What games would you like ED to shamelessly steal from?

I actually have a hard time naming other games than ED's prequels.
The game mechanics I'm interested in hearing about don't necessarily have to come from space based games though. For example, I'd love to see a return of the mission question system from the Frontier games, but maybe mixed with the conversation influence system of TES Oblivion. How about ditching the current powerplay stuff and making it more like Mount & Blade Warband?

The procedural generation of locations from Everspace.

If Elite stole that, every CZ, Res Size, and signal source would feel like a unique experience.
I've just had a quick look at that game - looks good. Are the zones completeable? As in, not the space clown-car instances we have?
 
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I'd suggest Freelancer and with space legs with ED, you could go into a bar, speak to folks and obtain discreet missions for factions, etc. as well as having the missions board available alongside.

V2k.
 
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.
But that would be awesome!

Anyway, I wasn't being serious. I was just gently mocking that fact that you throw out the names of three studios but didn't even remotely indicate what you thought they would do differently with a game like ED. :)
 
Come on....someone say Star Citizen. I love to see how people react whenever it gets mentioned ;)

Aye, okay then... Star Citizen. The racing section in particular looks fun.

They could also "borrow" a few ideas from WipeOut and/or Mario Karts. It'd be good if while you were racing in and out of the pipes and tunnels, that you could target and shoot those in front. And anyone who gets knobbled just slows down a bit instead of having to respawn at a station.
 

Jenner

I wish I was English like my hero Tj.
Of the games I've played that are similar (same genre and general mechanics) I'd put forth Privateer.

It had a small but fun main story line that you could pick up and drop as you wanted along with voiced NPCs (like all 5 of them). The characters you met were cool enough and I was engaged in the overall story arc from start to finish. And when your'e done with the story, you can keep playing the open ended space trading & shooty bits.

That's what I'd love from Elite. More emphasis on story. Fleshed out NPCs. A simple narrative that you can play as you want.

I don't think any of that is unobtainable with present game systems either.
 
That's what I'd love from Elite. More emphasis on story. Fleshed out NPCs. A simple narrative that you can play as you want.

I don't think any of that is unobtainable with present game systems either.
I still occasionally play through the tutorial missions to scratch that particular itch. Have something like those sprinkled into the main game, linked to Engineers, or whatever. Have them decoupled from the BGS so they don't have to rigidly adhere to the current templates or time limitations.

How about CGs that have different missions or evolving story at each completed level?
 
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I'd be happy if Elite Dangerous had a baby with Evochron Legacy. Elite's galaxy, graphics, sound, overal tech, assets, but with Evochron's depth (and cockpits, I love Evochron's cockpits so much more).

They're the only 2 space sims even worth mentioning. If only the guy behind Evochron got some real artists to make those graphics look like XXI century...
 
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Of the games I've played that are similar (same genre and general mechanics) I'd put forth Privateer.

It had a small but fun main story line that you could pick up and drop as you wanted along with voiced NPCs (like all 5 of them). The characters you met were cool enough and I was engaged in the overall story arc from start to finish. And when your'e done with the story, you can keep playing the open ended space trading & shooty bits.

That's what I'd love from Elite. More emphasis on story. Fleshed out NPCs. A simple narrative that you can play as you want.

I don't think any of that is unobtainable with present game systems either.

indeed which is exactly why i backed star citizen....... before it all went silly.

all i wanted from CIG was a spiritual successor to wing commander and privateer.
 
I still occasionally play through the tutorial missions to scratch that particular itch. Have something like those sprinkled into the main game, linked to Engineers, or whatever. Have them decoupled from the BGS so they don't have to rigidly adhere to the current templates or time limitations.

How about CGs that have different missions or evolving story at each completed level?

Id think a series of 20 or so scripted missions fully voiced missions that introduce players to the backstory of Elite and what's going on in the galaxy would really help the game. By the time the player is done with the story they have an upgraded ship and a solid grasp of what Elite is about.

Right now, you complete the tutorial missions then say "Welp, now what do I do?"
 
Space legs missions and VR: LONE ECHO
Trade in space with NPC working for you in your own ships and contruct your own everything: X Rebirth
Space legs combat: ALIEN ISOLATION mixed with ALIENS COLONIAL MARINES
 
If I were to see half of what NMS offers up, I'd consider it a really good acid trip, and I am something of an authority in that department.

Purple ohm double dip, test tube babies, strawberries and the ubiquitous micro dot they all made my days at Uni that much more bareable
 

Jenner

I wish I was English like my hero Tj.
I still occasionally play through the tutorial missions to scratch that particular itch. Have something like those sprinkled into the main game, linked to Engineers, or whatever. Have them decoupled from the BGS so they don't have to rigidly adhere to the current templates or time limitations.

How about CGs that have different missions or evolving story at each completed level?

Exactly! The tutorial missions are good examples of what I'm looking for.
 
Exactly! The tutorial missions are good examples of what I'm looking for.

indeed part of me was sad when those new missions 1st came online.... because they were SO cool that when they were done, it made the actual game universe seem even more lifeless and hollow than before playing them.

fingers crossed we get some form of military career update with a bunch of hand crafted missions to go with it
 
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A nemesis system like in shadow of mordor/war.
Muetdhiver also mentioned this earlier and I was wondering how it could be implemented. It'd require persistent NPC's for a start off. Having the same bad guy turning up in progressively better equipped ships could be interesting, angrier each time, perhaps adapting to the weaponry that destroyed them the last time. Maybe have the ability to "turn" them at any stage (like the flashback scene in Firefly where Mal hired Jayne) and have them as crew (or even, dreaming, NPC wingmate...)

I like how the SoM system can be gamed to pit Nemeses against each other, could be linked to local factions in ED somehow?

Edit: further thinking on NPC crew - the system from Zombi, whereby upon player death a zombie is spawned with all your old gear, giving you the opportunity to go and extra-dead your former self to get your stuff back.

In ED your NPC crew lifepod could be held by a ship and you notified by Inbox message. Go and get them with big piles of creds or hardpoints deployed.
 
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abductign and butt probing? thats somethign so stereotypical we should make this an easter egg reference with a rare commodity.


@Kyennamo


what sucks in NMS is total randomness creatign creatures. That leads to very stupid variants. Some conditional randomness would be great to avoid the most stupid pitiful "please kill me" variants of randomness.

I dunno, some of those "please kill me" variants have been some of my favorite things to find. One that comes to mind I nicknamed "The Ugly Faerie". It looked something like a cross between an elephant and donkey, with dragonfly wings. Of course, if you've gotten deep enough into the lore of NMS, there is very possibly a reasonable explanation for why some life-forms are such miserly hodgepodges of wildly mismatched parts that actually makes sense... and makes NMS curiously chilling at the same time.

Of course, the single biggest obstacle to overcome when it comes to procedurally generated critters is the building-blocks themselves. Better looking parts = better looking results.
 
The Pawns from Dragon's Dogma (as crew mates) :D

5-Free-Dragon-s-Dogma-DLC-Out-on-December-4-Brings-Hard-and-Speed-Run-Modes.jpg
 
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