[DISCUSSION] How Elite Dangerous Could Reach Its True Potential

How Elite Dangerous Could Reach Its True Potential

Recently, I had a bank holiday — three days off — and I spent almost all of that time playing the game. And I loved it. Truly. It feels like the game is heading in a really good direction.

To begin, I’d like to congratulate the development team on what they’ve accomplished so far. The current state of the game is fantastic. I'd also like to take this opportunity to share a few ideas that might help improve it even further.

1. Engineers and PvP Balance
I’m still not fully convinced about the purpose of engineers. Sure, I understand they allow for increased performance and customization, but I believe the game — especially the PvP aspect — would be much better balanced without engineering.

Right now, most PvP fights are won not by the better pilot, but by the player who has spent more time farming materials and upgrading modules. A highly skilled pilot without the right shield tuning or weapon upgrades stands no chance against someone with better engineered gear.

Removing or at least rethinking engineers could help level the playing field. I get that engineers have been in the game for a long time, so removing them outright would be difficult. But maybe there could be a transition phase or an alternative approach — for example, limiting engineering effects to PvE only. Other games like The Division 2 have separate stats for PvE and PvP, and something similar could work here. This would help ensure that PvP is based more on player skill than grinding.

2. The Black Market
The black market feels like a missed opportunity. Right now, we can only sell illegal goods there — but why not buy things too?

Imagine being able to purchase pre-engineered modules or engineering materials through the black market. That would give the system more depth and make it much more interesting. At the moment, it just feels underutilized.

3. Real Money Shop
I think the shop is a great idea — and I’d recommend taking it even further, similar to how Warframe handles it. Everything in the game should be obtainable either by playing or by purchasing with real money. That way, players have the choice, and no one feels cheated.

Personally, I wouldn’t mind paying real money for something like a Fleet Carrier or a Federal Corvette, especially since outfitting them with the right modules and engineering takes a huge amount of time. But again — balance is crucial. Players who don’t want to spend real money must still have access to all content via gameplay alone.

4. Travelling Within Systems
Lastly, I want to talk about travel inside star systems. Elite Dangerous prides itself on being a simulator — and I love that. But staring at the screen while watching numbers slowly change for tens of minutes isn’t immersive; it’s just boring.

Games like Star Citizen or even No Man’s Sky handle this better. I have no issue with travel taking a few minutes for immersion’s sake — but when I’m sitting there for half an hour doing essentially nothing, I’m more likely to just quit and launch a different game.

Yes, I understand the longer players stay online, the more likely they are to spend money on cosmetics, etc. But the game needs to be engaging — not a passive time sink.

In closing:
Big respect to the developers and management team. You're doing a great job — keep going strong!
 
1. Engineers and PvP Balance
I’m still not fully convinced about the purpose of engineers. Sure, I understand they allow for increased performance and customization, but I believe the game — especially the PvP aspect — would be much better balanced without engineering.
That's true, and they were never really designed for a fun PvP balance, but as you say, rolling back on them in general would be impossible now.

Having a PvE-only engineering doesn't work (in most contexts) because the game doesn't have a separation between PvE and PvP environments, and most engineering mods - even a lot of shielding and weapon mods! - don't directly affect the amount of damage done to or absorbed from another ship.

In practical terms, engineering is sufficiently easy nowadays that a highly skilled PvP pilot who doesn't have a maxed-out ship or several is really unlikely to exist (someone starting up a new alt aside). They might not necessarily have enjoyed doing the engineering process but the time to max out a ship is a tiny fraction of the time needed to actually get highly skilled in using it.

2. The Black Market
The black market feels like a missed opportunity. Right now, we can only sell illegal goods there — but why not buy things too?
The entire criminal side of the game is under-developed, because Frontier ultimately can't decide if players are supposed to be committing crimes or not. Definitely a lot more which could be done in this area but it requires more than just a few tweaks.

4. Travelling Within Systems
Lastly, I want to talk about travel inside star systems. Elite Dangerous prides itself on being a simulator — and I love that. But staring at the screen while watching numbers slowly change for tens of minutes isn’t immersive; it’s just boring.
The SCO drives I think have basically solved this already, no? You can't go hands-off and just watch the numbers change while using them because you risk overheating, going off course and running out of fuel. They cut in-system travel times down very substantially, and what remains of the travel times is the interactive parts where you need to think and fly your ship.

You can fit a non-SCO drive and use supercruise assist (or the terrible "6 second rule" advice) to do travel the slow and boring way - and the game does currently unfortunately encourage this a bit in its default loadouts and by other means - but I think this is more about encouraging players to use whats already there than changing anything on a technical level. (And the number of systems where there's a literal 30-minute flight time even without SCO is tiny enough for the few counter-examples to be infamous by name; most cap out at 15 minutes non-SCO and a lot less with it)
 
1. Engineers and PvP Balance

Right now, most PvP fights are won not by the better pilot, but by the player who has spent more time farming materials and upgrading modules. A highly skilled pilot without the right shield tuning or weapon upgrades stands no chance against someone with better engineered gear.

Removing or at least rethinking engineers could help level the playing field.
I have to disagree.
Any numpty can collect massive amounts of mats quite easily - but not all Cmdrs have practiced enough to hone their skill.
Experience has shown me that I can consistently beat some Cmdrs - but will always lose to others - regardless of my grade 5 equipment.
2. The Black Market
The black market feels like a missed opportunity. Right now, we can only sell illegal goods there — but why not buy things too?

Imagine being able to purchase pre-engineered modules or engineering materials through the black market. That would give the system more depth and make it much more interesting. At the moment, it just feels underutilized.
I agree fundamentally - the black markets could have more functionality...but Engineering and materials for in-game credits seems like a shortcut directly to:
3. Real Money Shop
I think the shop is a great idea — and I’d recommend taking it even further, similar to how Warframe handles it. Everything in the game should be obtainable either by playing or by purchasing with real money.
We already get people complaining about P2W.
This would be full-on P2W...and people would still complain anyway - after dropping a few hundred quid to jump straight into a fully Engineered PvP Corvette, only to get annhiliated by a very skilled Cmdr with much more experience (Or just a random group of gankers)
...I can already hear the forum meltdowns (on both sides!)
4. Travelling Within Systems
Lastly, I want to talk about travel inside star systems. Elite Dangerous prides itself on being a simulator — and I love that. But staring at the screen while watching numbers slowly change for tens of minutes isn’t immersive; it’s just boring.

Games like Star Citizen or even No Man’s Sky handle this better. I have no issue with travel taking a few minutes for immersion’s sake — but when I’m sitting there for half an hour doing essentially nothing, I’m more likely to just quit and launch a different game.
Have you not been using an SCO drive?
I've been shipping commodities across a system I'm currently building, and can travel 40,000 Ls in about 30 seconds...
In-system travel is objectively even faster in Elite now than in NMS! I don't see a problem.
Big respect to the developers
Agreed! 👍
 
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3. Real Money Shop
I think the shop is a great idea — and I’d recommend taking it even further, similar to how Warframe handles it. Everything in the game should be obtainable either by playing or by purchasing with real money. That way, players have the choice, and no one feels cheated.
Actually I think a good number of players who have obtained everything in game would feel cheated by someone just buying everything other than the experience from the store. There is quite a bit of acrimony about the pre-built and early access ships as it stands.

Personally, I wouldn’t mind paying real money for something like a Fleet Carrier or a Federal Corvette, especially since outfitting them with the right modules and engineering takes a huge amount of time. But again — balance is crucial. Players who don’t want to spend real money must still have access to all content via gameplay alone.
After the revamp engineering is actually quite fast and the only time delay for the FC is raising the credits which judging by how many there are in the game takes relatively little time.

4. Travelling Within Systems
Lastly, I want to talk about travel inside star systems. Elite Dangerous prides itself on being a simulator — and I love that. But staring at the screen while watching numbers slowly change for tens of minutes isn’t immersive; it’s just boring.
You definitely need to fit Super Cruise Overcharge FSDs on your ship if you can just watch the numbers change and find it boring.



In closing:
Big respect to the developers and management team. You're doing a great job — keep going strong!
 
1. Engineers and PvP Balance
I’m still not fully convinced about the purpose of engineers. Sure, I understand they allow for increased performance and customization, but I believe the game — especially the PvP aspect — would be much better balanced without engineering.

Right now, most PvP fights are won not by the better pilot, but by the player who has spent more time farming materials and upgrading modules. A highly skilled pilot without the right shield tuning or weapon upgrades stands no chance against someone with better engineered gear.
The purpose of engineering is to give you a sense of you makeing your ship your own; instead of it being identical to every other one.

Most PvP fights are planned duels, where everyone have fully engineered ships. But those fight clearly aren't the organic PvP combat Fdev was going for.
For organic fights it comes down to how powerfull the ship is to begin with, and how specced it is for combat. Removing engineeing would make that even worse. A Type 9 set up for hauling can't defeat a fdl, but with engineering it has a decent chance to escape. But the was majority of this organic combat is just ganking, and that is not solved by whatever you do with engineering.

Also, the time it takes for a new player to unlock engineers, gather the mats, and engineer a couple of ships, is time spent learning how to fly. Without it they don't stand a chance in PvP anyway.

If you really wanted ED to reach its full potential, you would argue for PvP being completely removed. There's so much cool stuff that could be added if we didn't have to take "people are s" into account.
 
1. Engineers and PvP Balance
I’m still not fully convinced about the purpose of engineers. Sure, I understand they allow for increased performance and customization, but I believe the game — especially the PvP aspect — would be much better balanced without engineering.

Right now, most PvP fights are won not by the better pilot, but by the player who has spent more time farming materials and upgrading modules. A highly skilled pilot without the right shield tuning or weapon upgrades stands no chance against someone with better engineered gear.

Removing or at least rethinking engineers could help level the playing field. I get that engineers have been in the game for a long time, so removing them outright would be difficult. But maybe there could be a transition phase or an alternative approach — for example, limiting engineering effects to PvE only. Other games like The Division 2 have separate stats for PvE and PvP, and something similar could work here. This would help ensure that PvP is based more on player skill than grinding.

The problem with PvP is most players tend towards the Meta, whether there’s engineering or not.

And as said already, by the time you’ve become a competent pilot you can easily engineer your ship.

2. The Black Market
The black market feels like a missed opportunity. Right now, we can only sell illegal goods there — but why not buy things too?

Imagine being able to purchase pre-engineered modules or engineering materials through the black market. That would give the system more depth and make it much more interesting. At the moment, it just feels underutilized.

The black market and smuggling really needs some love. Yeah we should be able to buy dodgy goods from the black market and smuggle them into another system.

I’m not sure why you’d have pre-engineered modules though.

3. Real Money Shop
I think the shop is a great idea — and I’d recommend taking it even further, similar to how Warframe handles it. Everything in the game should be obtainable either by playing or by purchasing with real money. That way, players have the choice, and no one feels cheated.

Personally, I wouldn’t mind paying real money for something like a Fleet Carrier or a Federal Corvette, especially since outfitting them with the right modules and engineering takes a huge amount of time. But again — balance is crucial. Players who don’t want to spend real money must still have access to all content via gameplay alone.

Or you could, I don’t know, play the game.

4. Travelling Within Systems
Lastly, I want to talk about travel inside star systems. Elite Dangerous prides itself on being a simulator — and I love that. But staring at the screen while watching numbers slowly change for tens of minutes isn’t immersive; it’s just boring.

Games like Star Citizen or even No Man’s Sky handle this better. I have no issue with travel taking a few minutes for immersion’s sake — but when I’m sitting there for half an hour doing essentially nothing, I’m more likely to just quit and launch a different game.

Yes, I understand the longer players stay online, the more likely they are to spend money on cosmetics, etc. But the game needs to be engaging — not a passive time sink.

Use SCO, makes it much quicker. 🤷‍♂️
 
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