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

In game wiki, where Commander's can add comments and FDev can actually EXPLAIN how some aspects of the game works. Again, it should be part of the game, not something a Commander has to google or ask on here.

Exploration content

These two things are coming in Q4 (the Codex and an overhaul of exploration generally.)

For myself:

1. Ability to make keybinds for things like disabling shield boosters (for when your shields go down and you need to turn the boosters off to get the main shield online faster)
2. A way to adjust HUD colors in-game, and in a way that won't bork the NPC thumbnails.
3. Landing on atmosphere-bearing worlds....AND water worlds.
4. New SRVs to accommodate #3 (a reconnaissance skimmer, submersible SRV, etc.)
5. Ability to have multicrewed ships join with other ships in a wing (for example, a Federal Gunship with two people winging up with a Corvette that has 3 on board.)
 
Atmospheric flight, with turbulence, aerodynamics (largely overridden by your ridiculous thrusters), gas giant play, gas mining stations, crushing depths, gas collection and personal mining.

Self generated missions. Why should I look for 10t of Palladium? Subcontract out for a price. This seems only reasonable in heavy traffic systems, so a core of let's say 5 stations for feds, 5 for imp etc, to keep commanders coming back for more. Persistance in the missions for this type, of course, until offer withdrawn or timer elapses.

Voice comms with meaning. Like a CB radio for your ship. Multiple channels in an instance, system wide, then station wide, then wing only etc. Not push to talk, just you jump into a system and hear the chatter. Too much reliance on text talk to other ships.

More science. Collect data on everything and sell at a price.

More modules. Jump engines (requires ammo, but can jump long distances)
 
Removal of USSs
Removal of planetary POIs
Exploration content
Fun non-combat gameplay
A third fire button

Haven't read the rest of the thread but what Dan says here would be my top 5 also.

Bring in proper exploration gameplay and mechanics for in system exploration. Non combat gameplay I suppose is covered under the Ram Tah type stuff but more of the same and not so same would be nice.
 
1) More ship gameplay (Eve like scanners, planetary scanners, module repairs, in depth subsystems management, EVA, multicrew engineer role)

2) More planet gameplay (Mining, sample collecting, anomalies, EVA, rescue missions)

3) Instanced msq missions (As for training missions, handcrafted quests, let's say half a dozen per update that introduce and/or continue the alien/powerplay saga with some decent and proper narrative)

4) Multicrew revamp, from head to toe. And SRV multicrew.

5) A decent progression, where I don't earn enough money to buy a Cobra III from the first mission as soon as I start the game, but I also don't have to grind a dozen missions in order to afford a rebuy if I have a combat conda.
 
1. Remove the name telepresence. Just strike it from all records. Really, a cartoony magical mechanic is bad enough, giving it a goofy name becomes a slap in the face of anyone who expects some sci-fi from this game.

2. Remove the RNGineers. If you can't remove them, rebalance it with the forge hammer to not allow percentage power increases higher than 10%.

That is all I care for at the moment, the remaining 3 can be anything really. But these two is what's keeping me away from the game for years now.
 
1 - Remove the grind by removing all engineer unlock requirements, make it so you can buy Mats with Credits and scale missions with ship size/pilot rating so the payouts aren't peanuts.
2 - Improve bounty hunting so it's not just sat at a RES killing waves of ships over and over
3 - Improve the BSG and it's visible effects to the player
4 - Complete rework of Powerplay so it's not rubbish
5 - Improve CZs so they have a beginning and end and add a point to them (i.e. not just spawning waves of ships over and over).
 
  1. More involved combat scenarios, which can then be leveraged across missions, CGs and Powerplay (& even offer PvP). eg: Convoy escort/attack. Take out/defend a platform or base. Full on station blockade mechanics so you drop out of SC further out. Players/NPCs can enforce or break or run blockade. Of use for CGs and Powerplay, and of course, Thargoids blockading stations?
  2. CQC is brought into the game as actual core gameplay as fighter based tours of duty. eg: So we could undertake tours of duty to fend off pirates or Thargoid scouts from a Platform, damaged VIP ship, capital ship etc. See (1) - Can be leveraged across missions, CGs and Powerplay (& even offer PvP).
  3. Q4 Exploration update gives a a shed load of new visual effects/assets and more interesting mechanics.
  4. Q4 Mining update gives us some nice involved mining mechancis and some form of (rare) stateful resource hot spots so exploration can find a stateful hot spot, which as its mined reduced down until gone forever. Could be leveraged for CGs (Gold Rushes) too - https://goo.gl/4M9tsS
  5. Q4 DLC is atmosperic landings, at the least on lifeless atmostpheric worlds. At best on ones with (procedural) vegetation (not animal life etc).
 
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My personal Top5 would be:

  1. "Search" function for control settings (similar to DCS)
  2. Planetary Landings to atmospheric planets
  3. More versions of SRVs (a multicrew tanky damage dealer and a transporter maybe... Elite Truck Simulator)
  4. Destructable ship parts (similar to how the Anaconda takes damage, it starts to look beat up, looses parts and such)
  5. Large Scale Battles (like the current warzones with capital ships) with goals, and ends, not infinite shooting galleries.
 
  1. More involved combat scenarios, which can then be leveraged across missions, CGs and Powerplay (& even offer PvP). eg: Convoy escort/attack. Take out/defend a platform or base. Full on station blockade mechanics so you drop out of SC further out. Players/NPCs can enforce or break or run blockade. Of use for CGs and Powerplay, and of course, Thargoids blockading stations?
  2. CQC is brought into the game as actual core gameplay as fighter based tours of duty. eg: So we could undertake tours of duty to fend off pirates or Thargoid scouts from a Platform, damaged VIP ship, capital ship etc. See (1) - Can be leveraged across missions, CGs and Powerplay (& even offer PvP).
  3. Q4 Exploration update gives a a shed load of new visual effects/assets and more interesting mechanics.
  4. Q4 Mining update gives us some nice involved mining mechancis and some form of (rare) stateful resource hot spots so exploration can find a stateful hot spot, which as its mined reduced down until gone forever. Could be leveraged for CGs (Gold Rushes) too - https://goo.gl/4M9tsS
  5. Q4 DLC is atmosperic landings, at the least on lifeless atmostpheric worlds. At best on ones with (procedural) vegetation (not animal life etc).

Yup, like all of those. I would also add these:

Revamped res sites and bounty hunting

Get rid of res sites. Instead we get mining platforms in the rings. These are dockable and you can sell your mined goods there and pick up faction mining contracts.

There are no mining platforms in anarchy systems. At times there will be pirate incursions at the mining platforms (not likely in High-Sec areas, but getting more and more likely the worse the security rating), maybe have the pirates need to take out the weapon systems like on a capital ship or use the new megaship interactions to make it compromised, this could play into normal and wing missions for pirate factions.

These become compromised and a system wide call out asking for help happens (bounty hunting commences). Compromised Mining platforms will have some services shut down, but you will be able to launch your ships, but not dock. Bounty Hunters and Miners with weapons will have to fight off the pirates before the mining platform returns to normal.

Mining should be safer depending on the sec rating of the system. This will also play a roll in how much security there is around mining platforms.

High Sec - These should be very safe, but there should be no pristine rings in High-Sec areas as all the high value stuff would have been taken, low risk, low profits so mainly low yield and some high yield rings.
Med-Sec - These should be relatively safe with chances of pirate activity. There will be high as well as low yeild rings.
Low Sec - These shoud be relatively dangerous with Pirate incursions. The rings will be a mainly High and low yield and some pristine rings.
Anarchy - These places will be very dangerous, high chance of pirate activity. Rings will be a mainly High yield, with some low yield and pristine.

Remove bounty hunting missions from the faction missions section and replace them with bounty hunting contracts from the security contact. This will be your staple bounty hunting area to get missions. These will range from low paying to extemely high paying and maybe have some as wing recommended that can be shared with your wing members for a share of the reward (this was before wing missions got shown to us).

Mini Community Goals
Have variations of the Damaged/Repair station in systems for famines, plagues, wars and civil wars and their after effects. Each having their own vibe and feel.
 
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I hope this doesn't sound too negative as I am really enjoying 3.0 at the moment (except for the PS4 gyro-headlook bug).

1) Some kind of adjustment to the Supercruise mechanic to reduce the ridiculous amount of time spent staring at the screen doing absolutely nothing, except watch a counter, on longer journeys. I think ED's Supercruise is generally a great implimentation of sci-fi pseudo-science space travel but it breaks horribly over long distances.

2) The ability to land on and explore more planet types, not just the dead icy rocks with a bit of geo-thermal activity here and there.

3) More/better planetary navigation/exploration tools - e.g. waypoints, bookmarks, drones, the ability to call up the terrain radar at will not just below 150m* with your gear down... and maybe some new ground vehicles?

4) General enhancement of NPCs in the game. Better NPC pilot AI & NPCs following the same rules as players so they say and do things that make sense to the rest of us. More animation of NPC avatars in stations, etc, ...maybe more voice stuff from NPCs too (Technically I know that's asking a lot but this is a 'wish' list after all). Just generally more [cue Yamiks voice] IMM-URRR-SHUN from the NPCs.

5) More quirky little things to do and find on planets and out in deep space. I dunno... alien ruins that aren't Guardian or Thargoid, spacehulks, spacewhales, space jellyfish, crystal formations, whatever. Just some more crazy stuff for explorers to find that are just cool and don't necessarily have anything to do with a narrative.



*[edit: 150m isn't right I just can't remember what the actual height is]
 
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1. Away with only repetitive missions. Sign up for local dynamic campaigns instead.
2. Bigger reward for riskier tasks, less for safe tasks.
3. Special NPCs (ala "elite mobs" in other games) and improved combat NPC flight AI and more varied fight patterns for NPCs.
4. Develop "silent running" more for more viable "submarine tactics" beyond just evading target lock.
5. Merits / awards from local factions. I wanna be "Hero of the People's Republic of Posse" dangit.
 
1) More stuff on planet surfaces.
I want to see NPC SRVs on the surface and I want to see more ships flying around, heading to and from outposts.
I want this because once it happens we'll have the framework for creating an entirely new genre of gameplay.
As I've said before, I want surface op's in ED to become like playing "G-Police".

2) More toys.
Not just more toys but I want to see the toys we have access to evolve as we play.
Kind of long-winded to explain but, basically, make it a bit like the tech-progression in Kerbal Space Program.
You hand in some exploration data at a station and you get offered missions to place satellites in orbit or take scientific doodads to places to do experiments.
You complete that and you get offered new, improved toys so you can do more of it.

3) More stuff to discover.
Brainstorm some stuff to plonk on planet surfaces and out in space and give us ways to interact with it.
I want to find derelict ships on the way to Sag A and be able to take the crew aboard so I can rescue them.
I want to find outposts way outside the bubble and be offered missions to collect stuff for them.
I want to find valuable things that I can bring back to the bubble and be hailed as a great explorer.

4) Quests - involving characters that become relatable.
They wouldn't have to be massive and they could easily be procedural, using chained missions.
I want to take a mission to transport people to some destination and have them ask me to do other stuff for them.
I want that to lead to a chain of events which will make me care about those people and make me want to resolve their problems.

5) Relatable NPCs.
I want to have an NPC sidekick in my ship with a personality and some level of usefulness.
I want to be able to pick a grizzled old pirate and have him tell me to dust anybody who gets in my way.
I want to be able to pick a naive do-gooder who pesters me to help people and complains when I do anything illegal.
I want to be able to leave the docking computer in the shop and tell my NPC to land the ship for me, have them operate turrets with better accuracy and generally do things to make them worth their pay.
 
1- Replace all missions that require flying around looking for a randomly generated signal source with going to a specific location on your map.
2- Create a series of scripted, static "missions" that serve to introduce the player to the universe, and show each of the mission types and gameplay components. Battle a thargoid or two. Basically a story campaign.
3- Re-balance mission payouts. To account for risk vs. reward, illegal vs. illegal, and end the giant vertical wall that is high-end ships.
4- End the grind = gameplay. Want to unlock guardian tech? Great, but don't make me spend hours farming materials to do it.
5- May community goals pay very well. Embrace the gold rush and get players to flock to participating in community goals.
 
An easy way to find coordinates on a planet. I should be able to enter the coords then just fly there. I hate the Boyscout compass nonsense.
 
roof racks & Caravan/trailer for smaller ships
external hook-ups for large ships at orbiting platforms (fuel, ammo & delivery only, no repair or outfitting)
save slots for another CMDR.
make the Galaxy map in VR 2D
an appointment with David Braben so he can sign my collection of 'Elites; for 80/90's computers
 
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1: Atmospheric planet/moon access
2: Proper black holes
3: Anaconda view of bow from the cockpit that actually matches the exterior
4: No cap on Private Group population
5: Very high-paying missions

EDIT: replace #5 with ‘Give Jupiter a new (and identical) Great Red Spot’.
 
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Greetings fellow commanders.

Here's my 5 things to add or change.

1) Xbox gets access to HCS voice packs, even if its just the basic Computer and not voice control.
2) A couple of new SRVs either more armour or more cargo space.
3) Planetary Landings on planets with atmosphere, even if its just in SOL.
4) Black Holes that look like Black holes that if you get stuck in gravity well that's if for your ship, crushed by the gravity.
5) Better Balancing of the mission board rewards. (No more Outsider to King in 5 hours)

What you guys think?
 
Easy :

1 : stop using time as difficulty
2 : flesh out exploration and navigation.
3 : flesh out bounty hunting and piracy
4 : flesh out trade and mining
5 : make sure those features work together and are not standalone theme park rides.
 
Looking forward to when I no longer get : plug my hotas in, start ED up, and for a split second wonder why i'm not controlling the menu with it... before realising yet again that I have to go in and remap ALL my keybinds again for 3rd time randomly in a month.

(anyone else have that issue?, anyone know what causes it?)
 
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