Everyone asking for "more content"... but what is it?

I see a lot of posts of cmdrs asking for "more content". This usually translates in some "feature" someone is waiting for: planetary landings, first person, more ships etc.
Reading all this I stopped for a while and I asked myself, ok, but would this really help? What is "more content"?
Planetary landings and exploration would be nice, and a joy for some exploring-inclined player, but - like for the billon stars we have now available - won't it become routine stuff soon? The same thing can be said for first person or more ships imho.
So, again, what is "more content"?
Just to be clear, for me it's something that adds depth to the game, that removes the sense of "grinding" that almost everyone hates. I bet everyone has his own vision of this, but I would gladly put aside planetary landings and first person for more variety and "chaos".

For example:
  • a mission system with linked, story driven missions (dozens linked together) that drive you in a "game in the game" where people may join with friends or in solo, where you can end up with very special rewards after a long chain (special systems access, equipment, vanity items, ships even)
  • add "chaos" in every aspect of the game that puts you in situations you must overcome (some sort of "forced missions"): while exploring/trading your FSD fails and you drop out near some special object. There may be pirates, radiation slowly breaking your ship... I don't know, but "chaos" says it all.
  • Powerplay may be better than most think actually. I cannot say since I cannot access beta, but it adds more content than planetary landings imho. Sure, it needs tweaking and some changes probably, but it looks promising.

I would like to elaborate on this "more content" stuff. What is your vision of "more content"?

LLAP and fly safe
 
More variety for the space stations, animated characters in the control towers, animated workers around space stations under construction, all that can bring life in the galaxy
 
I allways feel like most of the whiners want scripted corridors in space or missions that find you rather than you find them

- - - Updated - - -

More variety for the space stations, animated characters in the control towers, animated workers around space stations under construction, all that can bring life in the galaxy
what happened to that anyway? some of it was in the in game trailers
 
A comprehensive new mission system that has mission types for all occupations, that has longer story missions, that scales well as you progress and has a new more intelligently designed UI with more information.
 
For me, I don't consider more ships, planetary landings, station variety, community goals, etc. content. Not the kind of MEANINGFUL content that I'm looking for anyway. The biggest problem that I have with the game is that it revolves around earning credits. Even the Powerplay update, I'm sorry to say, is a massive disappointment because it doesn't address the lifeless universe with meaningless activities. Instead all it adds is a separate screen for doing missions that are nothing more than renamed combat zones and courier quests. Sure, you can PRETEND the game has purpose behind your actions, but at the end of the day it's all null and void because all of your activities are still divorced from consequence and visual feedback.

Instead what we (still) have is:

Trading: Pick an item from the spreadsheet that is in high supply, sell it to another system that has high demand. It doesn't matter what it is, whether progenitor cells or imperial slaves, because they all do the same thing (i.e. sit in your cargo hold and await to be transferred). What's the purpose behind it? Credits. Credits, mind you, that are capped off at around 2,000cr profit no matter if you went from one end of the galaxy to the other.

Exploration: Fly out across the empty galaxy and click a button for a listing of whats in the system. See if there isn't anything interesting for you to fly up to and point your ship at for 30 seconds. What's the purpose? OH YOU GET TO SEE WHATS OUT THERE!!! Big freaking deal, so you saw one hunk of sphere that looks different than another and get to put your name on it. Does it do anything for you? Is there any tangible benefit of seeing something or having your name on something? Nope, but maybe you can sell the data for, guess what, credits.

Mining: So you put your pennies together and fitted out a mining vessel. Great! Head on over to a pre-existing RES or ring and shoot at rocks. Collect all the pieces, it isn't rocket science. Press a button to process it and now you have some minerals or metals. Awesome. What can you do with it? Well, you can find a station and sell it for: credits.

Combat: Whether you're a bounty hunter or a pirate it matters not, the end result is the same. You fly around looking for targets, maybe play an interdiction game here and there, and pew pew for a while. Or you can go to any one of the pre-existing combat zones that will supply you with an unlimited amount of targets with a capital ship waiting for you to arrive before it jumps in. You either get bounty vouchers, for credits, or can pirate cargo and smuggle them into black markets....for credits.

--------------------------------------------------------------------------------------------------

And that's pretty much all there is to the game. You can try to fart sniff your way out of it by desperately trying to find some roles to play for a while, but the fact of the matter is that once you been to one system you've been to them all. The bulletin board missions are the same stuff just with different names and payouts, and frankly I'm not one that's so easily amused as to continue this charade for months on end. Currently even X-Rebirth has more life to it's galaxy.

What can be done about it? Well, lots of stuff. First they can add the types of content to the game that would provide an actual purpose to your actions by giving you meaningful consequences to your decisions with visual feedback. Right now whether you jump into a system that is on lockdown, in a boom, a civil war, etc. is of no consequence. It's not harder to acquire supplies, more dangerous for bounty hunters, or more interesting missions to be involved in. There aren't any NPC's pulling other NPC's out of supercruise, there are no checkpoints in front of stations making sure an enemy doesn't sneak by. There are no traders or haulers going to and fro from the planets delivering much needed water/supplies to the stations. There are no capital ships battling each other in front of stations, etc. Adding in visual feedback of the state of a system would be a good first step making the universe feel alive.

The types of actual content that I would like to see are:

Trading: Let there be an actual purpose to the things we trade. Each item that is on the market should have an actual value with actual demand. This would mean letting players manufacture stuff from blueprints in order for trade goods to be useful in the first place. Allow players to store modules, weapons, ammo, ships, etc. and manufacture them by using the trade goods to build the needed modules. Let players find an under served market that is about to go to war and make a huge profit running their own weapons, etc.

Exploration: This sort of goes with trading, but for heaven's sake let players be able to have a use for the things they discover. For instance, if you go 1000's of light years away from habitable space and discover a pristine metallic ring next to an earth like world, let players build small scale manufacturing hubs to mine the minerals and establish a point of contact from where you can store resources for expansion. This would also give you a reason for taking a convoy of Type-9's along for the ride with the necessary security to protect them. Much actual gameplay could be had here. And that's just part of exploration, furthering the goals would be able to discover other things beyond planets like derelict ships/stations which enables a quest to find out what happened. Maybe you discover the truth about something and find a valuable material that you can use for manufacturing?

Mining: Well there really isn't too much you can do about mining. You can make it a more involved process, I guess. Instead of pointing your light sticks at a rock and wait for the chunks to come off, maybe you have to scan it first and mine in particular spots. But whatever the case, mining would go right along with manufacturing. Refining the ore to a material that you need for a ship, or sell it on the market and become a supplier. Maybe charge a premium for your material if you're selling it in an agricultural economy and people just don't want to find a refinery economy. A necessary cog in the wheel you are, but a thankless job.

Combat: The act of combat in and of itself is pretty fun, but the current system of grinding combat zones and RES sites is a joke and needs an overhaul. What I would like to see is meaning and resolution in these zones when they develop, and have a visual impact on the state of affairs within a system. I want to see those tutorial missions that sparked my IMAGINATION back in Alpha. You know, the ones where you are intercepting a convoy in delivery of medical supplies, or the one where you are sneaking around assassinating federal ships under the nose of a mercenary cobra. Things that actually had context behind them that made you think you really messed up someones day - but see the impact on the bulletin boards for a mission to track down the assassin. Catch them in the act of laying an ambush. I would like to see NPC's interdicting each other and joining in the offense/defense, making way for an escort mission or some corporate espionage. I want to DO the poisoning of the progenitor cells. Something.

--------------------------------------------------------------------------------------------------

I could go on, but I just wanted to give out my opinion about what I consider "content". I want to see the workers floating around outside of a station putting it together, or a shipyard birthing an anaconda. I want to be able to sabotage or protect it, or build my own. Steal important documents under the nose of the Federation and be chased across the galaxy. I want to fly out of a station only to realize that a capital ship is trying to blockade it and watch a battle develop. I want to interact with contacts outside of this controller-designed UI. Play a game of cards and win some slaves that I can put to work in my narcotics factory. I want to BE captured and sold into slavery to work in a narcotics factory for an hour or so, or escape.

Let's just get away from grinding credits, please. They should be a means to an end, not what the game revolves around.
 
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^^
I very much have to agree, The universe seems very dead. Hopefully when they add the planetary landings things will be different... I mean think about it and it doesn't even make sense, why does everything revolve around the space stations? wouldn't the center of attention be the earthlike worlds where there are supposedly cities and such? (I say supposedly because of the lights in the dark side of the earthlike worlds) So shouldn't we be seeing hundreds of ships at least (assuming they're just 'truckers' and 'police'). The galaxy may have billions of star systems but when it's empty in the supposed "populated" areas it just seems so dead and thus sort of boring afterwards.
 
snip

Exploration: This sort of goes with trading, but for heaven's sake let players be able to have a use for the things they discover. For instance, if you go 1000's of light years away from habitable space and discover a pristine metallic ring next to an earth like world, let players build small scale manufacturing hubs to mine the minerals and establish a point of contact from where you can store resources for expansion. This would also give you a reason for taking a convoy of Type-9's along for the ride with the necessary security to protect them. Much actual gameplay could be had here. And that's just part of exploration, furthering the goals would be able to discover other things beyond planets like derelict ships/stations which enables a quest to find out what happened. Maybe you discover the truth about something and find a valuable material that you can use for manufacturing?

snip

Yeah, if we could build our own stations out there then we could build our own communities (i.e., guilds in other games) based around that station. Such communities would require all professions to thrive and defend themselves from other players who try to destroy your community. Would be fun. A lot more fun than this mega-grind for credits we have today.
 
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For me, I don't consider more ships, planetary landings, station variety, community goals, etc. content. Not the kind of MEANINGFUL content that I'm looking for anyway. The biggest problem that I have with the game is that it revolves around earning credits. Even the Powerplay update, I'm sorry to say, is a massive disappointment because it doesn't address the lifeless universe with meaningless activities. Instead all it adds is a separate screen for doing missions that are nothing more than renamed combat zones and courier quests. Sure, you can PRETEND the game has purpose behind your actions, but at the end of the day it's all null and void because all of your activities are still divorced from consequence and visual feedback.

Instead what we (still) have is:

Trading: Pick an item from the spreadsheet that is in high supply, sell it to another system that has high demand. It doesn't matter what it is, whether progenitor cells or imperial slaves, because they all do the same thing (i.e. sit in your cargo hold and await to be transferred). What's the purpose behind it? Credits. Credits, mind you, that are capped off at around 2,000cr profit no matter if you went from one end of the galaxy to the other.

Exploration: Fly out across the empty galaxy and click a button for a listing of whats in the system. See if there isn't anything interesting for you to fly up to and point your ship at for 30 seconds. What's the purpose? OH YOU GET TO SEE WHATS OUT THERE!!! Big freaking deal, so you saw one hunk of sphere that looks different than another and get to put your name on it. Does it do anything for you? Is there any tangible benefit of seeing something or having your name on something? Nope, but maybe you can sell the data for, guess what, credits.

Mining: So you put your pennies together and fitted out a mining vessel. Great! Head on over to a pre-existing RES or ring and shoot at rocks. Collect all the pieces, it isn't rocket science. Press a button to process it and now you have some minerals or metals. Awesome. What can you do with it? Well, you can find a station and sell it for: credits.

Combat: Whether you're a bounty hunter or a pirate it matters not, the end result is the same. You fly around looking for targets, maybe play an interdiction game here and there, and pew pew for a while. Or you can go to any one of the pre-existing combat zones that will supply you with an unlimited amount of targets with a capital ship waiting for you to arrive before it jumps in. You either get bounty vouchers, for credits, or can pirate cargo and smuggle them into black markets....for credits.

--------------------------------------------------------------------------------------------------

And that's pretty much all there is to the game. You can try to fart sniff your way out of it by desperately trying to find some roles to play for a while, but the fact of the matter is that once you been to one system you've been to them all. The bulletin board missions are the same stuff just with different names and payouts, and frankly I'm not one that's so easily amused as to continue this charade for months on end. Currently even X-Rebirth has more life to it's galaxy.

What can be done about it? Well, lots of stuff. First they can add the types of content to the game that would provide an actual purpose to your actions by giving you meaningful consequences to your decisions with visual feedback. Right now whether you jump into a system that is on lockdown, in a boom, a civil war, etc. is of no consequence. It's not harder to acquire supplies, more dangerous for bounty hunters, or more interesting missions to be involved in. There aren't any NPC's pulling other NPC's out of supercruise, there are no checkpoints in front of stations making sure an enemy doesn't sneak by. There are no traders or haulers going to and fro from the planets delivering much needed water/supplies to the stations. There are no capital ships battling each other in front of stations, etc. Adding in visual feedback of the state of a system would be a good first step making the universe feel alive.

The types of actual content that I would like to see are:

Trading: Let there be an actual purpose to the things we trade. Each item that is on the market should have an actual value with actual demand. This would mean letting players manufacture stuff from blueprints in order for trade goods to be useful in the first place. Allow players to store modules, weapons, ammo, ships, etc. and manufacture them by using the trade goods to build the needed modules. Let players find an under served market that is about to go to war and make a huge profit running their own weapons, etc.

Exploration: This sort of goes with trading, but for heaven's sake let players be able to have a use for the things they discover. For instance, if you go 1000's of light years away from habitable space and discover a pristine metallic ring next to an earth like world, let players build small scale manufacturing hubs to mine the minerals and establish a point of contact from where you can store resources for expansion. This would also give you a reason for taking a convoy of Type-9's along for the ride with the necessary security to protect them. Much actual gameplay could be had here. And that's just part of exploration, furthering the goals would be able to discover other things beyond planets like derelict ships/stations which enables a quest to find out what happened. Maybe you discover the truth about something and find a valuable material that you can use for manufacturing?

Mining: Well there really isn't too much you can do about mining. You can make it a more involved process, I guess. Instead of pointing your light sticks at a rock and wait for the chunks to come off, maybe you have to scan it first and mine in particular spots. But whatever the case, mining would go right along with manufacturing. Refining the ore to a material that you need for a ship, or sell it on the market and become a supplier. Maybe charge a premium for your material if you're selling it in an agricultural economy and people just don't want to find a refinery economy. A necessary cog in the wheel you are, but a thankless job.

Combat: The act of combat in and of itself is pretty fun, but the current system of grinding combat zones and RES sites is a joke and needs an overhaul. What I would like to see is meaning and resolution in these zones when they develop, and have a visual impact on the state of affairs within a system. I want to see those tutorial missions that sparked my IMAGINATION back in Alpha. You know, the ones where you are intercepting a convoy in delivery of medical supplies, or the one where you are sneaking around assassinating federal ships under the nose of a mercenary cobra. Things that actually had context behind them that made you think you really messed up someones day - but see the impact on the bulletin boards for a mission to track down the assassin. Catch them in the act of laying an ambush. I would like to see NPC's interdicting each other and joining in the offense/defense, making way for an escort mission or some corporate espionage. I want to DO the poisoning of the progenitor cells. Something.

--------------------------------------------------------------------------------------------------

I could go on, but I just wanted to give out my opinion about what I consider "content". I want to see the workers floating around outside of a station putting it together, or a shipyard birthing an anaconda. I want to be able to sabotage or protect it, or build my own. Steal important documents under the nose of the Federation and be chased across the galaxy. I want to fly out of a station only to realize that a capital ship is trying to blockade it and watch a battle develop. I want to interact with contacts outside of this controller-designed UI. Play a game of cards and win some slaves that I can put to work in my narcotics factory. I want to BE captured and sold into slavery to work in a narcotics factory for an hour or so, or escape.

Let's just get away from grinding credits, please. They should be a means to an end, not what the game revolves around.

Yea, I have always said the game is as deep as my coffee cup but can't ever get anyone to agree with me. People are really convinced this game is simply amazing and without fault. 1.3 does add things I'm interested in though, at least until they start talking about what's next. I never dared mention X-Rebirth due to the unbridled hate people have for it, even when it's good now, there's no convincing.
 
Hi all,
Only been a casual player in beta, I quite like it. Casual, as I have plenty to do in 1.2 at the moment, so plenty of content for me in 1.2. Powerplay will add another dimension form me. Due to geography (well, what is the right term?), I will not be joining a power immediately as I am 100s of LY away from the powerplay action.

The DDF is not the be all and end all. A lot of it will never be implemented, or needs further refinement as "what" ED is changes. One area I hope is implemented, is 2nd tier NPCs. At the moment the raw mechanics and stats are all that players can use to set their objectives, too be fair, powerplay is very much in that style. Most players default to the objectives from previous Elite games, and struggle to get worked up about a bunch of numbers on the screen (but get annoyed when their credit number does not go up fast enough). Adding 2nd tier NPCs as a wrap around the raw mechanics would help I think.

Well either that or throw away the entire game, as many are suggesting for pp. Some people are nuts.

Simon
 
For me, I don't consider more ships, planetary landings, station variety, community goals, etc. content. Not the kind of MEANINGFUL content that I'm looking for anyway. The biggest problem that I have with the game is that it revolves around earning credits. Even the Powerplay update, I'm sorry to say, is a massive disappointment because it doesn't address the lifeless universe with meaningless activities. Instead all it adds is a separate screen for doing missions that are nothing more than renamed combat zones and courier quests. Sure, you can PRETEND the game has purpose behind your actions, but at the end of the day it's all null and void because all of your activities are still divorced from consequence and visual feedback.

Instead what we (still) have is:

Trading: Pick an item from the spreadsheet that is in high supply, sell it to another system that has high demand. It doesn't matter what it is, whether progenitor cells or imperial slaves, because they all do the same thing (i.e. sit in your cargo hold and await to be transferred). What's the purpose behind it? Credits. Credits, mind you, that are capped off at around 2,000cr profit no matter if you went from one end of the galaxy to the other.

Exploration: Fly out across the empty galaxy and click a button for a listing of whats in the system. See if there isn't anything interesting for you to fly up to and point your ship at for 30 seconds. What's the purpose? OH YOU GET TO SEE WHATS OUT THERE!!! Big freaking deal, so you saw one hunk of sphere that looks different than another and get to put your name on it. Does it do anything for you? Is there any tangible benefit of seeing something or having your name on something? Nope, but maybe you can sell the data for, guess what, credits.

Mining: So you put your pennies together and fitted out a mining vessel. Great! Head on over to a pre-existing RES or ring and shoot at rocks. Collect all the pieces, it isn't rocket science. Press a button to process it and now you have some minerals or metals. Awesome. What can you do with it? Well, you can find a station and sell it for: credits.

Combat: Whether you're a bounty hunter or a pirate it matters not, the end result is the same. You fly around looking for targets, maybe play an interdiction game here and there, and pew pew for a while. Or you can go to any one of the pre-existing combat zones that will supply you with an unlimited amount of targets with a capital ship waiting for you to arrive before it jumps in. You either get bounty vouchers, for credits, or can pirate cargo and smuggle them into black markets....for credits.

--------------------------------------------------------------------------------------------------

And that's pretty much all there is to the game. You can try to fart sniff your way out of it by desperately trying to find some roles to play for a while, but the fact of the matter is that once you been to one system you've been to them all. The bulletin board missions are the same stuff just with different names and payouts, and frankly I'm not one that's so easily amused as to continue this charade for months on end. Currently even X-Rebirth has more life to it's galaxy.

What can be done about it? Well, lots of stuff. First they can add the types of content to the game that would provide an actual purpose to your actions by giving you meaningful consequences to your decisions with visual feedback. Right now whether you jump into a system that is on lockdown, in a boom, a civil war, etc. is of no consequence. It's not harder to acquire supplies, more dangerous for bounty hunters, or more interesting missions to be involved in. There aren't any NPC's pulling other NPC's out of supercruise, there are no checkpoints in front of stations making sure an enemy doesn't sneak by. There are no traders or haulers going to and fro from the planets delivering much needed water/supplies to the stations. There are no capital ships battling each other in front of stations, etc. Adding in visual feedback of the state of a system would be a good first step making the universe feel alive.

The types of actual content that I would like to see are:

Trading: Let there be an actual purpose to the things we trade. Each item that is on the market should have an actual value with actual demand. This would mean letting players manufacture stuff from blueprints in order for trade goods to be useful in the first place. Allow players to store modules, weapons, ammo, ships, etc. and manufacture them by using the trade goods to build the needed modules. Let players find an under served market that is about to go to war and make a huge profit running their own weapons, etc.

Exploration: This sort of goes with trading, but for heaven's sake let players be able to have a use for the things they discover. For instance, if you go 1000's of light years away from habitable space and discover a pristine metallic ring next to an earth like world, let players build small scale manufacturing hubs to mine the minerals and establish a point of contact from where you can store resources for expansion. This would also give you a reason for taking a convoy of Type-9's along for the ride with the necessary security to protect them. Much actual gameplay could be had here. And that's just part of exploration, furthering the goals would be able to discover other things beyond planets like derelict ships/stations which enables a quest to find out what happened. Maybe you discover the truth about something and find a valuable material that you can use for manufacturing?

Mining: Well there really isn't too much you can do about mining. You can make it a more involved process, I guess. Instead of pointing your light sticks at a rock and wait for the chunks to come off, maybe you have to scan it first and mine in particular spots. But whatever the case, mining would go right along with manufacturing. Refining the ore to a material that you need for a ship, or sell it on the market and become a supplier. Maybe charge a premium for your material if you're selling it in an agricultural economy and people just don't want to find a refinery economy. A necessary cog in the wheel you are, but a thankless job.

Combat: The act of combat in and of itself is pretty fun, but the current system of grinding combat zones and RES sites is a joke and needs an overhaul. What I would like to see is meaning and resolution in these zones when they develop, and have a visual impact on the state of affairs within a system. I want to see those tutorial missions that sparked my IMAGINATION back in Alpha. You know, the ones where you are intercepting a convoy in delivery of medical supplies, or the one where you are sneaking around assassinating federal ships under the nose of a mercenary cobra. Things that actually had context behind them that made you think you really messed up someones day - but see the impact on the bulletin boards for a mission to track down the assassin. Catch them in the act of laying an ambush. I would like to see NPC's interdicting each other and joining in the offense/defense, making way for an escort mission or some corporate espionage. I want to DO the poisoning of the progenitor cells. Something.

--------------------------------------------------------------------------------------------------

I could go on, but I just wanted to give out my opinion about what I consider "content". I want to see the workers floating around outside of a station putting it together, or a shipyard birthing an anaconda. I want to be able to sabotage or protect it, or build my own. Steal important documents under the nose of the Federation and be chased across the galaxy. I want to fly out of a station only to realize that a capital ship is trying to blockade it and watch a battle develop. I want to interact with contacts outside of this controller-designed UI. Play a game of cards and win some slaves that I can put to work in my narcotics factory. I want to BE captured and sold into slavery to work in a narcotics factory for an hour or so, or escape.

Let's just get away from grinding credits, please. They should be a means to an end, not what the game revolves around.

This pretty much, except I also think we need the first paragraph too---Station Variety, Ships, etc. The game is shockingly vanilla and bland. I had a virtually identical post all typed up and decided it was too negative, seeing this one I realize that I should have popped it up. This game is unfinished and does not deserve its AAA+price tag in its current form due to simply having a lack of content.
 
a good sandbox needs buckets and shovels for the user to create "content".
but i have felt that Elite from its first release has been a sandbox made more for looking at and admiration, like the pool in a rich mans house that no one ever swims in.

the wings and pp updates tries to remedy some of that, but i still feel that FD is holding back from giving us real tools for player made content, afraid that we will mess up that pristine sandbox.
 
The DDF proposals.

End of thread.

Pretty much this!.

Forgetting the paid dlcs things for the main game I would like would be

(almost) real time construction of new stations with "go fetch" missions tied to them
Ship yards and factories with missions tied to them
Overall increase in background "stuff". Life in stations machinery buzzing around stations, differing states or repair and age with scaffold etc
Fleshing out of pirate role with pirate rankings hidden asteroid bases etc.
Comms chatter (text is fine but the dream would be something like the 2 huge battleship video a few years back)
Generally more variation and complexity is the mission types on the BB
Some persistent NPCs we get relationships with (is missions and rare tech I am not talking romantic stuff ;))
Crew for ships with their skills having slight effects on different things
Some missions supply a set ship so we try things we would not normally.
Huge flesh out of military career

- - - Updated - - -

a good sandbox needs buckets and shovels for the user to create "content".
but i have felt that Elite from its first release has been a sandbox made more for looking at and admiration, like the pool in a rich mans house that no one ever swims in.

the wings and pp updates tries to remedy some of that, but i still feel that FD is holding back from giving us real tools for player made content, afraid that we will mess up that pristine sandbox.

AFAIK the devs have always said we would not be " crafting" IF that is what u are getting at

Edit..

@
fourty6to3

Whilst I do enjoy what we have more than you at the moment, outside of the crafting which sounds good but I do think the devs have said unlikely, there are some cool ideas in there. On phone so can't quote the relavent bits
 
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The DDF proposals.

End of thread.

Well, peeps, I must say thank you.
I did not know about DDF forum until now. I spent quite a lot of time reading the threads in there in the last hours.
There is a LOT of good ideas and stuff in there, most of them is what I mean with "content".
Question for the veteran commanders, what happened to most of the good ideas in there? Why only the "sandbox" part was released. Some of the ideas shouldn't even be that hard to implement ingame.

LLAP
 
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