What games would you like ED to shamelessly steal from?

  • Econ from X serie. Seriously the best I seen so far. Also : it's clear and easy to figure it out (and manipulate it).
  • Systems bustling with NPC's doing their jobs in believable manner (instead of progressive spwaning of 3 ships in 10B pop system) from X serie and IW2.
  • Shadow of mordor Nemesis NPC's with ressources at their disposal to throw at the pesky CMDR. Like a pimped up assassin FDL, a bunch of tuned FAS raider bodyguards and such.
  • From too many to name : Staple space sim missions like convoy raids, asset defense against waves of ennemies and stealthy sabotage of defensive assets before escorting a boarding party.
 
Crew management from the XCOM series, especially for larger ships.

- Have to regularly recruit and train crew
- Each has (or develops) a particular strength
- Crew can die so you need to ensure you aren't relying on one/two people too heavily
- Real sense of getting attached to crew as you build them up individually and death is very real
- Could potentially use existing holo-me presets, so you could see them on the bridge, etc.
 
Ships and hangers from Star Citizen...I hear they have spend a lot time on them. :)

One thing I saw in their dev vids that made me go "aaahhhhh" was their version of the orrery - pretty much the same scanner as ED but at the press of a button it changes into a moveable, zoomable system map. I'd like to see that as a function on our scanners.

Edit: video example
[video=youtube;02sfeGR5ErQ]https://www.youtube.com/watch?v=02sfeGR5ErQ[/video]
 
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I'd actually like to see a different developer come along and create a new game that shamelessly steals from ED. I feel like this is the only way we'll get the "Elite Dangerous" promised in the Frontier's Dev Diaries. Being a Playstation gamer, I'd love to see what Naughty Dog, Guerrilla Games, or Santa Monica Studio could create for my platform in this genre.
A third-person action-adventure shooter with hack-and-slash elements that stars Crash Bandicoot in space? Well, whatever floats your boat.
 
Crew management from the XCOM series, especially for larger ships.

- Have to regularly recruit and train crew
- Each has (or develops) a particular strength
- Crew can die so you need to ensure you aren't relying on one/two people too heavily
- Real sense of getting attached to crew as you build them up individually and death is very real
- Could potentially use existing holo-me presets, so you could see them on the bridge, etc.

this would be great :)and is sort of touched on in the proper DDF multicrew
 
Well, if I can indulge myself without any limits, then:

1) Eve Online:
- steal the dynamic market and - basically - entire economy creating so much more profession opportunities than ED has now, as well as interdependent market and industries;
- planetary production - at least commodities could serve some other purpose than... being there;
- player-owned structures - for production and spending of said commodities/ores, as well as powering up player-made structures;

2) Freelancer:
- interactive factions (I wanna be a copper around Smeaton!);
- variations in faction-aligned ships (focused towards intended purpose - like cop version of light fighters;
- paper-rock-scissor mechanic for ships, eliminating power creep
- JUMP GATES

3) Subnautica:
- underwater physics;
- PRECURSOR SPACE GUN!
 
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I'd actually like to see a different developer come along and create a new game that shamelessly steals from ED. I feel like this is the only way we'll get the "Elite Dangerous" promised in the Frontier's Dev Diaries.


Don't want to hijack the thread, but that's not a bad idea. Not the different developer bit, but if you took everything in ED and crammed it into a new game with around 6 systems it would a very busy and fast moving game. :)
 
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Don't want to hijack the thread, but that's not a bad idea. Not the different developer bit, but if you took everything in ED and put it into a new game with around 6 systems it would a very busy fast moving game. :)

I guess this far in development, it would be easier to introduce cockpits and HOTAS support in Eve than actually create dynamic universe in ED.

EVE: VALKYRIE

Oh wait...
 
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A third-person action-adventure shooter with hack-and-slash elements that stars Crash Bandicoot in space? Well, whatever floats your boat.

What are you going on about? That's like saying Elite Dangerous is all about building roller coasters in space while fighting off ships piloted by dinosaurs.
 
Wall-e for resource collection. Drop 'him' on a suitable rock, select a list of wanted resources, and leave 'him' to get on with it.

The dropship from Aliens. Don't fancy a high gravity landing in a capital ship? Drop into your planetary lander and get in the pipe, five by five.

Different 'night visions', heat, electrical, light, as per almost any FPS game anywhere.

An orrery.
 
It might be nice if ED could take some inspiration for sciencey stuff from KSP.

It probably couldn't work in quite the same way but it might be nice if, for example, you could start off by selling some exploration data at a specific station and that'd spawn a chained mission, requiring you to go and scan specific systems/planets.
Do that and you'd gain access to basic scientific modules which'd allow you to carry out more complex (and rewarding) missions.
Complete those and you get even more cool toys to play with.

Ideally, perhaps the best way to ensure this sort of thing is repeatable, rather than being a once-only "unlock", would be to do it via "payloads"?
At a certain point in your scientific career you'd gain access to a selection of "Payload Bays" and, after installing one, you'd have the opportunity to be take on specific missions which made use of it.

"Take this orbital telescope to X system, locate a water world and deploy the telescope in orbit and then protect it for 30 minutes while it completes it's study of the planet surface. Afterwards, recover the telescope and return it to us"

"Our scientists want to study neutron stars. Take this instrument package and fly through the cones of 10 neutron stars and then return the data to us"

Etc.
 
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Freespace 2 for the mission design and capship weapons. I war for the flight mechanics and shield/hull/subsytem mechanics.
 
NO MANS SKY

Wait wait.....please......hear me out.

I know nms is garbage but it got a few things right that elite could learn from. I mean there is obviously the RNG planets and animals but that's not even what I'm talking about. Im talking about travel (within a system. Not hyperspace)

In NMS, traveling in "supercruise" and landing on planets is FAR less time consuming and way more streamlined. You could always argue travel in elite is more realistic, but my counter-argument would be that it's based on speculative science at best. So any perception of realism is based purely in your imagination.

And then of course there's the rng planets in animals. That argument speaks for itself.

Funny thing is.......when NMS came out....almost everything NMS promised to be, Elite already was. But it did get those few things right.
 
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