What games would you like ED to shamelessly steal from?

Star Traders RPG -

A look into their trade system and planetary cache system for smugglers.

Their cargo system - many of their items affects the ship. Carrying personal weapons gives boarding repelling bonus. Carrying electronics increases amount of data collected while doing surveillance which in turn turns into more money. In general I'd like to see more interactions with items... Carrying generators should give players more power.

Lock in factions - Should not be able to waltz in to enemy territory without knowing where you can fuel and repair.
 
Honestly OP, I think you're about 4 years too late for this - may be 5 or even 6 years too late. FDev should have looked at the other games a long time ago.

There's really not much than can be done now with the framework that's been made. There's too many constraints to really consider better options with factors like the P2P instancing and lack of persistence. That's a killer right there.

I'll have to respectfully disagree with you there, otherwise I'd have to give up hope for the quality of any future expansions!

I've enjoyed reading other people's contributions to this thread, and even if just a game name was given or with some of the more left-field suggestions, I've still (mostly) been able to see how a game mechanic might be adapted into ED.

Example: base building has been a popular suggestion for a while now on the forums and a few times in this thread, and, well, NMS has done it (and done it well, imo). Other player's bases can be visited. I can see an evolution of the POI bases, if it were ever introduced in ED.

I hope FDev aim for the better options - they're clever people and obviously very talented, but some of the gameplay loops and systems in ED make me think, "well if that's the best you can come up with, steal someone else's better ideas!" :D
 
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Rescue on Fractalus ==> Find and rescue stranded astronauts from the surface while Thargoids hunt you.
Koronis Rift ==> Find actual cool tech of ancient races like the Guardians and sell or use it.

ED is ready for this.

Yes I'm that old.
 
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.

The original Privateer game had this. One of the things i loved about that game was that there was a storyline and a plot *and* you could still go around picking up missions anywhere.

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The original Privateer game had this. One of the things i loved about that game was that there was a storyline and a plot *and* you could still go around picking up missions anywhere.

https://images.duckduckgo.com/iu/?u...hot/825/105914-WingCommanderPrivateer.jpg&f=1
Thing is, everybody doing the same storyline and plot does not make sense in a shared universe. And I am not sure if procedurally story generators are advanced enough to create something engaging and coherent yet.
 
Traveller! :)

I second this. Apart from the weird aliens perhaps. Much science! Actually I think it's absolutely possible that Elite 1984 has been inspired by Traveller. Being one of the original nerds, Braben also played pen and paper roleplaying games (as he stated himself in the introduction to the Elite RPG).
 
Elite 2 & 3

..full, direct and responsive ship control, without any nerfing! Free to roll, decelerate and accelerate in any plane or axis, at the same time, independently! Direct mouse polling (move the mouse, and the ship moves proportionately, instead of just making flatulent groans)!

Reference frame display, if not full pilot control! Seamless transitions! Imagine being able to point your ship at the edge of a star or planet, perform a 2-minute burn directly at it, then sit back and watch as gravity pulls you in at ever-greater speed, just making small corrections with lateral / vertical thrusts, then entering the atmosphere, the flash of heat and building deceleration forces, the ship actually groaning for a reason now, as the surface rushes up to meet you... skimming 500 m above it, then falling away again as its curvature unfolds and you coast back up to altitude and punch out through the other side and into low orbit. Then just sitting there watching for a few minutes as gravity gently leads your heading reticle back down towards the horizon in a perpetual freefall, the planet / star surface flowing by beneath you... before making another burn to fling yourself out towards an orbital station. As it draws nearer, selecting it as your new reference frame, and so adjusting your speed relative to it as you prepare for final approach..

You know, "space flight" (anyone else old enough to remember that?), and thus "fun", "engagement" and a reason to play.


Tried a few minutes in ED again last night... utterly joyless frustration and disappointment!
 
Elite 2 & 3

..full, direct and responsive ship control, without any nerfing! Free to roll, decelerate and accelerate in any plane or axis, at the same time, independently! Direct mouse polling (move the mouse, and the ship moves proportionately, instead of just making flatulent groans)!

Reference frame display, if not full pilot control! Seamless transitions! Imagine being able to point your ship at the edge of a star or planet, perform a 2-minute burn directly at it, then sit back and watch as gravity pulls you in at ever-greater speed, just making small corrections with lateral / vertical thrusts, then entering the atmosphere, the flash of heat and building deceleration forces, the ship actually groaning for a reason now, as the surface rushes up to meet you... skimming 500 m above it, then falling away again as its curvature unfolds and you coast back up to altitude and punch out through the other side and into low orbit. Then just sitting there watching for a few minutes as gravity gently leads your heading reticle back down towards the horizon in a perpetual freefall, the planet / star surface flowing by beneath you... before making another burn to fling yourself out towards an orbital station. As it draws nearer, selecting it as your new reference frame, and so adjusting your speed relative to it as you prepare for final approach..

You know, "space flight" (anyone else old enough to remember that?), and thus "fun", "engagement" and a reason to play.


Tried a few minutes in ED again last night... utterly joyless frustration and disappointment!

Elite 2 and 3 did not have this.

Full independent directional control was added in JJFFE.

Also FFE and FE2 had full rotational damping. It was in essens FA half on.

I do agree that it wold be interesting to have this option in ED. It would still feel a little different, as ships in FE2 and FFE had almost unlimited yaw and pitch rates.
 
I would love to see the contacts and its relationship system from Star Traders Frontiers integrated into Elite Dangerous. It would make the whole experience more personal for each commander and would allow the politics metagame to really pick up. It's kind of similar to the current system in E:D but allows far more personalisation and differences.

Basically you have some contacts and you can get missions and favours from these contacts depending on your personal reputation with them. The clue is, that these contacts can interfere with each other and have their own agendas.
Your Captain has a Personal Reputation score with each Contact. If you harm or help the Contact, this score will increase or decrease. Your Personal Reputation score is combined with your Faction Reputation score to derive an Effective Reputation score. Depending on their Traits and personality, Contacts will care more or less about your Personal or Faction Reputation. Your Effective Reputation is used to determine what level of services you are able to access when you visit a Contact -- basically, what they are willing to offer you in return for credits. Over time you can get introduced to more contacts by them or through other means.

Each contact has some specialization which influences the sort of missions and favours you can get.
 
The original Privateer game had this. One of the things i loved about that game was that there was a storyline and a plot *and* you could still go around picking up missions anywhere.

Freelancer used broadly the same mechanic.

I'm getting silly now, but if we get space legs - Deus Ex where instead of walking round your ship via the corridor, you use the air ducts...

I'll get my spacesuit :)
 
I'm getting silly now, but if we get space legs - Deus Ex where instead of walking round your ship via the corridor, you use the air ducts...
If a certain film from 1979 taught me anything, it's that crawling around the ducts on a spaceship usually doesn't end well :D
[video=youtube;CRXyWtv-huc]https://www.youtube.com/watch?v=CRXyWtv-huc[/video]
 
What I would like them to steal :

X wing/Tie fighter/Freespace/Wing Commander - Navy Missions, you know ones that have a start, middle and end. Missions that actually mean something and make sense. These could tie in military rank.
I war 2/X series - Random missions, distress calls, patrol missions, station projection.
Eve - Player based economy, the BGS currently in place is bobbins. It only ticks over with manual intervention and downtime.
Eve - An alive universe. Even wiothout Player ships there are always NPC ships flying around.
Eve - Ship outfitting/equipment crafting. A system that has lots and lots of depth with multiple viable ways to equip your ship depending on the role. This could replace the engineers completely.
I war 1+2 - Travel mechanics, Jumping to a lagrange point and capsule drive in system.
STO/FTL - Crew mechanics.
No mans sky - Planetary generation, they just need to have a more realistic asthetic. The current planetary mechanics are for masochists only.
Avorion - Exploration


Not necessarily from games :

Tractor beams.
Drones that aren't made of tissue paper. Why do they expire, in real life we build satellites that last for decades.
A lot more space ships, maybe some way to design and build ships.
A consistent internal logic.
A much better mining mechanic.
Factions need a lot of work.
Player base building. Give us the tools to generate the content,

What I don't want :

More Grind.
Space legs - This is going to get tedious after the first few times.
Planets with atmospheres that are the same as planets now just with a different colour "atmosphere".
 
Elite 2 and 3 did not have this.
I still play both, esp. E3.. they're both direct control without any nerfing..

Full independent directional control was added in JJFFE.
JJFFE added vertical and lateral thruster control, but both 2 & 3 had independent aim and heading reticles, with full freedom of rotation and full freedom to accelerate & decelerate the ship.

Also FFE and FE2 had full rotational damping. It was in essens FA half on.
Both games had direct mouse control, so only move when you move the mouse, and proportionately to the amount of input. So i suppose you could call that "angular damping" - if attitude was controlled by thrusts then active damping would be implied, but not if gyroscopes were being used - the ship would only be impelled to rotate whilst precessional torque was being applied to a gyro, and would cease when that torque was removed, conserving net angular momentum.

More to the point, however, is that angular damping is actually sensible and useful. We have 6DoF, 3 axes and 3 planes, and logically, it's the former you want damped. In real life, it's hard to think of any circumstances where you'd want to disable angular damping - it would just be a really annoying disadvantage having to manually counter-torque.

Angular damping would be one of the most basic control functions you'd actually want in a spaceship.

Linear damping, OTOH... defeats absolutely everything spaceflight is about. It would be the very last thing you'd want in a spaceship, after propellers, xenomorphs & broken toilets etc.

"Set speed" - like we had in E2 & 3 - is the only form of linear damping any flight assist or autopilot system should want. You, as "pilot" of the ship, should be the one who chooses what speed to set. If you cannot, then you're not really the pilot / captain / "commander" (coughsplutterLOL) are you? Just a semi-passive observer being drawn along the up-a-bit, left-a-bit slideshow conveyor..

And so in ED, we're allowed to disable angular damping, but not linear (!), eliminating at a stroke the sole premise and raison d'etre of the whole game; basic spaceflight is now physically impossible, but no worries, at least we can switch to wobble mode, like that's some kind of consolation...

The only reason disabling (some) angular damping in ED confers any advantage at all is because you're not allowed independent heading and direction in the first place! Hence it's actually a slight de-nerfing, at the expense of now having to manually cancel all rotation... It's a horrendous, dire mess and absolutely inimical to any kind of fun or rewarding flight. Like i say, i tried ED again last night, if only for a few minutes, and i'm still raw from the face-palm. There is no game there. It is not "Elite". There's no spaceflight and i'm not allowed to pilot my own ship. Move the mouse, and the ship just groans instead of moving..

In E2 & 3, you can do perfect, precise 180's or even 360's with a deft flick o' the wrist. Try that in ED and it just makes a groaning noise and yaws 1° - no matter how far or fast you move the mouse! Just makes me want to instantly punch the screen, along with anyone who thinks this idiocy belongs in Elite. It's a total betrayal of everything Elite stands for.. I don't want to "upgrade" this useless joy-depriving hulk o' junk, i don't want to paint go-faster stripes on it, decorate it with dash ornaments, much less try and actually move it anywhere. I don't even want to replace it with some other ship as they're all exactly the same in this respect. Why oh why would i suffer 1 minute of that rubbish when i can just fire up E2 or 3 and actually fly the ship for real without any nerfs or interference?

I do agree that it wold be interesting to have this option in ED. It would still feel a little different, as ships in FE2 and FFE had almost unlimited yaw and pitch rates.

Heavier ships turn slower, simulating some degree of angular inertia, but there was no nerfing of yaw, roll or pitch as in ED - all axes responded equally well to the same inputs, with angular velocities completely decoupled from linear.

If angular damping were truly disabled, of course, then you'd be able to spin up to structural failure speeds, which would be way cool - but obviously, ED's "flight-assist" cannot actually be disabled, in spite of what the irritating voice keeps saying - it just disables damping at low angular speeds, whilst still activating to prevent angular momentum rising above the permitted limit.

So yeah, i think it would be "interesting" to have ships that actually respond to pilot input, instead of making groaning noises. It would be interesting if the mouse directly controlled the ship's attitude, like it used to in the previous games, instead of simply groaning whilst applying 1° of rotation. It would be interesting if i didn't need a 6 ft wide mouse mat in order to turn 90 degrees (or else rapidly pumping the mouse across the pad in little arcs desperately trying to coax some kind of response from the ship). It would be interesting if we were free to accelerate or decelerate the ships relative to any other objects, seamlessly and without interference.

In a word, it would be interesting to be able to play Elite in ED... It would be interesting to be finally able to retire E3 and benefit from the so-called sequel i waited half a lifetime and payed top dollar for.

It would be interesting to be free to pilot my own ship and blaze my own trail in a seamless 3D galaxy. Hell, it is interesting - which is why i still play E3 and feel nothing but loathing resentment towards ED...
 
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