Common suggestions to improve Elite: Dangerous

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A few thoughts from a new player:
- Bounty brokers; while using the Kill Warrant Scanner I find that I accumulate vouchers for systems that are some distance away and not worth it for the value of the vouchers. one solution would be to have brokers in various stations who will buy the vouchers for a percentage of their price, with the percentage being dependant on the distance of the relevant system. Brokers might also sell such vouchers for others systems to players who could turn them in for a profit.

If not that, I would be perfectly fine "donating" all these tiny 100-400 bounties you collect over time to their kindergarten, with no effect on gameplay. After bounty hunting in several systems you collect a few of those, and they really clutter up your transactions tab.

Of course, you can always buy a Sidewinder and test the strength of their station's walls, but that would ... feel wrong. ;)
 
If not that, I would be perfectly fine "donating" all these tiny 100-400 bounties you collect over time to their kindergarten, with no effect on gameplay. After bounty hunting in several systems you collect a few of those, and they really clutter up your transactions tab.

Of course, you can always buy a Sidewinder and test the strength of their station's walls, but that would ... feel wrong. ;)

It can get a bit messy if you build up a collection of obscure bounties and a number of solutions have been suggested, most common is a bounty broker who'll buy them for something like 50% face value, next is the option to abandon them, and finally I'd like to throw another suggestion into the ring of having them expire if not cashed in after some arbitrary duration like 20 or 30 days.
 
Lately I'm seeing many good ideas from other people that could improve overall ED experience.
It would be interesting to gather all those ideas in one place and see what people come up with.
If we get lucky, maybe FD will look into this and hopefully choose to implement some of those.

If people show interest to give and explain their ideas, I'll keep this thread updated.
Just bear in mind that ideas need to be fresh (new), interesting, not already in DDA and able to fit in current ED picture, the way FD would approve.

Also, it can happen that some ideas are already on the to-do list, so don't mind, as not everybody knows everything at all times :)

Below are the ones submitted so far (not only from this forum).
Crossed ideas are ones that were proposed by community and later incorporated by official FD patch.


General

- add a bit diversity to everything. Misjumps?
- modify instancing mechanics to incorporate larger bubble of activity
- add possibility for discovered black Markets to show up as station feature in system map
- Add landing queue
- ability to name your ship
- not all scooped goods should be marked as stolen (Salvage license, earned by high-rep mission & applies to standard commodities only?)
- ability to save ships layout (useful if you need to change your current ship, but will come back to it later)
- More button mappings
- Macros on button mappings
- add bindable docking request
- add bindable map key
- add Save control scheme option
- more toggle/hold options
- improve Outfitting to provide better understanding of how weapons deal damage, especially ones in the same category
- add Outfitting filter: Ability to filter the outfitting menus to type, class, rating, etc.
- add in-game Radio/MP3 Player
- add ability to rent ships (We can rent our spare ships to real and NPC players). You could rent a good ship for an hour per day and try it out before you buy one. You could also influence a system or faction with a wave of rented ships. New Career mode?
- add Spare Parts Garage: for stocking parts when needed
- add time sent for messages in comm panel
- auto fill names when searching in navigation
- tweak economy and progress further, explanation here
- The ambient sound of comms chatter when docked at a large station needs a few female voices
- add "Arena" mode: a holodeck experience used for testing and fighting without real in-game consequences
- add a weekly "Most Wanted" report in Galnet (about human players), showing the 10 players with the highest bounty
- add possibility to minimize launcher to tray
- differentiate jump targets from everything else, so they don't lose lock if you target another planet or ship
- add Favorites for certain Stations or Systems
- add female titles
- add better control over voice comms: ability to choose input device, volume, etc.
- add in-game User's manual, a la Elitepedia



Visual

- more different stations: pretty self explanatory
- more different sizes for asteroids: where are the huge ones?
- more station variety: different color schemes, maybe add some personality to them (use procedural generation to small extent to make them all a bit different?)
- add debris fields of long forgotten slaughter / decayed stations
- add options to further customize ships: cockpit toys, bobbleheads, custom paint schemes, maybe a companion pet, etc.
- add options to customize self: "looks" customizer, such as those seen in most MMORPGs - this could be important once FPS module comes in
- More personality: Empire should be different of Federation, and federation should be different of Alliance, etc. Also, provide skins depending on what power you belong to.
- add "Nationality" to stations
- add option to actually see pilot inside the vessel - added with 1.3 PP
- add possibility to send taunts to others
- interior tear&wear
- add ship detailing and customizable cockpits for in-game monetary cost. (even for real money could be sweet. Better then painting, because you can always see your investments)
- add separate colors for independent and alliance systems in galaxy map
- add some visual change to black holes, neutron stars and generally, other stellar stuff
- introduce NPC personalities
- introduce tabs for outfitting, as well as sorting
- add doppler-shift effects and visual time-dilation effect for FTL speed
- tweak radar and cockpit visibility
- add more NPC traffic in and around stations to present universe more lively
- add in-game advertisements about in-game items
- add navigation lights for ships
- add 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?




Gameplay


General

- increase player interaction by condensing points of interest in the Galaxy and tweak several other aspects of the game to accompany that
- add (expensive) delivery services: fuel, specific equipment, repair crew … to be ordered to your location
- add possibility to bribe authorities in independent / anarchic systems to not report your stolen cargo (bribe based on cargo value)
- add option to choose affiliation to an allied local faction outside combat zones
- add "lights on" indicator
- add outfitting modules for passenger transportation
- add civilian traffic
- make ship computer chattier
- add possibility for capital ships to attack stations when war outbreaks
- add responsiveness to player based actions to enhance the feeling of living, breathing universe
- add possibility to share contracts and bounties
- add voice commands
- add ability to move stored ships to another station: it would cost money and time
- in-game notes/memo/planner/captain's log. Captain's log would trace systems you already visited.
- the ability to set a "Home station": explanation here
- add more life around stations - lynx bulk carriers! capital ships on patrol / shore leave
- add things like naval shipyards where those npc capital ships where produced / stations where also npc capitals dock
- add role-play elements. Not as a part of the main game. Rather, these can be DLC
- add ability that extraordinary player activities get reported in Galnet, for example being instrumental in putting down a rebellion, assisting in the expansion of a faction, helping to establish a new colony, or discovering a habitable planet, etc. - now part of "community goals"
- add the possibility to dock outside of a small outpost with big ships like a docking array
- introduce NPC interactions, at least basic ones
- add possibility to drop a canister of fuel for a friend in need - solved with 1.3 PP
- add visible reputation indicator
- add asteroid based outposts: no market, only for repair/refuel
- add News update for wars, conflict zones, etc.: currently there's no indication how a war that just ended influenced the system, etc.
- add proper Pirate stations. There are a zillion amount of pirates; Where do all come from?
- introduce NPC ability to pursue players
- add "Space compass" - a small physical gadget that would point to Galactic center or something like that
- add Galactic ferries: transportation at cost


Combat Related

- friendly-fire tolerance: not every shot was intentional
- add limits to friendly fire or ramming after which they're considered hostile
- add bindable action to target your target's target
- add fixed mode option for gimbals
- Retracting Hardpoints reloads the ammo-based weapons
- add variety to different classes of the same weapon (color, sound, etc.)
- add Passive scan info: When target is scanned (passive and KWS), add the bounty value in the target window next to "wanted" status
- add possibility to tweak PIPs while in SC - solved with 1.3 PP
- add "Scanned" remaining indicator
- add more options for turrets: currently they only work as "all on" or "all off" - solved with 1.3 PP
- add Frameshift lock (A module that can lock the frameshift activation down, so ships cant escape. Only for a limited time of course)
- add Frameshift lock scrambler (A counterpart for the frameshift lock module)
- add fire group colors


Missions related

- add supply run, pickup, fuel delivery and escort missions
- add long haul trade runs that pay extremely well
- add Dedicated Bounty Hunter Bulletin Board
- add missions that can be initiated by NPCs for more interaction and immersion (e.g. traders at station looking for an escort)
- add ship-specific missions: specific missions for specific ship classes
- add possibility to have missions which give you a specific coordinate that you can enter in your ships computer
- More intricate missions (multiple step missions, missions with unique incidents: capturing "lifeboat" capsules from a vessel in peril, stealth missions, convoy ambushes together with NPCs and with possible backstabbing, battling aggressive swarms, etc)
- more missions that change/destabilize systems and a lot of dynamic border wars/skirmishes that draw players in temporary focal points
- Coop & scavenging missions: examples here
- add faces / names / logos in faction missions (currently too anonymous)
- add Long distance billboard missions: 5 or 6 jumps away, requiring a little more planning & effort - partially solved with 1.1 update, "Community goals"
- add Non-faction billboard missions: birthday present for Daughter, computer parts for a colleague, etc.
- add Smuggling missions: from one Black market to another
- add possibility to show missions for all factions in system available at time, and option to choose/filter faction(s) whose missions you prefer to do
- add a simple "Are you sure?" confirmation on abandoning missions
- add mini-missions when important events are about to happen in order to add to overall credibility of missions in general
- add some kind of statement upon mission completion, a letter or some explanation of the result and maybe a "good job commander"
- add contextual options in transactions menu that would allow for easier choice making when external contractor appears
- add paid missions to go explore specific systems
- add localized temporary mini-events in Galnet, with effects on single-system trade, for example: - partially solved with 1.1 update, "Community goals"

  • failed harvest, grain "high supply" suddenly disappears, demand goes up
  • bountiful harvest, specific food product temporarily triples in supply
  • motherlode hit in mining - sudden high supply of one mineral in that system
  • sporting event. liquor / consumer items demand increases
  • crackdown, massive increase in feds interdicting & scanning for illegal items
  • political scandal, all faction jobs worth triple influence


Balancing

- add possibility to pay off minor fines without having to visit a station
- bounty gets the one who dealt the most damage, not the one who gave the final blow
- add purchasable module that extends ammo capacity
- add purchasable module that allows players to see current market data within a small Ly range. Possibly charge player a fee per use
- make asteroid supplies non-player based. Currently, two players in the same instance mining the same asteroid can get wildly different materials from them. This is bad for Co-Op play
- introduce faction-based equipment: available in systems that need permit to access
- introduce NPC gangs that roam the space in search for victims - came with Wings 1.2 update
- tune piracy to have greater effect
- add far away stations that would offer something rare that you can't find in mundane stations (courtesy of 5by5)
- tweak penalties for loitering and unauthorized station entry


Normal space flight and Navigation related


- add "Jumps remaining" feature
- add rear view camera
- add representation of traffic density on jump lanes or trade routes in Galaxy Map (similar to population representation on systems)
- add alternative/toggle-able "physical" system map showing actual orbits and distances instead of default tree view
- add jump-range 3D sphere around targeted system in galaxy map
- add better docking mechanics: transparent "flight path" overlay and port docking lanes
- add ability to pick a destination star for hyperspace jump in multi-star systems
- add fleet "leader": other players are slaved to his jumps and interdictions - came with Wings 1.2 update
- add ability to filter navigational panel to show planets only / stations only, etc. Applicable to the right panel, too
- add ability to create and save personal notes/markers/waypoints
- add possibility to name newly discovered systems/planets, but with a monthly cap per user, so the moderation is possible - partially solved with 1.1 update
- add galaxy map options such as "search history", "bookmarks list", and a "home" button similar to a web browser
- Indications on system map whether outpost has large landing pads available, or small only
- add ability to "tag" systems on the galaxy map with custom tag-strings, for which can be searched and filtered (subsumes a few of the other ideas here)
- add possibility to select planets as destination from system map - added with 1.3 PP
- add "Micro Jump Drive" (courtesy of 5by5)

  • Costs an internal slot
  • Comes in the usual class/quality varieties
  • Uses up fuel like a jump drive (more than SC, less than a system jump)
  • Can only be used between fixed and known locations within the system
  • It could take you to any previously explored location but spends a lot of fuel and maybe has a moderate cooldown to encourage that the player combines SC and micro jumps strategically


Supercruise related

- add "gravity traps" in SC, that would pull you out into a multi-ship ambush.
- add possibility to do sling shots in supercruise
- add ability to spoof the drive signature of another class of ship in supercruise
- add USS Strength indicator: Weak (loot drops), Medium (1-2 ships), Strong (>3 ships) - came with Wings 1.2 update
- add possibility to do something while in SC:
You could even have a SC autopilot that takes care of your approach vector/throttle so you can concentrate on repairing some wear and tear or checking out Galnet on one of those screens at the back in the Cobra. Immersion goes up 10x when everything is "in-fiction" instead of a bare game mechanic. (courtesy of 5by5)


Mining

- add a mini game where it matters what parts of the asteroid you shoot. Maybe trying to cut visible ore formations on the surface off the asteroid
- add tractor beam or grappling hook - partially solved with 1.3 PP (drones)
- add mining lasers of higher class dropping larger volume chunks vs the current increased small chunk drop rate. I.E. same rate of drop but larger pieces
- add possibility to mine in icy asteroid rings
- add Highlight or repaint or some other visual effect for mined/empty asteroids
- add possibility to auto-allocate resources in the refinery
- add some feature to target chunks under ship / non-target scooping
- Move status updates up to the top left info monitor where they belong: The status updates obscures the monitor making it harder to pick up stuff in time
- add purchasable Asteroid scanner to avoid littering (could be expensive)


Trading

- add possibility to purchase Trading computer that would save station prices, or a simple "copy to clipboard" button.
- add a local commodities market list to trade within a local system
- add properties to the cargo: you might think twice before purchasing flammable cargo - solved to some degree with 1.3 PP
- add item-specific factories



Exploring

- add countdown / progress bar until scanning of body completed (in order to better time flying towards and banking)
- add more interesting locations, such as capital ship carcasses, massive asteroid mines with tunnels and buildings, abandoned/pirate stations that you could use to fight around, hidden military/pirate and independent asteroid - outposts/stations, which don't instantly show when you enter a system, etc.
- add exploration-based missions
- add more stellar objects - comets, etc.
- add more weight/difficulty to exploration aspect.
Going from system to system is also just a loading screen with no sense of voyage and there are no logistics involved in very long expeditions. You can make it near the center of the galaxy in a Cobra. No need for food, water, wear and tear considerations. Exploration needs to be like trying to see how far you can stretch your hand out of the core systems before your ship breaks down. (courtesy of 5by5)
- add Completion bonuses: for fully explored system
- tweak sensor packages
- add more levels of surface scanning



Virtual Reality related

- When VR is used switch to green text to double the effective resolution of DK2
- Add more information in the cockpit, there is plenty of space to display more data and details
- Add a player head controlled by VR in realtime for others to see
- Add an ingame keyboard overlay so we can type, galaxy map as prime example
- Add dynamic graphic changes if FPS drops below set amount, some features like shadows or AA can be turned off/on on-the-fly and doing that could remove judder
- Add a ZOOM option for VR users so we can see more. Only the outside view should be zoomed however (our cockpit screen is digital anyway, so it should also be able to zoom)
- add nVidia 3D Vision support (Not compatibility mode, just regular 3D)


Network/social

- add system wide chat for all CMDRs in SC and in normal space - came with Wings 1.2 update
- further enhance general social connectivity, to add friends more easily, see their info, location in-game, etc.


FPE/FPS - First Person Exploration/Shooter module [Announced]

- Realistic names for the different types of weapons.
- More Arma like game play for the FPS - including equipment weight and high/low G effects.
- Ground and water vehicles - and the ability to pick up vehicles with a suitably sized ship.


Planetary Landings [Announced]

- Introduce "space elevators" that would run to the surface

Love the game!

Combat - I find it annoying that I see the authorities attack a target and because I haven't scanned it but attack it I gain a bounty even though they scan wanted. I think a pilot should be taking a risk when doing this but it doesn't make sense that you gain a bounty for shooting a wanted target just because you didn't wait for your scanner.
 
The ship swapping interface could be improved by removing the extra confirmation step for the "Retrieve your old ship and store your current ship" option, since nothing is lost if this option is selected accidentally.
 
Something to add to post #746 "Combat" comment, if the authority ships are green, ie "friendly" and you assist in destroying whoever they are attacking maybe that could get you some form of award making it easier to climb the ranks or giving you security missions in the Bulletin Board allowing you access to military missions.
At the moment military missions, as i understand, require you to do quite a few minor faction missions before they show in the bulletin board, doing these security missions gained when helping friendly forces could lead as i said to military missions /ranking missions quicker than by minor faction missions.
 
Hello, commanders!
All of the below, though it sounds like a "guide to action", it is actually not. I would be very grateful if at least a fraction of the following will be useful and will be able to be implemented in the game (additions and changes are very welcome).
It is possible that some or all of the below have already been announced or planned, so I want to apologize, as well for my English.

Title list:
- Hire stations warehouses - service
- "Hired Pilots Agency" (HPA) - service
- "Bounty Hunters" (BH) – service
- "Lost and found" (police arrest) - service
- An indication of the position of a character by named – service
- An alternative way to search the character by name – service
- The name of the owner, on behalf of the slave - service
- Indication of the place of the position of the ship (ships), on behalf of the owner - service
- An indication of the location of the "slave contract" - service
- Trading operations - service
- Delivery ships - service
- Guard (follow) - service
- Bookie (bookmaker) – service

- "CQC race" - event
- Signal "S.O.S." - event
- False signal "S.O.S." - event
- Slavery – complex event
- The Hack – complex event
- Boarding – event description

- "Return the stolen" - quest
- "Runaway slave" - quest
- "Reserve - quest
- "Way home" - quest
- "Hijacker" - quest

- "Gladiator" - slave quest
- "Miner" - slave quest
- "Fields worker" - slave quest
- "Plants and factories" - slave quest
- "The victim of science" - slave quest
- "Contact" – sub quest

- "Board computer cracker" – ship device
- "Personal cracker" - personal device
- "Electro-Magnetic Pulse" (EMP) - weapon
- "A.L.S.Cap." (Autonomous life support capsule) - surface vehicle
- "A.L.S.Cap. slot" – on board device
- "Medical container" – container type
- "Harvester" - surface vehicle

- Morgana "Black widow" Larsen – NPC person
* Various quests locations.

Description above holds 13 pages, if there is a way to throw off description not clogging up the chat I was willing to consider. Otherwise, sorry, I'll have to post them right here.
Awaiting your reply. Regards CMDR VANLORD.
 
Hi all, I'm not sure if it's been suggested, but the ability to rent storage in a station. So I could make several trips and centralise goods. Handy for the bulletin board tasks to find goods.

Regards Wayne
 
Hi all, I'm not sure if it's been suggested, but the ability to rent storage in a station. So I could make several trips and centralise goods. Handy for the bulletin board tasks to find goods.

Regards Wayne

Will never happen, storage of commodities has been explicitly ruled out. It would unbalance rare goods trading CGs for one of many reasons. This is why you cannot store a ship with any cargo loaded.
 
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I'd like to add one to the 'supercruise' list: Add substantial gravitational pull near huge items such as neutron stars and most notably black holes. Crashing into a black hole should be a struggle to survive, which makes black holes and such more rare and dangerous.
 
- It would be great, to allow players, establish a new "navigational beacons" within systems with multiple stars. Station at 800 000 light-seconds from the exit point - it's cruel.
- In deep space, sometimes are quite lonely. Friends don't always agree to share "your" ship, especially if they can choose where to go on "their own" ships. NPC "co-pilot", even with a "purely decorative functions" (move around the ship, show some fake activitys, just sit in a nearby chair, or (18+)) - would be nice.
- By the by, in the description to the "Diso" system, at the game "Elite - 1984" it was said:
"Population: 4.1 billion (Black Furry Felines)"
Maybe it was about a race of humanoid cats, or just "Easter eggs"
... not every one will rejoice with the introduction of a "FURRY" in game, but still... the idea is quite intriguing.
- And one more thing: сould you flip upside down the names of the stations? From most ships it is impossible to see what is "below the horizon", so when docking, it is clear to see only that name, that "above the entance".
 
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General

- Any station that you buy a ship from should have stock at least a D rating for all the internals. It's incredibly frustrating for eg to buy an Asp, but the station only sells class 3 internals. If the station stocks the ship, it should have the means to outfit it

Combat

- An internal compartment alternative to cargo. "Ammo Reserves" and it could be sized in relation to a cargo rack. In the munitions tab on the main docking menu you can allocate each ton to a weapon. Say for example 1 ton of multicannon ammo is another 1000 shots, or maybe 1 ton of cannon ammo is another 20 shots etc, an additional 6 missiles, 2 torpedoes, etc. To balance out the ammo quantity, when reloading into your reserves for the first time it could be a 25-50% additional reload to to take into account internal; servo motors removing empty cannisters and replacing fresh ones.
- I too would like to see and hear different colours/sounds for different classes of the same weapon.
- Bring back weapon prefixes - focused-scatterfire-lowheat-highimpact etc
- Balance missile and torpedo cost: they don't do the damage to anywhere near warrant the cost of rearming them. You can drill the powerplant of an Anaconda with a couple of clips of multicannon (a few hundred $) ammo, but it would take at least ten-fifteen times the cost/reward ratio with missiles ($1200 each). I would like to rake in more than 3-4 kills before having to go back and reload
- Add a Class 3 Railgun
- Add a Class 3 Multicannon - Would be an opportunity to use the older concept art for it (Which I feel looked very slick) Or it could be 2 class 2 multicannons twin linked in a large hardpoint (Obviously with more ammo)
- Add some different weapon types. The imperial hammer and pack hound were cool ideas, but something outside of powerplay would be nice, instead of realistically getting access to 1 more weapon/module at a time which are essentially weapons that already exists that just behave a little differently. (Talking mainly about recycled models, the imperial hammer looks just like a normal railgun)


Graphics

- Accretion disks around some black holes (dependant on mass, and if the black hole is currently sucking in matter - there are plenty of star systems with a black hole within only a handful of light seconds from the nav star)
- The heavier star in a binary system ripping matter from the large star (see above)
- Neutron stars "pulsing" - not visible to the human eye, but the cockpit has filters on it to showcase locations and relative distance. Maybe if your cockpit is breached you can no longer see it pulsing
- The large hardpoint on the bottom of the diamondback to not clip the ground when landed
 
... put a tv/broadcast/radio monitor on the top right that could be used as rear view, remote view, vid comms, variant radars (if modulated), GALnet NEWS broadcasts, or even onboard radio/mp3 player...
Idea is Awesome!
- With only one amendment: to use not the "top left and right screens of your HUD", but the "laptop" on your knees. As these "screens of your HUD", as proposed by many, is to make them "disappearing" (for example, after 60 seconds if were not active).


- In addition to the above: make left "command" panel and right "status" panel, are removeable (in game settings), and activated only by "specified buttons", because "sticking" on the panel, when you rotate the camera in the "first person mode" - very annoying.
For repetition (if it was), sorry.
 
I apologize, but with not finding a counter objections or specific proposals for the transfer of the whole file, I begin to lay out a description of previously announced proposals in original form at 15 pages.

To start a small addition to what was announced a bit from others and myself:
- Hire stations warehouses to store not only the parts of the ship, and containers of goods for price changes) and artifacts as well. (Rental price: 1% of the value "stored" in a day).

- The «Hired Pilots Agency» (HPA) – hiring NPC on your ship for trading operations (the chance of losing your ship, and the beginning of the quest: to «Return the stolen" or to earn the expected profit, shipping ships from the warehouse to the specified point, delivery restored from the wreckage of the ship at a specified point, the services of "Taxi", escort services (guard, wing) on the player's ships or ships of the Agency.
[complex element, do not argue – will to conjure with macro and add a "router table" (system / station / title of buying / number of buying / title of selling / number of selling, the next line of the route...), takeoffs and landings, fly-around objects that obstruct the route point, the calculation of the trajectory in the intermediate systems route – all this is not easy to implement, if at all possible].
Delivery stockpiled ships at a specified point (the price of delivery: 1% of the value of the ship + 10000 cr. per system). The chance of losing your ship (pirate attack) – the beginning of the quest: "Return the stolen".
- "Return the stolen" - through the "Black widow" (description on file below) to find the location of the "stolen property", destroy the escort, rescued the ship is delivered automatically to the nearest station or to a specified player point.
(pilot: - Don't shoot, I just paid for the delivery of the ship. I will deliver it wherever you say! Just don't kill me!).
You can consider options where the stolen ship will be in the hangar of the planetary Fort – «land operation» or your ship will have to grapple with, after the capture, you must use the services of HPA.
*Identical to "bounty hunters", but not doing "illegal" things.

- The «Bounty Hunters» (BH) – the Pro-Imperial organizations formally involved in the search for those who like or is harmful to the interests of the employer (the attack on the convoys, forts and planetary mines) that are loud the name of the Detective or Security agencies. But unlike the "security service" and "Hired Pilots Agency" are engaged in the catching of "fugitive slaves" and "private orders" on catching a certain (spesific) pilot's.
*Identical to "Agency hired pilots", but not engaged in commercial transportation.

- "CQC race" - randomly generated "highway" through "checkpoints" (with weapons and without). Also, the rings of the "checkpoints" to pave "the way" between "cities" in a concentrated cloud of gas giants.

- Signal "S.O.S." - from the surface of the planet / in the open space - to find the source of the signal (marked on the radar as an object outside of the perception of the scanner - the crashed ship), to receive the mission from the crashed pilot :
1) "Reserve" - to fly to a specific station and buy a certain unit (example: fuel cell catalyst - quest object), to deliver the unit to the crashed ship, to pass the mission.
2) "Way home" - to agree to deliver to a particular station (or the nearest), the chance to start the quest "Hijacker".
2A) "Hijacker" - to Wake up in the medical unit at the adjacent station. Find the hijacker using "Black widow". Will have to buy a new ship! Identical to "Return stolen".

- False signal "S.O.S." - a Pirate ambush.

- "Lost and found" (police arrest) – at the abduction of the player, the ship and all the property is left in space. To return, what left behind, in the menu "Contacts" to find the station, which your ship was delivered to and on the place to buy it (10 - 15% of the cost of the ship + 10000 cr. for each day of storage).
If your ship was not there, so, he was kidnapped NPC and you can find it through the "Black widow". It is the beginning of the quest: "to Return the stolen".
When the vehicle is stolen and was sold on the black market (for 10 – 20% of the cost of the ship) by players, his former owner will return for the insurance (also, for 10 – 20% of the cost of the ship).
[Options about 100% of the cost (sell/buy) are not even considered, otherwise half the players will leave to play in "solo mode". It is also not very fair to return the sold vehicle in the form of "cash compensation", as some details of the ship difficult to get (bonuses "Power Play")].

In one interview, David Braben mentioned the possibility of boarding other ships and as a result of a successful raid, to sell the captured ship on the «black market», and «the loser» as a slave. Inspired by the idea of "Great dreamer", I started thinking: "How could it look like?" and here's what happened:

SLAVERY.

* During slavery the player loses access to their ship's, finance, equipment (weapons and armor the character (FPS)), and the galactic and system maps. Location is unknown, from equipment – only what is necessary under the quest.
At the end of the quest "slave": you can refund money, docked just any station, your ship and equipment can be picked up in "lost and found".

* To become free again, you need to:
a) Earn enough credits (starting from zero, and the slave labor less valuable, as labour of a free man): price 10 slaves on the "black market" + "percent dependent" (holding in slavery the point of law, as the official justification for the slave owner costs are: housing, food, clothing, and tools) + full cost of the damages during the execution of works (be careful with the property owner!).
b) to be redeemed by friends – search slave and its master through the "Black widow". Options: help to escape and murder of the owner - are welcome.
c) the Escape. During escape, it is important to fulfill one of the conditions of release:
1) remove the responsible person – the host (after killing the player becomes free, but is declared "wanted")
2) take away (destroy) the "slave contract" (a contract in which a slave becomes the property of the owner). Stealth mission associated with burglary protection systems, doors and safe Deposit box. If caught: penalty, imprisonment for "N"-hours in solitary confinement and change all the codes. After five unsuccessful attempts, the "slave contract" is taken and can be found only through the "Black widow".
3) If escape is not doing one of these conditions, begins a quest "Runaway slave".

- "Runaway slave" - there will be "bounty hunters" on a loose, in order to return «the goods» to the owner.
* If a player cannot buy back his ship for insurance benefits, he may be offered a "slave contract", indemnity insurance payments funds comes from the slave owner. In the event of escape, the player is declared "wanted" for the amount of unpaid insurance payments and begins a quest "Runaway slave". (We need to consider the option of suicide in a cheap ship, for the purpose of "karma cleansing". As a variant: to make a "wanted" removable not by death, but only by payment (the pirates will not appreciate it)
* For boarding enough:
a) to destroy the "engine" and "power distribution unit" (almost impossible, hull breaks earlier). Auxiliary elements are not needed, only skill.
b) to cut the hull down to 20% and apply «Electro-Magnetic Pulse» (EMP) weapon. If you get EMP charge in the damaged hull, the ship suffers a critical overload of the power supply (the flashes of lightning on the body, 3 seconds) and the modules start to disconnect from larger to smaller.
So, first off "engine" and "flight assist" a little later, which leads to "freezing" of the ship at one point. However, if at the moment of shock charge EMP to manage to turn off the "flight assist", then the ship will continue to rotate that will make docking impossible. The full functionality of the ship is restored after (automatic) "reload core systems" - 10 minutes.
c) "hack" onboard computer of the "target". Requires module "Board computer cracker" - works on the principle of scanning, but much longer (say 60 sec. and from a distance of 1 km). Hack-attack is not possible if "chaff" spread around . "Electronic counter" for 10 seconds incapacitate "surface scanner", "crime scanner" and "Board computer cracker".
* The victim of a hack-attack notify (as is the case with scanning "Warning detected hacking attempt on-Board computer"), 25% start hacking visual clutter (periodic flickering of the instrument panel), 50% short-term (1 to 3 sec.) crashing systems at random, 75% crashing systems are increasing in number and in duration (3 – 5 sec.) also in random order. 100% hacking, control of all vehicle systems is moving from "victim" to "aggressor" (such bookmarks as "modules", "cargo" and "confirm match" (control of the ship? not necessarily!)).
"Aggressor" can throw a certain amount of load or literally "pull the plug", in this case, the "victim" will be one solution replenishment of the breathing gas reserve, from the "A.L.S.Cap." ("Autonomous life support capsule" – a temporary title, description below, charge air, 10 sec.). If the "aggressor" will get on Board while refueling the air, he can close the "victim" inside "A.L.S.Cap." (put the patient to sleep), for subsequent sale in the form of a slave. After hacking the onboard computer, the "aggressor" is only 10 minutes (retention time under control, depends on the class module "Board computer cracker") to capture the "victim". After which, the grip is removed and the "victim" again assumes control of the ship.

- "Personal cracker" – a small cybernetic implant that was announced as illegal in Federation sectors and more tolerant to minor transgressions of the Empire. To find a seller of blueprint, is possible only with maximum reputation at "Black widow". Allows you to hack the control of most (all) electronic devices (doors, elevators, alarm system, point defense, safes, "A.L.S.Cap.", planetary vehicle, ships and droids). The device is equipped with artificial intelligence will resist breaking and will alert security service, and therefore do not expect to hack the android or ship as easily as you cracked a door. The hacking distance of 300 meters.

- "A.L.S.Cap." (Autonomous life support capsule) – hospital on your vehicle. Vertically located (can turn in place, speed 5 km/h) – takes place no more as a"shower stall". Portable, can be rotated to the horizontal position (management in the settings of the capsule, "cruise mode", the speed 20 km/h) which can be followed in a specified point (in free "A.L.S.Cap. slot" on the ship/ planetary vehicle, or in the empty "medical container"), as well as to follow the player (command "follow / wait" (possibly voice)). "A.L.S.Cap." has a cylindrical shape, equipped with one semi-circular rotating glass door.
Installed on three (or four) wheels (wheels in two versions: "buggy" (on ships) and "formula 1" (at the stations)) with double shouldered arm (rear of the capsule (vertical mode) / beneath the capsule (horizontal mode)), ensuring the rise in "vertical position" and smooth movement in a horizontal mode (stretcher). At the top (vertical mode) has recesses, for descent to the surface ("reset capsule") and loading in the "Medical container", at the bottom (vertical mode) is the connector for connection to the computer terminal (plug is located at the bottom of the "A.L.S.Cap. slot" – in slot capsule freezes and falls to the floor, closing the contact of the plug).
*"A.L.S.Cap." – used to "restore health", replenishment of the reserve breathing gas, rejuvenation, cryogenic sleep, transporting the sick, slaves and corpses (glass chameleon (management in the settings of the capsule)). In the vertical mode can immerse «in self» lying on the ground the body of a humanoid, using the telescopic "lock - arm", performing the same role seatbelt locking position of the body inside the capsule.
* If in manual mode to adjust "A.L.S.Cap." to the wall, climb on the capsule (horizontal mode), put the capsule in "vertical mode", you will appear on the "roof" of the capsule, and from there you can climb even higher (access to restricted locations): stairs, balconies on the second floor, climbing the wall or on the roof of the ground vehicle (for example: Heavy tank "Scorpion" is equipped with two inputs, lower one requires access card, and the top one has no lock).

- "A.L.S.Cap. slot" - the place of the stationary bases "A.L.S.Cap.". Exists in two versions: "open type" (ID circle on the floor in the center of which is a plug-in connector) and "closed" (a small niche in the wall, of cylindrical form, with indentations for the wheels on the wall near the floor. On the floor, also is identification circle in the center of which is a plug-in connector). Via plug-in connector, Central computer of the ship or the infirmary can monitored capsules. Basically, it'll be in rows, in close proximity to each other.
In ships the capsules are arranged in such a way as to ensure quick access to the outside (mobile planetary hospital / transporting survivors from the wreck of ships). In the wall behind the "A.L.S.Cap. slot" a "closed type", mounted semi-circular door (the same principle as in "A.L.S.Cap."). When you activate the button "reset capsule" located on the wall next to the "A.L.S.Cap. slot", the door closes the access to the capsule, sealing the compartment. Upon the upper part of the capsule lowers the seizure of the winch to the telescopic tube and raises the capsule up, disconnecting it from the network on-Board computer. Identification circle on the floor slide apart to the sides into several segments, then pulled out the tube of the "connector". In the formed hatch, telescopic rod lowers "A. L. S. Cap." before contact with the surface (alternative entrance to the ship for missions), after which the capsule acquires mobility.

- "Medical container" - is a container intended for transportation of "A.L.S.Cap.". Equipped with a beacon, generator, an additional supply of oxygen and manipulator for loading "A.L.S.Cap." in the "medical container". Hospital ship’s are equipped with plenty of slots for capsules (easier access when caring for patients), while the transport ship's of the slavers prefer the "medical containers". If immerse "A.L.S.Cap." with the man inside in "medical container", which standing in your vehicle, on-Board computer will mark this as "+1 slave in cargo hold" (give a holidays on the «Sunny plantations of Diso», to your friend).

- Slave must be alive. When you "capture" (FPS battle inside docked ships) applies a "non-lethal weapons" and "Autonomous life support capsule". Placing paralyzed "potential slave" in the "A. L. S. Cap.":
a) transporting the capsule aboard their ship, placed in "medical container" (Cargo: +1 Slave), remove the hack-block (disable "Board computer cracker" module) caused by the pilot from the "BH" that took the "victims" ship (illegal act) and you bring a "slave" on the "black market" (Damn, i am rich!).
b) the same, but the pilot of the "HPA", lucky our ship, and we sell "slave" on his own vessel.
*If the body was placed in a capsule aboard a first ship and taken aboard another - capsule of the second ship is automatically sent aboard the first ship to make a room for "new capsule" – swapped.

DETAILS:
- The player locked in "medical container" lose mobility, but continues to see and hear. He can stay in the container until they are sold on the market (start slave quest), or move the carriage and immediately begin "slave quest", in this case, in the capsule of his substitutes aggressive NPC with the same name, which will attack if you let him out.
- The player locked in "A.L.S.Cap." lose mobility, but continues to see and hear.
* If "A.L.S.Cap." not put in "medical container", the player will not see the option for "Start slave contract," and therefore the player in the "A.L.S.Cap." - is a "prisoner", which can carry in "A.L.S.Cap. slot" on the "aggressor " ship for a very long time. If the prisoner has friends – they can release him, but there are some who plays alone. Therefore, if the "prisoner" within the hour (may be more prisoners than the "medical container‘s" on the ship, it takes some time for delivery to the "black market") will not be sell or will not be released (timing continues if the player again caught, within 5 minutes after "release"), then "the captive player" will transferred to the hospital at nearest settlement as "saved in the open space" and can start the quest "Return the stolen". Aboard the "kidnapper's" lost one capsule ("A.L.S.Cap."), which can be replenished at any station.
[Does not apply to NPC "prisoners"]
- If you close inside the capsule NPC (for sale) on your ship, then leave the game: the NPC will remain in the capsule.
- If you close inside the capsule player (for sale) on your ship, then leave the game: "the captive player" will transferred to the hospital at nearest settlement, as "saved in the open space" and can start the quest "Return the stolen". Aboard the "kidnapper's" lost one capsule ("A.L.S.Cap."), which can be replenished at any station.
- If you close inside the capsule player (for sale) on your ship, then placed in a "medical container", then leave the game for "prisoner of the player" will begin "the quest of a slave" and "medical container" it is a substitute for aggressive NPC.
- If on the ship there is a dead body, then after 1 - 2 minutes (the fight on board can still last) one of the "A.L.S.Cap." leaves the slot and picks up the body, and then returns into the slot and obscured glass door – chameleon (possibly with symbols "dead inside"). If corpses on board more than capsules, they begin to dump the body in space (body only, not the capsules). At the station, capsules with corpses leave the ship and head to the nearest hospital (disposal of bodies). Their place was immediately occupied the empty capsules provided by the station.
- Dead players, having appeared in "A.L.S.Cap." with the label "dead", is transferred to the hospital nearest settlement, as "saved in the open space" and can start the quest "Return the stolen". On the ship on which they were placed in the "A.L.S.Cap.", the player substitutes the body of a dead NPC.
- Immediately after the death of the option appears "to be Resurrected in the hospital."
- The death of the ship - binds the player to the vehicle, death outside vehicle not. [Defibrillator for the "resurrection"? Bad idea. Except that, as a special device that can be collected on the drawings, with a limited number of resurrections (1 - 3), then recharge at the station.]


- Morgana "Black widow" Larsen, age 36 - (temporary name)
In the past, pirate, smuggler, slaver, hacker, blackmailer. Through blackmail and talent for intrigue, had an extensive network of informants. However, 12 years ago in an unsuccessful attack on "Palladium caravan" belonged to the Zemina Torval itself, lost her left hand and get imprisoned in the "(terrible name of the colony (deathtrap))", there would have perished, but her files are interested in (name) - personal secretary of Zemina Torval. Young, prudent, girl with cold eyes, was what the Zemina like. Than "Black widow" was able to buy her freedom is unknown, however, after serving only a month from 56 years of imprisonment, she was released. Lost arm had to be replaced by the prosthesis, which fell perfectly to craft a cyber-thief. "New hand" is so liked Morgana, that she had implanted another cyber-implant: (catchy name) "data-chip" - which allowed her to wear the "in itself" a ton of information.
Highly respected in the community of hackers, partly out of respect for talent, and partly from fear. She with a fanatical zeal relates to intellectual property and never forgives those who dare to infringe her "database". Details unknown, but a witness of what she did to that poor, only said: "...squeezed to the last drop..." partly by the rumor's, partly by her talent "wove the web of intrigue" and caused her a nickname, which, by the way, had her very soul.

Appearance: merge the grandmaster-chess player and the librarian. Always thoughtful and a little sad, when working with data "freezes" for a couple of seconds. Dresses strictly, but always with one expensive accessory (brooch, pendant, bracelet, necklace). Keeps two bodyguards alike as two drops of water (human and Android).
Special talents: Able to control ALL electronic systems ("Personal cracker" level Elites).


At the moment lead a legal business - Information agency "Best Price". Information provided by the agency includes: the trade routes, database of geological surveys, selection of the right type of vehicle and components, galactic maps (scanned data systems sold to the "Black widow" - twice as expensive (monopoly, can be sold NOT at every system)), as well as summaries of the most demanded and the cheapest products of the week [this list covers a sector of space with a radius of 100 light-years, from a system in which a request was made]. In the bottom of the list of services provided has the button "Else", when activate this "service" - asks for the password.
If the password is wrong 3 times, then: the terminal will be blocked for that player for 24 hours (if the password was not sent (not enough reputation)).
Selling "Any" information to "Black widow" increases reputation. For selling information on the amount of (write your own), the player receives a private message: "The job is not quite legal nature." By performing a series of tasks such as, also thru private message sent "The password". Vassals of Archon Delaine and Zemina Torval – accelerated obtaining reputation.
If the password incorrectly 3 times, the terminal will prompt you to recall the password for 1000 cr. (the amount for the reminder doubled after each consent "to remind").
Access to the data in the clause "Else" gives access to the following (not legal and very expensive) features:
- An indication of the position of a character by named.
- The name of the owner, on behalf of the slave.
- Indication of the place of the position of the ship (ships), on behalf of the owner.
- An indication of the location of the "slave contract" (possibly other documents or objects "illegal" nature)
- Other information "illegal" nature: the slave markets (locations and rates), arms markets (locations and rates), drug markets and illegal substances (locations and rates).

- At maximum reputation, she offers access to missions "of the highest priority" (contracts for the killing of councilors, senators, generals and officials / transportation of alien artifacts), as well as access to some illegal gadgets, blueprints of experimental weapons, equipment and the elite ship's improvements (if information exist).

- An alternative way to search the character by name - "Hack" the representative "security". All the ships of the "police" are equipped with navigation beacons, on signals which, arrive other "police officers". If successful the burglary, must first disable the beacon, and only then everything else. Security have a very limited range of possibilities (just search the character by name and indicate the place of position of the ship, on behalf of the owner), but it available without performing a long mission on "Black widow", only for "wanted" (on the 50 000 – 100 000 cr.).

PROCESS serving of slavery (here we go):

1) Start the quest (the place):
a) Open space (after the interdict "cruise mode", in the area of resource extraction, near a navigational beacon, in the area of any signal).
b) the planet's Surface (ground vehicle).
c) Station / platform / ground Fort (traveling on foot, be wary of suspicious persons who have with them a "A.L.S.Cap.", don't settle "lay down and rest", even if you are not healthy).
d) Any place, enough to voluntarily get into the "A.L.S.Cap.".

2) Storming:
a – b) Message: - "I came for your soul! Someone very influential, willing to pay good money for you! Nothing personal, it's just a work!"
Begins to attack, brings the hull down to 20% and use the EMP weapon.
If attackers a few, one of them uses the "Board computer cracker".

3) Capture:
a) Joined and penetrate aboard the player's ship. By applying a "non-lethal weapons" to paralyze and packaged player in the "A. L. S. Cap.".
b) Remove the player from the vehicle (if he not already out, to shoot), using "non-lethal weapons" to paralyze and packaged in the "A. L. S. Cap." (to enhance the effect of helplessness, land vehicle of the "victims" (with cheers and hoots) can be blow up (s!)).
c) Making sure there is no witnesses, to the player approaches a group of a "doctors" with "non-lethal weapons" in the hands (a form of medical personnel, on top of overalls "bounty hunters").
Message: - Dear sir, something you don't look well! Sounds like, you REALY need help! =)
By applying a "non-lethal weapons" paralyze and packaged in the "A. L. S. Cap.".

4) "Gift wrap":
a – b – c) "A.L.S.Cap." is delivered to the ship and loaded in "medical container" by NPC or other player's.
d) "A.L.S.Cap." is delivered to the ship and loaded in "medical container" by any players.

5) "Long road":
a – b – с – d) the takeoff and strive to the place of sale.
* Up to "the moment of sale" on the "black market", the player remains in the "A.L.S.Cap." immobilized but conscious (at any time he can SKIP the shipping and instantly start a "slavish quest"), this is done so that friends of the "kidnapped person" can track the kidnappers, by the energy footprint and save him (minimal chance).

** As a very rare variant of a branching scenario (1% or less):
5+) Contact:
The player is inside the "A.L.S.Cap.". Ship of the "kidnappers" is pulled out from the "cruise mode". Hit! (strike from a heavy gun). Upon the surface of bulkheads of the ship ran a wave of static electricity, lighting intermittently blinked and was gone everywhere. By the hissing under his feet, player can suggest: that the hatch underneath the capsule is no longer closed, and not having power on the clamps, the capsule with the player (and all other capsules) with a hiss of depressurization (all the doors "L.A.S.Cap. slot" remained without power) emitted into space. From all "A.L.S.Cap. slot" hatches in the space of the issuing jets of air, gradually declining. Since the capsule is no longer functioning, the player gets the ability to move, but he was still closed inside and the oxygen supply start slowly deplete. Rotating capsule flies off to the side. During the rotation in the visual field occasionally shows the ship of "kidnappers" (damaged, dark and powerless) and a large (or not) the ship "alien civilization" (shimmers as the "Christmas tree"). After briefly waiting, "alien ship" begins scanning "the prostrate victim":
5-1) Wait until the "aliens" will fly away. "Hack" capsule (to gain access to the air). Get to the "kidnappers" ship, to restore the tightness of compartments (manually close all doors "L.A.S.Cap. slots"), restore power by resetting the backup power supply system (air flow are restored). Repair the communication device and send a signal "s.o.s.", or repair the entire ship and get to the nearest station.
5-2) Hack "A.L.S.Cap." while "alien ship" are near. Radiation from capsules "starting up" attracts the attention of "aliens", the player gets on board the "alien spacecraft", the beginning of the quest "In captivity of the aliens" (in development =)).

6) "New life":
a – b – c – d) The sale of the player at "the black market", the beginning of "Slave quest".


- "Slave quest":
* Quest is generated in at randomly selection (away from other players). Here are a few examples of further developments.
Available locations: hangar with ships without FSD, hangar of a ground vehicles (access time restriction – only for work), warehouse for dumping resources (time limit), a warehouse of finished products – near to the landing pad (a time limit), conveyor, fields, repair shop, testing chambers (lab), slaves dorm, slaves dining room, the infirmary for slaves.
Forbidden locations: warehouse components (parts of the ships and ground vehicles – required for the "revival" of the damaged units), "black market", "a bookie", an armoury, a hangar with ships equipped with FSD, security dormitory , security canteen, the clean hospital, landing pad, control tower, boss office.
"Owner" may appear: on the landing pad, control tower, in the security dormitory, in the security canteen, in the clean hospital, in the boss office or even fly away (absence time varies).
"Slave contract" is in the "boss office". After five unsuccessful attempts to steal the "slave contract" (the monetary penalty and "the punishment cell" for each attempt), it was transported to "another random place" where one is, can learn only through the "Black widow".

1) Gladiator – "Unknown person" with big money, huge fan of "CQC championship" regularly kidnapped "Champions of CQC" (to get to this quest, requires a certain rank in the arena), to participate in a "fight without rules" (illegal, small ships against a much larger, bunch of F63 vs Anaconda).
Method to earn a money: depending upon the desires of the "host": you need to gain or to lose tasks of the tournaments. All the money from the victories go to the owner, and only he decides what percentage, gets the player. Earn freedom simply fulfilling a whim of the "owner" - it is possible, but very stretched in time. By betting, both on yourself and on other participants of the tournament, can be much quicker to get the money. Quite often, the interests of the player will be at odds with the interests of the "owner". So player have to decide if he want to lose some money (own bets), or angering the "host" and "sit in the hole" for a few hours (real time), but save prize money.

2) Miner – Collect resources in asteroid fields and planetary mines.
Method to earn a money: you can return not all the resources, and only the cheapest, just following the rule number, and the most expensive to sell on the local "black market" (regularly changes places). Such trading is considered as a thievery and is illegal. If a player is caught for such fraud, he faces a fine and imprisonment in solitary confinement.
Also on the "spaces" you can find the crashed ship, fix it, fill cargo with resources from the warehouse of finished products and to escape.

3) Fields worker – led the "harvester" during the field work (ploughing, watering, harvest and deliver to the warehouse – in one vehicle). In terms of "advanced agricultural", the crop ripens very quickly.
Method to earn a money: for the work appointed a fixed fee per transaction. The field has a standard size, just passing it on "harvester" – the player changes the texture of the surface of the field, when the entire surface are "repainted", the operation is completed. When the supply of water for irrigation ends, it can be filled at a certain point. The same, if the cargo is full by the resource, it must be delivered to the warehouse. On plantations as there, is a "illegal market", but there will not buy what player was grow "legally". For sale for "illegal market", have to grow drugs, psychotropic stimulants or other toxic substances. Fields are regularly inspects security, and if a player is caught at "illegal activities", he faces a penalty and solitary confinement.
Sometimes you will be given the task to take products from a temporary warehouse, the "finished product storage" is a good chance to escape.

4) Plants and factories – regardless of the type of plant (recycling of resources, stamping the "vehicles covering sheets" or assemble a "droids") the player is working on the conveyor line (the most boring of the quest), press the desired button, when it is the right time. If player confuse the button or press in the wrong time – will be "bad product". The speed increases every 10 seconds, since the last "bad product" and slows down after each one ("StepMania" and "GuitarHero" type, but without music).
Method to earn a money: payment for the amount of the finished product, minus a penalty for "bad product". Work is routine and the number of "bad products" will only increase, so to escape, just doing the work - is unlikely. During the break, you can "hack" conveyor line, customize it for independent work, thereby eliminating any percentage of "bad products" and the need for the player to be present on the conveyor. At factories often meet a variety of parts and all types of industrial machines, and therefore having the blueprints is there can be constract any equipment (including "personal cracker", but while it is impossible to implant)
* Factories and planetary mines have warehouses of finished products. If you know the whereabouts of such warehouse, you can borrow out a few containers of goods. You can steal container softly, taking on "SRV" containers one at a time - have a profit and no fines. Or by "the quick way": kill guards and point defense guns at the spaceport, land next to the warehouse and pick up cargo, but in this case, the player gets a "wanted" for the sum of the caused loss (or less). If you break into the warehouse (owned by the same owner), more than 3 times, then the "bounty hunters" will begin to chase the player.

5) "The victim of science" – the player goes into the category of a "guinea pig" or "experimental", after all kinds of "crush tests" and trials, all boil down to:
- Put in the emitter "yellow cartridge", stand in a circle and press the button... Hmm... Now put the "red cartridge", eat "vitamins" on the table, and press the button from the circle again. After a series of simple tests of logic and the possibility of a "game engine", the player is given a rest, during which there is an opportunity to look around. "Experimental" does not pay, so the only way to free from slavery - is to escape (or die trying). In the laboratories there is no imprisonment or penalty, but it doesn't get escape easier. In the end, this is a laboratory, with advanced technology and security system. In scientific institutions could be found interesting objects (drawings, prototypes, samples of alien technology), so that under the guise "technique", the "janitor" or "messenger", you can grab some samples. But the loss will discover pretty soon, so at the time of "obtain", a player should already have a plan of salvation.
During the "rest", is possible to meet scientists who have additional tasks, some of them very promising:
- "Personal cracker"? It's not legal, right? ... However, despite the huge risk, I would be able to help you in surgery room with the complex machinery, but ... not for free, of course.
- How much?
- ... uh ... It is not about the money ... Do you hear anything about the "Nightshade" (name of drug)?
1) No, never heard of it.
- Then we have nothing to talk about!
2) Yes, on a fields of (name of the system with a "slave plantations"), I have seen something similar. (To activate this phrase is required to go there at least once)
- Fascinating! Retrieve... uh ... samples... for experiments, of course. And I will implanted in you, anything what you want.

* To implant a "personal cracker" is required:
- maximum the reputation at the "Black widow".
- buy drawings (blueprint) on a tip from a "Black widow" or receive in one of the laboratories.
- visit the plant.
- construct at the plant a "personal cracker" using the drawings.
- familiarization visit the plantation.
- visit the laboratory. "Researcher-addict" will be asked to bring a rare drug, which you can buy on a tip "Black widow" (drug are very expensive), or grown on the plantation (seeds on the black market of a plantation)
- grow the drug on the plantation.
- implant "cracker" in the laboratory, as a reward for the drug.
Learn the location of the places associated with the "slave quest", only by a visit to them as a slave. If you're not a slave, stay in a "slave-like locations" not legally.


An example of the merge of individual missions and events (including planned) to create a "chain of consecutive events".

1) "Recruitment": When reaching a certain rank for the "system fraction".
- Pilot, you have done a lot for our fraction and proved to be a loyal ally, we can now trust you with a task of extreme importance.
Mission: Standard task to deliver a "data packet", with only one difference: route have several delivery points (one message – one system). At the end of each updating of the status of the quest (+1 in the list), after the last one – to go back for reward, at the primary station.

2) Trust: at the end of delivery, the message:
- As you know, we are competing with "name of the other faction in same system" for the control of resources in current system and "honest" this competition cannot be called, but recently, these "bad people" crossed the line! They destroyed our outposts and captured a mining colony (weapons factory, agricultural colony, etc.) at the "name the planet"! Now our brothers and sisters are slaves, and working on these "bad people"! But they will not get away with it! We prepared them a decent answer, the packages that you have delivered – were invitations to our allies to join in the battle. However, time is running out, we don't have enough ships for deliver a "military components" to the collection point.
Mission: the "delivery", the quantity of goods is such, that the pilot, have no chance to deliver it at one trip, and will be able to take out 2 - 3 trips. Start at the station.
"Rally point": semi disassembled the capital class ship. To give the "resources" player can through the docking with a "repair" ships (technical assistance).
*As an option: the capital class ship is close to the station, from which "repair ships" fly to him. Player can give a "resources" on the station.
Sub mission: after each delivery, there is a chance of attack groups of enemies. Protect the Capital class ship.

3) Treason: at the end of delivery, the message:
- These attacks aren't random, in our ranks lurks a traitor, we were able decrypt the records of negotiations and now we know who the traitor is.
Mission: Fly to a neighboring system, find the signal, destroy the "spy" and return to the repair site.
Sub mission: enemies will offer to change sides and fight for them (Another way of event proceeding).

4) Support: the Capital class ship are repaired and ready to fight.
Mission: Gathering at the specific point. Convoy the capital class ship (in cruise mode) to "disputed planet", leave cruise mode, at the specified point.
The enemy had set up an ambush at the exit point. Join the battle with a superior number of the enemy’s, to protect the Capital class ship. One minute later, appear the "reinforcements". Destroy the enemy’s.

5) Exemption: the Capital class ship corrupted and leaves. All other ships gathering at the specified point. Joint descent in orbital mode to the "slaves basing place".
Mission: In a dogfight, destroy ships, planetary vehicles and a tower defense of the enemy.
All ships landing at the spaceport and pick up the slaves. Gathering at the specific point.

6) The enemy Outpost: Joint flight over the surface of the planet to the gather point.
Small chance of enemy’s attack (small groups), during the flight.
At the gathering point – all ships are landing, dropping ground vehicles with a "former slaves" on board and divided at two groups.
Mission: join one of the attacking groups: "right flank" (ships), "central side" (ground vehicles), "left flank" (ships). On a signal "to attack", destroy the enemy's Outpost.

7) "Den of Evil": Ground vehicle remain to repair the damaged Outpost. All ships gathering at a checkpoint. Joint ascent to orbit, transition at cruising mode to the station at the orbit of the planet.
Mission: Destroy all the ships of "security" and defense cannons at the station. A minute later, the Capital class ship appears (as an option: the Capital class ship can belong to the enemy).

8) "The End": At the surface of the station can be placed a "power generators" – to be accessed only after the destruction of all defense cannons at the station. Destroying the generators is equivalent of the victory.
As an option: FPS with capture the "control points", unlock (hack) the doors of the control tower and its subsequent capture.

9) Rewards for participation. The award lasts one week and is: 5% discount for buy and a 5% premium for sale at the station, as well as 1% of the profits of the station (due to the fact, that the player does not select the station for which he fought, the reward will always be different, sometimes as "worth nothing", sometimes as "Jackpot").

Event of such scale, it is very difficult to implement in its entirety. But at the moment, you can use a "two or three element quests", it's much easier and will give an experience to "assemble" more complex "chain of events" in the future.

P.S. Yes, I love this game, so much!
Best regards CMDR VANLORD.
 
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Please add a counter to first discovery screen, like this : numbered first discoveries.png
 
Loving Elite Dangerous. If there were two things I could add they would be:
1) Ability to pay NPC/Station to deliver secondary ships to chosen destination for a price and
2) have scaring and ship damage remain on ship until repaired.
 
Hi
Add a weekly/monthly interest rate for credits banked. So credits can earn whilst away from the game
Add landing taxes
 
How about booby trapped cargo canisters? you get interdicted and can drop the one booby trapped canister of cargo. Pirate scoops it up and BOOM! explodes inside shields and hull. the counter to this is to make an enhanced cargo scanner that allows you to scan the container before you scoop it up
 
Suggestion - General


More options regarding route plotting in the Nav computer. I have found the standard in-game nav computer to be very limited. Fastest routes burn through fuel so fast it is unusable for any long distance traveling with out a fuel scoop.

The economic routing option takes you much further on a single tank, but it takes 3x as many jumps to go an equal distance. While not the end of the world, it's moderately annoying.

We need a middle ground in regard to plotting routes, where I can either select the number of jumps I want to make, OR I can set a maximum jump distance.



I understand that the cargo-mass sliders perform this function if you are unladen, or only moderately laden, however if you are fully laden you are SOL so far as options regarding your route.


So I want more control over my nav computer to take full advantage of my ships navigational abilities. My ship is capable, but I cannot get the computer to cooperate.
 
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