Common suggestions to improve Elite: Dangerous

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Hi guys.

well. its plain and simple really.
why has a game like elite dangerous. that has a massive universe made into such a sun grind.
i love the game, but in eve, you dont go from sun to sun. you go to different stargates. couldnt some kind of variation have been done with elite dangerous. making it possible to warp from planet to planet or moon to planet to station to sun. or asteriod belt to station. i think it kills the amazing atmosphere elite dangerous has. and makes it into a sun hunt. sun to sun to sun. in real life also. you would follow the suns. maybe. but i dont think you would warp in so close to them. is the game always going to be a sun grind. ? kind regards
 
Hi guys.

well. its plain and simple really.
why has a game like elite dangerous. that has a massive universe made into such a sun grind.
i love the game, but in eve, you dont go from sun to sun. you go to different stargates. couldnt some kind of variation have been done with elite dangerous. making it possible to warp from planet to planet or moon to planet to station to sun. or asteriod belt to station. i think it kills the amazing atmosphere elite dangerous has. and makes it into a sun hunt. sun to sun to sun. in real life also. you would follow the suns. maybe. but i dont think you would warp in so close to them. is the game always going to be a sun grind. ? kind regards


Greetings all, The original Elite did have Stargates and I have to agree with you they were and would be much better.
 
I'd like to talk about the introduction training missions and how to make them more accessible and to make a greater impact on the player.

1. Surely the training videos could acknowledge your preferred set up and tell you the buttons you need to press by prompting you as and when it happens. So if it tells you to switch power around your UI it will highlight what buttons you have to press onscreen in order to do it, maybe even pausing you when you take damage to remind you to take power from weapons to shield or engines.

2. Anyone seeing my introduction post will see I didn't realise you could have external docking bays. Switching the travel training to utilise an internal docking bay to fly out of and an external one at the destination station would improve this a great deal without feeling like hand holding.

3. Can we change our hud colour please? I mean I like orange but I love green.

4. Starting class might be nice, admittedly I'm not sure as I think starting out barebones will make getting their more fun.

5. A cantina playing a particular piece of music? Ok I'm jesting there.

6. In built newspaper for when you're travelling? I mean some of those jumps take a minute or two to complete so yeah being able to keep up with current in game events using a newspaper or pad would be cool.

7. Basic colours for free on ships? I get charging for flags etc but a lick of paint shouldn't cost actual money.
 
Not sure if this should be posted here, but anyway.
I know a lot of people will disagree on me, while some may agree, but it's just a suggestion.
I've noticed ship modules can take a hell lot of shots to be destroyed, most of the times when I'm attacking one, the ship itself gets destroyed first before a fair amount of damage is given to the modules.
My suggestion is that after the shields are down, ships should suffer serious damage, just think about a ship crashing against a high velocity projectile, that'll surely rip through or seriously damage anything it hits, just like a laser beam burning a module like the Frame Shift Drive or the power plant, it shouldn't take this long. A heat seeking missile for example, if it get a direct hit against a ship hull it should obliterate it, leaving the ship in a critical state with multiple critical failures. Look at many flight Sims, be it WW2, where a small burst of cannon rounds can disable an aircraft, or a modern one with jets, where a SAM close explosion may damage the aircraft forcing the pilot to RTB or eject. Also, the small rotational thrusters around the ship should get damaged and fail, making it difficult for a pilot to land or maneuver, giving him the choice to eject (and maybe still get a bonus or smaller insurance cost for a new ship) or try landing, crashing and losing the ship (adding more penalties to deaths) (<-- that's a new idea right there)
This would also make a commander's first priority to keep their shields up, and if trying to flee, to maneuver, so that the enemy can't get a shot on a vital module (Can't say how many times I couldn't stop a ship from jumping because no matter how much I tried shooting it's engine or the FSD, it wouldn't damage enough).
It would also make traders that use to run without shields (like me) to be way more careful and maybe even reconsider using shields. It got me frustrated yesterday, even though I won. I was in an Adder, without a shield, and got intercepted by a Python (AI), since I wasn't carrying any thing and could pay for the insurance I just went full and tried engaging him, so I turned 180, and even though I took some direct hits it was like if nothing happened, I took some damn cannon shots to my canopy and hull but nothing "worryable" happened. So, since, lucky for me, the AI is seriously bad at maneuvering I could just keep behind him, shooting lasers for +6 minutes until it went down. At 3 of the 4 times I took his shield down I tried shooting only at modules, like the drive, the power plant, the FSD, just to watch his hull, though slowly, going down faster than the modules. (It's also a suggestion that they seriously improve AI's flight behavior, that barrel roll while boosting isn't really so effective as it is beautiful)
Thanks for reading this far :)
 
Not sure if this should be posted here, but anyway.
I know a lot of people will disagree on me, while some may agree, but it's just a suggestion.
I've noticed ship modules can take a hell lot of shots to be destroyed, most of the times when I'm attacking one, the ship itself gets destroyed first before a fair amount of damage is given to the modules.
My suggestion is that after the shields are down, ships should suffer serious damage, just think about a ship crashing against a high velocity projectile, that'll surely rip through or seriously damage anything it hits, just like a laser beam burning a module like the Frame Shift Drive or the power plant, it shouldn't take this long. A heat seeking missile for example, if it get a direct hit against a ship hull it should obliterate it, leaving the ship in a critical state with multiple critical failures. Look at many flight Sims, be it WW2, where a small burst of cannon rounds can disable an aircraft, or a modern one with jets, where a SAM close explosion may damage the aircraft forcing the pilot to RTB or eject. Also, the small rotational thrusters around the ship should get damaged and fail, making it difficult for a pilot to land or maneuver, giving him the choice to eject (and maybe still get a bonus or smaller insurance cost for a new ship) or try landing, crashing and losing the ship (adding more penalties to deaths) (<-- that's a new idea right there)
This would also make a commander's first priority to keep their shields up, and if trying to flee, to maneuver, so that the enemy can't get a shot on a vital module (Can't say how many times I couldn't stop a ship from jumping because no matter how much I tried shooting it's engine or the FSD, it wouldn't damage enough).
It would also make traders that use to run without shields (like me) to be way more careful and maybe even reconsider using shields. It got me frustrated yesterday, even though I won. I was in an Adder, without a shield, and got intercepted by a Python (AI), since I wasn't carrying any thing and could pay for the insurance I just went full and tried engaging him, so I turned 180, and even though I took some direct hits it was like if nothing happened, I took some damn cannon shots to my canopy and hull but nothing "worryable" happened. So, since, lucky for me, the AI is seriously bad at maneuvering I could just keep behind him, shooting lasers for +6 minutes until it went down. At 3 of the 4 times I took his shield down I tried shooting only at modules, like the drive, the power plant, the FSD, just to watch his hull, though slowly, going down faster than the modules. (It's also a suggestion that they seriously improve AI's flight behavior, that barrel roll while boosting isn't really so effective as it is beautiful)
Thanks for reading this far :)

One problem, you're neglecting ship's whose biggest defense is armor(mainly just FDS) and military craft that should be more resilliant than other ship's. Currently the game itself trie's to make these useless with PP targeting, there needs to be some love for these ship's in my opinion. :)
 
Increase ammo capacity for the following weapons:
- Fragment Cannon to 3/90 or 3/120
- Rail Gun to 1/60 or 1/90
These could use a buff as well but not as critical as the ones above.
- Missile Rack C1 seeker 6/18 and dumbfire 8/24
- Missile Rack C2 seeker 8/24 and dumbfire 12/32
 
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Ship Naming (already on the list):

I think that this would involve actual FD personnel approving the names. After all, who wants to see every other ship named after someone's favorite body part. Based on that thought, I suggest that ship naming be something that would cost actual money. This would bring additional funds to continue development and pay the people who have to do the approvals. FD probably would need to reserve the right to remove any name that was deemed offensive after the approval process, in cases of slang, language issues, etc. that may later be discovered. Duplicate names should not matter, as the ships are owned by people with unique names.

Also, names should be transferable (maybe for in-game credts?).
 
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Since I caught some flak for the idea of having a shuttle service for your ships, I took some time to consider alternatives. I think it would be much easier for FD to simply add a menu item at login to allow you to pick which ship you would like to start the game with in the event you have more than one ship. That way you could fly your own ships to consolidate them in a single station. Not nearly as big a change for the game as a shuttle service, and I think the players would like the option.
 
Since I caught some flak for the idea of having a shuttle service for your ships, I took some time to consider alternatives. I think it would be much easier for FD to simply add a menu item at login to allow you to pick which ship you would like to start the game with in the event you have more than one ship. That way you could fly your own ships to consolidate them in a single station. Not nearly as big a change for the game as a shuttle service, and I think the players would like the option.
+1
Now that is a good simple answer to the problem, why didn't I think about it ???? ;-}
Mijk
 
Since I caught some flak for the idea of having a shuttle service for your ships, I took some time to consider alternatives. I think it would be much easier for FD to simply add a menu item at login to allow you to pick which ship you would like to start the game with in the event you have more than one ship. That way you could fly your own ships to consolidate them in a single station. Not nearly as big a change for the game as a shuttle service, and I think the players would like the option.

https://forums.frontier.co.uk/showthread.php?t=71102&p=1188301&viewfull=1#post1188301


1) REMOTE SHIP TRANSPORT

We get the planned mechanic of being able to request a remote ship is shipped to our current location. This is done via a transporter, and takes a realistic amount of game time.

So if it's X hundred light years away, it may welll take a few hours of game time to get the ship to your current dock. So should you request this and leave the game. On your return a few hours later, your other ship will now be available.

An uber nice touch would be to actually be able to see the transporter turn up at the station at arrival time, and for your ship to go into the station.

2) PILOT TRANSPORT

Using the same system, you book your current ship (and you) to be transported to another station. Again this will take real game time. Ideally you'd do this request before leaving the game over night or something.

If you decide to cancel mid-transport, you're left in an appropriate system enroute just as if you'd jumped in, ideally seeing the transporter hyperspacing away.

To aid game mechanics I personally don't think you should be able to book transportation to a station you haven't previously been to. Use a hand-wavium of some form of registration at the station or something.



ps: NPC characters simply flying your ship is an even simpler explanation than using a transporter! But I think it would be cool seeing these transporters arriving at stations delivering and taking ships away.​
 
OK, so I haven't been to Sol system yet, but I have a question\suggestion about it. Basically, New Horizons.
In my opinion, that would be awesome, if you could update Sol system so that Pluto would look the same in Elite universe as in the real one.
 
A little bit of control improvement

So, there are alternate keys for throttle up/down, but they both use the same setting of throttle type (continuous/10%/12.5/whatever), and there is a problem. I personally want to use both mousewheel and gamepad bumpers for throttle. But if I use continuous, mousewheel throttle is useless, if I use percentage, i can't hold a bumper to continuously change my throttle.
It also bugs me that I can't use "right stick press" and "mouse wheel press" for something useful as they're bound to "look around inside the cockpit". I'd like to change that option too.
Also, that would be awesome if you could add saving user control schemes. I don't really like searching user files inside game or appdata directory to back up controls (I like to experiment with those).

So, more indepth control options please?
 
I'd really like it if the control binding screen had a mode for displaying what controls are bound to a button when you press it. Would be handy just to check if I'm using a button on my HOTAS before re-binding it and having to chase down what the option is. A text-filter or tabs for the controls screen would be nice too -- it's a bit much to scroll through.
 
When requesting docking it would be nice from the immersion point of view to HEAR the officer like "Welcome to Lyne Port Commander, docking request received, stand by for clearance... Docking permission granted Commander, please proceed to landing pad 23. Control your speed and make sure your approach vector does not obstruct other landing pads. Control tower out." Its just an example. There can be many variations and voices used. Some could be harsh some could be really nice and pleasant indicating how welcome you are to the station. Can work really well alongside the docking queue that someone else suggested.
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A PowerChat is a must to direct the efforts of the PP participating players, FD really dropped the ball on this. For players to have to organise themselves on reddit is just plain silly. And while we are on it since there are so many player groups out there, an interface ingame to create groups is starting to be more and more of a good idea so that we no longer have to ask others who are they playing with, again adding a group chat for communication sake. If that would be implemented it would be a good idea for the groups to be able to form bigger wings so that they can stay in the same instance too.
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A third feature I'd like to see only makes sense after FPS arrives. I would like jumping to NOT be instant but rather for every LY travelled some time should have to pass, I'm thinking about a minute or less. This would mean that and average jump of about 20LY would take lets say 17 minutes. We could use this time to wander the ship and work on some wear and tear or whip our Imp Slaves to mop the deck faster if that's your thing. This naturally means that the travelling will significantly increase in time so to offset this it might be beneficial to increase the jump range by quite a bit for all ships (30% ~ 40% maybe? If we then reduce the time for 1LY to about 20 seconds a very likely jump of 50LY for some ships would mean about 16 to 17 minutes at the speed of 3LY per minute) so that less jumps are required and of course FD should give us a lot of things to do inside our ships. I think it could work really nicely since small ships can't jump very far and, because they're small, there is not much to walk on, but that should be ok since the wait will be very short (or even non-existent and similar to the way it is now if we make light ships eat LY's faster than the heavy ones). On the other hand, massive Anaconda or Python pilots would have plenty of time to taunt some Illegal Slaves packed in the containers in the cargo hold, then play some poker with other players that are catching a ride, then grab a fusion cutter or whatever magic wand FD will give us to fix our ships and work on that busted Laser capacitor that makes it overheat earlier than the others and so on. PM me if you'd like me to make a separate suggestion thread to expand on the idea.
 
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-Wall of text warning-

Imagine, you just dropped out of Supercruise. Your ship is low on fuel and you are here, at the closest gas giant, for some fuel. Of course, you're several hundred lightyears from home and have no other way of refueling. You descend into the clouds, fuel scoop out, just like last time. But then, out of the corner of your eye you see something. Movement? It must just be a shadow. Just to be sure no one is trying to sneak up, you check your scanners and turn towards the object so you can get a better view. Nothing. Either whatever it was dipped down into the clouds out of sight or you're going crazy from not seeing another person for who knows how long. You continue gathering your fuel when you see movement again. This time, you know it's for real. You can make out a body, nothing more. Massive in size. A set of massive You're sitting, stunned at what you just saw. Life on a gas giant? This simply cannot be. Nothing could possibly live in such a toxic environment. The creature comes up one last time, into full view. Spewing gasses out of what look like gills on the side of the body. Wings, or some sort of fins, wave as they push the creature around. It looks like some sort of whale-like organism. The density of the air on this planet must keep it suspended above the hotter gases towards the core. But what to do with such a creature?

An example of what I am talking about can be viewed here;
https://www.youtube.com/watch?v=s-45NTlgp-o

These could be super rare encounters. Perhaps promote some sort of "Space Whaling" in which a rare commodity could be gathered from these creatures. Could bring a whole new meaning to big game hunting.

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Next I suggest an ability to have a submersible ship, or a submersible on the ship for use in underwater exploring. Oceanic exploring could add a while new style of exploration. All sorts of life is under water and this would bring a whole new set of challenges to exploring.

- We would need to outfit our submersible craft to so deeper and deeper into the abyss
- You never know what might be lurking in the deep (Giant alien kraken perhaps?)
- Unlike unobstructed space, light doesn't like going here. You might be totally blind to what is around the corner.
- Race of sophisticated under water beings?
- Life under and Icy Planet's surface could require drills to get to
It is currently speculated there may be life in the oceans under the surface of Europa
- Subnautica in Elite :O

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Obviously with space exploration would come tons of new and unknown species (We would hope). Some ideas may include;

- Mechanical Life
Species derived from here could have come about for many reasons. They may have been made by organic life and taken over (Robots took over the world :O). Or they could have come from unknown origins and taught to self replicate. Perhaps an ancient alien race made them to protect planets from harm. Maybe even made to protect whole planets that housed intelligent life but were forgotten when they disappeared.

- Organic Life
Obviously we fall into this category but running into clones of ourselves the originated on the other side of the galaxy is boring.
What would have happened if a hive minded species came about? Obviously this has been thought of before, but it's absolutely terrifying. Why? Imagine walking through the woods on an alien planet and you stumble upon a feisty little creature. Not exactly terrifying, small enough to take out with a single bullet. The isn't attacking, just hissing at you. So (undoubtedly) you shoot it. Only to realize that in doing so 100 of his buddies are suddenly surrounding you. There's no escape. They all think with a single mind, each individual acts as a part of a single entity. Communication is key to victory after all.

- Organic life with Mechanical units (Think humans in mech suits)
A bunch of terminator style robots controlled by tiny aliens no bigger than a foot tall would be hilarious. (They must be compensating)

- Life of unknown origin
This could literally be anything. But my idea of it would be something similar to the Protoss race from Star Craft.

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Space debris

Space is a harsh place. Sometimes you're bound to come across a battle cruiser that has been ripped to shreds and left to float forever forgotten. This could include old abandoned stations, mining facilities and maybe even areas where war broke out on planets. Special instances could be implemented where an entire unscathed ship is floating around and the entire crew is missing (How creepy)

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To branch off the above statement, some horror style implementations would be amazing. Maybe when we have the ability to move freely through ships and stations we could board these abandoned ships. This could lead to a hidden story line or special goods.

Imagine you drop out of FSD to find a wedding barge (lol). But unlike the others, this one is silent. No lights, no comms, not even a heat signature. You decide to dock with it and check it out. Come to find out when you board there is blood everywhere. Something crazy happened here, but there was no signs of attack so it must have originated from inside the ship. Upon further exploration you start to hear a little girl laughing and giggling. Saying creepy things like "Do you want to come and play with me" or singing a child's lullaby (typical I know). You explore further to find out one of the crew members introduced a drug into the Life Support Systems to give everyone a nice high for the after party. Little did he know, this drug he probably obtained on the black market wasn't meant for children. Basically the little girl went crazy and murdered everyone.

If these weren't all over the place and more of a random (rare) encounter it could create a great experience for us.

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Space Radio

I know, I know it would be an expensive endeavour to have a list of the best songs implemented into a radio station. But, if we could have at least a newscast for Galnet it would give us something to listen to on the long journies from Lave. Perhaps even some sort of tv style screening would make it more interesting.

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Crews/Orginizations/Player Owned stations/systems

For the first time in the history of gaming you could allow every individual playing the game a player house and you wouldn't run out of room.

I would personally love to buy a station. Whether this station could be used for personal profits or just someplace to call home, it really doesn't matter to me.

On one hand, if you could buy/build a station you could control prices of ships/modules/commodities flowing through the station. A whole corporation could be built out of a single station. Giving station owners the ability to buy ships in bulk at a discount would allow them to buy lot's of ships to make available for visitors while still making a profit and not deviating from the prices of the ships in the game. If you buy enough ships in bulk maybe you could offer them for a little less than NPC characters while still making a profit. The same could be said for modules. Commodities would be made available as players sold them to your station. Now, it has been said before that this would stop players from playing the game normally. I personally think this is a mistake. Buying a station would cost billions of credits. Then, you would have to donate money to the station so it could pay visitors for dropping off the goods you want. This would also take billions of credits if you wanted to be able to pay every person that stopped at your station. You would then have to pay to stock fuel and tools/parts for damaged ships and employee wages or modules to offer these facilities at your station. This would be something to do at VERY late game and would most likely require several people to run. I personally think this would only keep people who like this sort of thing entertained for a very long time.

On the other hand, just having a personal place to store your ships/modules and goods would be very nice to have. At least let us buy a room/apartment/house at an existing station to add to the whole "home" thing.

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Stock Market

You should be able to buy stocks with all of the minor/major factions and this could also be implemented to work with player factions if we ever become able to own a station as stated above. If you know a particular faction is going to do good (because you're doing quests for them perhaps) buy some stocks and make a couple extra bucks.

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Player to Player mail

Just a simple email system to send messages to friends offline please and thank you

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Ship transportation

Okay so it's not so bad to buy a taxi ship to go pick up my ship and drive it to it's new home but I would really like a system that I can pay to have that done for me. So what if it takes x amount of time to arrive.

Additionally, please let me sell ships at stations I'm not currently at.

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Fines and Bounties payments

Okay so I know the current system is meant to pull you away from hunting so you have to go turn in your bounties and you can come back later. But come on, I have to go to two or three different stations to collect on one guy. Then, should I forget because I was in the middle of a trade run when the tried to kill me I have to go back for it. Please let us collect all bounties and pay all fines anywhere we are. Is there no mail in space? Even if we had to pay a fee the further we were from the system it would still be better than backtracking 5 systems to pay a 100 fine because I bumped into a guy and forgot to pay it before I left.

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Planetside collecting resources

Once we can go into the planets we should be able to collect animal parts (hides/meats/etc) and resources from the ground. Perhaps we could craft these resources into new things to sell or use.

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Planetside Survival Tactics

Sooooo, you landed, you walked in a random direction and forgot where you parked. Now you need to find food and such, hope you can find your ship again.

Okay so there should probably be a beacon on the ship. But lets say you ran out of gas or your ship is badly damaged. You need to wait for rescue now.

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Please stop letting Police ships pull me out of FSD right before I get to me destination.

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Customization

So, I play on the Xbox One. On PC you can open a text find to change your hud colors and such. Please implement this as an option in the menu.

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Weapon Submodules

- module to reduce heat generation on laser at the cost of power
- module to increase clip size at the cost of power
- module to increase power at the cost of ammo capacity or clip size

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AI

Voice commands?
At least a better/ more talkative AI

If you have never played Anno 2070 check out their AI helper. She sounds very good and is super talkative. I don't know about everyone else but I would like it in a style more like this.

Voice/style of AI option. Sever different voices or styles might be really cool

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That's all I can think of for now. I hope you guys enjoyed the lengthy read and I hope to hear your replies!
 
Velocity trails on HUD

Something I'd really like to see is the ability to turn on HUD generated velocity field/trails.

Last time I saw this kind of thing was in I-War and I-War 2, which I think worked really well:

https://www.youtube.com/watch?v=m4dBfLfLrwg

When flying with FA off it I think it would really help to give a more visible indication of which direction you're heading in while keeping your eye on your target.

The space dust is OK most of the time, but can be hard to make out in your peripheral vision while staying focused on your opponent in combat.

HUD generated relative speed path trails on ships would be a nice addition too, but the exhaust trails mostly serve the same purpose so I'd settle for just the velocity field lines :)
 
Navigation Computer Module
Add a Navigation Computer Module (similar to Docking Computer) which will navigate your ship from the Nav Beacon to the designated destination (station, resource extraction site, planetary system).
It would work by plotting a course, and picking the average speed needed (the middle of the blue speed zone) and would drop you out of Supercruise once you get into range.
The computer should disengage if you are ever Interdicted. Just like in real life it would add a 'shock feeling' to the player, going from a state of relaxation to a state of awareness.

New Ship
The Clipper - The baby sister of the Imperial Clipper.

Dimensions : Small enough to fit on a Medium sized Landing Pad.
Hardpoints : 2x Large, 2x Medium, 1x Utility Mount
Internal : Remove the 2x 2 Internet Compartments (smallest ones) and 1x 3 Internal Compartment. Reduce all others by 1

It should be only slightly bigger than the Vulture. Pack as big of a punch as the Imperial Clipper.
I don't even mind if it was the same price as the Imperial Clipper. It already is a beautiful ship.
Maybe give it the same internal Compartments as the Vulture (with 1 additional 4 Compartment)

Design wise, it should have top and bottom thrusters on the 'wings' to give it a faster Roll. The yaw and pitch should stay the same as the Imperial Clipper (because of its design). Maybe add a front thruster under the nose to give it a slightly better roll. For this reason, maybe keep the Thruster Mounting as a size 6 to add to the monetary cost of the additional thrusters.
 
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Navigation Computer Module
Add a Navigation Computer Module (similar to Docking Computer) which will navigate your ship from the Nav Beacon to the designated destination (station, resource extraction site, planetary system).
It would work by plotting a course, and picking the average speed needed (the middle of the blue speed zone) and would drop you out of Supercruise once you get into range.
The computer should disengage if you are ever Interdicted. Just like in real life it would add a 'shock feeling' to the player, going from a state of relaxation to a state of awareness.
Confused... What's the real purpose with this? All yuo have to do is pretty much aim and put your speed in the middle of blue? At the end as you get close to your destination there's you obviously have to adjust your direction repeatedly, but that's it.

Why do you want a computer to do that? Are you looking to free yourself up to do something else, eg: browse?
 
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