We need some more Ships

I can get rich with Void Opals, or double Hot spot Panite / LTD mining very quickly.

But I have nothing to spend it on.

I hear about new methods for making credits but I have no motivation because I don't need the credits.

New players will certainly earn the money and buy all the ships now faster than a day 1 player like me ever did. What is there to hold their interest after that?
I enjoyed the sense of progression moving through all the ships.

New ships sell ship kits right?
 
do we need more ships? really? how about MEGA SHIPS... that have excessive jump ranges... or...how about... wait for it... really wait for it...


PAID BUG FIXES
 
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I can get rich with Void Opals, or double Hot spot Panite / LTD mining very quickly.

But I have nothing to spend it on.

I hear about new methods for making credits but I have no motivation because I don't need the credits.

New players will certainly earn the money and buy all the ships now faster than a day 1 player like me ever did. What is there to hold their interest after that?
I enjoyed the sense of progression moving through all the ships.

New ships sell ship kits right?

We have enough ships, although I would not mind a cool medium sized Imperial freighter/multi role ship... an Imperial Python version would be cool.
But I'd rather see some fundamental money sinks added or improved. Some ideas:

1. The traditional docking fees need to be reinstated. I have been asking for this since alpha or beta.
2. Fuel prices should be revised in these times of free floating credits.
3. Wear & tear and damage repair mechanic should be made more interesting and involving and become more expensive.
4. Make us pay for changing the paintjobs of our ship. (doesn't have to cost a fortune, but all little expenses add up)
But also:
5. We need a solid npc crew system with a revised payment system, the option to pay for medical cost to get pilots back. An option to pay for training of our crew. etc. (I made a proposal about this long ago)
6. We need some cool new SRV models: assault SRV, planetary mining SRV, amphibious SRV, reconnaissance SRV Skimmer, freight SRV etc.
7. If we ever get to build a personal base, then this should not be cheap. Let us buy modules for life support, garage, living quarters, command center, power generator, oxygen generator, armory, defensive systems, landing pad, hangar, etc. etc.
8. When we get to walk around and do PVP, give us the option to buy all kinds of personal weapons and tools/gadgets and clothing in-game.
 
5. We need a solid npc crew system with a revised payment syste, the option to pay for medical cost to get pilots back. An option to pay for training of our crew. etc. (I made a proposal about this long ago)

I think my NPC can bog off if she demands medicare.
Shes earnt enough;) j/k

Now if we can buy robots with upgradable software we can preprogram ie different Ranked skills on a USB3305,
then I might be a bit inclined to splash the cash as they say.

anyhoo

The extra costs will hamper the low ranked commanders, Elite`s not so much as they earn millions,
But when your low ranked, you want to save money, like Tesco`s every penny helps.

In regards to the Imperial Python, what would you change If you were head of the Design Group?
Higher rated thruster(higher speed)? Turns like a wale? improved Shielding? less cargo or reduced powerplant &-some hardpoints?
If you giveth you got to takeawayth:unsure:

I`m all for more ships, like small transporter shuttle, park the big space cow in orbit, so I can fly down to Rigel5 and play @ some gambling casino.

((((((Only got 5 ships, tooooooo busy trying to engineer the one I play the most))))))
 

Jenner

I wish I was English like my hero Tj.
Nah, we don't need more ships. We need more recurring credit sinks that involve interesting gameplay. We've already got a bunch of ships in the game, so that particular credit sink is mined out imho. Sure ships are fun but what Elite Dangerous needs is something new and exciting, not more of the same.

Space legs, base building, and fleet carriers would be perfect for introducing new credit sinks.
 
Roll out some new Marks for existing ships, I'd be willing to trade in and up, got CR to burn.
Reduce one of class 8 optional slots to a size 6. The increase the internal fuel tank to a class 7, increase the FSD to a class 8. Improve supercruise agility and call it the Imperial Cutter Mk-II.
 
Nah, we don't need more ships. We need more recurring credit sinks that involve interesting gameplay. We've already got a bunch of ships in the game, so that particular credit sink is mined out imho. Sure ships are fun but what Elite Dangerous needs is something new and exciting, not more of the same.

Space legs, base building, and fleet carriers would be perfect for introducing new credit sinks.

I always figured that nu-mining was intended to provide the credits required to buy and run a fleet-carrier but then, y'know...
 
I can get rich with Void Opals, or double Hot spot Panite / LTD mining very quickly.

But I have nothing to spend it on.

I hear about new methods for making credits but I have no motivation because I don't need the credits.

New players will certainly earn the money and buy all the ships now faster than a day 1 player like me ever did. What is there to hold their interest after that?
I enjoyed the sense of progression moving through all the ships.

New ships sell ship kits right?
And this is good for whom? Seriously, adding more ships is almost meaningless, if game mechanics remain the same. We need more varied tasks wiht bigger goals, like Squadron CGs or something like that.
 
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