Let's say you take over complete control of development of E.D. - what would your roadmap be...

This thread is why forumites should not be listened to very much!

And you can't back port code without bringing in the exact same issues you complain about in the first place. Code moves forward, trying to bolt on odyssey content to the horizons code base would mean you have to make the exact same choices they made in the first place. Doubtful that any different choices would be available
 
My roadmap

1. The Odyssey Powerplay update
a. Add settlements belonging to the power exploiting/expanding the system when possible. On-foot undermining (raid the settlement) and fortification (defend the settlement).
b. Add a powerplay mission board for variety in merit-earning.
c. Determining systems to turmoil no longer take into account fortification/undermining status, just lowest base income.
d. PP CZ re-balancing - no longer infinite, the USS expires after finished, has objectives like a normal CZ, rewards more merits than nav beacon (both expansion and opposition can utilize it, so not an issue).
e. Combat merits can only be held for up to 12 hours. No more week-long bomb/snipes that make the UI/scoreboard meaningless.
f. Addition of high threat USS for powerplay - those will be hard, meant for challenge enthusiasts. Their completion should be very rewarding merit-wise.
g. Power contacts let you fill up your cargo in one go, as fast as commodity markets do.
h. Ratings 6-10 added for the hardcore folks out there. Includes other benefits depending on power.
Rating 6: 20000 merits, 100 million salary.
Rating 7: 30000 merits, 150 million salary.
Rating 8: 50000 merits, 200 million salary.
Rating 9: 75000 merits, 300 million salary.
Rating 10: 100000 merits, 500 million salary.
i. More meaningful power standings. Just because you have an expansion does not mean your standing raises a lot. Counts a lot more the activity - merits done for/against your power.
j. Trigger/upkeep formula changed to also consider the closest control system, not just the HQ distance. The scaling is also changed so too close isn't as extreme.


2. The engineering accessibility update
a. All materials can now be traded on FCs, not just the bartender odyssey ones.
b. Materials now use cargo space instead of a magical inventory at a rate of 0.1 units.
c. Materials required are greatly reduced. Amount depends on the module size.
d. Markets will have supply/demand for materials. Supply does not automatically regenerate, so it is entirely player driven, every material a station has available means it was provided by a player.
e. Added blueprints for engineering cargo holds/passenger cabins.

3. The next-gen BGS
a. Maintaining high/low economy/security can now lead to faction states with a big project that will permanently impact a system - population impact, assets being built/upgraded/abandoned, and even expansion towards colonizing a nearby unpopulated system.
b. Factions will have needs/demands that are like hidden community goals. The mission generation will work towards these, so mission types available should be a lot more stable and less RNG-y.
c. More apparent signs of system buckets being overworked, or underworked for the day (also taking into account opposition). An example would be pirate spawn rate slowing down and eventually stopping, with local system messages saying things such as "the system seems secure for the day".
 
Oh, one thing I'd try to see if it was doable or not.
If a Human requests docking and all of the ports are blocked by NPCs. Boot the NPC. That is, the NPC will abort its landing request. If its already on the pad, it leaves immediately (like it does now). The NPC doesn't care if its time is wasted and is only there for show.
 
Personally. I'd start with ground based Thargoid content. Then move onto more development of the BGS, give squadrons more control over there faction. Decide where to expand into, the ability to create faction goals to expand facilities in systems, found outposts and develop economies. I'd then look at improving modules, create another tier of modules, time moves on so expanded jump ranges, chaff being less effective etc. I'd also move engineering from being about gathering random stuff and more about unlocking engineers by performing tasks, and then if you want something engineering it being a combination of credits plus performing a task for said engineer. Next up would be a few new ships. A soley combat focussed ship for the Imps for King Rank. An exploration ship from the feds for Admiral and a new trader from the alliance for being allied with them. Finally I'd look at adding in capital ships for squadrons over a certain size, they'd be deployable into CZs for there faction, and maybe some player v player faction based combat...
I think a major event consi
This thread is why forumites should not be listened to very much!

And you can't back port code without bringing in the exact same issues you complain about in the first place. Code moves forward, trying to bolt on odyssey content to the horizons code base would mean you have to make the exact same choices they made in the first place. Doubtful that any different choices would be available
That aside, there have been alot of great suggestions.
 
First off: Fix the awful planets so that they at least look as good as horizons planets.
Second: "Ship interiors", mainly crashed or derelict ships in space and on planets, for massive salvage opportunities and profits.
Third: On foot thargoids. It would start off by receiving a special mission (like the Palin or Ram Tah missions) to investigate a crashed ship, like previously mentioned. Turns out, half way through searching the ship you find your first on-foot goid, and you have to fight your way back to the station.
And lastly: Flesh out the rest of the planets. It'd be a paid DLC where we'd roll out the rest of the planets in phases. First, most of the barren planets with proper atmospheres, then gas giants, then water worlds, and finally ending with Earth likes and Ammonia worlds, all with their own semi-dynamic weather systems.

Seriously though. Weather and oceans is one of my biggest dreams for Elite.
 
I would enable a Fleet Carrier query system to find carriers with active stock and what is available.
Allow buying/trading of data from the station bartenders. You can sell it but can't buy it from them. What are they doing with all of that data that gets sold?

Better yet, I would get rid of the whole grind and have parts/suits/mods (all grades/fully engineered and be able to choose what engineering effects) available for direct purchase. The better the part, the more it costs.
The mods on suits could be swapped out just like on the ships.
 
Road map
Chicago-SF via route 66, then take highway 101 up the coast to Seattle before I-5 to Portland then I-84 to Twin falls, get off bike and see old friends... no wait... this is elite we're talking about.

Unreal engine 5 licence
Thargoid on foot combat(a popular choice)
More Thargoid related content
Breadcrumbs for the explorers to follow
Followed by finding inactive Guardian A.I. contructs......... and then powering them up....
Revoking the sector 70 permits
And then
A trailer for Elite Dangerous 2 using the unreal engine 5 licence obtained earlier

Bill

<<<current mental state : out of his mind ..... damned prescription drugs designed to keep him alive.. :(
 
Not necessarily in this order (except for 1 :D) but:
  1. VR legs (just via simple head look, room scale VR is unnecessary)
  2. Map the features in the design decision archive to a publicly accessible Trello board with the columns: Planned, Design, Build, Done, Abandoned
  3. Give players the ability to submit Galnet articles and bulletin board posts (e.g. advertising meet ups, services offered, etc.)
  4. Ability to buy and sell second-hand ships and equipment at various different trading lots (with higher prices paid and charged for pre-engineered stuff)
  5. Introduce a proper wear and tear mechanic so that continued use of something requires maintenance with the risk of failure if not maintained. Engineered modules increase this risk so a multicannon is more likely to jam if it is G5 modded.
  6. NPC crew members with minimum crewing requirements for larger vessels.
  7. Force superpower allegiances, so you can only be a Fed, an Imp or a member of the Alliance. Anyone with powerplay rewards from multiple superpowers has to give up, and pledge their allegiance to just one
  8. Consolidate to a single codebase (Odyssey)
Edit: clarified second-hand ships & equipment
 
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just positive question for ideas, nothing more.
1. Delete Odyssey (and all backups)
2. Make ship interiors and damage models
3. Combine CQC into main game.
4. Halve the price and upkeep of FC's
5. Severely restrict the camping of FC's
6. Add ship, module and mats trading between players
7. Implement cross platform play
8. Fix inderdiction imbalance
9. Make SLF's landable
10. Type-7 and Clipper to medium size
11. Add new ships
12. Continue storyline/lore (Thargoid/Guardian/DW etc.)
 
  • Allow for one home system where cargo can be stored.
  • Balancing ships: transporters should be best at transporting goods, passenger ships best at moving people around and should be penalized when used in another role by allowing only smaller modules in the slots. Multipurpose ships should sit in between and be more expensive.
  • Players should not be allowed to grind for Imperial and Federation. Pick a side, one side.
  • Squadrons can build outposts, it should be a big effort though.
  • A working economy.
  • Sort BGS out.
 
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