Suggested Ships and Changes for Elite Dangerous

I am a fairly new player, but I’ve played enough to understand how this game works and really enjoy it. As with any game, there are things that I think should be changed or added, but this is one of the only games that I feel my ideas for aren’t trivial. I compiled a list of my concepts, and some passing thoughts. Frontier might be working on a couple of things similar to what I suggest, and I by no means want all these things at once. I am simply putting my ideas out there. I would like others to bring their ideas to the table as well.
Note: the list structure is more or less upside down in order of importance, so the category at the bottom is most important to me and the one at the top is least important. Nevertheless I hope we see changes and content similar to everything on this list, and more.
P.S.I am mostly a combat pilot, so that should shed some light on the lack of focus to other subjects

Concepts
- Ship Ideas
Core Dynamics
Eagle MkI- Recon fighter, more jump distance, but less hardpoints and smaller optional internals
Eagle MkIII- Interceptor role- higher quality Eagle MkII
Eagle MkIV- Apex of the Eagle series, with 4 hardpoints(2 Medium, 2 small), higher quality internals, 2 utilities. A small ship that isn’t a beginner ship, if you know what I mean.
Falcon-Smaller Eagle, fully Capable of independence, but also capable of being used as and SLF. 2 small hardpoints and 1 utility.
Osprey-Heavy Interceptor, like a hybrid between a Viper MkIV and a Vulture. 4 hardpoints (1 small, 2 medium 1 Large) 3 utilities
Kestrel-Bomber, big eagle. 8 hardpoints (2 medium, 6 small), 4 utilities
Hawk- A Heavy Fighter, FdL with A more heavier approach. 5 hard points(2 small, 2 large 1 huge). 6 utilities
Pelican MkI/Federal Cargo Ship- Large Cargo Ship to rival the T7. I recommend around 500 cargo. Basically, a bigger dropship, but with less combat focus
Pelican MkII/Federal Battleship- Heavy Combat ship, with 8 hardpoints(2 small, 2 medium, and 4 Large) and SFL bay, 6 utilities.Bigger Gunship

Faulcon DeLacy
Fill in the gaps of the Cobra and Viper line.
Krait MkI- Fighter. 1 medium hardpoint, 2 utilities
King Cobra- Bigger Cobra. A Multipurpose between the Cobra and Python. 6 hardpoints (2 Small, 4 Medium), 4 utilities
Fer-de-Lance MkII- FdL with more hull strength and center seat
Mamba MkII- More Combat focused and triangular.
Boa-The smaller anaconda with more firepower, but sacrifices other qualities 10 hardpoints(4 small, 2 medium, 4 large) 6 utilities and a SLF bay

Lakon
Hunter-SLF
T1,T2,T3,T4,T5- Small and cheap cargo Ships
Asp MkI- Combat ship with a mix of asp and diamondback features. 4 medium hardpoints, 4 utilities
Asp MkII- Combat ship with better internals than the AspX. 5 Hardpoints(2 small,2 medium, 1 large), 4 utilities
T8-Cargo ship in between the T7 and T9. Around 500 cargo
Leviathan/Alliance Corvette-Heavy Combat vessel. 9 hard points(2 small, 2 medium, 4 large, huge), 8 Utilities, and a SLF bay

Saud Kruger
Piranha-SLF
Shark- Combat ship, basically a FdL, designed to protect Cruise Ships that carry VIP personnel.
Narwhal Yacht-Massive Cruise Ship with a Pax of around 300

Guatamaya
Imperial Trader- Medium Multirole ship. 5 hardpoints(2 small, 2 medium, 1 large) 4 utilities

Zorgon Peterson
Tiger-Transport, 200T
Lion-Transport, 400T
Puma-Transport, 600T
Panther- Transport, 1200T

- Ships that need to be changed
Asp Scout-Make it Smaller, but give it more quality. Make it sort of a civilian Asp MkI, not a cheap AspX. I would give it one more small hard point and more optional internals.
Imperial Clipper- Make the fuselage bigger and smooth it out more. Give it an extra two utilities.

- Ship Renames
The Clipper and Cutter need to change names. When using military terms, you should try to make them more accurate compared to each other.
The Federal ships should be renamed and sold to private citizens(I.e. Not locked behind ranks).you can keep the original names as military designations. Here are my suggestions:
Federal Corvette=Cardinal Corvette
Federal Dropship=Buzzard MkI (Dropship could still be used in the name)
Federal Assault Ship=Buzzard MkII (Assault ship could still be used in the name)
Federal Gunship=Buzzard MkIII (Gunship could still be used in the name)
Remove “Alliance” from the Chieftain, Crusader, and Challenger

- Module Changes and ideas
FSD interdictors-Class 4 only and able to be put in a military slot.
Combat Personnel Barracks(Needs better name)-a high capacity passenger lounge used to transport military personnel on specialized missions
Small Ship Bays- Bays, not unlike SLF Bays, that can hold ships small enough, but still capable of independence
Customizable Cockpits-Alloy pilots to rearrange the seats in their cockpits

- Game play changes
Rank system- In stead of ships, reward players with in game discounts, cosmetics or other features. Make the rewards worth it, but not necessary to enjoy the game.
Cosmetics-Make a paint system that allows us to further customize it. Make colors free, and give every ship a starter pattern. Give faction based decals and nameplates to us through the rank system. Make basic names plates and ID plate free in-game. If you want to sell things on the store, sell things like specialized patterns, keep the ship kits.
 
Respect for how much thought you have clearly put into things and your willingness to take the time to summarize it all, regardless of which things I may agree or disagree with.

Really love your ideas regarding the rank systems. They feel kind of hollow right now and your suggestions would add some meat to their bones without making them feel mandatory.
 
The game is pretty ok for ships, I reckon. It would be nice to see some really big ones, but hte Panther Clipper is definitely coming one day, so we'll see. Agree that you've clearly given this a lot of thought and that's cool, but there are areas of the game that need the coding effort far more than filling in niches for ships. The outfitting system along wth engineering already allows you to use each ship in an extremely wide variety of ways, I think FD has already really delivered in the number and quality of ships and variation of such in the game (given reasonable expectations, this isn't gran turismo, and yes, as a combat pilot, I am always likely to be more satisfied with the current slightly more combat focused line up ;) ). But there are areas of the game that need the attention more. Now that we have such a wide variety of ships and modules, it's curious that we have such a meager choice of viable weaponry. I hope some new weapons will be coming in the big update. Additionally, the engineering and materials grind, which along with the clunkiness of the outfitting interface, the neglect and nonsense of power play and lack of atmospheric planets and realistic surfaces, top off the list, for me.
 
New ships are always awesome! So long as they don’t look and perform the same.

The navy ranks are totally soulless, it’s probably my most long standing grievance with the game. They could be so much more! The fact that they are still in their current state after all these years while FD fumbles about creating totally useless content (like a ship that jumps a couple of LY to some guardian ruins once a week) means that we’ll probably never see things like the navy ranks fleshed out and brought to life.
 
The game is pretty ok for ships, I reckon. It would be nice to see some really big ones, but hte Panther Clipper is definitely coming one day, so we'll see. Agree that you've clearly given this a lot of thought and that's cool, but there are areas of the game that need the coding effort far more than filling in niches for ships. The outfitting system along wth engineering already allows you to use each ship in an extremely wide variety of ways, I think FD has already really delivered in the number and quality of ships and variation of such in the game (given reasonable expectations, this isn't gran turismo, and yes, as a combat pilot, I am always likely to be more satisfied with the current slightly more combat focused line up ;) ). But there are areas of the game that need the attention more. Now that we have such a wide variety of ships and modules, it's curious that we have such a meager choice of viable weaponry. I hope some new weapons will be coming in the big update. Additionally, the engineering and materials grind, which along with the clunkiness of the outfitting interface, the neglect and nonsense of power play and lack of atmospheric planets and realistic surfaces, top off the list, for me.
Yes, I agree that more ships shouldn’t be a priority, that was just the first thing I started with. My main concerns are the game play changes. The Game relies to much on luck and grinding, which doesn’t bother me too much, as I grind what I love doing. I would like to see new weapons as well but I couldn’t think of anything that I would personally think would make a difference.
 
New ships are always awesome! So long as they don’t look and perform the same.

The navy ranks are totally soulless, it’s probably my most long standing grievance with the game. They could be so much more! The fact that they are still in their current state after all these years while FD fumbles about creating totally useless content (like a ship that jumps a couple of LY to some guardian ruins once a week) means that we’ll probably never see things like the navy ranks fleshed out and brought to life.
Yeah, I got to rear admiral through sothis&ceos. Even through an exploit like that, it took me a while. All that time I wasted there to get ACCESS to a ship, then I have to go grind to get credits to get the ship an outfit it properly. It’s absurd and really un called for.
 
The problem of ships in ED is not lack of ships number, but the fact that different ships have barely noticeable differences in anything, except agility.
We do not need more ships. We need more distinctions between them.
A very good example is Diamond Scout - which has an excellent feature/niche/distinction, represented by "low profile" - being much colder than other ships.
But where are such niches/distinctions? Asp scout? Cobra mk3? viper mk4? T6? anybody? what are your features in your class except a bit different stats/hardpoints number?
There is no sense in adding more the same ships, when the already existing are not used mostly, because there are several meta hulls.
I don’t have a problem with the ship number, I was just trying to fill in the shipyard. I agree that ship numbers shouldn’t be a priority, but I just included it to throw it out there. As far as ship quality goes, i believe that most of the niches are covered and the only thing they can do now is expand the variety of ships per niche. The main problems and criticisms I have with the game are near the bottom. They need to flesh out the game play before they do anything else.
Also, the Asp Scout is one of the two ships I marked for an overhaul. A “Cheap Asp” is not how a ship, or any product really, should be marketed.
 
Respect for how much thought you have clearly put into things and your willingness to take the time to summarize it all, regardless of which things I may agree or disagree with.

Really love your ideas regarding the rank systems. They feel kind of hollow right now and your suggestions would add some meat to their bones without making them feel mandatory.
Thank you. I respect your open mindedness.

Yes, the rank system should be more of a feature that you can do without disadvantage. A rank system should be more of an all perks deal that doesn’t really limit a pilot’s accessibility to the main tools of the game.
Also, an idea I forgot was the skill rank system. They resemble a grind, not an actual measure of skill, IMO.
 
These are already in the game (the modules, not the missions).

They are called cargo racks.

I'm sure anyone with military experience can attest to the realism.
Yeah, I get the joke, but seriously, I think it would be a cool way to start introducing more military related missions.
 
Yeah, I got to rear admiral through sothis&ceos. Even through an exploit like that, it took me a while. All that time I wasted there to get ACCESS to a ship, then I have to go grind to get credits to get the ship an outfit it properly. It’s absurd and really un called for.
I don’t mind doing the graft, and I don’t mind working for the credits...

What I did mind was the multitude of navy ranks that had absolutely no bearing in the game whatsoever, a bunch of permits that unlocked systems that had no bearing in the game whatsoever....and the icing on the top....a mere email that is borderline insulting given the time invested...
8D995EED-25A9-4D2D-822D-1C8046D181E6.jpeg

My cat gets longer emails than this.

It’s just horrible empty content.

Joining and supporting a Galactic Superpower and climbing the ranks should feel exciting and rewarding, it should be so immersive.

-sighs

As you can probably tell I feel very strongly about this particular corner of the game, I’m in the minority I feel.
 
As you can probably tell I feel very strongly about this particular corner of the game, I’m in the minority I feel.
I feel strongly about it as well. I believe most pilots do because of how limiting it is all while being, as you said, empty. The main problem is that it can easily be fixed, but I don’t feel like FDev ever really gets the memo and ignores it.
 
We need more things to do with ships than new ships. Most of the small ships don't have much use once you leave them behind.
No no, that’s where your wrong. There is a fundamental difference between a beginner ship and a small ship.Just because you gain access to bigger and better ships, that doesn’t remove the effectiveness of the previous ship.
Examples:
Viper-the fastest ship in the game and way more maneuverable than any ship in the medium catagory
Vulture-The most firepower you can bring while still being able to outpace your opponent
DBX-Has the best jump range and still able to bring more firepower than most small ships
 
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