Common suggestions to improve Elite: Dangerous

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This has probably been mentioned, but too many pages to look through it all.

Shield Cell ammo count display should be present even when you do not have them assigned to a firing group, like chaff and heat sinks.
 
General stuff
-Smugglers cargo rack. Gives a 75% chance of illegal cargo to be invisible at scans.
-Pirate stations. There are a zillion amount of pirates; Where do all come from? Join your friends to blow up their outposts stations to get a massive reward, NOT JUST CREDITS.
-Actors! give us some actors! Doesn't need to be A rated actors.... When I'm in a station it feels quite immersive to hear the station voices.
-Where did the radio chatter go in the Station Services window when docked?? Bring it back!
-Space stations have such a boring design... I don't care about it being true to the original from 1984. More sci fi stuff pls!!
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Graphical stuff
-Light shafts (god rays). Been asking this for months. At least in ring systems where there is dust.
-A slider for Resolution Scaling, not 50%, 75% etc... A slider so I can use 88% or 94%.
-High quality bloom that doesnt scale with resolution scaling.
-2k texture pack for galaxy texture and ships cockpits.
-A simple blueish effect around the ship when in super cruise. Seriously we're traveling faster than light and nothing out of the ordinary shows up?
-Add some more gases, clouds, comets, space dust.... Make space more ALIVE!
 
Probably this has already been proposed, but what about giving special skins for "tf2-like" achievements: visited sgr a*, n ships killed, x credits earned in a single run, etc...
 
I've had plenty of thoughts of things I'd like to see added to the game, some big, some small.

For Pirates, they should be able to extort money out of people as well as cargo. Like some kind of "Give me 100,000 Credits or Die" auto comm option, and the target has some way to quickly transfer money to the pirate. I think it would be a good option for Open players in particular, because it makes it slightly less likely that a trader will be destroyed for his/her cargo whilst allowing pirate players another way to earn money. There should also be some kind of high end pirate gameplay, like perhaps a secret fleet of "private collectors" that require pirate players to steal specific things from specific places or ships. Perhaps rich Imperials fancy stealing unique Federation artwork from a specific station or whatever and will pay obscene money to proven pirates to do it. This would probably involve another wish or two I have, more faction uniqueness and more interesting traffic. If there were large cruisers, cargo ships for factions, etc, it would allow more ways for pirates to earn some chips.

Explorers, I also had a couple of thoughts. I think it might be interesting if in some occasional systems, an explorer found old derelict ships of explorers past. Like if they found prototype Asps, or earlier ships just floating out in space, having had some horrible tragedy that killed them and they were left to float. Also I assume that there would have been some larger vessels out there, maybe they could find one off sleeper ships, or old space hulks that were big enough and damaged enough to go inside, look around, find a few interesting items to bring back. Historical societies and organisations could be a way for explorers to earn more money by finding out about things that happened like this in the distant past. Hundreds of years of human exploration of space, there must be many old failed missions out there. Hints towards future alien contacts would also be fun. The occasional unknown ship type, either wrecked in space, or flitting into the explorer's view for a little time, then disappearing.

A general wish is for more unique looks for stuff. I really like visiting the small outposts, because they genuinely look quite different to each other. I recently found my first scientific outpost and it looks all shiny and futuristic compared to the grimy factory look of the industrial outposts. Special planets or systems, Sol for the obvious example, should have Star Trek style Huge megastations orbiting, since it's the home of the Federation and the birthplace of humanity. I'd like to see occasional mini fleets moving about, it could be a temporary instance in a system, as the main faction in charge does a patrol. Even something like seeing little shuttles leaving a station towards a populated planet would be cool. Occasional different structures in space as well, such as a shipyard or deep space comm relay or something.
 
Planetary landing/exploration
-Only medium sized ships can land or travel in a planets atmosphere, ie Cobras, Vultures, Sidewinders etc, will blow up. Huge ships like Type 9 or Anacondas are too heavy?
-You must ask for permission to land if the planet is populated
-You must upgrade the ships hull in order to manage the intense heat
-Perhaps install a hardpoint or utility module for special shielding?
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Gameplay
Buy fuel reserves to be placed in cargo racks. Good for exploring?
 
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First of all, thanks Frontier. I'm loving this game and was pleased to be part of the community that helped make it happen.

Due to family and work commitments, I only get to play for a few hours a week and the game, in general, is easy to pick up and play for an hour or so without feeling like I'm missing out on too much stuff. Granted, this makes some of the missions unplayble for me as I'm often not sure when I'll be able to pick up and play again and so that's my first suggestion.

Missions

I can see that time-bound missions may make sense from the point of view of the game, but for those of us, like myself, who don't get to play that often and only for short periods without knowing when we might be able to play again, this mechanic stops us from enjoying these mission types. Can you review whether longer mission timers might be appropriate or whether mission timers for some types are necessry at all?

Navigation

I see that someone has already suggested 'favourites' to make round-trip trade routes less of a pain to navigate - I'd like second that but also to broaden that slightly to include the possibility to chain nav points so that you can specify a specific station or feature within a system so when you hyperspace in (heading towards the star at breakneck speed - why?) the station is automatically added as the next destination.

Also, when doing 'collect x resource and bring it back to the station' type missions, can we have an option to plot the return route from the mission info pane under transactions? At the moment, having to go into the galaxy map to search for the target system to plot a route is a pain, and even more so if you're using VR.

Display

Can the fuel scooping graphic be from the middle of the screen to the RH info panel? When you're done scooping and are trying to align with your next nav point it's really annoying.

Is it possible to add a check to see whether the HUD objects are overlayed on a similar colour body behind and if so to change the colour? E.g. When coming in to a station or outpost in SC with a light-coloured planet behind, it's really difficult to tell how much further you've got to travel.

I'm also at a loss to understand what the target orientation graphic to the left of the radar is trying to show me. When coming in to dock and approaching the station from an odd angle, it would be really useful if that graphic showed the orientation of the station relative to a fixed line from the centre of the station to the centre of my ship so you can see at a glance whether you're moderately well aligned with the station entrance without needing to turn around to face the station. I guess this is not so important with the availability of thrusters to help position, but I'm an '84 Elite player and precise, elegant alignment was always part of the original game (often using rear and side views to assist). It would be nice if the same mechanic was made possible and I think that sorting out the target alignment for something that actually did something useful would make this possible

Anyway, thanks again and keep up the good work :)
 
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I think others have made the suggestion but don't see it in your main list.

Combat: more non-lethal options/weapons and defenses

Some pirates want to offer non-lethal terms to their targets. Players may get a mission to "take so-and-so alive". Police may not want to kill players for minor infractions.

Police have flash-bang grenades now, why not a flash-bang mine that blinds, foam grenade that if flown through gums up projectile weapons or blankets the canopy to block visibility.

Missiles that explode into fireworks- just because... distraction.

If a trader decides they need to run from an interdiction, why not have a sand-caster that absorb lasers or smoke bomb that can temporarily shield a ship from targeting while it is charging FSD or from a certain arc of fire.

More military tech and weapon types of harmful variety would be cool too (nukes!), but a variety of non-lethal weapons were mentioned during development and so far I see hatch-breaker limpets as about the extent of it.

Ideas, anyone?
 
Offer Name-Brand modules. For instance, a Lakon mining laser with Good Housekeeping seal of approval might be the best in the industry with certain reputation for quality, mtbf, etc. We buy ships from manufacturers that have their own distinct styles and history, but all modules are generic. Shame! Maybe Gutamaya makes awesome looking ships but their series 7 power plants have horrible reliability, so most Imperial Courier ships are fitted with a StarDust series 6 instead. Give some game-lore color and import to more than just Class and Rating (although class and rating should still be very important)!

Different class and Rating capacitors to buy to go along with power supply and distributor.

Usability dictates fewer mouse-clicks is better. For modules the current selected hard-point or module's stats should always display for comparison so we don't have to click a compare tab and go to a different view.

Ability to compare up to four modules to each other.

Ability to Buy modules while in the compare screen instead of having to exit out and re-select and choose buy tab.

Chart in player guide detailing available modules and pros/cons.

List hard-point/slot available first (on top) and item currently populating it underneath (currently active item is on top and slot description is below- which is not the expected order of things.

Use Size instead of Class so it is obvious what Class 3 means. Use clear terms when available, don't use obtuse terms just because.

Add different tech levels as a variable for players to ponder. With so many worlds and so much going on, not every planet would have the latest tech. Can we has Tech Level 7 Class 3 Rating D pulse laser that is not as good as same weapon but Tech Level 10 (higher tech level could cost more or less as additional variable)? Maybe Tech level 9 saw improved heat dissipation over tech level 8 but otherwise no difference.

Increasing numbers are better. Ideally all ratings should start with zero and increase the better the item. Are A-F a fallback to grade-school letter grades? Mentally we will think Rating A = 2 better than C anyway. Might possibly offers easier back-end manipulation of weapon uniqueness stats too. Also, if A is the best what happens in 2017 when we get better than A tech?
 
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the thought that suggests only humans exist in the universe??

could we see some introduction of other species in the game with a whole new set of ship designs, different weapons technologies etc (basically more ships designs)

introduction of a video com's link with the ability to upload a 5-10sec webcam feed which would repeat in a half grainy/fuzzy reception type video feed, (having the visual aid could lead to people ROLE Playing dressing up etc..)
the video would sync with the Voice, or text

this will allow people to use voice modulators to give the impression of alien species
to give the atmosphere of other alien beings seem realistic..
im sure a video coms link would go down well, if done correctly,

another suggestion..
if developers were to introduce a automatic travel log which would record where you have been trading,which systems the price of commodities brought, systems where you regularly visit.. this would allow the introduction of a whole new utility,
introducing...
The System log hack utility, which when employed would over-ride the System Video comm's for 10 seconds... this 10 seconds is used by the hack utility to download all the Travel log information, during this 10 second down time have the comms at your disposal.. ie the player would see a video feed and hear your voice for 10second

this would give players a chance to stop download also by wiping their travel log,
or having a subgame to stop download, where both players compete within the 10second frame

travel logs would be valuable to both players... as there is value in knowing where you have been.

btw Elite Dangerous is potentially huge!!
 
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Dont know if this has been suggested coz the list is too long to check through but how about if an NPC attacks you then you dont get a WANTED for murder bounty and fine slapped on you. I mean he was trying to kill you so why are we not allowed to defend ourselves and no i couldnt vacate the USS as it was part of my mission to be there.
All i ask is if an NPC attacks first then no wanted can be slapped on you.

Another suggestion would be to put the faction of CMDRs in the same window that you do for NPCs. THis stops the over enthusiastic CMDRs from attacking red CMDRs when its actually FF coz some daft pilot flew in front of the laser beams. Either that or have the CMDR under FF change colour so the attackers know. And if they continue then THEY become red to everyone else and get attacked.
 
Just a small suggestion (it might have already been mentioned), please allow us to save our control schemes. Currently it's just one 'custom' setting. I use both a joystick and keyboard and mouse. What I did was go to the Appdata\Local\ folder, copied the custom.binds file, renamed it and put it in the control schemes folder where the game is located. I am sure it would not be a big problem to allow the same to be done by the game and save the trouble.
 
Galaxy compass

One of the features I kinda miss when out there exploring is some kind of 3d universal compass. Something that - for example - always points to the galaxy core.
It would allow to get better spatial awareness (especially after a jump or after several spins/turns). It may be some kind of rotating 3d arrow inside a wireframe sphere. It could be placed where the "target compass" is and show only when nothing is selected... I think that it should fit quite well in the ships cockpit scheme.

Cheers
 
More technology advances since we are in the future???? :)
Should be 1000+ More resources since we can go to different areas of the solar system! :)
 
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New option for re-buying ships: "BUY SHIP BACK" button

Hello, i have a proposal for

Trading


- add possibility to repurchase sold ship at a special prize (= previous selling prize - some transaction costs) within the station you are currently in.


For example: you own an imperial clipper and want to buy a type-9 to try it out.
During fitting you realizes that with your budget you cannot make it jump more than 10ly, but you need for your current trade route a jump range of 13ly.
So you would need to rebuy your old, fully fitted ship.
Since imperial clippers are mostly sold at imperial stations, you get a real problem should you be located deep into federation space.


Greetings
CMDR St Rs
 
Hello, i have a proposal for

Trading


- add possibility to repurchase sold ship at a special price

No, you need to take responsibility for your actions and by the time you are in the market for a Type 9 then you should know not to consider buying a ship unless you have at least double the asking price, 3 to 4 times is probably a better bet if you want to outfit the ship and have some cash over for insurance and to buy cargo if you are trading.

If you want to play around with ship configurations then there are tools available on the internet that let you do just that without even loading the game.

When I first bought my Python I grossly underestimated the amount of cash I'd need to get it up to specification and ended up flying with no cash at all let alone enough for the insurance and not even enough for a full cargo load but I managed to build up the working capital but it's a mistake I'll never make again.

If you are prevented from making mistakes you'll never learn not to make them in the first place - It's a big old galaxy out there and it's a harsh mistress.
 
Continued mission progress update(s):

Similar to how someone suggested ignoring or denying the updated part of a mission that goes against the main objective of your current mission(ie I'm out hunting traders when all of a sudden the USS I went into has someone asking me to kill pirates instead), could it be possible to continue keeping count of what I've done already?

I've already destroyed half of the traders I need to complete the mission, then it updates, now both numbers for pirates or traders I need to destroy to complete the objective are listed, but the amount I've already destroyed ends up being lost to the void of space. While I don't mind the mission updated in such a way without my say so, what I can't stand is that I no longer know how I'm progressing, or if I'm even making any more headway in my original objective.
 
It has bugged me for some time that in the system view there is no ring type info for rings around suns (mostly brown dwarfs orbiting around living suns, as far as I can see). There's no reason to omit that information. It's not as if there were any fundamental differences between these rings and those around planets.
 
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