A semi-comprehensive list of how to make this game live up to its potential

I love this game. That said I find myself loving it in spite of a lot of glaring flaws, shortcomings, balance issues, and missing content. As I've been playing a kind of list of things that could be done to fix and improve ED has been forming in my mind. I hope there's some small chance this reaches Frontier, but if not oh well. Here it is:

Exploration
1. Increase credit payouts for habitable planet data by 1000%.
2. Increase credit payouts for terraform candidate planet data by 500%.
3. Increase credit payouts for metal rich planet and metal rich planetary ring data by 200%.
4. Add system survey missions.
5. Implement level 2 and 3 scanning with significant associated benefits.


Mining
1. Add tractor beam or something similar to weapon options to allow for efficient ore gathering. This over a thousand years in the future and all miners have is a manual cargo scoop?
2. Add asteroid scanner.
3. Add mining missions (seperate from metal/mineral delivery missions).


Combat
1. Improve AI of higher level enemies (low level chumps should suck, so they're currently mostly fine).
2. Improve NPC teamwork to move away from the endless 1v1 situations. The few times I've actually had multiple enemies attack me at once has been both thrilling and sort of scary.
3. Make assassination missions not always be a 1v1 fight with a large vessel. Three Eagles or two Cobras (or whatever) would be a nice change of pace.
4. Add higher level combat missions that can only be accessed with high rep/rank where high end combat ships are actually needed. Every combat encounter can be beaten by a Viper or a Cobra right now.
5. Add scaling credit payouts to conflict zones.
6. Make conflict zones have some kind of randomized victory/defeat condition rather than simply being static shooting galleries. When the victory/defeat condition is met have the conflict zone despawn and have a new one spawn somewhere else in the system. Also have this more directly affect civil war outcomes.
7. Add escort/guard missions for miners and traders.
8. Add station attack and defense missions where a station must be defended from a sizable attack force or conquered by the attacking faction. Attackers would need to destroy all defenders and external station weaponry, while defenders would simply need to destroy or force all attackers to flee.

Trading
1. Add trading computer module that would save a certain number of visited stations' market data, and would allow side by side comparisons of prices.
2. Introduce dynamic market fluctuations to represent NPC trading (pretty sure a real simulation of NPC trading isn't possible due to having no dedicated server).
3. Introduce longer distance established trade routes. Stations that produce certain commdities should always have some kind of outlet for them. Otherwise why are they producing them? Two or three jumps is not that bad for a trader (even if real humans don't want to do it).
4. Re-design SL traders to buy more things and to not buy anything that can be purchased in the same system they are in, and replace the Type 9s with a massive NPC freighter with docking capacity (with luxury market as the only service).
5. Add higher level trading missions that require huge amounts of cargo space and pay out 100k credits or more.


Miscelaneous Mission Stuff
1. Improve mission income in general and add higher tier rep dependent missions that pay quite well. Missions cease to be relevant past a certain point presently because their payouts don't scale very well.
2. Add recovery salvage missions meant to recover lost goods for the rightful owner. Such goods would not be considered stolen when picked up (unless mission is abandoned).


System Signal Sources
1. Remove mission alternative givers, and replace them with remote communications. Also make them less common than 100% with certain mission types.
2. Make traders actual traders who will buy and sell non-rare, non-illegal commodities, and fix the flight AI of the Type 6s (are they drunk?).
3. Make pirate encounters more interesting and varied. Right now they are pretty much all identical with only slight variation.
4. Add short-lived distress signals (semi-rare) where you can save a ship or ships under attack from various numbers and types of pirates. On top of bounties receive a credit reward if successful.
5. Add chance of pirates, authority, or both arriving at salvage sites.
6. Increase the upper limit of salvageable goods at salvage sites by 3-4x.


Ships
1. Release a lot more ships in the sub-2 million credit price range.
2. Release more Imperial and Alliance ships and transition their security forces towards using those ships rather than the Federation-based ships.


Stations
1. Release Imperial and Alliance-specific stations. They wouldn't necessarily need to be that different. Just enough to feel like they are distinct to that faction. Maybe have independents use the station type of whichever major faction is most prevalent in their area.
2. Release asteroid stations finally, please. Perhaps instead of replacing any existing stations just add them to a small percentage of asteroid belt orbits.


Visuals
1. Upgrade planetary rings to look better. A lot of them look pretty bad right now.
2. Fix the weird stuttering near planets finally.


Miscellaneous Gameplay
1. Stop having pirates interdict ships with empty cargo holds.
2. Stop having pirates ignore class of ship when deciding whether or not to attack. Sidewinders attacking Anacondas (PC or NPC) is just dumb.
3. Add Thargoids and possibly a few other alien races.
 
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Exploration
1. Increase credit payouts for habitable planet data by 1000%.

And i stopped reading at this point... maybe the rest of your points are really amazing, but there is a chance that its a massive post full of silly ideas as well. Ill avoid the risk.

You do know that an Earthlike properly scanned will net you 30k? So you are suggesting scanning an Earthlike be increased to 30,000,000? All those trade grinders would switch to exploring in an instant!

I'd be with you in a shot if you suggested increasing trade data value by perhaps 2x. Maybe i could grudgingly say ok to 3x. But more? For the safest profession in the game? Nah. And that's coming from a dedicated explorer. Besides, i don't want all the hoi polloi dirtying up the remote regions with their presences! :D
 
And i stopped reading at this point... maybe the rest of your points are really amazing, but there is a chance that its a massive post full of silly ideas as well. Ill avoid the risk.

You do know that an Earthlike properly scanned will net you 30k? So you are suggesting scanning an Earthlike be increased to 30,000,000? All those trade grinders would switch to exploring in an instant!

I'd be with you in a shot if you suggested increasing trade data value by perhaps 2x. Maybe i could grudgingly say ok to 3x. But more? For the safest profession in the game? Nah. And that's coming from a dedicated explorer. Besides, i don't want all the hoi polloi dirtying up the remote regions with their presences! :D

You are bad at math. 1000% of 30k is not 30 million. But thanks for ignoring all my suggestions because you don't understand how percentages work. Sigh...
 
A lot of valid ideas.

The trading computer, though, shouldn't be a purchasable module but an integrated part of the galaxy map. Currently, there is little room in dedicated trading vessels to sacrifice several tons of cargo space for a trading computer.

The SL Traders should not magically "beam" your cargo out of your cargo bay, too. I would replace the Type 9s with big non-playable bulk carriers which have docking pads on them for smaller vessels.

In fact, adding non-playable NPC ships in a larger variety would greatly increase the feeling of a living world.
 
A lot of valid ideas.

The trading computer, though, shouldn't be a purchasable module but an integrated part of the galaxy map. Currently, there is little room in dedicated trading vessels to sacrifice several tons of cargo space for a trading computer.

The SL Traders should not magically "beam" your cargo out of your cargo bay, too. I would replace the Type 9s with big non-playable bulk carriers which have docking pads on them for smaller vessels.

In fact, adding non-playable NPC ships in a larger variety would greatly increase the feeling of a living world.

Docking computers or integrated into the game by default, either way would be an inprovement. And I like your idea for SL traders being something other than Type 9s. I hope you don't mind if I add that.
 
Yeah, i got a PM letting me know my maths sucked as well. Its what happens when you post tired. I'd still say 10x increase is too much, but at least its saner.

I best go now and read the whole thing. Apologies.
 
Ok, read properly now.

Some good ideas, although i'm sure at least half will be addressed in some way in the future and are probably on the cards anyway. Maybe not exactly how you suggest, but areas that are definitely in need of attention.

As i said, i think your tweaks to exploring are too high. I'd hate to see Exploration become comparable to other trades in terms of profit. At least at the basic level. The Level 2/3 scans business is obviously something FD have got ideas about, so when they are introduced in whatever form (perhaps with planetary landings?) then yes, those could be much more worthwhile as they will take more time to do.
 
Ok, read properly now.

Some good ideas, although i'm sure at least half will be addressed in some way in the future and are probably on the cards anyway. Maybe not exactly how you suggest, but areas that are definitely in need of attention.

As i said, i think your tweaks to exploring are too high. I'd hate to see Exploration become comparable to other trades in terms of profit. At least at the basic level. The Level 2/3 scans business is obviously something FD have got ideas about, so when they are introduced in whatever form (perhaps with planetary landings?) then yes, those could be much more worthwhile as they will take more time to do.

For argument's sake let's say Earth-like planets pay out 300k. First of all the value of a planet that can sustain humans makes that likely a very modest amount really. Second of all, and correct me if I'm wrong as it sounds like you've explored a lot more than me, naturally occurring Earth-like planets are exceedingly rare in this game. I mean in all the systems I've explored barely any have had non-terraformed Earth-like planets. So 300k a pop on rare occassions is hardly going to touch trading income, or probably any other income type if they were to implement my other changes. Basically I want to add to the excitement of exploring while also addressing its near complete lack of income a bit. People still aren't going to get rich exploring, unless they do a ton of it, and even then it will take much longer.
 
A very nice list there. The only thing I wouldnt agree with is a tractor beam. Due to lore issues. There is no artificial gravity in Elite so I'd suggest replacing tractor beams with robotic arms, harpoons or drones.
 
trading:
market prices at a station should be affected by distance of port from hyperjump entry point and by distance/supply/price of nearest system that suppies given commodity.

smuggling:
prices should depend on security level of station.
makes sense that stolen goods cost less than normal market price, but illegals should pay much more
black markets should disappear after a couple of weeks and pop up again at a different station
access to black markets should depend on your smuggling rep. after gaining criminal faction's trust black markets should be more available
black markets should sell illegal stuff needed for some missions (slaves, combat stabilizers)
 
A very nice list there. The only thing I wouldnt agree with is a tractor beam. Due to lore issues. There is no artificial gravity in Elite so I'd suggest replacing tractor beams with robotic arms, harpoons or drones.

I thought the "Mass Lock" was artificial gravity? Couldn't we "Mass Lock" a chunk of ore?
 
I thought the "Mass Lock" was artificial gravity? Couldn't we "Mass Lock" a chunk of ore?

Actually "Mass lock" message has nothing to do with artificial gravity. It only means that a massive chunk of something is present nearby, prohibiting you from entering frameshift mode.
So yeah, mass locking a chunk of ore will prevent it from supercruising away. XD
 
Actually "Mass lock" message has nothing to do with artificial gravity. It only means that a massive chunk of something is present nearby, prohibiting you from entering frameshift mode.
So yeah, mass locking a chunk of ore will prevent it from supercruising away. XD
Although it would make mining a bit more interesting if the ore would try to make a run for it into hyperspace ; )
 
A very nice list there. The only thing I wouldnt agree with is a tractor beam. Due to lore issues. There is no artificial gravity in Elite so I'd suggest replacing tractor beams with robotic arms, harpoons or drones.

Yeah it doesn't need to be a tractor beam as long at it functions similarly.
 
Pretty new to the game, but, lots of good ideas here, had many of the same thoughts myself.

With reference to exploring, new alien races and stations, it would be nice to see much more variety. I know it is impossible to have an endless amount of variety with 400b systems but there must be more than there currently is. If I travel 1000s of lys I see the same stations everywhere. Again, pretty new to the game so haven't seen a whole lot.

Tractor beams would be fun, anything that improves the collection of goods needs to happen. Magnetic scoops would be nice, not that everything has magnetic properties

Trading is a bit of a grind, some fluctuation in the markets would be nice, say I am bringing in product x that is needed to build product y then the price of y decreases? Simple supply and demand changes. Also some incentive to trade in open world vs solo other than the feeling of danger
 
Some ideas are reasonable, others suck.

Dynamic markets? Do you realise how much computing time alone that would require? I don't think you realise how many stations exist in this game.
A Cobra or an Asp is fine for hit missions, requiring anything more puts a strain on any player due to costs involved. Even an Asp fully fitted is not cheap by any means, imagine having to save up for a Python and fit it out just to do one hit mission...

The only thing I would add to this is a docking port on stations that cannot handle really large ships. Like an umbilical that attaches to your ship to provide direct access to the ship to load and unload and browse the boards etc. Make the Type 7 the largest ship that can land on a pad at an outpost, anything larger must use the port.
 
Some ideas are reasonable, others suck.

Dynamic markets? Do you realise how much computing time alone that would require? I don't think you realise how many stations exist in this game.
A Cobra or an Asp is fine for hit missions, requiring anything more puts a strain on any player due to costs involved. Even an Asp fully fitted is not cheap by any means, imagine having to save up for a Python and fit it out just to do one hit mission...

The only thing I would add to this is a docking port on stations that cannot handle really large ships. Like an umbilical that attaches to your ship to provide direct access to the ship to load and unload and browse the boards etc. Make the Type 7 the largest ship that can land on a pad at an outpost, anything larger must use the port.

Err...so asking for higher tier missions so people have something to do with Pythons and Anacondas is a problem for you why? All the content that can be handled by Cobras and Vipers would remain, but there would be higher level stuff to do eventually as well. If you play cooperatively you might not even need to upgrade your ship to do them. It would just be more challeging content, and to say that idea "sucks" is silly if you ask me. And I asked for dynamic fluctuations in markets, not fully dynamic, simulated markets. Adding variability to market prices as well as supply and demand is very doable as long as you aren't trying to fully simulate real market processes. The point is to make markets non-static and seemingly dynamic so trading doesn't jus boil down to going from point A to point B and back again ad infinitum.
 
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A couple of silly ideas on your list.. a lot of totally decent ideas... the one I like the best... trackable commodities data across recently accessed stations. Right now, I have a pad of paper and a pen on my desk. It's the year 3300 and I can travel 200x the speed of light.. but I can't get a goddam access database on my ship?
 
A couple of silly ideas on your list.. a lot of totally decent ideas... the one I like the best... trackable commodities data across recently accessed stations. Right now, I have a pad of paper and a pen on my desk. It's the year 3300 and I can travel 200x the speed of light.. but I can't get a goddam access database on my ship?

What ideas do you find silly? And couldn't you provide constructive critcism rather than simply calling them silly?

And yes some kind of way of tracking station prices rather than relying on pen and paper or alt-tabbing to notepad would seem like a no-brainer. Like someone else said it may even just be a good idea to implement it by default rather than requiring a module.
 
trading:
market prices at a station should be affected by distance of port from hyperjump entry point and by distance/supply/price of nearest system that suppies given commodity.

Why dependent on distance from jump-in point? It doesn't have much bearing on the cost of transport, in-system fuel costs being lower than jump fuel costs, and fuel cost per unit being fairly negligible anyway compared to the value of the cargo. I doubt that traders are much bothered whether it takes you 2 minutes or 10 minutes to reach the station from the jump-in point, so player time is not an economic consideration.
 
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