Elite: Dangerous Odyssey: Update 11 Notes (FANTASY WISHLIST)

Greetings Commanders!

This is a fantasy wish list of what I would like the patch notes for Update 11 to look like. Got a little inspired by @sallymorganmoore with my side comments and formatting. Enjoy my visit to fantasy island! :D

Character
  • Players can now enter a "low ready" stance with drawn weapons, pointing it towards the ground. Default binding set to holding the stow weapon key. So like you can have your weapon out and not be constantly pointing it at your friends.
  • Suit customization now features a backpack slot so you can select from all backpacks available for your selected suit.
  • Odyssey suits now have the option to use choose between black opaque and translucent visors on all helmets.
  • A binding has been added to toggle the suit helmet between deployed and retracted states. You can now make a point of only showing your true friends your pretty clown faces.
  • Weapon and engine color customization can now be applied to personal equipment weapons and jetpacks respectively.
  • The "tool" hotkey in the Dominator suit now directly selects the second primary weapon. The primary weapon key no longer cycles through primary weapons as separate weapon cycling commands already exist.
  • Players and NPC's can now replenish each others suit power by using the energy link on each other.
  • Players who are killed will now be incapacitated. Other players may consume a medkit to revive incapacitated players. The incapacitated player will see the name of who incapacitated them and when being revived, the name of the person offering to revive them if applicable.
  • Incapacitated players and NPC's will remain alive and incapacitated until they either choose to repsawn or they suits oxygen supply depletes. A reason other than fires to purge a buildings oxygen?!
  • Players and NPC's can now have their assets, goods, data and consumables inventories looted upon death or incapacitation.
  • Players and NPC's can now have any remaining battery power stored in their suits siphoned with the energy link after death or incapacitation. It's not an execution if they suffocate due to suit failure, right?
  • Players and NPC's struck with the Energy Link overload effect will now be incapacitated instead of killed.
  • Incapacitated NPC's can be picked up and moved at walking speed. Sneaky sneaky.
  • Crouching while sprinting will now engage a slide. Length of the slide is dependent on the friction resulting from gravity. Higher gravity, shorter slide.
  • Crouching while airborn will now also apply jetpack thrust downward. For that extra bit of control on Low-G bodies!
Player Death & Respawning
  • Whenever a player dies on foot (with exception of a case where crimes send them to detention) they will have the choice between multiple respawns at all times:
    • Their own ship (regardless of distance)
    • Any team mates ship (if that team member is at the same body and their ship has not been dismissed)
    • The closest dockable.
    • Their own Fleet Carrier.
    • Any team members Fleet Carrier (within 100 LY)
    • Closest Squadron owned Fleet Carrier.
    • The closest detention facility.
  • When dying in a ship you can now always choose between the following redeployment locations:
    • Closest dockable.
    • Your own fleet carrier.
    • Closest Detention facility.
    • Any team members carrier (within 100 LY)
    • Closest squadron owned Fleet Carrier.
  • If you are crew on someone elses ship when you die you will be provided with the on-foot respawn options as well as the option to "respawn with ship CMDR" after they have loaded in at their chosen respawn location.
  • When dying with your ship on the ground you will no longer be pushed to orbit and instead if you spawn at your ship you will spawn in your existing instance on the ground in your ship.
Signal Sources (Planetary)
  • Transient signal sources (detectable by ship from 2KM+ altitude on radar as a blue circle or SRV via wave scanner) have been re-implemented separate from those discoverable with the Detailed Surface Scanner probes. Transient signal sources on planets consist entirely of small bits of debris such as engineering materials and cargo. Think small bits of "trash" that fell from space as another way to obtain completely random engineering materials.
  • Areas containing geology are now detectable by ship at an altitude of 2KM+ similar to transient signal sources with a red circle.
  • Areas containing biology are now detectable by ship at an altitude of 2KM+ similar to transient signal sources with a green circle.
  • The above changes are meant to make it so teams have reason to explore planetary surfaces as a group where the ship spots things from long distances and provides bearings to the SRV's on the ground who then hone in on those interesting things with the SRV and its wave scanner.
Signal Sources (Space)
  • All signal sources have been reworked to contain more loose loot.
  • Introduced derelict ships and structures to signal sources.
  • Derelicts can be hatch broken to release significant amounts of engineering materials and/or cargo.
  • Derelicts can be hacked with Recon limpets to obtain significant quantities of data resources.
Ships & Ship Equipment
  • A-Rated sensors now have half their size (rounded down, so 6A gives 3 slots, 3A gives 1 slot, 2A gives 1 slot, 1A gives has 0 slots) in sub-slots (similar to SRV/Fighter hangars) where the player can equip scanning equipment such as Kill Warrant, Wake, Manifest, Xeno and Pulse Wave scanners normally reserved for utility slots. Scanners mounted this way still require the same outfitting costs (e.x. weight/power). This is meant to provide multi-role users a little bit more versatility to engage with various aspects of the game without completely sacrificing survivability in Open Play and provide a bit more incentive to A-Rate over minmaxing D-rated sensors for jump range and speed/maneuverability.
  • Ships will no longer auto-dismiss when outside a range of 2KM.
  • Ships landed on the surface and powered down will not be detectable without line of sight in addition to being significantly harder to resolve even a partial contact. Time to hide your ship and sneak around with SRV's/Fighters. Mhm!
  • New drop bay has been introduced to provide aerial troop deployment for teams in physical multicrew.
Surface Recon Vehicles
  • Deployed SRV's are no longer dependent on the presence of their mothership and become tied to the person who deployed it. As such a mothership can now deploy crew in an SRV and leave the instance. If the player who was deployed in the SRV logs out, the SRV remains attached to them and will disappear and re-appear when they log back in.
  • SRV's can now be docked with ships other than the mothership in which they originated if a bays SRV is empty. SRV's will retain their livery however once that SRV is destroyed the livery for that bay is reset if the ship owner lacks the customization applied to it.
  • Introduced new hover-bike SRV based on guarrdian human tech hybrid and livery support. I can wish, right?
  • SRV's can now be deployed from airborn ships at an altitude of 150m or less.
  • SRV's now have full range vertical thrust. This enables downward thrust to create additional traction on low-g or otherwise slippery terrain and the ability to drop altitude faster.
Emotes
  • The point emote can now be used while airborn.
  • Added new "Threaten" emote.
  • Added "Thank you" emote.
  • Added "Come here" emote.
  • Added "Cheer" emote.
  • Added "Beverage" idle animation. Cancels if you move faster than a walk.
  • Added "Drink" emote. If beverage idle is active you drink from the beverage in hand. If your helmet is deployed it will undeploy to take the drink.
  • Added "Lean" idle animation for use on tables and other select props. Compatible with "Beverage" idle and "Drink" emote.
  • Added "Sit" idle for use with various chairs and couches in the game world. Compatible with "Beverage" idle and "Drink" emote.
Settlements (Odyssey)
  • "Friendly" reputation with a faction grants +1 clearance level by default at their settlements.
  • "Allied" reputation with a faction grants an additional +1 clearance level by default at their settlements.
  • Being a member of a squadron that has pledged allegiance to a faction gives you +1 clearance at that factions settlements.
  • Being a member of a squadron that has pledged allegiance to a faction and allied with that faction grants you a total of +3 security clearance by default, access to restricted areas, permission to take any items, permission to toggle any facility feature, permission to fire weapons un-harassed.
  • When present at a settlement where you would be granted clearances based on reputation or squadron affiliation, all perks are temporarily lost if the faction currently has a bounty on you. Obtaining a bounty while at the settlement immediately revokes all clearances granted by this system but does not revoke clearance levels provided by missions for that specific settlement.
  • The above changes act as a foundation for later making it so that the equipment at settlements can be used in combination with docked ship cargo to produce engineering materials for personal and ship equipment using both normal and rare commodities. The original commodities added for engineering (that are now defunct-ish) will be used in conjunction with standard and rare commodities for recipes. This will provide a peaceful non-violent method to obtain engineering materials with Odyssey.
  • Overloaded settlement features (doors, turrets, etc) can be brought back online by repairing their charge port with a circuit board, electrical fuse and electrical wiring and then charging the port with the energy link to bring that base feature back online.
Frontline Solutions/Ground Combat Zones
  • Temporary defenses will no longer fire on ships on the side of the settlements current owners unless they engage in friendly fire or fire on the settlement grounds.
  • Temporary defenses will no longer auto-repair. Base defenders who wish to bring the temporary defenses back online must repair the overloaded port with a circuit board, electrical fuse and electrical wiring and then charging it with the energy link, which will bring the turret back online.
  • Temporary Defenses will now rely on the base power to function.
  • Capture points are now static at key areas of the settlement, including command, power, each base defense turret and each temporary defense turret.
Settlements (Horizons)
  • Frontline Solutions ground combat zones are now present in Horizons settlements. Horizons settlements will now transfer ownership using the same method as Odyssey settlements during war time for easier manipulation of who owns these facilities.
  • All SRV intractable Horizons base assets now have Odyssey panels where components can be stolen from and charge ports that can be overloaded or repaired to enable/disable them.
  • SRV Scannable data terminals on Horizons settlements/assets can now be scanned with the Profile Analyzer.
Missions
  • Non-wing ship based missions can now be shared with team members in the same manner as ground based missions.
  • Non-wing missions that are successfully completed while shared will enter a completed state for all team members immediately, freeing up the slot the mission was shared in for sharing the next mission, opening up mission stacking gameplay to team play. This also means that once a mission is completed team members do not have to wait for the person who took the mission to turn it in in order to claim their reward and also no longer have to stick around until the mission holder turns it in.
  • Odyssey ground based missions have had their timers doubled.
User Interface
  • While on foot looking at ship engineering materials, cargo cannisters, escape pods and the like now scan and display what they are to the user so they can determine if they want to retrieve their SRV to collect them.
  • Ship synthesis menu now auto-sorts with usable synths at the top of the list.
  • Nameplates on foot now display the name of the faction they are affiliated with under their name. For players the faction allegiance is pulled from their squadrons allegiance if any and their squadron ticker will display to the left of player names.
  • On foot nameplates will now show PowerPlay affiliation by displaying the logo of the players affiliated power to the far right of the icons if applicable (next to the wanted/scan indicators)
  • If in a squadron the count of squadron members online will now show on the ship info bar on the top right with a squadrons icon. While on foot this will show on the top right of the comms window when open.
  • The comms settings now include the option to display a text alert when squadron members log in, regardless of game mode or if they are already on your friends list.
  • Fleet Carriers in the navigation panel and system map owned by members of your squadron are now color coded green.
  • Fleet Carriers in the navigation panel and system map owned by people on your friends list are now color coded [INSERT COLOR]
  • Navigation panel filters have for fleet carriers have been split into the following filters: "My Carrier", "My Squadrons Carriers", "Friends Carriers", "Public Carriers" and "Private Carriers". These carrier filters are now also present in the system map view.
  • The navigation panel now has a new "Favorite Bookmarks" button above the galaxy and system map buttons where players can now display a list of their favorite bookmarks and plot a direct route to them without entering the galaxy map.
  • On foot materials on the ground/in containers that are moused over now have an icon on the left side of their tooltip that indicates what classification they are in terms of "Goods", "Chemical", "Circuit", "Tech" or "Data" so players can quickly identify items needed for barter.
  • The internal ship panels pilot preferences now include an option to suppress "wrong cockpit mode" messages.
  • Personal Equipment and Ship Engineering materials can now be marked as favorites within their respective Internal panel Inventory and Storage screens. Pinned engineering recipes will have their ingredients marked as favorites automatically. When targeting a material in space or looking at a material on foot that is a favorite, a star icon will be displayed by the name indicating is is a desired material. When looking at materials through the contact panel on the ship or seeing their tooltip on foot when hovering over it these materials will now be colored coded to stand out.
Multicrew/Teams
  • Accessing the cargo transfer option on another players ship from the SRV will no longer erroneously use your own ships cargo and will now instead use the correct ships cargo you are accessing transfer with.
  • The following ships have received additional seats bringing them to a 4-player capacity: Adder, Python, Imperial Clipper, Federal Dropship, Asp Explorer, Krait Mk II
  • Engineering materials picked up with the ships cargo scoop or data retrieved with the ship scanner and now duplicated to all physical multicrew team mates currently onboard the ship. Because collecting engineering materials should be a team activity!
  • The gunner view can now be used by all team members onboard the ship, including the pilot.
  • Multicrew team members can now use the Full Spectrum Scanner while the ship is moving in supercruise.
  • The gunner view has had the missing "roll" binding implemented. You no longer need to exit and re-enter the gunner view to see the ship from a "normal" perspective!
  • Physical Multicrew now uses the same rejoin ship feature as telepresence multicrew when recovering from disconnects to allow users to rejoin the host ship after a crash.
  • The point emote marker is now visible to players in Ships & SRV's.
  • The point emote marker can now be locked onto by seeker missiles.
  • Ships can now land on planetary surfaces while fighters are deployed. Get ready to wish for a ship with a dorsal launching fighter bay! Mwuahaha!
  • All crew members hud now matches the same layout and display and instrumentation as the pilot. Mentors rejoice! Whether crew or pilot, you can guide new players with proper visuals and everyone gets a better experience!
  • All crew members can now cycle and lock targets regardless of if they are in the cockpit or gunner mode.
  • All crew members can sub-target modules on a ship. Targeting a crew members target will now sub-target the module they are targeting if applicable.
  • Using "target wing member" hotkeys that target crew onboard your ship will immediately target the selected crew members target instead of requiring two key-strokes to select the targeted crew members target.
  • Gunner adjusted firegroups no longer affect the pilots firegroup assignments.
  • Ship owners can now prohibit gunnery crew from deploying hardpoints in their ship settings panel in the right HUD internal panel.
  • Team members can now board empty economy passenger cabins, No pip will be granted for team members on a ship using this method.
  • Engineering affects on weapons and equipment will now have their effects properly applied to the target and firing ship as intended when used by gunners.
  • Team members on your ship who have not yet loaded will have their team/wing icon indicate their status of not yet being onboard. For those of us who forget to watch for "CMDR X is now onboard." in the info panel.
Engineering
  • Handheld weapon modification "Greater Range" now increases projectile speed by 50% in addition to the range increase. Try that Oppressor out now!
  • Suit modification "Enhanced Tracking" now doubles the respective ranges of the Profile Analyzer warrant scanning and profile cloning features.
  • Suit modification "Extra Backpack Capacity" now correctly increases the suits consumable capacity. More batteries, grenades, health kits and e-breaches!
  • Anytime data would be granted to a player that their storage is maxed out on, that data will be replaced with an equal or lesser grade of data they are not at capacity in storage for.
Fleet Carriers
  • Fleet Carrier owners can now store personal equipment and ship engineering materials on their Fleet Carrier and buy/sell them on their commodities market.
  • Fleet Carrier sell orders can now have the limit on how much of the stock the carrier owner is willing to allow to be sold. No more "All or Nothing" sell orders!
  • Players can now access their Odyssey material inventories from fleet carriers and drop items on the floor in the carrier to facilitate material trades without visiting planetary surfaces.
Crime & Punishment
  • Ships with "report crimes" turned off in lawful space will now be marked "LAWLESS" unless they are "WANTED" or "WARRANT" is displayed.
  • A third option for "report crimes" has been added to report crimes without summoning system authority. Players with this mode enabled will be marked as "LAWFUL" in lawful space unless they are "WANTED" or have a "WARRANT" state applied. Lawful PvP'ers rejoice while openly flagging for PvP without NPC interference!
  • All PVP kills resulting in a bounty now have the bounty duplicated with the Pilots Federation and reduce the criminals reputation with the Pilots Federation. Reputation loss from killing players increases the greater disparity in combat rank and engineering between the victim and aggressor. Bounties issued by the Pilots Federation can not be paid off, only claimed. This effect is significantly diminished for on foot pvp.
  • No reputation loss or bounty will be applied with the Pilots Federation for criminals who kill players who have marked themselves as "LAWFUL". Local bounties with BGS factions will still apply. Consensual PvP shouldn't be punished!
  • Being Hostile with the Pilots Federation now completely prevents notoriety decay and prevents the player from logging into Solo or Private Group game modes. No more hiding from the social consequences of your actions while recovering from your criminal activity! (For those concerned, earning bonds with the Pilots Federation and turning them in anywhere can rep you back up. AX Combat Bonds from interceptors make this process recoverable in a reasonable time frame.)
  • Having a bounty issued against you by a PowerPlay faction will now completely prevent you from docking in any of that factions control systems until it is claimed.
  • Bounties issued as a result of PowerPlay activity (either pvp or undermining) will prevent you from using Solo & Private Group modes. No more cloaky-ninja undermining! (Yes, p2p I know.. but small wins, yeah?)
  • PowerPlay bounties can only be paid off after leaving powerplay. The delay on joining another power after leaving will be modified by the value of any powerplay bounties in place when leaving. The timer to rejoin a powerplay faction will not begin until all powerplay bounties have been paid at an interstellar factor. The tooltip when leaving a power will explain this and a message will be sent to the player notifying them that the timer has began after paying off the last of any PowerPlay bounties. A second message will be delivered when the timer has completed.

I may or may not add things to this big fat list of fantasies later but alas... here it is. I know some people might get triggered by the Crime & Punishment stuff and I do not want this thread to turn into a rage fest fight over all that nonsense; it just happens to be what I think is needed. Aside from Crime & Punishment everything else is focused on improving Odyssey gameplay - especially socially as a team. If you don't agree with the C&P stuff, just keep it simple with a "No to the C&P stuff" and focus more on discussing the other features if you're interested.

Much love to Frontier. I am very happy with Odyssey and the potential is amazing. Please fulfil my wishes. ^_^
 
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Technically my proposal wouldn’t be full looting. Gear wouldn’t be dropped, just things acquired that run. With the use of ships and SRV’s storage during looting runs once you deposit stuff it’s safe. Only your backpack would be vulnerable. On the flip side this would finally make it so when doing team play dying wouldn’t mean your team loses all that stuff.


You can't have incapacitated enemies with PEGI 16, so that one's out.
Oof. I thought the problem was executions. That makes me sad. I still want it though!

I have this already: it's called a plasma accelerator! 😜
LOL! Yeah but a PA wouldn’t benefit from the other changes that would benefit point.


Some of your suggestions are geared toward team play and wouldn't really work in solo, but on the whole, I like your list. Good work Commander.
Most of them are. The team play portions of the game seriously need a lot of work. Glad you appreciate the list!

—edit:
Added this line to the respawn section to make sure my intent is clarified for people to be able to respawn on the ground so we can have organized pvp outside CZ’s and other emergent gameplay and a benefit to choosing to exposing your ship by leaving it on the ground:


  • When dying with your ship on the ground you will no longer be pushed to orbit and instead if you spawn at your ship you will spawn in your existing instance on the ground in your ship.
 
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I just noticed the carrier marketplace displays 'minimum stock hold' for sales, but it's always zero and there's no way to change it.

Also, there's still an integer overflow when the value of the sales exceeds 2 billion credits.

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A-Rated sensors now have half their size (rounded down, so 6A gives 3 slots, 3A gives 1 slot, 2A gives 1 slot, 1A gives has 0 slots) in sub-slots (similar to SRV/Fighter hangars) where the player can equip scanning equipment such as Kill Warrant, Wake, Manifest, Xeno and Pulse Wave scanners normally reserved for utility slots. Scanners mounted this way still require the same outfitting costs (e.x. weight/power). This is meant to provide multi-role users a little bit more versatility to engage with various aspects of the game without completely sacrificing survivability in Open Play and provide a bit more incentive to A-Rate over minmaxing D-rated sensors for jump range and speed/maneuverability.
I like this suggestion, I don't think I've ever seen it before. It might be better to have sensors like refineries, where their # of bins/slots is dependent on the rating.
 
I like this suggestion, I don't think I've ever seen it before. It might be better to have sensors like refineries, where their # of bins/slots is dependent on the rating.
The only reason I didn’t go that route in that suggestion is because I feel larger ships should have more ability than the smaller ones. A clas 8 sensor would yield 4 slots, pretty much as big as you could get which only the federal corvette and anaconda would be able to achieve. The cutter and every other ship would get three or less. The sidewinder and hauler would be the only ships incapable of benefiting from it and every other small ship can fit at least one extra scanner when a-rated.

I think this method is the most balanced while not making every ship get the same count of slots for each size. That and I really want my python to have 3 slots lol.
 
I added several items to the user interface section:

User Interface
  • Nameplates on foot now display the name of the faction they are affiliated with under their name. For players the faction allegiance is pulled from their squadrons allegiance if any and their squadron ticker will display to the left of player names.
  • On foot nameplates will now show PowerPlay affiliation by displaying the logo of the players affiliated power to the far right of the icons if applicable (next to the wanted/scan indicators)
  • If in a squadron the count of squadron members online will now show on the ship info bar on the top right with a squadrons icon. While on foot this will show on the top right of the comms window when open.
  • The comms settings now include the option to display a text alert when squadron members log in, regardless of game mode or if they are already on your friends list.
  • Fleet Carriers in the navigation panel and system map owned by members of your squadron are now color coded green.
  • Fleet Carriers in the navigation panel and system map owned by people on your friends list are now color coded [INSERT COLOR]
  • Navigation panel filters have for fleet carriers have been split into the following filters: "My Carrier", "My Squadrons Carriers", "Friends Carriers", "Public Carriers" and "Private Carriers". These carrier filters are now also present in the system map view.
  • The navigation panel now has a new "Favorite Bookmarks" button above the galaxy and system map buttons where players can now display a list of their favorite bookmarks and plot a direct route to them without entering the galaxy map.
  • On foot materials on the ground/in containers that are moused over now have an icon on the left side of their tooltip that indicates what classification they are in terms of "Goods", "Chemical", "Circuit", "Tech" or "Data" so players can quickly identify items needed for barter.
  • The internal ship panels pilot preferences now include an option to suppress "wrong cockpit mode" messages.
  • Personal Equipment and Ship Engineering materials can now be marked as favorites within their respective Internal panel Inventory and Storage screens. Pinned engineering recipes will have their ingredients marked as favorites automatically. When targeting a material in space or looking at a material on foot that is a favorite, a star icon will be displayed by the name indicating is is a desired material. When looking at materials through the contact panel on the ship or seeing their tooltip on foot when hovering over it these materials will now be colored coded to stand out.


So I finally went and watched that video. It's a really good expose and definitely raises a lot of valid points about the full loot model. Fortunately I'm definitely not at all proposing a full loot model with that point. As it stands when we die on foot any loot we picked up in the form of assets, goods, data and consumables (health kits, batteries, grenades) are all completely lost when we die as it is. I just want us to be able to recover those items by either going back to our body when solo/private/teamed and picking them back up, or have an opportunity to loot what is left after a pvp engagement or pull consumables off slain NPC's during a base raid or combat zone on foot to keep fighting the good fight.

At no point would I ever want or even remotely consider our gear dropping (or even damaging/degrading) from death. The penalty for death on foot is far more forgiving than ship death and to be frank; PVP in Elite needed that badly. I do not want to push us towards a hardcore mindset - but I do think being able to loot stuff that would otherwise be vanished into thin air would be awesome - especially if someone comes into my instance and snakes my mission objective item from under my nose.

At least you don't want much doing.
Oh yeah, definitely not much doing at all.... /s

Maybe we can get a "I quit, delete my account and give @Bottom Hat my stuffz button? xD
 
"Fleet Carrier sell orders can now have the limit on how much of the stock the carrier owner is willing to allow to be sold. " +100500
 
Add to your list:

A stun gun/make the overload on the door popper a stun setting when used on unshielded people.

A way to take down those NPCs blocking your data port without killing. Of course, when they wake up, you better be done and gone cuz they're gonna be "intruder alert" all over their comms.
 
And since we're wishlisting:

Station housing, set an (one, resettable once every X period of time?) actual home base where you can store some cargo, get better deals/buy/sale prices, better mat trade rates if there's a trader etc. , have to pay rent and stay (maybe allied? friendly?) with at least one faction on the station. Be able to transfer stuff to it from wherever you are.

Also..the front winch on the sidey, make it work. Like a fixed fire, limited range (200m maybe?) collector.
 
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