopefully NOT wait until our next release as they are already Placeholders: -




HiRES between Rings: these need refineries added (prosperous resorts) in these places else why are any Ships hanging around there.

RES should have a Waypoint Beacon: just as Nav Beacons as to how we find them.

Checkpoint: a Military Base added else why that particular meeting point.

Looped USS Distress Calls/CZs etc.: to have completion Waves (I think some do already e.g. why we like to reset Instances).

CZs around Stations/Bases: there is no fighting around these for any takeovers.

Station's behaviour: if in Lockdown then close the letterbox (animation is in place) and Anarchy to have no Docking Request but hover any available pad to land (it already knows if you loiter so). Makes these quite eerie.

Fighter Orders: add "Scout & Scan Targets" (basic scanner) and "Aggressive" means attack WANTEDs before they even attack first.

2nd NPC Fighter: as 2 hangers are available and Player Crew can already do so.

NPC Crew: in Main Ship seats when available.

Wings for Multicrew perhaps.

SRV for Multicrew: alter nothing else for both Players & NPC Crew.

Holo-mes to follow any head-tracking movements: (HMD/TrackIR)- they already follow hand movements (although Mouse righthand is bugged) plus add lip sync movement when using mic and use VOIP (this was available 14years ago in Vietcong).

Multicrew functions for Gunner to use a Radar: he has one in cockpit yet not in 360 view and can not cycle Target but only select by sight or Select Wingman's Targets.

Multicrew to set Nav Routes: Helm may override.

TOGGLE Auto-Turret Modes in Fire Groups: extra control at hand for Auto-Turrets within Fire Groups.

HUD: put System info on lower left side next to it's existing name and make use of the loading times when it says "UNKNOWN" to say Star Type and Security Level & Government Type as they are already known in the GalMap and allow Panels to Function whilst in Witch Space for quick checks.

GalMap Target is a Ball: and slightly bigger instead of 2D circle on a flat plane which we need to tilt to even see!

Last Route Plotted in GalMap: in memory to help us not need to type in names we can never remember!

GalMap has Edit Routes: to visit via a specific location.

Rid Notices for: "You have nothing to Sell" in Black Market and "Set Fire Groups" reminders and "Press J to Canel Jump" (other info moved as suggested to lower left HUD panel = immersion breakers!

Player Transactions: we can then setup our own deals (farming on ebay? Are you seriously bothered like?)

Megaships to Hyperspace: and transport Ships.

New Stations to be dockable: now they work we need them to be viable.

5 Most WANTED Online Players Local List: so that Bounty Hunting does become what it should be. A "HUNT!" even within Mobius :eek:

WANTED Pirates: to actually go after Cargo vessels at Nav Beacons/SC and Miners at RES.
Why would a Pirate waste time scanning our BH Ship builds? They do after all say "waste of time" when you got no cargo.
We need to stop them in the act! Using Cargo Scooping and Limpets. How could they forget?

WANTED: Popup in HUD Centre for 1st becoming so. Plus a scary Audio Alarm with interior Flashing Red Alert Lights.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++​
Once the list is more comprehensive I will forward a Suggestions Thread to be looked at in full.​
Multicrew: Remove the ability for the crew to Deploy Hardpoints and access Utilities by default.

Multicrew: Add the ability for the Captain to assign Subsystems and Ship Privileges to Crew i.e. may: Deploy Hardpoints; turn on/off certain Modules; Deploy Shield Cells; adjust Power Settings, can access the GalMap to set a course, etc. [yes at present the Helm must ask for these to become freed up]

Multicrew and Wing Missions: gather Players to complete these Missions which range from Multi-Roles (even in Separate Systems to later meet up) to complete with a Cunning Plan that requires lots of thought as to Ship Builds and exact requirements. You may even need to scan CLEANS to find your Mission Target but in a designated place, get them to drop you Military Plans Cargo, use this data to find a Base and carry out Missions with that Faction there to get friendly to then have some other Mission given against your original Mission Giver to them alert them of the plans (a Multi-Secret Agent job). Then gather your Players into Military Roles and plan your attack on that Base. etc...

Anarchy Systems: to become much more dangerous on the whole and factor in suggested Station Behaviour. We still see Police operating in the same why - they should be corrupt and act as Pirates also in demanding bribes or fines for nothing! e.g.
1. Not stopping straight away at Interdiction but fighting the mini-game.
2. Not there in a RES to Mine and therefore suspicious of Piracy (no WANTEDs in Anarchy RES for Bounty)
3. Speeding (yup those corrupt cops will abuse this too!) plus you would not need to wait for Docking Permissions although you must be sure to find a Pad your size. (see above Station Behaviour in Anarchy)

Current Ship & Modules Transfer: at the same luxury cost of other Transfer then you can either Exit to Main Menu (CQC), Exit, or remain as a Passenger. This is a paid safe transit feature which already exits in other Transfers.

SRV’s Turret HUD: tells you if a target is WANTED or CLEAN.

SRV Multi-Directional Thrusters: hard to free yourself when getting stuck and allow control for long jumps.

HUD TARGET: see your speed and distance to the locked target especially for Gunner View.

Target Skimmers: from Ship/Fighter not just SRV to add more varirty in Mission tactics.

Target Lock behind object: to show if behind asteroid or other structure by lock lost temporarily until in line of sight again.

Reset Panel Link to VoiceAttack: to reset the top/left most selection on each panel so we can finally integrate this much better.

Orrery System Map: adds more detail to what you have around planets (may need to have first been discovered perhaps)

Nav Beacons: although are a signpost to scan the System due to no ADS, traffic should reflect this role and actively point and scan. Also suggested that some may even have a structure although it may be too hot imo and nothing to do with them either.

Pvt Groups 100 members limit: due to removing the majority from OPEN thus killing off PvP Bounty Hunting and PvP Piracy. Implement safeguards for PvE Players in OPEN to not lose on REBUYS.

PowerPlay Inter-System Policing: to bridge the 2 modes together thus increasing WANTED risks as crime/punishment and providing a Military Role. (see next)

Military Role in loaned Ships: no risk of REBUYS here as you are no longer a Mercenary. You control your Wings and even a Fleet based on your Combat Rank. You'll be Captain of Capital Ships eventually o7

Escort Convoy Roles: protect the convoy as it gets interdicted across an Anarchy Space Route. Recover any lost Cargo.

Rescue Role: If you have OPEN to be PvP damages (other PvtGroup PvP modes are kills) then you need a Rescue Role. We had a Distress Beacon before but connect the Wingman Beacon to a Distress Call sent to Starports and Local Space Texts to create a Player USS. It could be a trap one way or the other but we care only human.

Building Roles: transport all needed Cargo to a Planet then use SRV to position each item into the allocations to complete a Base. It could be for yourself and use it or Sell it OR for your Faction.

Rares only available in OPEN Missions: increase Traders in OPEN whilst making Player Piracy viable.

OPEN PvP never a REBUY: unless both sides shot each other as an act of breaking Pirate Parlay.

No Mode Switching With Active Missions: to stop all exploits including the above. Yes you will be stuck in that Mode you took a Mission(s) and switching will "Abandon" any Active Missions.

CQC in game: either by menu next to Multicrew OR physically in the game as a System we visit. e.g. we dock and visit the Starport to find a game but can also spectate the action next to the dock.



Please let me know what I missed out which are Placeholders and therefore will NOT constitute actual new Release Content - cheers! ;)

o7 XT
 
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After reading the title, I was fully expecting your typical trolly rant, but these are actually pretty sensible. I agree.
Apart from the wings for multicrew ships and player transactions, of course. Those are just plain bad ideas.
 
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So I'm really enjoying that all content is now pit into place and the game has become incredibly smooth albeit bugs to iron out.
Now these are features which should naturally get developed once they get time and hopefully NOT wait until our next release as they are already Placeholders: -

HiRES between Rings - these need refineries added in these places else why are any Ships hanging around there.
Checkpoint - a Military Base added else why that particular meeting point.
Looped USS Distress Calls/CZs etc. - to have completion Waves (I think some do already e.g. why we like to reset Instances).
CZs around Stations/Bases - there is no fighting around these for any takeovers.
Stations behaviour - if in Lockdown then close the letterbox (it's in place) and Anarchy to have no Docking Request but hover any available pad to land (it already knows if you loiter so).
Fighter Orders - add "Scout & Scan Targets" (basic scanner) and "Aggressive" means attack WANTEDs before they even attack first.
Add 2nd NPC Fighter - as 2 hangers are available and Player Crew can already do so.
Add NPC Crew - in Main Ship seats when available.
Add Wings for Multi-crew.
Allow SRV for Multi-crew - alter nothing else for both Players & NPC Crew.
Allow Holomes to follow any head-tracking movements (HMD/TrackIR)- they already follow hand movements (although Mouse righthand is bugged) plus add lip sync movement when using mic and use VOIP (this was available 14years ago in Vietcong).
Add Multi-crew functions for Gunner to use a Radar - he has one in cockpit yet not in 360 view and can not cycle Target but only select by sight or Select Wingman's Targets.
Allow Multi-crew to set Nav Routes - Helm may override.
Allow Helm to Disable ALL Turrets - in 1 bind which was the Turret Mode plus make this available in Fire Groups.
Improve HUD - put System info on lower left side next to it's existing name and make use of the loading times when it says "UNKNOWN" to say Star Type and Security Level & Government Type as they are already known in the GalMap.
Allow any of the Sub Menus in Comms Panel to shrink the panel - upon exit and not just the 1st one.
Add a Ball in the GalMap - and slightly bigger instead of 2D circle on a flat plane which has we need to tilt to even see!
Add Last Route Plotted in GalMap - in memory to help us not need to type in names we can never remember!
Allow Edit Routes in GalMap- to visit via a specific location.
Rid notices for: "You have nothing to Sell" in Black Market and "Set Fire Groups" reminder as are immersion breakers!
Allow Player Transactions - we can then setup our own deals (farming on ebay? Are you seriously bothered like?)
Allow Megaships to Hyperspace and transport Ships.
Allow all added Stations to be dockable -
now they work we need them to be viable.

_______________________________________________________________________

Once the list is more comprehensive I will forward a Suggestions Thread to be looked at in full.
Please let me know what I missed out which are Placeholders and therefore will NOT constitute actual new Reease Content - cheers! ;)

o7 XT

Multicrew: Remove the ability for the crew to deploy hardpoints and access shield cells by default.
Multicrew: Add the ability for the Captain to assign subsystems and ship privileges to crew members. I.e., May Deploy Hardpoints, May turn on/off certain modules, may deploy shield cells, may adjust power settings, can access the galaxy map to set a course, etc.

This would prevent randoms from being able to grief your ship by deploying hardpoints at the wrong time and allow larger ships to essentially turn into some Star Trek/Artemis Bridge Simulator grade stuff when you have friends on board. Suddenly crew members have things to do besides watch the stars fly by.
 
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Added 5 Most WANTED Online Players Local List: so that Bounty Hunting does become what it should be. A "HUNT!" even within Mobius.
 
I know but then what is the point of proper Bounty Hunting. It is by the very design of the game that if you become WANTED with a Bounty then you are liable to be persued by players. It really has to be the ONLY reason you can attack another player else the proper BH method will always suck due to never having worthy target - the ones you would get are probably Noobs in OPEN who do not yet know how it all works. It has took me 2years to actually choose Mobius only because Multicrew arrived. BH must prevail regardless of it being PvP else every player in Mobius may as well go around attacking all CLEAN NPC in the safety of never having any Player attack them for their maximum level of Bounty on them.

Over-ruled.
 

Robert Maynard

Volunteer Moderator
It has took me 2years to actually choose Mobius only because Multicrew arrived. BH must prevail regardless of it being PvP else every player in Mobius may as well go around attacking all CLEAN NPC in the safety of never having any Player attack them for their maximum level of Bounty on them.

Over-ruled.

Then you understand the rules of Mobius - as a player there.

I would expect that if you started to PvP Bounty Hunt there that you'd get kicked PDQ.

.... and you don't make the rules of that Private Group - your continued membership of that Private Group depends on you abiding by them when you play in it.
 
Well new updates would need to factor into those rules else it won't get used and is the crux of the BH & Piracy problem.
Look at it like this...players in Mobius should not be so bad to get on a WANTED LIST therefore a Bounty Hunter is doing the right job!
 
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Robert Maynard

Volunteer Moderator
Well new updates would need to factor into those rules else it won't get used and is the crux of the BH & Piracy problem.
Look at it like this...players in Mobius should not be so bad to get on a WANTED LIST therefore a Bounty Hunter is doing the right job!

It would be up to the leadership of that Private Group to make any rule changes they deem necessary.

There's no requirement to play in that Private Group if you disagree with its rules.
 
Some good stuff here, sounds reasonable for the most part

Stations behaviour: if in Lockdown then close the letterbox (it's in place) and Anarchy to have no Docking Request but hover any available pad to land (it already knows if you loiter so).
Not sure what you are talking about here…

Add 2nd NPC Fighter: as 2 hangers are available and Player Crew can already do so.
Would need a third chair on some ships, and would make some ships way over powered.

Add NPC Crew: in Main Ship seats when available.
Yes, this would be nice to see something in that other chair, even if the ship doesn’t have a fighter. Might be a little hard to do in the Keelie… Which would be a great ship to add a seat in the in center of the ship for that purpose. A lower cost Multi-crew fighter ship would be great.

Add Wings for Multicrew perhaps.
FD has already said it won’t happen.

Allow SRV for Multicrew: alter nothing else for both Players & NPC Crew.
This would be awesome…

Allow Holo-mes to follow any head-tracking movements: (HMD/TrackIR)- they already follow hand movements (although Mouse righthand is bugged) plus add lip sync movement when using mic and use VOIP (this was available 14years ago in Vietcong).
Nice Idea, it would add some life to the Holo-me. Now if I could just get the camera to work…

Improve HUD: put System info on lower left side next to it's existing name and make use of the loading times when it says "UNKNOWN" to say Star Type and Security Level & Government Type as they are already known in the GalMap and allow Panels to Function whilst in Witch Space for quick checks.
Yes, this would be very good.

Allow Player Transactions: we can then setup our own deals (farming on ebay? Are you seriously bothered like?)
FD has already said it won’t happen. And I wouldn’t want this as it is too easily abused.

Allow Megaships to Hyperspace: and transport Ships.
I think they indicated that mega ships will move between systems.
Anarchy Systems: to become much more dangerous on the whole and factor in suggested Station Behaviour. We still see Police operating in the same why - they should be corrupt and act as Pirates also in demanding bribes or fines for nothing!
This could add some fun to the game.

Now a couple from me...
I would love to have an option to transport a ship to any station in the galaxy. It is a pain to have to take the time to fly somewhere and then call the ship to you. It wastes a lot of time and it has limited my gameplay. The same would be nice with modules… Going to visit Professor Palin… Well, send along an extra drive for that new ship I want to buy and get it done at the same time, no need to wait forever for things to get shipped.

I would love to have a small set of side thrusters on my SRV. I don’t know how many times I’ve started to jump and the SRV hit a rock or shifted sideways due to the way the ground is humped and I go flying sideways through the air. It would be a nice feature to have. It might also be used to get us unstuck from buildings or other obstructions.

I would also like to see information on the SRV’s turret HUD that tells you if a target is wanted or clean.

It would also be nice to have some basic navigation stuff follow your view that could be toggled on and off (like maybe you activate your remlock) so you could see your speed and distance to the locked target. This would really help those of us who use head/eye tracking or VR when docking.

I would like to see, if you have an NPC crew active, that they can follow you while you’re in the SRV. You should also be able to use the fighter orders panel to order the ship around.

I would love to be able to target skimmers from the fighter. This would add a tremendous amount of fun to the game and some variety to the skimmer missions.

- - - Updated - - -

Well new updates would need to factor into those rules else it won't get used and is the crux of the BH & Piracy problem.
Look at it like this...players in Mobius should not be so bad to get on a WANTED LIST therefore a Bounty Hunter is doing the right job!

I really don't think that PVP players who are wanted will be "hiding" in Mobius...
 
OK Pville_Piper...

Stations behaviour: if in Lockdown then close the letterbox (it's in place) [they already have an animation of closing up the Letterbox. When in a Lockdown defense they may close the Station entirely to prevent any docking. Maybe it's a different State that is more suitable here like Takeover] and Anarchy to have no Docking Request but hover any available pad to land (it already knows if you loiter so) [no Flight Controller Comms so less organised so you must just fly on in and find a pad you size if available - no warnings to leave therefore. This will get you to remember to check the System State before you just fly in regardless as I do when not using a Docking Computer for this]

Add 2nd NPC Fighter:
This is for Ships that already can have 2 Fighters in the 2 Bay Hanger and they already do use 2 Player Fighters. This simply allows the same for NPC when available but also based upon number of seats in cockpit.

Add NPC Crew: in Main Ship seats when available.
Yes, this would be nice to see something in that other chair but Active NPC Crew are onboard ONLY for available fighters else they are Inactive and not onboard.

Add Wings for Multicrew perhaps.
FD has already said it won’t happen but this is a list of REQUESTS OF UPDATE PLACEHOLDERS.

Allow Player Transactions: we can then setup our own deals (farming on ebay? Are you seriously bothered like?)
FD has already said it won’t happen but who cares - if you're donated riches but lack the skill you will still not survive Elite but it just means you can at least share actual money already made in official ways but does provide a career for hire and even Mentor.



Now a couple from me...

I would love to have an option to transport a ship to any station in the galaxy. It is a pain to have to take the time to fly somewhere and then call the ship to you. It wastes a lot of time and it has limited my gameplay. The same would be nice with modules… Going to visit Professor Palin… Well, send along an extra drive for that new ship I want to buy and get it done at the same time, no need to wait forever for things to get shipped...
YES I made a thread of this too. It makes good sense even if we are in the Main Menu or exit Game for this but awesome if a Passenger too ;)

I would love to have a small set of side thrusters on my SRV. I don’t know how many times I’ve started to jump and the SRV hit a rock or shifted sideways due to the way the ground is humped and I go flying sideways through the air. It would be a nice feature to have. It might also be used to get us unstuck from buildings or other obstructions...
Well you can jump and tilt forward Y-Axis for this. It's just a rock after all.

I would also like to see information on the SRV’s turret HUD that tells you if a target is wanted or clean...
Yes it should be added.

It would also be nice to have some basic navigation stuff follow your view that could be toggled on and off (like maybe you activate your remlock) so you could see your speed and distance to the locked target. This would really help those of us who use head/eye tracking or VR when docking...
HUD does seem quite basic and damned aweful in Gunner to have to look hard left/right. A HUD should provide more info.

I would like to see, if you have an NPC crew active, that they can follow you while you’re in the SRV. You should also be able to use the fighter orders panel to order the ship around...
Yes I've kinda suggested this that adding SRV in Multicrew does not affect other mechanics.

I would love to be able to target skimmers from the fighter. This would add a tremendous amount of fun to the game and some variety to the skimmer missions...
Skimmers should be targetable.

- - - Updated - - -



I really don't think that PVP players who are wanted will be "hiding" in Mobius...
They will be WANTED at many places by PvE though. In Lore is a bady!
 
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So I'm really enjoying that all content is now put into place and the game has become incredibly smooth albeit bugs to iron out.
Now these are features which should naturally get developed once they get time and hopefully NOT wait until our next release as they are already Placeholders: -

Add 2nd NPC Fighter: as 2 hangers are available and Player Crew can already do so.
I strongly believe that they can't. Technical issues.

Add NPC Crew: in Main Ship seats when available.
To hard to implement. They whould not even bother with it. Not reliable waste of time and resourses.

Add Wings for Multicrew perhaps.
They can't. Global technical issues.

Allow SRV for Multicrew: alter nothing else for both Players & NPC Crew.
They can't. Probably again some technical issues.

Allow Holo-mes to follow any head-tracking movements: (HMD/TrackIR)- they already follow hand movements (although Mouse righthand is bugged) plus add lip sync movement when using mic and use VOIP (this was available 14years ago in Vietcong).
Whould not even bother with it. To hard to implement. Not reliable waste of time and resourses.

Add Multicrew functions for Gunner to use a Radar: he has one in cockpit yet not in 360 view and can not cycle Target but only select by sight or Select Wingman's Targets.
They could do it. Still, will not even bothered with it. Not reliable waste of time and resourses.

Allow Multicrew to set Nav Routes: Helm may override.
Probably they could do it. This can be implemented quite easy. But whould they even bothered with it?

Allow Helm to Disable ALL Turrets: in 1 bind which was the Turret Mode plus make this available in Fire Groups.
They definetly could do it. This can be implemented quite easy. But whould they even bothered with it?

Allow Megaships to Hyperspace: and transport Ships.
They can and will do it. But just not yet.

Multicrew: Add the ability for the Captain to assign Subsystems and Ship Privileges to Crew i.e. may: Deploy Hardpoints; turn on/off certain Modules; Deploy Shield Cells; adjust Power Settings, can access the GalMap to set a course, etc. [yes at present the Helm must ask for these to become freed up]
They can and probably will do it in 2.3.1 or 2.3.2 updates.

Anarchy Systems: to become much more dangerous on the whole and factor in suggested Station Behaviour. We still see Police operating in the same why - they should be corrupt and act as Pirates also in demanding bribes or fines for nothing!
Not reliable waste of time and resourses. Whould not even bother with it.




Please let me know what I missed out which are Placeholders and therefore will NOT constitute actual new Reease Content - cheers! ;)

o7 XT[/QUOTE]

So i comment all your ideas and show to you how FD whould react to this. Based on 2 year expirience of FD development strategy and others things. Enjoy.

Everything else that i don't mention is "Not reliable waste of time and resourses and will not even bothered with it."
 
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The way I see these is that they took this long to simply make it run smooth whilst adding the objects and mechanisms. I want to think positive about implementing the missing Placeholders. They already said Multicrew SRV is coming.
 
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Stations behaviour: if in Lockdown then close the letterbox (it's in place)
I thought that is what you meant… Sorry, not with you on this. I’ve had several missions to stations in lockdown and I could deliver them. Closing the station would mean you can’t deliver them. Now if the missions stopped appearing to that station or you got an option to re-direct the mission elsewhere or cancel, I would be ok with that. The mission should be re-directed to a station with the same faction as the original receiving party.

Add 2nd NPC Fighter:This is for Ships that already can have 2 Fighters in the 2 Bay Hanger and they already do use 2 Player Fighters. This simply allows the same for NPC when available but also based upon number of seats in cockpit.
I get that, but I’m still wary of such a thing.

Well you can jump and tilt forward Y-Axis for this. It's just a rock after all.
I’m aware of this but it is a work around at best and due to the change in the SRV’s handling since 2.3 dropped it is harder to do. I much prefer the handling of the SRV on icy planets now so I don’t want that changed. But adding side thrusters for yaw would make the SRV a real blast to operate. You could do stunts like they do with MX bikes.
 
Great ideas for Developing Placeholders here. The list is getting more comprehension and I feel everything is entirely possible to implement between the next Release Content Concept whatever this may be. Do keep your ideas coming!
 
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So, is this thread being HIDDEN to provide less for FD to look at? I haven't yet even seen this post in "NEW POSTS".

- - - Updated - - -

REPORT: this Thread is not being seen in NEW POSTS. Please fix.
 

Jenner

I wish I was English like my hero Tj.
So, is this thread being HIDDEN to provide less for FD to look at? I haven't yet even seen this post in "NEW POSTS".

- - - Updated - - -

REPORT: this Thread is not being seen in NEW POSTS. Please fix.

It's not a conspiracy. lol.

I'll pass it along to Brett.
 
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