Does any one like the idea of a hacking/science profession in elite dangerous?

with missions and modules to match?

Imagine a module that could track asteroids or comets and allow the commander to approach them using elites original flying style, it could be a profession for a very advanced pilot.

Or a hacking profession, rather than just limpets to hack a cargo hatch a commander could use a packet sniffing module to eventually break a bit of encryption of a targeted subsystem, it would give a creepy depth to the game because conversations in stations could be one player simply trying to get anotherplayer to hang around a bit longer, then in hyperspace BAM hacking\piracy; this profession could suit people with real life maths or programming background.

a science/hacking ship could play a support role in a conflict zone orbwith a group of pirates, theres so much depth to add with a few different tottaly different modules and ships

Elites trying not to do things other mmorgs do i understand that, but its being vannilla still, they could do so much, i hope they stick around long enough to prove they have better ideas.
 
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There's definitely some interesting material possible here imo.

I'd like to see ED drill down into detailed surface scanning + sample taking + full system scans for extra bonuses and exploration missions.

Hacking might come into play well once we see FPS type play (sneak into ship, leave a magnet by the navigation computer, send ship off course) etc. These do need thinking about because there needs to be a way to counteract / fight back .. (sweep ship interior for bugs etc.)

Keep going ....
 
good point about the fps aspect, I wonder how soon were going to getvthe jist of some of this, i remember kerbal space program eventually added enough but it took soo long.
 
I can see potential once we get close to planets to scan the biology and/or gather samples and sell them back in civilised space. The benefit all of this genetic data would give in game I haven't thought of but I think it would be cool spending time searching planets while exploring as opposed to what amounts to scanning systems that we do at the moment. Not replacing exploring just diversifying it.
 
Could be fun if it was implemented. I'd immediately head to the Earth-like worlds I've discovered first and collect samples, of course!
 
Adding very specialized ship modules to the game would help a lot with roleplaying. Most current modules are pretty generic, designed to fit as many use cases as possible (the two exception are AFMUs that are basically designed for explorers and hatch breaker limpets which are for pirates). If we had lots more modules that, great for one kind of play but useless for anything else it would create emergent "character classes" as players specialized in them (three that immediately come to mind are repair limpets that function like AFMUs but must be fired from another ship, ramming shields that are terrible against thermic weapons but work really well against physical impact and starburst limpets that leave lots of short-lived contacts in the scanner so one can sneak past other ships)
 
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I was thinking about spy specialization and spying in general in Elite, with cloaking device, hacking (for example disabling ship components, jamming radar), stuff like that... It opens new possibilities for the game, we could have new kind of missions, which could be more complex than that what we have right now.
 
I think that hacking stations would be more likely. I imagine that extra sensors or a hacking computer could be used to steal data, or money, or id's.
 

Kirk-Fu

Banned
I'd love to see more science equipment, just to add more ways to interact with the beautiful but rather sterile universe we have right now. Advanced tasks that go with the advanced equipment, like taking topographic maps of planet surfaces by putting your ship in a precise polar orbit, mapping energetic output from the surfaces of stars, discovering hitherto unknown spatial phenomena only the most advanced and specialised sensors in your ship can even perceive. Getting trapped in a pocket of spatial interphase because curiosity killed the cat. Like everything else the limit is only a matter of imagination and developer resources. The more unique, procedurally generated episodes of star trek the player can participate in and build a career's worth of stories with, the better.
 
with missions and modules to match?

Or a hacking profession, rather than just limpets to hack a cargo hatch a commander could use a packet sniffing module to eventually break a bit of encryption of a targeted subsystem, it would give a creepy depth to the game because conversations in stations could be one player simply trying to get anotherplayer to hang around a bit longer, then in hyperspace BAM hacking\piracy; this profession could suit people with real life maths or programming background.

a science/hacking ship could play a support role in a conflict zone orbwith a group of pirates, theres so much depth to add with a few different tottaly different modules and ships

Elites trying not to do things other mmorgs do i understand that, but its being vannilla still, they could do so much, i hope they stick around long enough to prove they have better ideas.


Yes I like the hacking idea very much. I have even proposed something similar myself a few years ago.
I think some games have implemented very cool hacking mechanics... Deus EX HR for example.

I have my doubts though if something like this would be useful in a combat situation. Things go too fast.
It might be viable in the case of multi crew ships.
Hacking could play a part in espionage missions.
We might have to hack the computer system of an enemy frigate to gain access to certain info for example.


David Braben himself was talking about the possibility to infiltrate other ships in FPS.
I would like that, but I do not think it should be easy to do so.
People (players as well as npc) would of course lock their ships and perhaps have defense mechanisms installed.
There would have to be locking mechanisms for doors and ways to gain access.

Perhaps hacking could play a part here to gain access to other ships, certain areas in space stations etc..
Also hacking of computers to get access to information on ships and stations and more stuff like that.

If FD is already planning for the fps part of the game they will also have to think about the things that people can do in fps.
I feel hacking is an obvious choice.

It would be great if we could for example buy hardware and software to enable hacking, but also to defend ourselves against hacking.
There could be different levels of software packages and upgrades for different prices.
Of course the hardware and software that enables hacking would be illegal in most jurisdictions.
 
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I'd suggested way, way back that implementation of some form of electronic warfare (and countermeasures) to disable ships for piracy or boarding would be great. Even if not hacking directly, but EMP or 'ion cannon' style weapons (missiles, guns, limpets or mines) that can disable ship systems for a period without causing damage. I'd also like to see shielded cargo compartments that don't allow, or severely limit range/increase time for scanning. The current 'smuggling by boosting full speed through the slot' seems more like a way of attracting unwanted attention when you do land. :D )
 
I was thinking about spy specialization and spying in general in Elite, with cloaking device, hacking (for example disabling ship components, jamming radar), stuff like that... It opens new possibilities for the game, we could have new kind of missions, which could be more complex than that what we have right now.

Hmm, I can imagine this perfectly in singleplayer version of ED. But I cannot imagine things like cloacking device etc. in silly multiplayer PvP game which is ED in current state. Can you imagine the griefing potencial of cloacking device, especially in combination with bounties for ramming etc. ? :(
 
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I like the idea of a whole set of scientific instruments you could outfit your ship with ... make exploring more interesting ... and you would start to have to worry about balancing your load-out like you do with combat
 
Interesting idea, but to me, it's much more important to work on the existing professions and improve them before introducing anything else : piracy, smuggling, exploration, mining, trading need much more work IMHO.
 
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