Your Top 5 (and only 5) Wishes and/or Fixes for the game

1) Persistent NPCs - I realise this is not easy, as it requires FDev to commit to server resources. But then we could have proper vendettas, much more inventive missions, and more consistent gameplay
2) NPCs being viable multi-crew & wing members [in fact essential for multi-crew ships] easily being able to be replaced by real players
3) Fight ratings not based on kills, but on whether the fight was won [so a running away player, or NPC could still give you the rating]; this would be balanced with murder being even more penal. Murder should be the really last resort even for the criminal classes
4) Removal of solo and private modes
5) Removal of community goals, to be replaced with other group game mechanics that do not advertise to all players, but particular factions/powers or groups thus creating differing mix of players and not over-crowding any one event
Persistent NPCs and NPCs for multi-crew and wings, absolutely.

But removal of solo and private modes would be a total disaster for the game. Unless PvP was made optional, a huge subset of the community would instantly stop playing and leave the game.
 
NO! I've spent hours of gameplay trying to get into the right instance with people. This would totally wreck that gameplay opportunity.

Wait. What? That isn't gameplay? ;)

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1) Minor Faction Affiliation (Player and Non-Player)
2) Persistent NPCs with NPC Wing
3) Non-Combat Thargoid Interaction
4) Nav Lock remembering your in-system destination
5) Creation of a Cheese and Whine section on the forums
 
1. Players now can create custom POI's on landable bodies. From map menu select planet or moon, enter Long and Lat and accept. New POI will be added to the surface.

2. Outfitting screen is redesigned. Owned and docked at station ships are now displayed in slots (top row). Bottom row displays player's storage. Players now can instal, remove and swap internal modules between ships without having to board given ship.

3. Landing platform are now fixed position, rotating mechanism is now removed. As a result all station pads are being rotated 90* CCW. Hangar entering animation remains, ship now descends and moves backwards. Overall time for landing, entering hangar and taking off is shortened.

4. Discovery scanners have been redesigned. Old Advanced Discovery Scanner functionality has been integrated into Sensors internal module. Detailed Surface Scanner has been redesigned - now it's a deployable scanner drone (similar to SLF in mechanic). Players now can take control of a drone and actively scan system bodies. Drone quality, module rating, body size and distance influence scan time. Various drones available at rearm service (star scanners, long range-low detail drones, short range-high detail drones)

5. Map has been redesigned - Kickstarter announced Orrery is finally here. Instead of system schematic players can now access real rendition of a system they are in. Planning which place to visit first hasn't been easier.
 
1. Wing and crew fixes as detailed in the threads in my signature. (Particularly the XP split bogus.)
2. Grounds-up fully detailed balance overhaul, with an emphasis on making Engineers into interesting and worthwhile sidegrades instead of power creep mania. Plenty of ideas and resources available from the community to aid this.
3. Creation of a Player group submission system, by whatever methods necessary, that automatically accepts/denies requests in a matter of hours at *most*, as opposed to the current track record of 6 months to several YEARS.
4. Ways to shave down supercruise times relative to longer distances (see my Time thread in sig).
5. Atmospheric planet stuff.
 
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Surface Reconnaissance Skimmer (play in VR, SRV gives me motion sickness)
Galaxy Map bookmarks with multiple folders, filters and symbols
Autocomplete when entering location in galaxy map (if eddb can do it ...)
Reset panels binding for voice control scripts
Flesh out human world with e.g. megaship docks (handy for cargo-raiding gameplay), construction and repair yards etc.
 
1. Remove engineers
2. Open PvE mode
3. Fix multicrew, add NPC multicrew
4. Improve exploration, make it more adventurous/dangerous
5. Introduced a reasonable crafting system
 
I'm pretty satisfyed with where this game is going atm, but some stuff i'd love to see adressed:

1) Rework of USS. Leave them as possible and OPTIONAL RNG source of scenarios/matetials/cargo, but don't make them essential for missions. Or give us a tool to find needed types of USS efficiently.

2) Rework of supercruise visuals. Remove that yellow light bulb behind ships in SC and replace it with something subtle, like soft blue lens flare.

3) Actual economy. Extraction systems produce ores and metals, but prone to criminal activities. Industrial systems consume metals and ores, produce machinery. If they run out of ores and metals (player actions, war in neighboring extraction system), they will rise prices for them, if lack of those keep for too long, system will suffer civil war. High tech systems consume machinery and become best places to buy and outfit ships. Agricultural systems produce food which is consumed by all systems and lack of which makes them go famine and shutdown production of their correspodning type of products. And so on... This feels like it would be greatest addition among everything else.

4) Crew memebers rework. Now they are easy to lose and eat your money even when just sitting at station doing nothing.

5) Rework of black holes.

Hopefully, part of this is gonna be adressed in Beyond.
 
1. Move the stories along, thanks. Sick of dead end threads that disappear with no resolution for years on end until they are eventually forgotten.
2. Can we defend stations against thargoid attack? Real time notifications for emergency assistance, instead of server tick => burning?
3. Content for naval ranks? Military campaigns and flash actions we can fight in? Might help rescue powerplay as well? No more 'steal clothing 4 promotion' gunk.
4. Scrap engineers and replace it with ultra rare upgrades you get...somehow. (This means ships will have the odd upgrade here and there, instead of everyone and everything being fully engineered G5).
5. Stop trying to RNG everything and let us truly interact with and influence our environment.
 
  1. There needs to be a Proper Working node-based BGS with PP and system states thoroughly integrated to make dramatic differences between systems/stations.
  2. Exploration needs a complete overhaul. e.g. more interaction such as accretion disk or nebular gas sampling. Gas giant fuel scooping etc. Non nav beacon (new) systems should be triangulated by the ships computer to assess their XYZ positions, and programming the jump drive. The jump itself might be like interdictions with the chance of miss jumps or ending up a few light years off or within the corona of a star. Setting up the first Nav Beacon in a system should net the installer a fee and have the name on the system. USSs and Planetary POIs need to be overhauled to have some meaning and context.
  3. CQC Tournament stations should be dotted throughout the bubble and Galaxywide CQC status should be made prominent on those in-station billboard screens. CQC ships should be options for SLFs. In the case of the eagle and the sidewinder, they should require a size 6 or 7 bay minimum and not be printable.
  4. Naval and Pilots Federation Status need to be relevant and markedly change the way you are viewed and the privileges/services made available... They should also be dynamic with the ability to move down as well as up (like faction reputations).
  5. Hot keys (activate/fire keys) should be available for every weapon/module and function including separate on/off keys.
 
1. More and varied SRV types. Cargo, MBT, Air Defense, etc.
2. Strike missions to destroy NPC formations of those new and varied SRV types, via land or air (hence the need for air defense).
3. Broader fire groups with at least 3-4 action buttons, for players with gaming mice, joysticks, gamepads, and other devices.
4. Separate board for wing missions with material reward re-balance to make sure Solo missions have all types available.
5. Either lower the cross-trade and upgrade costs at the materials trader, or revise the diminishing returns on G5 engineering. 4-5 rolls for the last 3% is annoying and not fun.
 
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npc crew (like in DDF)
the RPG like elements surrounding the above NPC crew (like in DDF)
npc wingmates (like in DDF)
a new tier of npc in the game which are more persistent and that we can build relations with but can also die. (like in DDF)
more background stuff going on in and around starports on planets - SRVs and what not - with game content linked to them. (NOT in DDF as far as i remember)
 
2. Outfitting screen is redesigned. Owned and docked at station ships are now displayed in slots (top row). Bottom row displays player's storage. Players now can instal, remove and swap internal modules between ships without having to board given ship.

100% this...

Ships should appear like a grid with owned ships along the top and each row being a core module. The cells have the module's rating/quality listed. mousing over or selecting it pops up the module details including standard/engineered values.

Ships modules should be drag and drop to and from storage.
 
My personal top five feature wish list for Elite Dangerous:

  1. Vastly improved exploration mechanics.
  2. Atmospheric landings (this includes all of them: Earth likes, ammonia worlds, volcanic, etc).
  3. Gas Giant gameplay.
  4. Planet surface bookmarks and waypoints, includes coordinate finder tool (compass).
  5. NPC crewmembers we can see in our ship seats. Includes slight RPG elements, crew can grant abilities and perks or automate tasks and can gain XP allowing them to grow and develop.
 
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