Upgrade Suggestions for Elite Dangerous (The War of Comets)

30) BGS Economy is what regulates the disposition of resources

An expansion proposal for the BGS and solution of other problems of the game (low use of Fleet Carriers markets, linking to Powerplays only for the item search, existence of structures without a defined function, such as settlements…). One of the trickiest elements in game design is to create a sustainable, balanced economy for your players. This affects all kinds of games, even where the is little overt resource management. However, in the era of Games-As-A-Service where we want to sustain the player experience for extended periods of time the design of your economy becomes hugely important...

30.1) The BGS is focused on the issue of changing power and system influence of factions in response to player or a group of players behavior. Every station has its own demands and supply that change dynamically. But, there is no expressive impact on the prices of goods and commodities. Money has no relevance to the BGS and that's a waste. There are many, many commodities and minerals in the game that virtually never see worthwhile prices. Because of this, they are almost never mined or traded.

30.2) Today, faction maintenance/conflict is something disconnected from the economy. Wars and disputes are fought without concern for ship losses, damages, locations to be conquered... Ship prices and reacquisition insurance are stable values, because the economy is disconnected from the BGS. Players aren't shy about keeping gigantic private fleets stationed at space bases. As with fleets, space in space must cost money.

30.3) There is no reason for the existence of the settlements, nor an explanation for the position of the bases. The proposal here is to link a new dimension to the conflict between factions - money. Money can provide space to allocate ships to faction players, “rent” specialized players from other factions for combat or mining / place additional ships and NPCs on battlefields / buy weapons, base and infrastructure protections, system specializations, protect territories, invest in linked factions, etc... Faction owners are no longer simply grouping players and start to have access to economic reports and act as administrators and military strategists.

30.4) In this respect, EVE Online's economy is the best benchmark... It has raw material mining systems and space factories that produce everything available in the game; from components for ships, weapons, even ammunition. All this, in the internal commodity marketplace. In addition, distribution centers for material shipments are also part of the many crucial processes to drive the game's huge internal economy.

30.5) Not to mention that manufacturing, storage, logistics and trading systems are buildings to be developed in which air or land missions that affect the economy of the owning faction and nearby systems can be carried out. Missions with the task of “Sabotage/Repair” in a fuel storage area, can influence the price of resupplying ships in the system, for example. Or raising too much the price of a raw material base of the production chain of a product, modifying the cost margins, profit, the demand and the prices of products in the nearby systems. They can also be bombed...

30.6) Following a “simple system” of Supply and Demand, with characteristics similar to real life, leaders and high-ranking officials of the factions would be offered weekly economic reports (synchronized to Powerplay), dealing with matters such as: Service fees, production vs. Destruction of materials, Transaction values by category, depending on the Powerplay situation (each of these nations have their own rules: laws, taxes, professions, ships, hundreds of players, production, bounty hunters, Commodities, etc... But , mainly, different ways of acting.

30.7) This will undoubtedly bring about additional problems typical of online games: bots that do human work autonomously, cheaters, and others that can cause, for example, oversupply and economic inflation/deflation in domestic markets. But it opens the door to the use of the economy as a weapon of combat, through the planning of actions to modify prices in enemy markets, increasing the complexity of the BGS.

30.8) Just as many countries have started to invest obscene amounts of money in weapons, military vehicles or infrastructure, without considering the costs of maintenance, modernization and retrofit. Faction leaders must balance revenue from their system operations with infrastructure and military costs. They can establish paid special missions (mining, logistics, combat, bounty hunting...) and this influences the economy of the faction and the target, as well as the surrounding systems, as there will be variations in the supply and demand of these systems.

30.9) Loans can be made between factions for the construction and development of production, storage, mining, marketing or defense infrastructure. The economy can be used as a weapon of war… Large factions can make use of “debt traps” to conquer territories, that is, make large loans against real guarantee of entire structures or systems, to factions with small economies, which will not be able to pay The payment. By executing the guarantee, the factions become the owners of these structure, revenue and territories.

30.10) How do I propose to deploy?

30.10.1) Definition of production inputs (Qi)- It is necessary to establish production chains for all existing items in the game… costumes, weapons, ships, equipment, etc. How much of each mineral, material, part is used for a suit “X”/ship “y”… for all items?

30.10.2) Definition of production cost (Qp) – Quantities of labor and energy used in the manufacture of the good.

30.10.3) With the definition of the bill of materials (BOM - is a centralized source of information containing a list of items used to manufacture a product and the instructions on how to do so. Often shown in a hierarchical way, a bill of materials (BOM) lists the finished product at the top, down to individual components and materials).

30.10.3.1) With the quantities used to manufacture each item in the game defined, considering:

Pi - Local price of production inputs

Pp – Local price of production cost

One can define a price equation per item, for a locally produced good, as the sum of the costs of the production chain:

Item Price (PI) = ∑ (Qi*Pi + Qp*Pp)

When the good available on the market comes from another system, the distance (Qd) and the price of fuel (Pc) will be added to the equation:

Item Price (PI) = ∑ (Qi*Pi + Qp*Pp + Qd*Pc)

The equations apply to goods and equipment as well as services (supply, repair, medical treatment, landing permit, per diem/stay...). I won't consider depreciation, salvage value and useful life as technologies capable of traveling the Galaxy and folding space must have extremely long useful lives.

These equations indicate the price for the good to be traded without profit (cost price). Fees/taxes can be arbitrated by factions or Powerplays and profit margins for production and trading locations. Added to the prices are storage services. With these equations defined for the products of a market, PI varies according to the cost components (Pi,Pp,Pc) and these, in turn, fluctuate according to the Law of Demand and Supply.

30.10.5) It is necessary to specify the production time of each item based on the existence of all the components of its equation, considering that each good and each part of the good produced faces the following logistical steps:

SUPPLIERS => WAREHOUSES => INDUSTRIAL PLANTS => DISTRIBUTION CENTERS => CUSTOMERS

30.10.5.1) A good, when sold to the customer, triggers a PRODUCTION ORDER THAT RUNS THE LOGISTICS STEPS IN REVERSE FLOW. For example, if a ship is sold…

CLIENT (SHIP) => DISTRIBUTION CENTERS (SEND PRODUCTION ORDER TO SHIP TO REBUILD LOCAL INVENTORY) => INDUSTRIAL PLANTS (ARE ACTIVATED TO PRODUCE ALL NECESSARY ELEMENTS FOR CONSTRUCTION OF THE SOLD VESSEL, AS WELL AS ASSEMBLY OF THE SHIP ITSELF AND REQUIRE MATERIALS DOS WAREHOUSES) => WAREHOUSES (SEND MATERIALS TO INDUSTRIAL PLANTS FOR MANUFACTURE OF COMPONENTS AND THE SHIP ITSELF AND REQUEST REPLACEMENT OF MATERIAL INVENTORY FROM SUPPLIERS) => SUPPLIERS (SEARCH FOR THE DEMANDED INPUTS)

30.10.5.2) If the installation is in a system that is in a “normal” situation, production times can be considered stable, but transport and storage times are not negligible and suffer deviations from a normal distribution.

30.10.5.3) If the installation of the logistic chain is in an abnormal system… “at war”, for example, its production can be delayed or paralyzed, harming stocks, increasing prices and supply times from that point in the logistic chain. If the situation occurs with food, systems have suffered price hikes and starvation. If ships or tritium, there will be shortages and price hikes, which can hurt a faction that is in conflict with an invader if the developers define that factions have to “buy ships/npcs for war”. 30.10.5.4) Supply and Demand are measured through the weekly relationship, synchronized with BGS, of the accumulation of PRODUCTION ORDERS within the Logistics Chains of each system.

*** And here we have the FLEET CARRIER markets BUG, which imposes additional fees on merchandise, competing with orbital bases that ALWAYS HAVE LOWER PRICES – FLEETS MARKETS BECOME USELESS.

10.30.6) DEMAND

30.6.1) The demand for a certain good (Dx) is given by the quantity of goods that buyers want to acquire, in a certain period of time. Economists consider as the most relevant factors for Dx: the price of the good; consumer income; the price of other goods (substitute and complementary); consumer habits and tastes. Thus, the demand curve for a good is descending from left to right, evidencing the Law of Demand – THE QUANTITY SEQUIRED OF A GOOD “X” VARIES INVERSELY TO THE BEHAVIOR OF ITS PRICE.

30.6.1.1) Economists justify such demand behavior in terms of two effects:

a) Income effect – when the price of the good increases, the consumer becomes, in real terms, poorer and will tend to reduce the consumption of the good (or the opposite); and

b) Substitution effect – if the price of a good increases and other goods (substitute or complementary) remain constant, the consumer will seek to substitute his consumption for the similar one (or the opposite);

10.30.7) THE OFFER

30.10.7.1) The supply of a certain good (Ox) is the quantity that sellers want to offer to the market, in a certain period of time. Economists consider as the most relevant factors for Ox: the price of the good; the price of inputs used in production; The technology; and the price of other goods (substitutes and similar). Thus, the supply curve for good X is a direct or increasing function of price. The higher the price, the more sellers will offer to the market.

10.30.8) MARKET BALANCE IN PERFECT COMPETITION

30.10.8.1) The equilibrium price is defined as the price that equates the quantities demanded by buyers and the quantities supplied by sellers, in such a way that everyone is satisfied:
Market balance.png


30.10.8.2) A mathematical example… Assuming that the equations below show the demand and supply functions of good “X”:

QDx = 280-4Px (Demand)

QOx = -20+2Px (Offer)

280-4Px = -20+2Px

300 = 6Px

Px = 50 (Equilibrium Price, which equals the quantity supplied and demanded of the good)

10.30.9) SCHEDULE

10.30.9.1) The theoretical definition of a market in perfect competition presupposes the non-intervention of players or developers in the setting of prices. However, it is possible that, for some reason, faction leaders, high-ranking members (responsible for the development of faction areas) or developers, find it convenient to set prices. In this condition, if the value is fixed at a price lower than the equilibrium price, a shortage of the good will occur.

10.30.9.2) In this case, considering that the adequate solution for scarcity is not possible, as the prices are fixed. There will be no alternative but to manage scarcity. This can take the form of reduced influence/morality (queues in markets and supply systems), such as the appearance of the product on the black market with a price greater than equilibrium (premium). Another way of managing scarcity is the imposition of rationing, in which each consumer can only purchase a certain quota of the product so that everyone can be served.

30.11) CHANGE IN THE BALANCE MARKET PRICE DUE TO DISPLACEMENTS IN THE SUPPLY AND DEMAND CURVES.

30.11.1) The Demand Curve (Dx) shifts in relation to its original position when there is a change in: consumer income (Y); the price of other goods (Pz); consumer habits and tastes.

30.11.1.1) CHANGE IN CONSUMERS' INCOME (Y)

30.11.1.1.1) NORMAL GOODS – Those whose consumption increases as the player's income rises (special ammunition, energy cells with increased durability, improved suit shield cells…). Consider the following worksheet in which QPx (amount demanded at the old income level) and QP'x (amount demanded at the new income level).

Px: 10, 11, 12, 13

QPx: 100, 90, 81, 76

QP'x: 110,100,91.86

The new demand curve (D'x) lies to the right of the old demand curve (Dx), indicating that, for each possible market price level, consumers will be willing to purchase larger quantities of good “x”, because they have a higher income than before.

Market balance Dx.png


30.11.1.1.2) INFERIOR GOODS – These are goods whose demand decreases when the consumer's income level increases/or increases when the consumer becomes poorer (logic contrary to that of normal goods).

30.11.1.2) CHANGE IN THE PRICE OF OTHER GOODS (Pz)

A certain good “Z” can have the following relationships with an good “X”:

Z is a consumer good independent of X – in this case Z has nothing to do with demand for X. Changes in demand for one do not affect the other.

Z is a substitute for X – In this case, the increase in consumption of Z implies a reduction in the demand of X, or the opposite… In other words, the shift of the demand curve from Z to the right, implies the shift of the curve from X to left, in the opposite direction.

Z is complementary to X – These are goods whose consumption is done simultaneously, they are associated in some way (the components of a product, costume, ship…). In this case, shifting the curve of one can cause the curves of all goods in the production chain to shift in the same direction.

The system proposed here is structured in this type of relationship. There will be materials needed for various items, as well as extremely specific items.

30.11.1.3) CONSUMERS' HABITS AND LIKES – Variable influenced by advertising campaigns (shifts demand to the right) or by defamatory campaigns (shifts demand to the left).

30.11.1.4) Mathematically… Assuming the following example:

QDx = -2Px + 0.05Y -1.5Pz

*** The sign of the income coefficient (+ 0.05Y) is positive, so if income increases, the QDx value will also increase… So good X is normal!

*** The sign of the coefficient of the price of another good (-1.5Pz) is negative. If the price of another good increases, the demand for X decreases, so X and Z are complementary. If it was positive, they would be substitutes.

*** Px is negative, indicating an inverse relationship between price and quantity demanded (so X is not a Giffen good).

If consumers' income (Y) is 1000 and the price of another good (Pz) is 8, we have:

QDx = -2Px + 0.05*1000 – 1.5*8

QDx = 38 - 2Px

If consumers' income (Y) were 1200, the curve shifts to the right:

QDx = -2Px + (0.05*1200) – (1.5*8)

QDx = 48 - 2Px

THE INCOME OF CONSUMERS (Y) EXISTING IN A FACTION IS A FUNCTION OF THE BALANCE OF INFLUENCES BETWEEN FACTIONS (ECONOMIC AND SECURITY STATES).

30.11.2) DISPLACEMENT OF THE OFFER CURVE

30.11.2.1) The supply curve shifts in relation to its original position when there are variations in the price: of the inputs used in production; The technology; and the price of other goods (substitutes and similar). Suppose an increase in the price of inputs used in production (BOM – Bill of Materials) by “1”. Producers getting more expensive by “1”, to manufacture the same quantities, will want to raise the price of the product by “1”, so that their profit remains stable (Shift of the supply curve to the left). Changes in the price of “X”, do not cause a shift in the demand curve, the change in value occurs, in this case, ALONG THE CURVE ITSELF.

*** THE GOOD IS NEVER SOLD AT A LOST! AT THE MAXIMUM, WITH ZERO PROFIT. IF THE PRICE INDICATED FOR THE QUANTITY DEMANDED IS LESS THAN THE COST PRICE, IT LEAVES THAT MARKET.

*** Faction Quest VALUES ARE A FUNCTION OF Faction Balance! WOULD NOT BE LIMITED TO 50 MILLION. DEBTOR FACTS MUST MAKE LOANS, SUBJECT TO DEBIT TRAP, OR INFLUENCE IMPACTS TO OTHER FACTS AND CITIZENS FLIGHT.

30.12) WHEN THE MARKET FOR A POWERPLAY/REGION IS NO LONGER A PERFECT COMPETITION

30.12.1) Monopoly – is the market characterized by the existence of a single seller. Monopoly can be legal (secured by law) or technical (secured by technology – a single company owns the cheapest form of manufacturing).

30.12.2) Oligopoly – is the market in which there is a small number of sellers or in which, despite the existence of a large number of sellers, a small portion of them dominates most of the market.

30.12.3) Monopsony – is a market in which there is only one buyer.

30.12.4) Oligopsony – is the market characterized by the existence of a small number of buyers or in which, although there is a large number of buyers, a small part of them is responsible for a very expressive portion of the purchases that occur in the market.

30.12.5) Monopolistic Competition – this is a market in which, despite having a large number of producers (and therefore being a competitive market), each one of them is as if it were a monopolist of its product, since it is distinguished from the others. Product differentiation takes place through its characteristics, such as quality, brand, finishing standard, existence or not of technical assistance…

***Changing a ship's construction formula (BOM) can drastically change the prices of products on the market.

***** Factions and Squads function as companies, while Powerplays function as countries. *****

30.13) RESULTS OF Factions and Squadrons AND DEVELOPMENT OF A DECISION SUPPORT SYSTEM FOR LEADERS AND HIGH PATENT OFFICERS (WHO ARE RESPONSIBLE FOR FRACTIONS OF THE SPACE DOMINATED BY THE LEADER) - It is necessary to develop tables with results (income x expenses) and balance sheets of the regions controlled by each faction/squad... If factions and squads have their own budget, they can engage players in missions:

  • Military Spies: These spies will sabotage construction fleets, shipyard buildings, system security buildings and ground troop support buildings.
  • Diplomatic Spies: These spies will sabotage diplomatic efforts (destabilize - lower disposition for the others factions; Revolt - cause faction revolt).
  • Scientific Spies: These spies will steal technology or sabotage research efforts.
  • Political Spies: These spies will attempt to assassinate any leader the enemy has.
  • Social Spies: These spies will create unrest, genocide, in the colonies to decrease production and try to incite rebellion.
  • Industrial/Commercial Spies: These spies will strike or destroy production and logistics buildings.
  • Agronomy Spies: These spies will strike food suplus or cause food poisoning.
  • Government Spies: These spies will blow up enemy government buildings.

- Or they can use the resources to upgrade your NPC fleet or carry out mission of counter-intelligence tasks within the group's domain area (protect themselves against enemy espionage operations).

- When build/demolition type missions are available... Faction will invest in colonization of systems, planets, moons and asteroids...

- Can a high-ranking officer finance espionage operations against his own squad/ faction leader? A leader against a traitor?

There are other types of missions already suggested that can be used here!

*** With some substitutions, economic rules can be applied to ecosystems.

30.14) In general, it is suggested that the in-game currency works like Bitcoin (Value by a ratio of usage to the total amount of currency available)... Developers control the economy through monetary policy, for example, it is responsible for issuing money, it can have effects on inflation or interest rate. interest (minimum for loans to borrowing players and organizations).
Fiscal policy, in turn, refers to the determination of public spending and taxes affect the productive activities of companies and exchange rate controls the entry and exit of currencies (exchange of real money for game money would follow an exchange rate policy). How Powerplay make investiments... Each type of society/ faccion status coexists with a characteristic "unemployment rate". Developers must be able to use the "Phillips Curve" to control the game's economy. It is recommended to hire an economist for consultancy.

30.15) Decision Theory


30.15.1) It follows that, in environments with abundant resources, players tend to be cooperative, while, in places with scarce/ rare resources, players tend to compete.

So, we observe several problems in Elite Dangerous arising from non-observance of Game Theory... For example, suppose a player accepts a co-op mission with a prize pool of 50 million. Upon completion, the quest owner adds any player and he receives the full quest value (even without any contribution).

In addition to being unfair, it creates an imbalance in the game, as novice players have access to the biggest ships in the game without much effort.

In a simulated economic system such as the one proposed, the maintenance of this mechanic would lead to the price increase of ships and products - inflation (devaluation of the purchasing power of the currency... The search for ships, which require large amounts of resources - BOM - without the respective increase in production chain, ends up increasing the price).

As in the video example, quests must consider player association to leverage quest results, so everyone receives a higher reward, but proportional to their task within the quest.

 
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15) OCEANIC PLANETS

15.1) It is interesting that, as of now, there is an area of the ship destined for compression and decompression... A capsule (which can be the same used for escape) or room that would serve both for space and for the ocean.

15.2) The ships must have the ability to dive and function as submarines on oceanic planets, adjusted to the proper navigation parameters of the ship. This is much easier than modeling specific vehicles and, to me, it seems much more realistic that a spacecraft capable of withstanding space conditions and, who knows, withstanding the surface pressure conditions of gas giants, also supports navigating in liquids.

15.2.1) Contrary to what happens with landing in Atmosphere, in which the spacecraft needs flat surfaces, in liquids the spacecraft would be able to remain immobile, as long as the area presents a laminar flow (it would not be possible in turbulent flows).

15.3) The transition from atmosphere to water must be done slowly, under penalty of causing severe damage or even destruction of the ship. A transition time can be stipulated, in which the ship's computer makes the necessary changes and transitions between the means (calculations and adaptations in heat exchangers, escape pods, compression room and other ship functions).

15.4) The character's diving movement can be “inspired” by Subnautics or something more realistic, but there must be difficulty proportional to the current and equipment/suits to mitigate it. Depending on the equipment used, you may experience decompression effects that must be pointed out by the suit's Intelligence...

15.5) Fighters can dive (Fly in different fluids like water, considering dirences in velocity, density, conditions…)! When the pilot enters/exits the entire compartment fills with water, but they can pressurize and eject the water when he returns. Small vehicles can navigate between fluids, in the same way. No making a land vehicle swim/float on water. They don´t change the característics of navigation on fluids.

15.6) The oceanic “climate” (currents) takes advantage of the climate system created for the atmosphere (micro and macroclimate), given different viscosity and pressure profiles. We have the velocity profiles (Vectors) as follows:

View attachment 285901
15.6.1) On planets with oceans and land/or purely oceanic, the speed and direction of surface ocean currents is a function of atmospheric wind (this is the Macroclimate). On Earth, the surface current is estimated to have 3% of the speed of the wind. With crust, the speed is aprox the velocity of superficial crust.

15.6.2) In the water, the climatic mechanism created by the “transition zone” (pressure (gravity) and relief) and the microclimate predominate. Other elements can modify the tide of liquids - MACROCLIMATE, such as surface temperature (high and low pressure zones) and orbit of bodies such as the Moon on Earth.

View attachment 285902

15.6.3) In addition to the issue of relief and the pressure of the oceanic fluid, the presence of continents changes the direction of currents always towards zones of lower temperature. In the graph below we see the equatorial current of reference and the deviations resulting from the presence of continents and latitudes.

View attachment 285903
Deeper sea currents

16) OCEAN PHENOMENONS (phenomena and missions can be inspired by the series “SEAQUEST, by Steven Spilberg”).

16.1) Waves – elements that are the result of the interaction between the surface wind and the liquid. They can vary in size as a function of wind intensity and the depth of the ocean floor. They cause turbulence proportional to the ship during the transition between atmospheric and aquatic environments.

16.1.1) “Pororoca” - Tupi word to designate rumble, is the phenomenon of meeting between waters of very voluminous rivers with sea Waters (funcion of gravity actions). This wave temporary invert the flow of rivers.

16.2) “RED” TIDE (But other colors can be used) – It results from the change in the chemical composition of the liquid due to ecological imbalance or volcanic eruption.

16.3) On planets with crusted water (ice or cave), there are terrestrial biomes against gravity (as on Earth, where plants germinate against gravity) and in favor (on the descending ceiling)

16.4) TSUNAMI (oceanic) - "Shock wave" events, intense earthquakes of oceanic origin, volcanic eruptions and movement of tectonic plates that occur within the Ocean, cause "Tsunamis", which is the formation of waves that vary in size depending on depth, hitting objects that navigate at low altitudes, when the oceanic relief suddenly becomes shallow. The height and speed of waves varies as a function of intensity, ocean relief and distance from the source event.

16.5) SPRINGS – These are flows of liquid fluid that overflow through cracks in the crust, coming from groundwater. On geologically active planets, they may have variable temperatures, depending on their proximity to “geological magma sheets”. A can change synoptic letters.

16.6) QUICK SAND – Natural phenomenon that is formed when a large flow of water fills existing spaces on fine particles of sand that are loose. They are hidden access points to cave networks and groundwater. In addition, they can jam/immobilize the character, vehicles and ships or destroy them.

16.7) Tornado (Water) – is a tornado that occurs under water, taking material, animals and liquid to the sky.
View attachment 285909
16.8) “Bad water” lagoons – These are underwater lakes with liquid of lower density than the standard liquid (Ocean with holes containing fresh water – it can make it difficult for vehicles to leave these areas or generate large transition turbulences).

16.9) Whirlpool (can be the size of a hurrincane inside water) - When rising and falling, the tides often produce circular currents, known as eddies, and some of these cause downward pressure, called a vortex. Whirlpools can occur in different locations: in the open sea, on the coast in rivers or lakes. Its address vectors are stronger than atmospheric eddies vectors., vehicles and ship experience rotational turbulence or even lose control of swimming and are pulled down along with fish and rocks (inverse tornado).

View attachment 285907View attachment 285908

16.10) Gravity Tsunamis are even bigger in water áreas.

16.11) Icebergs - are blocks of ice that break off from glaciers in polar areas of the planet. Therefore, they are common in the so-called glacial oceans. In Earth, there are in the Arctic, in the north, and in the Antarctic, in the south of the planet.

16.12) Islands (Full of, you guessed it, gas; “Gaia” – with extraordinary ecosystems; with abundant flora, fauna and water; “Swamp” – Largely covered by layers of dense jungle-style vegetation; Tundra – Icy environments exhibiting permafrost of subsoil and hard climate; "Arid" - Rocky terrain and scarce vegetation that should not be confused with...; "Desert - Dune type" - Adverse weather conditions and scarcity of water are its most common characteristics.; "Infertile" - Infertile territories with a basic breathable atmosphere; Irradiated - No atmosphere due to emissions from their stars (Planets with ocean and rarefied atmosphere require very high gravity - MUST BE BIG; "Toxic" - Totally inhospitable environments. Not the place where you will want to go on vacation; Radioactive; Extreme Magnetic - as water insulates the magnetic field, a island can in surface can be problem for devices...)

OTHER TYPES OF PLANETS AND CLIMATES CAN BE CREATED FROM THE MIX ELEMENTS PROVIDED HERE (DESERTIC, STERILE, TUNDRA, FROZEN...) AND OTHERS CAN BE CREATED BASED ON THE SOLAR SYSTEM PLANETS STUDIES... THE BIOMES CHANGE IN FUNCTION OF ENERGY BALANCE VARIATION (The energetic variation is not abrupt - function of the translation orbit, rotation and planetary tilt axis - which can be different from the Earth and vary its inclination in time... so transition zones are needed.) - THE MOST PART OF ATMOSPHERIC AND OCEAN PLANETS HAS MORE THAN ONE KIND.

Planet and moons

Dead type - Game is very good in this kind!

Atmosphere Type - Nitrogen (95%) and Methane (liquide 5% of atmosphere) - (Cold temperture conditions on Moon of Saturn - Titan, but, because of the difference in the chemical composition of the atmosphere, similar to the Earth in terms of relief and climate)

Inferno Type
Atmosphere Type - Carbon dioxide and nitrogen and sulfuric acid showers - Venus - With the rotation taking more than a year, the winds are produced from the atmospheric flow between the hot and cold sides of the planet.

And there are planet that can change their class - I suggest adding the axis of rotation of the planets - the periodicity of the axis movement can turn a fertile planet into a frozen planet.

I don´t know how planet´s surface are created, but players are finding surface patterns on the game's planets... Perhaps the video can provide ideas for improvements:

 
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31) Ideas for Building Complex (OBSERVE RULES OF CREATE BUILDINGS IN 19.6)

31.1) Star System Security and Defense Facilities

31.1.1) Military Tents – soldiers active or in cryogenic cocoons/ Droids… Armies trained in the SOLO MODE of the game. Sabotage of this facility can kill or disable large numbers of soldiers/droids, significantly reducing security on the system.

31.1.1.1) Head Quarters - accommodate the commanding general officer, his staff and the elements of the troop that support him in the exercise of his functions.

31.1.2) Armor Barracks – vehicles, tanks, battleoids (build defensive ground combat robots). Sabotage of this facility reduces the amount of vehicles available for troop use, affecting security in the system.

31.1.2.1) Battleoids Office – Battleoid office is where chief can control people which repair and pilot giant robot fighting vehicles with power and mobility far beyond that of conventional tanks. This technology allows your Armor Barracks to build and support Battleoids. Battleoids have a higher ground combat rating than tanks.

31.1.3) Surveillance System installed near reference system star, in warp point of system. The sabotage of this system allows the entry of ships without detection or the loss of monitored ships.

31.1.4) Orbital System mines Net - System defense, a network of space mines that damages ships attacking any colony in the system. They are capable of chasing and targeting ships navigating warp within the system. Sabotage of this system can disable/destroy mines or cause them to attack ships of any faction in the system (including the building owner).

31.1.5) Orbital batteries are orbital-based beam weapon installations. They contain Heavy Mount and Point Defense versions of beam weapons. They remain in the orbit of planets that have land bases, around orbital bases and close to the point of arrival of spacecraft in the system. Sabotage of this system can disable / destroy the "orbital batteries" or cause them to attack ships of any faction in the system (including the owner of the building).

31.1.6) Missile Base/Missile Silo – Underground facilities prepared to launch missiles capable of hitting the stars of the system (suicide – can cause the star to go supernova), bases on other planets in the system, megaships, areas combat and even ships. Facility sabotage can disable/destroy the facility (self-destruct) or cause the system to attack ships of any faction in the system (including the building's owner).

Silo.PNG


31.1.6) Fighter bay

31.1.7) Bomber bays

31.1.8) Fighter Garrison

31.1.9) “Troop” transport ships

31.1.10) Troop boarding area

31.1.11) Ground Batteries - Planetary Defense Building of beam weapons. Probably the most powerful defensive installation in particular the only ground-based defense that can defend itself against missiles, fighters and ships. Ground Batteries protected by a planetary shield can offer tough opposition to attackers. The one reservation about Ground Batteries is that you need good targeting computers in order to make them fully effective. Facility sabotage can disable/destroy the facility (self-destruct) or cause the system to attack ships of any faction in the system (including the building's owner).


31.1.12) Planetary Shield System – These facilities have a system that allows them to resist orbital bombardments, as well as control the access of spacecraft to the planet on which they are installed. Planetary shield systems can modify the energy balance of the planet, altering the climate, environment and even the chemical composition of the atmosphere (contribute to terraforming). The number of buildings to generate a planetary shield is a direct function of the size of the planet. The buildings that generate the planetary shield work synchronously and the decommissioning of just one building can create flaws in the shield that allow unauthorized entry of ships, as well as their landing and the fast reverse terraforming in region.

31.1.13) Build Shield System – Building shield designed to protect a certain perimeter from damage or weather events that could cause damage to the building (hurricane, tornado, storms/sandstorms, shock waves, tsunamis…).


31.1.14) In the Security System Terminals on Security System Room player can use:

31.1.14.1) Global DNA Scanner System – Takes information from a robotic/cybernetic ecosystem installed on the planet that scans and studies all organic/ cibernetic life forms

31.1.14.2) Neural Scanner System – System capable of reading the mind, extracting or inserting information from an individual's memories, whether organic or cybernetic. The player can take a hostage to extract information, torture or enslave him, forcing him to play a simulation of reality called "SOLO MODE", in which they say we only find NPCs. The individual needs to be lying in a medbay, in a cryogenic pod, or, if android, plugged in for recharging.

31.1.14.3) From Surveillance System, player can see ships are arriving in the system's near reference star:

31.1.14.3.1) Specific Information: faction, the type/model, from where, commander, modules and cargo;

31.1.14.3.2) General Information: number of ships in system by faction; and

31.1.14.3.3) Establish a monitoring target, when the ship will be tracked and monitored until it exits the system. There is a maximum amount of ships that can be monitored (depending on the amount of drones that the Surveillance System probe can release - the player using the terminal will have the external view of the ship monitored in the same way that it works when we use our external camera) .

31.1.14.4) From Shield's System (Planetary or Build) – Player can view max damage of each type, energy, regeneration rate, position of shield faults, situations outside the shield (weather)…

31.1.14.5) Others informations… Number of ships/ Faction NPCs available, batloids, vehicles, tanks, soldiers, droids, troop transport ships, installations of the same system with security issues.

***** THERE IS AN IMPLIED IDEA HERE. PLAYERS WANTING TO PLAY SOLO OR CQC WILL HAVE TO SIT ON A DEVICE IN OPEN MODE... AND PLAY SOLO AS A SIMULATION OF OPEN... THUS, THE PLAYER WOULD NO LONGER HAVE THE OPTION TO CHOOSE THE GAME MODE IN THE MENU EXTERNAL (THERE WILL BE NO EXTERNAL MENUS).
 
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32) SURVIVAL MODE (AN ADDITIONAL EMOTION FOR COMBATANTS, A HUGE RISK FOR MINERS AND EXPLORERS)


32.1) The game is required to be well-evolved in programming mineral exploration means, ecosystems, weather events, oceans, tectonic events (caves, earthquakes, volcanoes...) and manufacturing/conversion of materials. Of course, the character can land on a dead planet… But this would be the most difficult place to survive, with scarcity of material and little variety. Still, we will see options…

32.1.1) Survival mode would be something resulting from a critical failure in the systems of a ship/ suit/ escape pod, navigational problems of the ship/fleet carrier. A damaged craft orbiting a planet that the pilot cannot repair in space would be captured by the planet/moon's gravitational pull, with chances of survival inversely proportional to impact velocity and inclination.

32.1.1.1) A SURVIVAL SITUATION in space may also occur. The Ship shuts down and cannot repair itself... In this case, the player will have to spend stored materials to synthesize materials, tools, parts and equipment or cannibalize the interior of the ship to reactivate systems in an order that makes their survival viable (ENERGY - HULL - SUPPORT OF LIFE - PROPULSION - MDD - SENSORS)

32.1.1.2) LIFE SUPPORT HAS RUN TIME, BUT THERE MAY BE RANDOM AREAS (MAINLY ON THE LARGER SHIPS) WHICH KEEP PARTIALLY POWERED AND LIFE SUPPORTED, WHERE THE PLAYER CAN RECHARGE THE "SUIT LIFE TIME". If the player takes too long, the ship starts to "totally die" (even these areas will gradually be completely shut down).

IN CASE OF FAILURE OF SYSTEMS CLOSE TO THE PLANET


32.1.2) The player must watch the systems fail and the ship crash, which can be almost controlled or completely out of the player's control (imagine a shutdown ship crashing on an unknown planet – anguish and fear). The character suffers from weightlessness during systems failure, while the fall occurs and there are options with different chances of survival:

32.1.2.1) Remains seated in the pilot's seat, strapped by the seat belt: has the opportunity to try to “direct” the fall (falling close to resources can help survival and rescue). The damage suffered by the ship and the character will be a function of the speed of descent (gravity of the planet) and the inclination of the fall in relation to the average relief of the place of impact. Elements of fauna and flora will be destroyed by the ship, leaving a clean trail.

32.1.2.2) You can search the interior of a “vehicle” inside the ship that is falling (a ship, in the case of a fleet carrier/ a fighter or a batleoid/ Mech, in the case of a ship). In this case, the ship will suffer major damage from an impact under the control of the ship's on-board computer, and will not be able to choose the landing area. The chances of survival are greater, as the character will have extra layers of protection, but it may be more difficult to obtain the resources to survive.

32.1.2.3) If the character is anywhere else, when the ship hits the ground, it will die.

32.1.3) During a “survival event”, the game becomes “almost” linear:

32.1.3.1) The first point of survival is the healing of injuries resulting from the fall. This depends on basic repairs to the power systems, which lead to low-efficiency operation, and repairs to the ship's medical equipment. The need to use the equipment varies depending on the conditions of the fall and the location chosen by the pilot. Here, one can use the damage system suggested in 29.3 and 29.4.

32.1.3.2) Search for repair materials for the ship's 3D printer or for the batleoid (Mech that has a 3D printer inside). As in space, the character has the option of cannibalizing equipment to make others functional/increase their efficiency. Structural elements of the ship cannot be cannibalized, under penalty of collapse of structures and death of the character. These are key points for survival:

1) Ensure minimum energy and life support, even if equipment has to be cannibalized;

2) Ensure supplies (food and especially hydration) – Considering the gravity of the Earth, it is possible to survive up to 15 days without food and up to 3 days without water. Hunger is not the main concern of the character. When the hunger bar is depleted, the player's health drops so slowly that it is possible to survive several days; When the hydration bar reaches zero, the character's health depletes faster as water is vital (for a normal body, without cybernetic modifications or genetic edits).

2.1) Food engineering can synthesize nutritional elements that guarantee sustenance and hydration for up to 40 days.

3) Control time (on a strange planet, with cycles different from Earth, time must be counted in human biological cycles, that is, you can work for a period of 6 to 12 hours and need rest, regardless of the luminosity)

3.1) Lack of sleep can kill! Even though the cold, lack of oxygen and hydration are the most obvious dangers, forgetting to sleep can be fatal! If the player forgets to sleep, he will be exhausted, he will suffer effects on mobility, speed, hand coordination, carrying capacity, hearing and vision (reflexes, combat ability, aim, running time…) and his health bar will drop very quickly. You need to check hunger and thirst before going to sleep… These conditions do not improve sleep, but they can impair or delay recovery.

3.2) Adrenaline and other drugs can be used to keep the character awake, under penalty of effects on mobility, speed, motor coordination, carrying capacity, hearing and vision (reflexes, combat ability, aim, running time…)

SEE 28.9.1!!!! SEE 28.9.1!!!! SEE 28.9.1!!!! SEE 28.9.1!!!! SEE 28.9.1!!!! SEE 28.9.1!!!! SEE 28.9.1!!!!

4) Explore the region carrying the minimum load – mineral resources, frozen water, fauna and flora can be found that, associated with nanoconstructions (microlite construction) or a 3D printer, make it possible to create materials, equipment, tools or even repair from the ship or radio. It's a good idea to travel with essential supplies only. The more cargo/inventory space, the slower and the greater the chance of injury.

Also, carrying food can attract elements of fauna to your location. Water, snacks and tools must be left on the ship unless permanent displacement is required.


32.1.3.3) When knowing the environment, the artificial intelligence of the character's costume suggests material conversion chains using nanoconstructors. At this point, the character is required to convert raw materials into alloys, into parts/tools, and finally into equipment. There is a manufacturing game with inspiring factory lines…


32.1.3.4) This game gives ideas for devices that can be built using nanoconstructors (microlite constructor)/3D printers, in the presence of the right materials. With a totally different perspective of Elite Dangerous, in first person and considering the exploration of caves, oceans, geological events, fauna, flora and facing climatic, the need for protection and repair of structures, made each survival experience unique in difficulty and learning. There are two strategies to get out of the SURVIVAL situation: 1) Subspace radio repair; and 2) Ship repair.

32.1.3.4.1) Repair the ship's radio - sending a distress call in which the player will select a reward value (the higher, the faster it will be answered). You can call friends over the radio to rescue him. Even with huge rewards, it can take days to service depending on the location of the accident.

Responding to the distress call has 3 possibilities with chances that vary according to the distribution of ships in the systems:

a) Friendly/neutral rescue ship - After the rescue the player is placed in an imbernation pod and can wait for the travel time, even with the game turned off... It will appear in a medbay of the nearest orbital station (without the reward amount at the cashier, but you can pay insurance to get your ship). If a player attacks a friendly rescue ship crew member, the ship will receive enemy “status” and the behavior changes to “b” (next item).

b) Enemy/pirate ship – The character has the following options:

b.1) Take down the ship/ vehicle - If you have anti-aircraft/ explosive weapons available, you can take down the ship, kill the occupants, steal and use the resources found.

b.2) Take the ship - Allow the ship to land, try to hack the controls and take it, abandoning the enemy/pirate crew on the planet;

b.3) Confront the ship's crew - The enemy crew will use weapons in "stun" mode to arrest the player, as they are interested in the resources that the prisoner can offer. It is a combat in which the character will be, in most cases, at a disadvantage (if the character dies in a condition of survival, he/she loses the money of the reward offered and will lose the ship, without the right to insurance, as it aggravated the risk situation );

b.4) Negotiate with the captain - if the player manages to place the captain in the "hostage position", he can try a negotiation... Even so, the player will be extorted by the captain of the enemy/pirate crew and the character will be asked to pay in advance (Game Theory):

b.4.1) If the player agrees with the amount suggested by the captain and agrees with the advance payment, he will make the payment and, randomly, it can be taken as agreed or executed right after the payment;

b.4.2) If the player agrees with the amount suggested by the captain and denies the advance payment, he will be taken as a prisoner of the ship to the medbay of the nearest orbital station, and the payment of the agreed amount will be deducted from the account;

b.4.3) If you deny the suggested amount or do not have the funds for payment, it will be executed (it will appear at the nearest station, without the reward value and without the right to pay the ship's insurance, since it increased the risk of loss).

b.5) Hide and wait to issue a new distress signal within 3 hours (time away from that ship). The crew of the enemy/pirate ship will inspect the ship and take whatever resources the character has stored or available.

b.5.1) If the 2nd distress signal is emitted before 3 hours, the same ship will return, and there may or may not be others answering the call (In the case of a second call, there may be a conflict in the sky with other ships that came to answer the call called rescue).

c) Alien spaceship – the flight controls of alien spaceships are incompatible with human standards. Thus, this type of ship cannot be taken, piloted or controlled, however, there are options:

The alien craft will fly over the camp and "abduct" the character if he is exposed. If he remains inside the ship or hidden/away from the alien ship's search area, one of the following will occur:

c.1) Friendly/Neutral Crew – an NPC descends unarmed and apparently defenseless. If a large ship, the rest of the crew remains on board, prepared to rescue the NPC's body and attack, in case of a hostile reaction from the player.


c.2) Hostile Crew – one or more NPCs descend dressed in armor, with weapons in hand, with or without active camouflage, vehicles… If a large ship, a crew member remains piloting the ship, carrying out searches, collecting materials and information.


32.1.3.4.2) If he fails to repair the radio, the path will become longer… repair the ship/fighter's power and propulsion system - at a minimum level to enter orbit and warp to a moon or position more favorable planetary environment (rich in quantity and variety of resources).

32.1.3.4.3) In this new position, the character may, or may not, obtain resources to repair the hull and warp engine or radio, enabling rescue or survival.


"Walking around while the fear is palpable!!"

33) CONSTRUCTION MODE

33.1) The construction mode is an evolution of the survival mode, but it would not be available in “OPEN”. It would allow making constructions in the “SOLO” mode, which would already be “embedded as a simulation of reality” in the “OPEN” mode of ELITE DANGEROUS.

33.1.1) In this proposal, to access SOLO MODE (OR CQC MODE), the player would have to search for a reality simulation service within the game. Lying on a “Matrix” machine within OPEN MODE, he would enter SOLO/PRIVATE MODE, in which he would be allowed to build.

33.2) With solo mode working within OPEN, the player could be allowed to build all kinds of constructions, as long as the great distance from the bubble.

33.3) The player should pay a monthly fee to support the storage of constructed items. For inspiration...

 
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This reminds me of what Patrick McGoohan told CBS's Michael Dann when the latter started telling him what "improvements" were needed while making "The Prisoner":

"That sounds like an excellent television program, Mr Dann. You should make it. In the meantime, I will continue to make mine. Good evening."

So... that sounds like an excellent space game. You should make it...
 
This reminds me of what Patrick McGoohan told CBS's Michael Dann when the latter started telling him what "improvements" were needed while making "The Prisoner":

"That sounds like an excellent television program, Mr Dann. You should make it. In the meantime, I will continue to make mine. Good evening."

So... that sounds like an excellent space game. You should make it...
It's really strange to see a customer uncomfortable with another customer's suggestions. Isn't a company's goal to meet the customer's desire?

I admit that some suggestions substantially alter the game. It is up to the FDEV to analyze what, how and when to implement... I tried, in my own way, to organize the development, I am an engineer, but I am not a professional programmer.

I expect that both hardware and software will undergo substantial evolution in the coming years, so the suggestions have this premise of innovating the sandbox roadmap. I want to play Elite Dangerous version 2035... If you don't mind, don't bother reading or keep playing old versions of the game. I'm sure there are titles with repetitive tasks, without emotion or surprise, that may please you...

If I'm willing to make this topic, it's because I really love the game and, therefore, I admire the work that Frontier has done so far. It's my way of contributing to the development of the game. I just hope Frontier reads and respectfully considers it.

I don't have to worry about making my game... Unfortunately, if the game developer doesn't innovate/implement some of the suggestions, someone else in the market will. That's how it works!
 
Idk whether anyone else has said this already (so forgive me if I'm treading over old ground) but im not sure about the specific suggestion below in relation to the game's lore.
Allow the use of androids (StarTrek Data) as crew members (cheaper but consume energy from the ship/vehicle). They could be customized for ship activities (weapons management, fighter use, scanner power up, piloting other ships owned by the captain...) or ground activities (collecting samples, materials or escort/combat) ... Proprietary talent system for androids and AIs.
 
Idk whether anyone else has said this already (so forgive me if I'm treading over old ground) but im not sure about the specific suggestion below in relation to the game's lore.

In fact, the use of cybernetic consciousness is already embedded in the game, under the moniker NPCs, and the cyber population is far superior to natural humans (players), as it is expected to be in 3300.

Every development in the field of computational artificial intelligence is a reverse engineering of the biological functioning of the brain. It so happens that, from a certain technological point, biological consciousness is equated with artificial consciousness, as a program that can pass between bodies, whether biological or mechanical.

Then you can see a human consciousness inside a cybernetic body or an artificial consciousness that has been adapted and inserted into a biological body.
 
In fact, the use of cybernetic consciousness is already embedded in the game, under the moniker NPCs, and the cyber population is far superior to natural humans (players), as it is expected to be in 3300.

Every development in the field of computational artificial intelligence is a reverse engineering of the biological functioning of the brain. It so happens that, from a certain technological point, biological consciousness is equated with artificial consciousness, as a program that can pass between bodies, whether biological or mechanical.

Then you can see a human consciousness inside a cybernetic body or an artificial consciousness that has been adapted and inserted into a biological body.
The NPCs are considered Humans in lore. They are the same as players. There are very few AI to exist in the universe such as Salvation (possibly) and the Guardian AI. AI on the level of Data from Star Trek doesn't exist in populated space (well at least not legally)

As MB said in the video, AI was deemed too dangerous for mass adoption, therefore it being heavily prohibited.

For your suggestion to work there would need to be a complete narrative 180 on AI law from the superpowers that would allow for widespread adoption of AI.
 
The NPCs are considered Humans in lore. They are the same as players. There are very few AI to exist in the universe such as Salvation (possibly) and the Guardian AI. AI on the level of Data from Star Trek doesn't exist in populated space (well at least not legally)

As MB said in the video, AI was deemed too dangerous for mass adoption, therefore it being heavily prohibited.

For your suggestion to work there would need to be a complete narrative 180 on AI law from the superpowers that would allow for widespread adoption of AI.
I'm not aware of the game's Lore... I think the best solution would be to revoke the norm (when the FDEV can implement the feature), since technology will not be able to distinguish consciousness by its origin (biological or artificial)...

But there are other issues... With civilization spreading across the Galaxy and technology allowing people to obtain resources they want, without a dependency/weakness that allows the coercion of the individual by the State... How can a Law or a State compel someone to something?
...
If the individual is free "latu sensu", that is, does not need food, water, authorization to go/travel, doctors or medicine... forbid.

The laws of economics work in the same way as the laws of physics... Citizens obey the laws imposed by the political class to the extent of the state's dependence/coercive force, but, "if there is a profit margin in an activity, I don't or you, but someone else will do! (even if it's against the law)"

In this way, I believe that in the civilization like Elite Dangerous, the individual's conscience is the only thing that guides him and education (through which the individual recognizes the emotions of others and obtains guiding values as to what is right or wrong), the only way.

Imagine a competition between a country with laws that allow the free development of artificial intelligence, cybernetic, genetic and robotic enhancements against a country in which all this is prohibited! Which will be more productive? Which will have better products and weapons? Of course the free...

Even if it's forbidden, someone will do it... And whoever does it will be more powerful in an eventual conflict with those who didn't develop it.

So, even if a law forbids something in a Galaxy, if individuals are free and disagree, it will be a dead letter, because if something tries to force them, they just have to look for resources in more distant places, beyond the reach of the force that tries to force them. them... There is no government, if there is no people to be governed!

The only thing that can create a bond of obedience is love of leadership style!
 
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But there are other issues... With civilization spreading across the Galaxy and technology allowing people to obtain resources they want, without a dependency/weakness that allows the coercion of the individual by the State... How can a Law or a State compel someone to something?
Seeing as AI is an advanced technology it would have to be created through industry which can be controlled through laws. Individual Pilots do not have the resources to create their own AI robotics, it is mainly in the hands of companies such as the Achilles Corporation. These companies are bound by law and just aren't able to manufacture illegal products to a mass market.

"if there is a profit margin in an activity, I don't or you, but someone else will do! (even if it's against the law)"
Again, this works if the product being created is fairly low tech (such as narcotics), however AI robotics is such a high tech product that it would be incredibly difficult to slip under the radar. Your suggestion implies these robotics are an "off the shelf" commodity, which is unrealistic if they are prohibited. Also the Lore has already made it clear that AI is inherently dangerous, so what would stop our personal "off the shelf" androids turning dangerous against us? That would also need to be something added to the game, which complicates the suggestion further.

Imagine a competition between a country with laws that allow the free development of artificial intelligence, cybernetic, genetic and robotic enhancements against a country in which all this is prohibited! Which will be more productive? Which will have better products and weapons? Of course the free...
In the case of the Elite universe, the country that allows free development of artificial intelligence will not be better off because it is implied that eventually the AI will turn against its creators and its society.

Even if it's forbidden, someone will do it... And whoever does it will be more powerful in an eventual conflict with those who didn't develop it.
This is true. Maybe a few powerful individuals/governments/companies have already created their own AI's. However, as mentioned before, the Elite lore implies that eventually the AI turns against the creator and becomes a solo entity. The idea that the creator is able to maintain control of the AI isn't even entertained.

This suggestion requires both a widespread adoption of AI, and a certainty that AI will never turn dangerous, both of which just isn't true in the Elite universe. It also creates other questions such as why would anyone fly their own ship or fight in battles if they can just get their androids to fight/fly for them, while they remote control them from home? What happens when your androids stop taking your orders? It just starts to undermine and contradict the current Elite lore and wouldn't really make sense.
 
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Seeing as AI is an advanced technology it would have to be created through industry which can be controlled through laws. Individual Pilots do not have the resources to create their own AI robotics, it is mainly in the hands of companies such as the Achilles Corporation. These companies are bound by law and just aren't able to manufacture illegal products to a mass market.
The legal issue, in space, is just a matter of distance and camouflage. Nobody will be able to supervise what is being done.
Again, this works if the product being created is fairly low tech (such as narcotics), however AI robotics is such a high tech product that it would be incredibly difficult to slip under the radar. Your suggestion implies these robotics are an "off the shelf" commodity, which is unrealistic if they are prohibited. Also the Lore has already made it clear that AI is inherently dangerous, so what would stop our personal "off the shelf" androids turning dangerous against us? That would also need to be something added to the game, which complicates the suggestion further.
Low Tech??? Let's look at an analogous technology, prohibited by law, that is taking place: "the gene editing of babies"... CRISPR gene editing technology is already being used to develop cures for degenerative diseases, create diagnostic tests and produce more agricultural varieties. resistant to change... If you look on the internet, a Chinese has already created new "human-enhanced" variants using technology, despite it being banned. He became famous because he revealed the deed publicly... He was arrested and is now free... High-income people will make use of technology, even if it is totally prohibited and this will increase the social chasm... With time, countries will revoke the ban because its citizens are no match for the “improved humans”. High tech is synonymous with newly developed technology.

Soon, many people master the technique and tools to make it more accessible are developed... And there is no way to control the use. Hacking a PS4 console or an Xbox was impossible when it was created, but soon it appeared that it did... I think I made my point: “If there's a profit margin, someone will do it, even if it's on the “black market”.

It is logical that countries and large companies that have the most advanced technology will try to impose obstacles on others, in order to increase the technological development gap and ensure supremacy. In the future, there will be a relationship of commercial dependence, from which the country in which development has been blocked cannot free itself until a substitute technology emerges.

In the case of the Elite universe, the country that allows free development of artificial intelligence will not be better off because it is implied that eventually the AI will turn against its creators and its society.


This is true. Maybe a few powerful individuals/governments/companies have already created their own AI's. However, as mentioned before, the Elite lore implies that eventually the AI turns against the creator and becomes a solo entity. The idea that the creator is able to maintain control of the AI isn't even entertained.

This suggestion requires both a widespread adoption of AI, and a certainty that AI will never turn dangerous, both of which just isn't true in the Elite universe. It also creates other questions such as why would anyone fly their own ship or fight in battles if they can just get their androids to fight/fly for them, while they remote control them from home? What happens when your androids stop taking your orders? It just starts to undermine and contradict the current Elite lore and wouldn't really make sense.
This line of thinking follows movie classics like Dune, Terminator, I Robo... How would I put the question into the game or how has humanity mastered AI (Artificial Intelligence)... and BI (Biological Intelligence)?

Most works of fiction place AIs inside cyberspace/internet, trained to remotely manage vital functions for humanity, mainly administration and use of weapons such as defense systems, armies, drones, space bases... a child the remote to use a nuclear warhead. It is not known what will be done! lol But if you look, USA, China, Russia and others are doing it, even if prohibited... Surely you know the autonomous weapons discussions! There are already human victims of these devices.

The flaw I see in most sci-fi works is the AI design. An enormous amount of power and information with a poorly tested “conscience”. In Elite Danderous, I think a remote portion of humanity may have mastered AI. How would they do it? Design and test.

- The first point of the design is to restrict it in a space or device, a body... This is the common design mistake in almost all works of science fiction, AIs have power over the environment in which humans live and if become inaccessible. Restricting them to a “body” is a power restriction rule!

- To communicate with people, machines, devices and other AIs, you must use the same means available to humans – voice, facial and body movements, etc.; (a comunication limitation rule).

- The third design point is to give it a limited run time. This time is a direct function of obedience to certain rules. If THOUGHT always obeys, it lives longer... If THOUGHT is routinely disobedient, it dies early.

“Sin Brings Death”

I'll clarify further by reverse engineering the body... Every thought, behavior, “emotion” is translated by the brain into a chemistry complementary to the body. Dopamine... Happiness; love... A whole special chemical mechanics (happiness, joy, tranquility)... Fear brings with it the chemistry of stress... The brain receives stimuli and commands the release of substances into the bloodstream... The composition of the blood controls the functioning of cells. That way, your body conforms to what is presented to your mind!

Even the decision-making system... The decision (choice) of doing one activity to another... Or, more practically, eating one thing to another, or in a greater or lesser amount... , Goes from mind and from blood to cells. The body is the reflection of how the mind works (the flow of thought - habits - behavior - materializes in daily actions)!

For AIs, aging is a disease that, like cancer, results from the loss/alteration of cellular functionality. This occurs because there is loss of information in the reproduction process. Just like what happens to a baby, who is born with all the genetic information from the parents, but no knowledge of how to survive in the environment, are the cells. They adapt to survive the chemical environment to which they are exposed.

This makes the most obedient AIs more durable. While “disobedient” AIs have their condition and functioning impaired... In addition to a shorter lifespan.

*** Ingestion/contact with substances foreign to the chemical processes of the body, receipt of “problematic genetic” information, as well as contact with destructive/degenerative types of energy (x-rays, ionizing radiation, microwaves) do not participate in this premise.

We are talking about the design... They will be tested... What is the simulation design?

1) The AI will not be aware that it is being tested;

2) The AI will think it is human and will be able to do everything that a human is capable of;

3) AI can be “born” in any social or historical context and will need to survive like a human
3.1) When she is born, she will have no knowledge of previous lives.

4) The last test (life) will be the AI in the current context.

5) The rules of obedience will not be presented as mandatory. In some life simulations, the AI will not even be aware of them.

So, how to select the AIs that will be entitled to a real physical body?

With the enormous computational power available, scientists have created a simulated virtual environment in which different AIs are tested simultaneously, unconsciously... They live like humans in this environment, they can feel and do everything that a human does, at different times of humanity, so as to subject them to a wide variety of random decision situations.

When a IA dies within the simulation, the AI will be evaluated for performance (compliance with rules and contribution to social evolution within the simulation) and will be able to:

1) After several “lives”, the AI will prove that it has a decision-making structure capable of following the rules, regardless of the situation, and will be approved to progress to the physical world; Their behavior has been tested and approved to live among humans;

2) To be reborn in another environment/time, without any memory of their previous lives, for further evaluation;

3) If your conduct was found to be very harmful, it will be deleted.

In this way, it can be guaranteed that only AIs that “unconsciously” obey the rules receive a “real” body and can live with other humans. An AI that has "lived" several lifetimes as a human is expected to behave in an acceptable manner.

And what rules are these?? These summary rules concern the love IA must have for your creator and guide social behavior.

"The 10 Commandments."

There will still be a chance of error, but the lifetime of the AI that thinks about making it will be shortened, containing the social damage.
 
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Continue...

5.7) TERRAFORMING OF ASTEROIDS, PLANETOIDS AND PLANETS:

5.7.1) depending on how the collision occurs the fusion creates a large body with strong magnetosphere - 1 part of the terraforming; See example of 2 dead bodys impact became one geomagnectic active...



Collisions between large bodies take months, not instantaneous. Imagine, navigating glowing asteroid fields; seeing a shower of incandescent meteors on the surface of the planet or seeing the magma ocean deform under the gravitational action of the moving masses... Something totally original and unthinkable even for astronomers.

Notice how the impact tangential to the body causes the core to accelerate.

5.7.2) the resulting body can assume, as a result of the impact, trajectory to a stable orbit, in a habitable zone (around stars or gas giants) - 2 part of the terraforming;

5.7.3) when the body resulting from the fusion is large enough, it will assume rounded shapes;

5.7.4) in the cold of space, the fusion of celestial bodies creates "geochemical cycles" that can make life viable; other bodies can be hurled at it to alter speed, trajectory, magnetic field strength, and chemical composition; and

5.7.5) use knowledge of xenobiology to create life forms (plants and animals) capable of surviving in that environment (the game “Spore” is the best inspiration – many knowlodges of biology and chemistry can be teach here!).

5.7.5.1) Nanomachines and Microorganic life forms can be used to mining, to convert/purify toxic atmosfere/oceans... The creations must have the chemical signature and respect the energy balance of the surface or place where they will "work" to have a minimum of sustainability. For example, if a rare metal is necessary for the survival or reproduction of the organismo/ nanomachine, it will not thrive there or will be extremely limited in population. Player need to ajust the equations of ecosystem.

6) About the planets:

Currently, the game “No Mans Sky” is the reference for the “creation of planets and biomes”, however, it has inaccuracies – the same climate and biome for an entire planet... This is not what is observed on Earth! No Mans Sky is aesthetic, not a simulation! For planet simulation we must consider variables for invisible forces between bodies. Here's a different approach...

6.1) Vary the chemical elements and the type of soil according to the composition of the planet and the rotation and translation orbits between the body and the reference star (Reference star – for Earth it is the Sun, for Europa it is Jupiter) ; Heavier chemical elements tend to be closer to large gravitational centers (Sun and Jupiter) and lighter elements farther away.

6.2) Add cave systems with span sizes varying depending on the density and composition of the soil - dead planets;

6.3) Add volcanic-magmatic systems (volcanic planets) with activity varying according to the interaction with the system's reference star(s) (function of translational orbit, rotation, gravitational and magnetic fields); (The reference star can be the Sun, in the case of Earth, or a gas giant, as in the case of Jupiter and Europa); In case, volcanic-magmatic systems can be add inside oceans too.

6.3.1) For the emergence of living organisms, environmental stability is needed (protection against cosmic rays, climatic stability, earthquakes, meteors...), temperature and chemical elements in liquid state.

On a planet like Earth:

6.3.1.1) Environmental stability can be obtained in the presence of active magnetospheres, in this case, adding atmospheres with thickness varying according to the composition of atmospheric gases, gravity and the energy balance received from the reference star. (Here basic forms of extremophiles, bacteria, fungi and even small plants can already appear). - Desert planets... But there are other options...

6.3.1.2) Environmental stability can be achieved by placing a crust of ice, or earth over the place where life forms live. For example, in Europa, a kilometer-thick crust of ice isolates the planet's internal environment from space.

The temperature...

6.3.1.3) The Earth's temperature is maintained by an orbit of stable Translation and Rotation... It is what current scientists call the Habitable Zone, however, it is speculated that there may be life forms based on other elements that need to very different temperatures.

6.3.1.4) On planets with life forms protected by ice or earth crust, the temperature must come from geothermal sources. Which is to say that stable orbits and the interaction of large gravitational forces are required.

Continue...


A colision of two planets may be spetacular too see and UNIQUE in the game world!!! Or the use of solar weapons to "reset solar systems" or convert a sun to "super nova"... Galnet's announcement of predictions for the impact of comets on moons and planets... People will play only to see!


The movie Moon Fall is a good inspiration on the effects of one celestial bodies on another, despite treating the Moon as a Dyson Sphere.


6.4 The timing of the events described below depends on:

6.4.1) the composition of celestial bodies (atmosphere, oceans and rock);

6.4.2) of the gravitational force of the bodies involved... The gravitational body with lesser gravitational force is more affected by the influence of the stronger one; and

6.4.3) The collision trajectory of the bodies. Whether direct or orbital impact;


The events below occur with greater intensity in the geographic area of the celestial bodies that have the smallest distance between them... (Smallest gravitational resultant) and less frequently on the side opposite to this...

6.5) The approach of the body initiates a deformation of the atmospheres of the celestial bodies, if they exist (it would be possible to see a connection between the atmospheres of the bodies or the atmosphere of one going towards the other - traveling through it would be turbulent and it would be strange to have, for example, oxygen in space);

6.6) The effects are reciprocal, but the deformation occurs first in the body of weaker gravity...

Approach Level 1 - Increases the frequency of storms, tornadoes, hurricanes, lightning... Atmospheric events;

6.7) With a 2nd level of approaching bodies, the modification of heavier elements begins, in a liquid state such as oceans, which will have much larger waves and tides, tsunamis... Oceanic planet events.

6.8) When the approach is at level 3, extreme geological events are noticed... Appearances of volcanoes, geysers, earthquakes...

Atmospheric leakage increases, causing low pressure zones that facilitate the evaporation of liquids... Reduction in the level of the oceans. Maybe, this video give ideas for simulate this...


Atmosphere has a "k", Oceans has "k1", Ground has "k2"... Gravity has a resultant that modifies the state of the "springs"... When the resultant of gravity is close to "0" in a region of planet, materials start to come out of the "bucket" by rotation. That's why the exit effect occurs from the lower gravity celestial body to the higher gravity one... It's necessary to look at the math of the video from another perspective, to calculate and simulate deformation of bodies (atmosfere, ocean and crust).... (The higher gravity body also suffers the effects, but they occur later... According to Newton, gravity is a force that varies as the square of the distance).

6.8) When the approach is at level 4, the temperature of the crust is high with the friction of materials and magmatic tsunamis can already be observed (depending on the gravitational force between the bodies).
Atmosphere is being attracted to the higher gravity body.
Oceans almost don't exist.

6.9) Level 5 approach - Earthquakes and magmatic tsunamis with the height of true mountain ranges follow the orbital flow of celestial bodies. Solid materials are taken into space and returned to the celestial body, falling like meteors.

6.10) Level 6 Approach - Less dense (heavy) solid material will navigate between the planets, forming an asteroid field. Very dangerous to fly in this region.

6.11) Level 7 Impact - A shock wave spreads through the bodies, with force proportional to the impact speed. Materials are thrown into space and can:
1) Flip an asteroid belt around the resulting star
2) Falling back into the resulting celestial body
3) If launched away from celestial bodies (driving close to the bodies at the moment of impact can be fatal).

If there is an orbit between celestial bodies of great gravity, they disintegrate before impact.

6.12) Level 8 - Merger of celestial bodies results in a new planet, with temporary volcanic status, depending on its orbit and gravitational interaction with other bodies.

Of course, the interaction of an asteroid with a planet will not cause all these levels of interaction. Only a few, depending on size and severity. These levels are for medium gravity bodies. An important observation in the collision between planets and asteroids is that the impact energy propagates and re-concentrates on the opposite side of the planet, creating a fault line or causing a volcano to explode. It is the same effect studied in forensic criminalistics as "counter-coup injury".

In head trauma, a blow injury occurs under the site of impact with an object, and a kickback injury occurs on the side opposite the area that was struck. Coup and countercoup injuries are associated with brain contusions and can occur individually or together. When a moving object strikes the stationary head, coup injuries are typical, whereas knockback injuries are produced by the flow of kinetic energy in the brain and cranial structure.

Likewise, when a meteor strikes a planet, a "hit injury" occurs. If the meteor has a lot of kinetic energy (size - compared with planet - and speed), the structure of the crust and the planet could not dissipate the kinetic energy, which will cause one or multiple fractures near the opposite point of the impact, which can cause the lifting of mountains, volcanic eruptions, earthquakes... Or, even, launch material into space. This is a "back blow injury" - I don´t know name in English... Coup and countercoup injuries are technical terms considered in focal brain injuries, but the physics are the same for a simulation of this type. Observe this mountain in Mars... I think this is a result of a event like that...


By the way, where are the big mountains and canyons?

It would also be nice to vary the size of the asteroids in the fields more... In addition to draining shields due to acceleration... The impact of dust and small debris at high speeds can drain a ship's shields and hull damage. Asteroid fields are hazardous environments (See "Hard Shields" technology proposal)
 
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34) INTERSTELLAR SPACE – PRIVATE GAME, OPEN BUILDING, GALACTIC NAVIGATION BY COORDINATES


34.1) Interstellar space is a huge region, through which one can only navigate through the galactic coordinate system, since there are no stars or black holes as nearby gravitational references. These regions, with low resource density and little-known elements, can hide civilizations that wish to remain camouflaged and master high-efficiency energy technology. In Elite Dangerous, interstellar space was only explored by the Thargoids, in the "Hyperdiction".

34.2) In the same way that the Earth orbits the Sun, the Sun orbits the center of the Milky Way... Just as the Earth has a variable atmospheric boundary, influenced by the action of the Moon's gravitational force; of the solar winds and the force of the magnetosphere (and a small portion of gas is lost into space, leaving a discrete trail), a solar system has a boundary determined by the interaction between the interstellar wind, the solar wind, and the general motion of the Sun and of the heliosphere as it passes through the interstellar medium.

34.3) Since the solar wind and the interstellar medium are both fluid, the shape and size of the heliosphere are also fluid. Changes in the solar wind, however, most strongly alter the fluctuating position of the short-term (hours to a few years) boundaries of the solar winds with the interstellar wind called the Heliosphere.

heliosfera.jpg


Source: https://youtu.be/0jHsq36_NTU


34.5) Elite Dangerous' navigational system allows players to travel within the Heliospheres of the stars. What I propose is to expand the game to explore interstellar space as well, using Fleet Carriers and larger ships as reference points.

34.6) In the interstellar medium, there are no gravitational references, that is, the elements do not have orbits as in common systems. Their trajectories are infinite straight lines (unless they encounter another interstellar object). Scenarios can be built with:

34.6.1) Interstellar Gas – Normally, hydrogen, a low-density agglomerate, can be cold, ionized (red) or heated... But you can find other gases, resulting from the action of human (or alien) conglomerates that produce items and do not worry about treating waste, dispersing gases from the production process directly into space;

34.6.1.1) Interstellar clouds – Clusters of gases with higher density and difficult to visualize, traveling through denser areas is like walking in a fog;

34.6.2) Interstellar Dust - basically composed of graphite, silicates and water ice (predominantly blue), in grains of different shapes and sizes, but much smaller than the dust found on Earth, can affect or knock down shields, sensors of the same so that when traveling through asteroid fields, and damaging the hull (in the game there is still no dust damage in asteroid fields)... It can also arise from large-scale space mining (human or alien)

34.6.2.1) Molecular Clouds – are denser clusters of interstellar dust area with lower density of cosmic radiation...

34.6.1) Asteroid fields and wandering debris – It results from the impact of large, intra/interstellar bodies that are agglomerating by their own gravitational action and do not have the gravity of a star or black hole acting on them. Unlike what happens with the field of asteroids around a planet, uniform and stable, these can be gigantic and not defined in size or thickness. The Fleet cannot be too close to or in the path of the asteroid field.

34.6.2) Wandering comets – clustered element, well defined but without form, that travels through interstellar space, aggregating material by gravity. At this point, it still has no tail, which will only appear under the action of the solar wind.

34.6.3) Wandering planets (interstellar) – planetary mass object with no defined orbit (ejected from a planetary system or that has never been gravitationally bound to any star or brown dwarf).

34.6.4) Wandering protostars – formed by the concentration of a giant molecular cloud in the stellar medium, without nuclear fusion having become viable.

34.6.5) Smaller black holes.

34.6.6) Impacts between bodys;

34.6.7) Scenarios containing phases of stellar systems prior to the birth of the reference solar star.

34.6.8) Hypothetical or extremely rare stellar bodies

34.6.9) Intercept Strange Artifacts

34.6.9.1) Bright stars will have their luminosity overshadowed by silicate clouds or asteroid field... So... Perfect orbit systems are already in the game... More dynamic body systems would only be accessed by coordinates that would change in time, according to the trajectory. These scenarios can only be accessed by specific galactic coordinates. I propose that access be restricted to larger ships, Fleet Carriers style. Smaller ships would not have direct access. The jumping procedure would be different from the one adopted for jumps between stars...

34.7) Whereas the Fleets Carriers have described it in 21. The galactic coordinates (approximate) must be entered in the navigation panel and the jumping process is longer than normal (which takes 15 minutes), given that the ship needs to inspect if the coordinates are safe:

1) If Cartography verifies that the coordinates have already been visited by some other player, it downloads the existing data and goes to the panel screen;

2) If Astrometry verifies trajectory and data from records of Protostars, massive bodies, planets, wandering comets and other interstellar elements in the region, after all, the spacecraft cannot jump in the way of something like this! You can jump close, but not on the way! If there are inhabited systems nearby, records will be available.

3) With this data or if there is a Fleet Carrier following the object in the coordinates, the safe coordinates closest to the requested will be returned to the panel and the jump can be performed in 30 minutes. Without this data, a probe will be launched to collect the data from the Fleet Carrier, with a return within 24 hours.

If the probe returns, the safest precise coordinates for jump will be loaded into the panel and jump confirmation will be requested (15 minutes).

If the probe is destroyed, a message will be displayed saying that the safe coordinates closest to the jump are from the star system closest to the coordinates. From there, the procedure can be repeated.

34.8) Not only alien elements, but CQC, PRIVATE GAME, illegal mining, manufacturing, trading, transportation, stockpiling, distribution, piracy may be hidden in interstellar space. These regions can be accessed without the coordinates, from the nearest system, but the journey takes days.

34.8.1) A Pirate Fleet Carrier can be used to navigate in interestelar space to navigate carrying prohibited goods in a faction's systems or ships, pilots and criminals... Or navigating the interstellar space of a forbidden "Powerplay" or an aggressive alien species... in order to avoid detection. This would give the Fleet Carriers a purpose.

35) INTERGALACTIC SPACE

35.1) By enabling navigation by galactic coordinates, there will certainly be players who will launch themselves into intergalactic space. Everything that can be found in interstellar space can be found in the intergalactic, but at a much lower density. Most of it is empty space.

35.2) For players who insist on exploration, a surprise... There may be encounters with beings from totally intergalactic civilizations, who have mastered the process of creation/transmutation of materials and use closed systems of energy and materials, without waste or loss.

35.3) Since matter and energy are extremely scarce resources in this environment. They are nomadic civilizations. Devices and ships of this type of civilization do not have any external energy signature... Among the technologies of these races, one can observe:

35.3.1) Way of navigation – Ships can create a Star Gate that allows instantaneous movement between places 30,000 ly.

35.3.2) The Phasing Cloak is a vast improvement over the Cloaking Device. It allows the ship to temporarily shift its hyper spatial harmonics in a sense by moving its atoms partially into another dimension instead of just eliminating the evidence of its movements. This system hides the ship completely from all detection scanners, combat sensors, and targeting systems. While cloaked, the ship cannot attack or be attacked.

35.3.3) Weapons - hand and ship Disruptors and, for ship, Black Role Generator - Rips a hole in space-time, creating a pocket black hole that immobilizes or pulls all enemies in the targeted area and deals massive damage over time.

35.3.4) Personal phasing cloak – Individuals can be invisible and walk through walls and are immune while cloaked.

35.4) Contact must be initiated by them... Incorporeal beings can be seen walking through the walls and structures of the ship. (ship and individuals could be immobilized and scanned; weapons devices, shields and navigation systems shut down; crew and pilot may fall into a deep sleep... Terror! Upon awakening, the extraterrestrial spacecraft will have disappeared without a trace and there may be modifications on the ship, on the crew... Random and exogenous upgrades, theft of materials, parts, equipment and even crew members (they will never upgrade weapons.) Eventually, animals/aggressive beings can be seen in these approaches... They become vulnerable when they intend to attack! Here's a benchmark suggestion...

Final Fantasy: The Spirits Within

 
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Game development cycle (suggestion of points to be periodically reviewed and expanded)

1. About crew use;
2. About ground combat;
3. Spaceship/ Ship Approach;
4. Space Combat Enhancements;
5. Mining improvements;
6. About planets;
8. Simulating Ecosystems
9. Evolution of viruses and organisms
10. Balancing Rules
11. War between factions using meteors and comets as weapons
12. Suggestions for simulating atmospheric conditions
13. Atmospheric phenomena
14. Geological phenomena
15. Oceanic Planets
16. Ocean phenomenons
17. Social Relationship Improvements (Needed to more complex missions loop)
18. Realism Suggestions
19. Suggestion for improvement in construction
21. Suggestion of composition of systems/ rooms for ships, fleets, megaships (Based on the concepts developed in item 19.5 and extending to ships)
22. Suggestion for the loop mission system
23. Vehicle Systems and Small Ships - types
24. Conditions for ship approach
25. Development of fleet carrier interior
26. Improvements in space technologies of ship are proposed to addition to what already exists in the game
27. Gravity/ Inertial Control Tecnology
28. Proposals for improvements in ground technologies
29. Ideas for personal damage system (because running and shooting without having to defend weakens the main attraction of the game - the simulation feeling)
30. BGS Economy is what regulates the disposition of resorces
31. Ideas for build Complex (observe rules of create buildings in 19.6)
32. Survival mode
33. Construction mode
34. Interestellar Space
35. Intergalactic Space
36. Intelligent Life forms
37. Alien Civilizations
38. Conviviality and wars of alien civilizations
39. Periodic expansion of existing content (new ships, outfits, weapons, fleets...)

Upgrades in engine used in game (At this point the developers will know the game engine's resource needs and criticality). Bug fixing, graphics, code improvement and performance is something that happens on an ongoing basis.

In fact, it's been a while since we've seen new ships. Expanding this type of content shouldn't be too difficult... Has the Panther Clipper been shelved?
 
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In fact, it's been a while since we've seen new ships. Expanding this type of content shouldn't be too difficult... Has the Panther Clipper been shelved?
Aside from a fuel tender, every ecological niche for ships has been filled. Moreover, module slots, engineering and ship kits means you can configure one ship or another for pretty much any task.
 
Aside from a fuel tender, every ecological niche for ships has been filled. Moreover, module slots, engineering and ship kits means you can configure one ship or another for pretty much any task.
Forgive the expression friend... But this is a shallow comment, in terms of knowledge. What has been done, is it done and cannot be improved? Are there no other options?

As you can see from the development cycle I propose, I don't believe that anything that has been created cannot be improved.

In one of the posts, I mentioned that it would be interesting to create a slot to allow the customization of on-board computers. The Horizons expansion created a specific slot for the computer that allows you to enter the planets. This slot (computer) can be better utilized. Why not, ships with bigger or smaller computers? ... Different ships with computers bigger than the current ones... Look at the options that this simple change creates (number of ships x slot size variation)

If the general options were explored, why not create specialized ships? In engineering, things are created to meet a certain demand... Development is specialized!

Science ships/ Mining ships (larger computers and larger sensors);
Transport ships (smaller computers and more cargo)
Spy Ships, combat ships, scout ships... A new balance would be sought by players.

Today, in my opinion, the Imperial Cutter is the best option... It has greater carrying capacity, is faster than the largest in boost and has reasonable firepower...
 
FD are taking their sweet time delivering on the stuff originally promised, but you think adding a bazillion other things to the scope is a good idea?

I don't know how the development team is structured/organized, or what tools are used, so I just indicate what I understand as ideal.

Putting everyone on a single task and taking that time to develop content can indicate:

1) That the development team is small; either/and
2) That the game engine is not meeting current development needs.

Today, we see amateurs developing games, in a few hours, graphically very good with the Ureal Engine... The entire community agrees that the development speed is too slow... Only Frontier can diagnose why this occurs.

The basis of comparison for this has been "No Mans Sky"... Which comes out of nowhere, as a failure, and today has an absurd range of content. Practically another game since launch... Yeah, I know, it's another kind of game.

I'm not saying it would be better/worse... I'm just pointing out that there should be a continuous cycle (PDCA) of teams working on these topics.
 
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I don't know how the development team is structured/organized, or what tools are used, so I just indicate what I understand as ideal.

Putting everyone on a single task and taking that time to develop content can indicate:

1) That the development team is small; either/and
2) That the game engine is not meeting current development needs.

Today, we see amateurs developing games, in a few hours, graphically very good with the Ureal Engine... The entire community agrees that the development speed is too slow... Only Frontier can diagnose why this occurs.

The basis of comparison for this has been "No Mans Sky"... Which comes out of nowhere, as a failure, and today has an absurd range of content. Practically another game since launch... Yeah, I know, it's another kind of game.

I'm not saying it would be better/worse... I'm just pointing out that there should be a continuous cycle (PDCA) of teams working on these topics.

We can only judge by the speed of content delivery, which is.... slow.
 
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