place your stupid high hopes " major feature overhaul for 2023 "

As I explain in the following post we can have potential on elevators mixed with procedural POIs that take advantage of it in some creative forms, so this boost up the exploration if used properly (potential POIs far from bubble)

 
I would love actual, full fledged-proximity voice chat. As someone who has been fever-dreaming of voice RP in this game, it is severely limited to wings/ships. In addition, ship kits for those ships left out, and I would love to know what gameplay they are overhauling.
 
I'd love to have ship tuning sort of like the tuning available on cars in racing games, where you can adjust the suspention, wing angles, braking force, etc. We already have the ability to swap parts for better ones, now we should be able to tune those parts. An example would be thrusters. Make it an even 100% each for port, starboard, up, down and fore group and give us +/- 50% depending on what we make available. (excluding drivers of course even though it would be immensely satisfying to divert power to them.) And other things like being able to shift the center of gravity a bit fore or aft to maybe make the medium ships a little less enthusiastic when accelerating and trying to aim, and other small qol stuff I can't think of. I like tinkering. I've built so many off the wall ships, there's not much left to do unless they give us more ships to play with or more ways to play with what we've got.
 
1-Fighting Thargoids on the ground in Odyssey bases. Makes sense, this was the big content of the last DLC and we're at war against them.

2-Some ship engineering overhauling, some tweaks on the grinding.

3-Major onfoot engineering overhauling - this one is appalling as it is right now. Also it will be needed if point 1 happens.

I dont have stupid high hopes for anything. We'll be lucky if anything important or interesting happens. Maybe we'll see whats inside the maelstrom and it will be something actually interesting.
 
Finding explorable wrecks in space, leaving ship (in space, flying freely around) to cut them to pieces, scavenging engineering stuff this way instead of STUPID GRIND OF FLYING HERE, SCOOPING SHT, FLYING THERE™️. Repair missions in same manner - find a dead ship, boot it up, fly it back. Towing gear for salvaging big ships, missions with towing. Escort missions. Military patrol missions. Ground exploration missions. Procedurally generated cities (Elite Frontier had them, and that game could fit on a diskette, how's that). Procedurally generated stuff on planets - more stuff than 20000x crashed ships (12k ly away from bubble, doesn't really break immersion, yeah). Ground goid fights. Gas giants you can fly into and witness storms there (my dream). Pilotable cruisers, battleships, navy carriers. Boarding with intention of sabotaging said massive ships. There is so much that could be done in this game, all it needs is some creativity and team that actually knows what the frack are they doing.
 
I hope to see extra content after point 0.
0. Fixing all the instancing bugs. Make conflict zones actually work.
1. Thargoid on-foot combat. At the moment, even in a warzone it's safe to walk around a planetary surface... The in-game stories mentioned the thargoids being incredibly strong (during testing on them) yet if they're so strong why don't they get out their ships and chase us around bases...?
2. A galaxy map that is as useful as eddb/inara and you can actually find things.
3. More varied missions: repair hull breach here (was in the 3.3 beta after all); actually take part in repair work to a station (placing panels - this could reuse the code from landing on a docking pad for placing panels); repair stations on foot (similar to putting fires out on planetary bases, but with movement of assets using SRV-like vehicles inside a station, eg. delivering cargo from position A to B); use of the prison ship assets with more cells to do a "break out prisoner X" mission with combat inside the prison ship, then escape on foot to the hangar to them escape back to port Z; subterranean levels on large planetary ports (since we don't need them for Horizons anymore) for cargo movement/delivery in person.
4. Use of planetary bases to actually do racing around the circular bases like Wipeout, rather than relying on the imagination of "racer" player groups. The game already detects entering exclusion zones so it knows where ships are on a planetary boundary. Add the exclusion zone code to identify them as waypoints so you can track progress, and encase the entire zone in a big exclusion zone that disables weapons to stop gankers ruining proceedings. You already have the CQC timing code for limited race durations.
5. Larger areas of space ports to walk around. I wanted corridors of space port and was saddened by the limited scope of the planetary ports.
6. Space oddities like comets, vortexes, anomolies in the style of Star Trek.
7. Large basic animals on planetary surfaces, eg. sand worms like Dune or the sarlacc out of Star Wars. No missions associated with these but dangerous animals anyway.
8. Gas giants - use the maelstrom effect but around a focal point (the planetary core).
9. Offline stations in space that we can loot/explore. This would require point 5 being implemented.

All of these I mention use existing game mechanics.
 
As I explain in the following post we can have potential on elevators mixed with procedural POIs that take advantage of it in some creative forms, so this boost up the exploration if used properly (potential POIs far from bubble)

I can't praise the elevator idea enough. If tied to missions (break out prisoner X from Z), only mission participants would be given the option to access the mission level on a station so would reduce shared state between players and also stop gankers. Having to escape from the station in a wanted state would be tremendous fun/risk.

I really hope someone at Frontier sees this idea! It's great!

It could also be tied with separate ideas on implementing racing / CQC zones in underground / separate hangar areas of stations and planetary bases.
 
The ability to carry a Sidewinder in a fighter bay instead of an SLF, or alternatively, a different kind of hangar module for this purpose. It has to be able to house my own Sidewinder build of course, not just a default one. If you die in your Sidey, you should revive back in your main ship. You pay the usual rebuy for getting the Sidewinder back. There would probably be some twists with programming this, as these functions are otherwise only available to fleet carriers. Envisioned use case is the ability to try something potentially risky while being far out without needing a fleet carrier.

I don't know what the policy regarding the loss of exploration data should be if you die, is it tied to your person or the computer in your main ship? If the latter, a further complication is that whatever data you gather in the Sidey is in there first and gets transferred to the main ship upon docking, so would be lost with a death. But not what you have already stored in the main ship.

Does this make sense?
 
Anon... I have some bad news.
They put their efforts in a crappy F1 game that flopped instead. Imagine if they got their together and concentrated on Elite - I'd say it would improve their financials immensely.

Yea, it's like Fdev cannot comprehend that good games attract buyers, and if they want money, they have to work to make their game great. There's loads of racing games out there but very few space sims with freedom to do more things (can think of 3 only, ED, Star citizen, X series), obvious hole in the market.
 
Yea, it's like Fdev cannot comprehend that good games attract buyers, and if they want money, they have to work to make their game great.

I think with a number of successful Elite games under their belt they probably have a better idea of what will work than the average gamer. The fact you included Star Citizen as a "game with freedom to do more things" invalidates your argument entirely.
 
I think with a number of successful Elite games under their belt they probably have a better idea of what will work than the average gamer. The fact you included Star Citizen as a "game with freedom to do more things" invalidates your argument entirely.

Please name these "successful Elite games under their belt". Because if you mean old Elites, I grew up on that. And if you think not listening to your community of "average gamers" is a way to go, you don't have to say more.
 
Why does every single thread about features turn into people whining about how much the game sucks?

Because it does and it could be so much better. if it didn't suck, people wouldn't whine. Criticism isn't there to make people feel better but to point out problems that plague something we're invested in, something we like. Which is something people don't understand, that we all want our game to be better.
 
I can't praise the elevator idea enough. If tied to missions (break out prisoner X from Z), only mission participants would be given the option to access the mission level on a station so would reduce shared state between players and also stop gankers.
They don't even have to make it so that the elevator doesn't open. Just make it so that the elevator takes mission participants to their own instance.

They could do the same thing with entire star systems. You could take a mission that requires you to go to system X. When you jump into that system, you get a special "mission instance" that's just for you and the other participants.

Remember the Ram Tah missions to the guardian ruins? If you did those in open, you were guaranteed to be ganked. Can't believe fdev didn't hit on this idea back then. It seems so obvious.

And you could do really complex, really difficult missions this way. A mission to kill a pirate is currently just a matter of waiting for the pirate to interdict you. Imagine if you were first sent to the pirates lair (a surface base). You fight on foot, and eventually realize the pirate has already left to attack an orbital station. So okay, you and your team head that way. Even just a two-step process like that (with a bit of randomization) could be a fun mission template for multiple people to play over and over again.

But the key really is spawning a dedicated instance for the mission. This whole thing falls apart if it's like ram rah where gankers learn to just hang out at the objective and blast people who show up.
 
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