Common suggestions to improve Elite: Dangerous

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Station suggestions
+1
I'd just like to add that lowering stations complexity would be fine in my case. I guess Clilverds' nice idea could help. Game works fine for me, except huge stations are eating my fps and breaking my disc every time I jump out from FSD. I have 4Gb RAM and 1Gb graph. memory.

FSD suggestions
+0,5
Nice idea, except ships were designed to FSD jump all day. Who would buy a car that cracks whenever it goes up the hill? Ofc, more twisting, cracking and rattling would be nice for cheaper FS drives.

Dashboard suggestions
+1
Just to add that forum color schemes should be able to follow this idea in the same way.

Super Cruise suggestions
+1
Adding Doppler and blurring effects would be nice sensation when speeding up/down, if possible. But what after reaching light speed? Should we see just computer projections of celestial bodies and enjoy the view when traveling slower than light?

Player head suggestions
-1
No, please. It could make some players feel seasickness, from my experience. All cockpit is already moving quite enough, imho.
 
SHADOWS of the VOID or SPACE GHOSTS

"'Oh, You can't do anything about that, said the cat:" we're all mad here."

From the report of Dr. Lewis Carroll "The results of studies of psychological abnormalities and the consequences of a prolonged isolation":

Far from civilization, the hustle and bustle. Where in a radius of 1000 light years there is no other person, explorers of deep space alone with his thoughts. When management of the ship or a regular scan of the system becomes so commonplace that the brain in these processes virtually cease to participate, when all thoughts, worries and anxieties, one by one begin to leave the head, when absolutely nothing is distracting, in such moments the human mind moves on to new, hitherto unattainable level. The person becomes one with the infinite universe. In these moments, one starts to hear in the beginning, and later to see... "them"...

It all starts quite innocently: static on the radio, distant snatches of songs and someone talks. Then harmless conversations with imaginary people, often appear in the stories of relatives and friends, i.e. all those who stayed "home".
Due to the natural desire to acquire the company, as a means to get rid of the oppressive feelings of loneliness, diseased mind is able to recreate images and even make the patient to believe in the reality of observed events, no matter how paradoxical they may seem to "average person". In the early stages, the patients were informed about the malfunction of the radar, since it did not display visually observed the lights of other ships in the cruise mode. Some even tried to get in touch with them. Meanwhile, onboard computer recording, this is not confirmed.
As long the mind disorder progressing, the pilots talked about the steps on the ship, and a strange "light around the corner", which every time fade down as they approach the turn. Then heard a steps of the fleeing man, but neither to catch, nor just to see the mysterious "man with the flashlight" they have not managed.

One of the patients, spent in "deep space" more than the half of the year, told me that when he was exiting the "FSD jump" in the new system, he crushed in the middle of a large-scale battle, in which he barely survived. As proof of his words he provided a holographic picture of his ship, at the time of arrival to the station for repair. The ship indeed, was seriously damaged; however, the way in which structures was melted, pointed out rather to thermal damage from contact with the crown of star, rather than the damage from beam weapons. Records confirming his words, in the onboard computer, also were not detected.

Another patient told me even more interesting story. Upon visual inspection of another one just scanned planet, on the "night side" he suddenly noticed a bright light source. Without wasting a time, he went to investigate this anomaly, because according to "star maps" in this sector there are no inhabited settlements. And what was his surprise, when descending in "orbital cruise", he saw a trading settlement. Lots of lights and holographic advertising stands, showed the obvious presence of people, which after landing he met. The "locals" were friendly and offered to trade. After a few "good deals", with "local’s" permission, he went to inspect the settlement. However, further a "strange things" start to happen: with each step the air around grew denser, slowing his movements. The lights and sounds gradually faded, and when he turns away, all people somewhere disappeared, and after that an individual buildings and entire housing began to dissolve. And here he is already on all fours in the middle of an empty landscape, the oxygen supply is running out (about two minutes) and his ship, which just was standing exactly at the landing site, rolled over on its side, lying on a piece of rock. He took great pains to return to the ship, which as it turned out, was severely damaged, and all goods what was sold to "local", was dumped in a heap near the ship, and the "good deals" turned out to be a pile of useless stones. However, a "weird stuff" on this did not end, when he finished the repair of the ship, had thrown back the cargo in the hold of a ship, got rid of the "collection of the local minerals", and he went into the cockpit, suddenly saw, right out of the wall appears transparent white figure, which passing through the equipment of the ship, went through the opposite wall. Without wasting another minute, he left this "death trap". However, during takeoff, he noticed in the distance from the ship, on the hill, all the same dressed in white transparent figure.

Separately it should be noted that the list of persons that had contact with the pilots is not limited to this, and a fairly extensive and varied, both in appearance and in degree of materiality, some were able to interact with material objects.
According to the patient, he was going to the "saloon" to little rest, when passing the infirmary, he saw a girl. She was in the Imperial pilot's suit, with a helmet on her head and stood with back to him, something typing on the screen of the medical computer. He called her:
- Um... Miss? What are you doing here? Miss? Can you hear me?
She didn't react to his words, then he turned to the onboard computer:
- Astra?
- Yes commander?
- How an extraneous is get on board?
- "Extraneous"?
- Hell, yes! This girl over here!
pause
- According to the biometric scanner, on board was detected one person.
In the head flashed: "Maybe she is android or cyborg?"
- Is she a cyborg?
- Negative. Cybernetic organisms on board were not detected.
In the head flashed again: "Who are you and why are you here? In the end, this is MY ship":
- Miss! Care to explain how...
With these words, he seized her by the shoulder and turned to face him. Actually the "face" in place was missing. Broken "visor" of the helmet was empty, it had no face or rather there inside was nothing, just darkness.

Such stories are not uncommon and, despite the "evidence" of patients that not only they talk to "ghosts", but the "ghosts" are replied and even gave all sorts of requests or pointed out hidden treasures, but to the reality of these stories have no relation. From a psychological point of view such incidents is understandable: isolation, lack of communication and remoteness from civilization - all these factors have an extremely negative impact on the mental health of pilots and lead to the creation of imaginary "visitors". To prevent such incidents, we can recommend:
- Provide onboard computers with programs, synthesizing correct human speech in the form of communication (dialogue) with the pilot (as an additional option, for explorers only).
- Provide a multicrew ships with androids with the "butler" or "co-pilot" role, to create the effect of "presence".
- How richer it can, fill out a pilot's "leisure": when a person's mind is busy by working, he doesn't focus on negative thoughts. For this purpose, it is necessary to provide a onboard computers with all sorts of simulators, on which the pilot can work out the controls of the ship (for example, maneuvering in the asteroid belt with a broken automatic stabilizers ("flight assist") or unarmed care from the pursuer, equal in speed to the pilot’s ship), and a set of holographic videos and mini-games.
- Also useful are the "memorabilia": posters, awards, prize cups and just cozy decor elements, creating the effect of a "home away from home", which will support mental health of the pilot at a level high enough to perform his mission.
 
We really need the ability to sort the friends list and group lists alphabetically. Its impossible to find someone in a large group or when you are trying to find someone in a long list of friends.
 
Ye gods and little fishes. Just how many of these diatribes do we have to sit through?
To quote a 1950's Calypso it like an Englishman on a spree - like he swallowed Websters Dictionary...
Mijk
 
Ye gods and little fishes. Just how many of these diatribes do we have to sit through?
To quote a 1950's Calypso it like an Englishman on a spree - like he swallowed Websters Dictionary...
Mijk

Webster's? WEBSTER'S!! No Englishman would be seen dead with Webster's, it's the Oxford English Dictionary or nothing
 
Webster's? WEBSTER'S!! No Englishman would be seen dead with Webster's, it's the Oxford English Dictionary or nothing
Well if we split a few hairs, use the Shorter Oxford Dictionary, the OED tends pull your pockets out of shape ..
But I was quoting the Calypso & Trinidad is 'tother side 'pond lad. ;-)
Mijk
 
I really just wanna see an actual SOCIAL HUB be integrated into ED.

When were actually able to explore stations and whatnot, can't there be bars and cafe's? Can we not get actual use out of Passenger ships with multiple players/NPC's making use of everything these ships, apparently, have to offer?

Also, does space need to be THIS empty? Could we not see implementation of derelict ships? Retired mining drills, destroyed stations, debris of ancient warships, exploring derelict ships? I mean, spice things up, generate something, take some inspiration from EVE and make use of all this SPACE.
 
Yeah - we Umans won't be satisfied until the whole galaxy is filled with our litter, garbage, failed Good Ideas, successful Bad Ideas and General Junk.
There will be no room left for a Loan Wolf to make a modest living among the skeletons of the rest of ?umanity.
Mijk
 
I suspect you meant lone wolf but I like the idea of a borrowed wolf roaming the galaxy.
Ah - It all depends on the current experimentation on mind transfer getting over the species gap...
Talk about tangle fingers - rather it's tangle brain ---note to self - sheeesh -I realy should remeber to read what I (and the spellchecker) wrote b4 hitting ENTER.
 
The dates, pseudo-scientific language and events, may be subject to change.

A brief historical background.
The history of the «energy shields» has more than a thousand years.
Back in 2030, scientists of the planet Earth (Sol system), in studying the properties of quarks, was put forward the theory about the possibility of creating a «directional flow of elementary particles» which can distort the trajectory of energy. Later experiments showed that the vector of refraction is passable not only for the energy particles, but also of matter and gravity. Later in the year of 2216, were built the first «energy shield» prototypes and to 2252 year, in connection with intensive space exploration, the use of the «energy shield» generators has become widespread.
The system of a «directional energy field», which protecting the ship from a certain side, was so successful, that almost have not been modified for over 700 years. However, with the invention of the "retrainsfielding of the polarized particles" in 2974 year, it became possible at year 3003, to create the first samples of the "unified field" generator, which allow to automatically redistributing a taken damage by the entire vehicle, greatly increasing the defiance characteristic of the «energy shields».
Over the next 300 years, until the end of the first galactic war with an alien race, the design of the «energy shields» remained unchanged. But in 3302, the exploring of the "system name" system (the site of a major battle), on a distant planet had found the remains of the frozen in the glacier «Mother ship». During the war, such "carriers" was a real threat to large ships. Each of them can carry on board a number of small fighters, which attack at coordinated "swarm" causing a huge damage. The study of the ship’s tissue samples showed, that a well-synchronized system of enemy fighters, more resembling a shoal of fish, was not simply a tactical ploy, but a biological necessity. Like with the "retrainsfielding of the polarized particles", a harmonious movement of fighters, hid the damaged ships into the depths of the swarm, thereby preventing to destroy them. The research of this manner of behavior, has led to the creation in year 3306, the "symbiotic module" that allows to recharge the shields from other ships, by redistributing charge of the «energy shields» between all ships in equal proportions. Two years later, the «energy shield» generators have undergone a significant modifications, allowing the "symbiotic module" not only to redistribute energy between the shields of all ships in the vicinity, but also reinforce the shields: the more ships within range (300 meters), the higher the strength of the shields (the concentration at the epicenter). Due to the small radius of action, the "symbiotic retrainsfielding" turned out a no efficient to use in a large ships, however, till now-a-days, it’s earned a great popularity in cohesive and well-coordinated teams of the fighters.
 
• SHIP COMPUTER (sound):
LANGUAGE: Make an option to change your ships speaking language (ex: japanese, russian, spanish)
SEX: Male or Female option
PERSONALITY: (MALE) Agresive, Geek, Friendly // (FEMALE) Sensual, Playfull, Serious

• TOP GALAXY NEWS (ENGLISH)
have an option to turn on the news radio, and be able to hear the most important news (if the budget allows to pay someone to read it and record it ;) ...).
Factions Leaders Voice: whenever a news has a "quotation" make the leader actually speak.
(EX: news lady speaking - "In todays news, Princess Asling Duval made a harsh statement against Zemina Torval" Asling Duval Speaking - we will not tolerate any ilicit slave trading in system bla bla bla........
 
PLAYER DATABASE:
Like Battlefield 4, which has a browser player database,
check http://inara.cz/ and talk to them if you can integrate like a "upload statics buton" so we players can show of our statics to other players xD (without inputing manually everything)

To Inara.cz guys, if partnership is succesfull make a facebook app where I can see who is an active Commander on my Friend list.
 
• SHIP COMPUTER (sound):
LANGUAGE: Make an option to change your ships speaking language (ex: japanese, russian, spanish)
SEX: Male or Female option
PERSONALITY: (MALE) Agresive, Geek, Friendly // (FEMALE) Sensual, Playfull, Serious
Your mean we cannot have an agressive friendly geeky girl
Nor a playfull seriouslky senusal boy?
Isnt that just a little 20th century?
• TOP GALAXY NEWS (ENGLISH)
have an option to turn on the news radio, and be able to hear the most important news (if the budget allows to pay someone to read it and record it ;) ...).
why don't you do it for free, no doubt ED could email you the rushes...
Factions Leaders Voice: whenever a news has a "quotation" make the leader actually speak.
(EX: news lady speaking - "In todays news, Princess Asling Duval made a harsh statement against Zemina Torval" Asling Duval Speaking - we will not tolerate any ilicit slave trading in system bla bla bla........
Mike
 
Probably been suggested before but here we go:

When docking the focus on the options (Services/Launch/Etc) can change all by itself so it's easy to accidentally press "Launch" which is a bit of a pain as you have to leave, turn around and dock again.

What I'd like is if the Launch option is selected within 30 seconds of landing a message pop up while your ship is being turned around with something along these lines:

"Select 'JUMP' to cancel Launch"

The Jump command seems a good one here as it otherwise does nothing when docked.
 
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"Multi-missions" and "Intersection of interests".

* "Multi-mission" - is a mission in which is possible to perform in addition to the main task, a several parallel submissions, and to the main reward, will be added a rewards for completed submissions. Example:
- Get in the asteroid belt the "Platinum" in the amount of 5 tons. However, we are willing to pay "good price" for 10 tons of the "Gold" as well.
- Destroy the ships of "security", 12 ships would be sufficient. However, if destroyed ships will be related to the faction "foe faction name", we are willing to pay for each "such" ship in a double size.
- Our station wile repairing after the "civil war", requires resources: Coltan – 20 tons for the "good price", the Power Generators – 8 tons for the "good price" and common drugs - 50 for the "good price". Besides the food supplies on the station are very limited and we are willing to pay a "good price" for 42 tons of "any kind of product from section food".

* "Intersection of interests" – is a comprehensive mission, associated with attracting players on different sides of the barricades. An hour before the start of the mission is willing to set. Anyone "subscribing" are required to appear in the "control point" at the agreed time. After the end of the set, the lack of players on either side will be compensated by the presence of NPC, respective ranks of danger and firepower to the forces balance. Death during a mission needs to be paid partially or in full, by the «Contracting party» (ransom almost free). Example:
- Side "A", the agitation in the systems №1, №2 and №3:
- Captain, our trade caravan will proceed from the system №4, through system №5, to the system №6, please protect our ships during flight.
For every surviving merchant ship - award. For each downed pirate ship - award (sum for the "wanted", not included).
- Side "B", agitation in the systems №7, №8 and №9:
- Attention of all "hunters for easy money", got a tip, that chic caravan will proceed from the system №4, through system №5, to the system №6, if the guns of your ships are hunger for bloody carnage, and the holds for profit, then you're the mercenary that we looking for! Kill and Steal!
For each downed trade ship – award. After the destruction of the merchant ship, it throws all the cargo into space. (The captured «goods» - not included to the award). For each downed security ship - award.

- Fraction №1 propaganda:
- Stand under the banner of the "Fraction №1" and defend our Fort on the "name of the planet" planet, in the "name of the system" system, from the insidious "Fraction №2" which has encroached on the sovereignty of our ancestral domain.
- Fraction №2 propaganda:
- Stand under the banner of the "Fraction №2" and clear out our Fort on the "name of the planet" planet, in the "name of the system" system, from the insidious "Fraction №1" which seized our ancestral domain.
Mission also may have an award or some other long-term profit.
 
My favourite is the renting out ships. Now THAT is end game career choice. "I have a monopoly on the renting business in SOL" as opposed to "I have a conda."
 
SYSTEM JUMP NAV VIA HEADLOOK

(I posted this once before as its own thread, but thought it'd be better here too)

I thought it would be a handy feature if we could activate a "Hyperspace Headlook Navigation" mode, where the player can use head look to view stars within jump range, instead of using the Galaxy Map.

Explanation:

It would have to remove local objects, such as Stars, Planets & Signal Sources, from HUD view, and show select-able "rings" around background-image star systems that are within Jump Range from the players current system/ship stats.
It could perhaps also show star systems that would be jump-able if the player jettisoned all cargo, signified by another colour, such as red ringed Star Systems.
Systems could also be ringed in red to signify *not enough fuel*.
Systems that are not inside the ships jump range should not be circled at-all, obviously.

Benefits & Scenarios

This would be handy for exploration, especially in the galactic center where route plotting can be very tedious and often impossible. (So I Hear).
It would also be handy for pilots who want to travel towards the galactic core from "civilized" space, without plotting a route.
It would also be handy for pilots who want to travel towards a distant object in the environmental image, such as a distant nebula.
This method of star-travel would involve the players vision, and not computer-calculated routes. It would probably be very cool when using VR.
They player will be simulating Pointing at a star and saying "lets go to that one" or "lets go towards that red smudge" from inside the immersive cockpit experience.
If the player is hunting another ship that Jumps, the player could visually identify the probable Jump location of the target without using a FS Wake Scanner.

I also think we should have the ability to save System Routes, for the players who often make the same trade routes, or exploration routes to Sag A, for example, if i could save a route that takes me there, and another to take me back, would be very handy.

Thanks, Looking forward to debate, suggestions etc.

CMDR Clilverd
 
Missions for "CQC" with reference on the "Labyrinth" theme.
https://forums.frontier.co.uk/showthread.php?t=184890&p=2843846&viewfull=1#post2843846

> "Evacuation - 2"
(all elements of the mission are generated randomly at each new start of the mission).

Preface: А large «transport» or «passenger ship» pursued by «pirates» or «raiders» (category of piracy specializing in kidnapping for sale into a slavery), losing maneuverability at orbit of "randomly selected" planet and crushed near an "island of civilization" (fort, mining facility, factory, research lab or military base). Damage to the power plant leads to a chain reaction, and the reactor begins to heat up. After 10 minutes, it cause a small thermonuclear explosion, the only salvation is to take a refuge behind the walls of the "base".
Objective: By efforts of the players, need to save as much precious "cargo" or "passengers", as possible.
Players start in the spawn point at the "island of civilization". At the "base" are light fighters and cargo or passenger "SRVs". On the crashed ship there is a transport or passenger "SRV" (NPC). From "base" to the crashed ship, on the surface lead from 3 to 4 «roads». In the beginning of the mission all «roads» are blocked, they must be made «fit to travel» for "SRV":
- Small valley among the rocks – rubble of rocks - blow it up.
- Deep canyon is blocking "the way" – have to build a bridge or find the way to crossing with any OTHER way.
- River (river of lava) is blocking "the way" - take from the "base" the canister with «liquid nitrogen» or other substance, throw cans in the river. Cooled lava or frozen river will provide passage for 2 minutes, after that is back to a natural state.
After clearing one of the "roads", "SRV" from the crashed ship, will automatically start moving to the «base».
Periodically from orbit will descend a group of «pirates» or «raiders» on one large ship to the «collection point» of goods or passengers, and 5 - 6 escort fighters. If they are not stopped, they will take part of the «cargo» or «passengers» into orbit.

Additional difficulties:
- Among the rocks of the gorge – periodic earthquakes will fill up the aisles again.
- Deep canyon – periodic siren will sound and alert:
- Attention, approaching swarm of meteorites! All the staff recommended, urgent to find a shelter. Then for 30 seconds, at random will fall meteorites. In order to delay the explosion for the players can be given the ability to disable the shields of the «crashed ship» and to protect a damaged body, re-enable shields during a "meteor showers".
- A river of lava – by crashing on the planet's surface, there was a shift in the tectonic plates, resulting in an extinct volcano near the crash site, periodically starts to erupt, dealing damage to the «crashed ship». The eruption can be stopped by the canisters of «liquid nitrogen».
- On planets with an atmosphere, can be added the attack of aggressive fauna.


> Option of "TD" in "CQC".
(all elements of the mission are generated randomly at each new start of the mission).

As before, there is a "base" and several access "roads" in the primitive labyrinth. In "control points" has a powerful defensive weapons, that can attack automatically or directly by the players.
Background: "Base" subjected to orbital bombardment, which disables a "vital facilities of the base" and all guns of the "point defense". After attack, at some distance from the base (on the opposite side of the maze), start landing a heavily armed «SRVs», and a "wings" of fighters.
At the "base" is a light fighters and light (agile) "SRVs".
Objective: Destroy all enemies and not allow destroying the "base."
While there is a descent from orbit and landing "tanks", players should:
- Fix "vital facilities of the base" (without power generator will not run any of installations).
- Recover the "point defense" guns (it is possible to rebuild after the destruction).
- Repel the attacks of the fighters and taking advantage of superior maneuverability, delay the promotion of "tanks" to the "base", by destroying bridges and filling up the aisles.
- Alternatively (when there will be access to "FPS"), may give the opportunity for players to capture enemy tanks.
- Plants for the production of droids, night missions with spotlights, underground tunnels for "stealth mode" behind enemy lines, laying mines and other delights – are welcome.


> The maze with the portal.
(all elements of the mission are generated randomly at each new start of the mission)

Equipment: Fighters and light "SRV".
Description: Location – maze (human’s technological complex or alien’s structures) in the center of which is the massive construction of the "gateway portal" (a big hull capacity 100), which also is the spawn point for the team №1. On the border of the maze are 2 (hull capacity 50) or 4 (hull capacity 25) spawn points for the team №2, the perimeter of which are "point defense" guns (no delay in firing). On the walls of the maze are "rocket launchers" owned by the team №1, the delay before a volley of missiles in 5 seconds, will give the players from the team №2 an ability to fly (jump) through the walls of the maze, but will not allow them to freely fly over the maze (go on the walls).
The rockets follow the enemy player until colliding with a solid surface, and can damage other objects. In the maze there are several "generators", on top of which (above the level of the walls of the maze) are "energy manipulators" (ray "gun"), by the beam transmitting the energy flow. The generators can be taken by either team:
- team №1 – activates the generator and directs the flow of energy in a "receiver", located on "gateway portal" - speeds up charging portal. After charging out of the portal there are NPC ships (fighters) loyal to the team №1. If at the time of the opening of the portal will be active all "generators", from the portal appears a larger ship (Anaconda).
- team №2 – disable the "generator".
Purpose:
- team №1– destroys all spawn points of the team №2.
- team №2 – destroy the portal.
Either team can be replaced by NPC.

Alternative:
- Both teams have a spawn point in the building with the "gateway portal".
- "Generators" are located: 3 on the border of the two territories, and per 2 in the hinterland.
- "Rocket launchers" on the walls of the labyrinth, belong to that team, on which territory is located the wall.
- From the portal in addition to NPC, will receive a random vehicle, which can be taken by the players.
- Plants for the production of the droids, plants for the production of the "planetary mobile modules for landing ships" (mech), underground tunnels for "stealth mode" behind enemy lines, temporal characteristic amplifiers and other delights – are welcome.
- In the conflict participating three (or more) teams at once.
 
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I'd love to be able to take a screenshot from an external camera (even it it needed to be mounted). Man, when exploring the view is great... but I'd love a few shots of some Earth-likes without the ship frame and HUD in view.
 
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