Exploration/General Requests

Hi.

I'd like to see the following features, or some facsimile thereof, in Elite: Dangerous at some point in the future:

1) solar panels - purpose: lets explorer shut down and service power plant while deep in the black

2) spare parts - purpose: allows for component failures and lets explorers survive longer far from the bubble (also a great mechanic for first-person game play (also true of #1))

3) emergency O2 replenishment - purpose: lets explorers repair their life support without wasting O2 (alternatively, allow AFMs to repair life support while still operating) but this also ties in with #2, if we effect emergency repairs and have to use O2 to do it, it'd be nice to refill the emergency O2 afterwards, all you need is water, and that's already in the game. (however, if we really want to get picky, the cockpits alone are such voluminous spaces there's probably a few hours' worth of O2 in the ship, emergency O2 really shouldn't be active unless there's a canopy/hull breach)

4) geologic sampling - purpose: allows for added game play/ specialized exploration SRV potential

5) save/load/clear commands for bookmarks - purpose: give us more bookmarks without affecting the interface

6) water craft - purpose: fun in the sun! hopefully, one day, we'll be able to land on atmospheric planets, and one day after that, atmospheric planets with bodies of liquid, when that happens I want a submarine!

7) shuttles/fighters for docking or ship to ship transfer - purpose: you can leave your big ship outside and dock with your smaller ship, just for fun, really, but it'd also allow for the mechanic of CMDR to CMDR ship transfer for multi-crew (and the potential for first person shooter (FPS) action with boarding parties and stuff!)

8) telescopes/telephoto zoom - purpose: um, totally awesome! also, might provided some interesting gameplay mechanics, such as stealth missions for recon/spying (were an active scan would be registered and warrant a response), plus it'd be cool to zoom in on some of the planets we can't land on (it would also give the Devs an excuse to start adding more detail to the atmospheric planets). I figure they'd either be a hard point or a utility point (I like the hard point, also it would be an option for other scientific instruments)


Hopefully a FDev will read this and say to themselves: self, these are great ideas, we should do them!

I'm curious to know what other CMDRs want to see come to the game.

Fly safe o7
 

Lestat

Banned
Hi.

I'd like to see the following features, or some facsimile thereof, in Elite: Dangerous at some point in the future:

1) solar panels - purpose: lets explorer shut down and service power plant while deep in the black

2) spare parts - purpose: allows for component failures and lets explorers survive longer far from the bubble (also a great mechanic for first-person game play (also true of #1))
Well your asking to take out a risk reward part of the game. Let face it. There has to be something to bring us home. Right now it Halls and power plant. It give explorers that fear that they might not make it home.

3) emergency O2 replenishment - purpose: lets explorers repair their life support without wasting O2 (alternatively, allow AFMs to repair life support while still operating) but this also ties in with #2, if we effect emergency repairs and have to use O2 to do it, it'd be nice to refill the emergency O2 afterwards, all you need is water, and that's already in the game. (however, if we really want to get picky, the cockpits alone are such voluminous spaces there's probably a few hours' worth of O2 in the ship, emergency O2 really shouldn't be active unless there's a canopy/hull breach)
The trick I do with repairing the Life support. Don't repair it at the same time with the other Modules. Either do it first or last repair.

4) geologic sampling - purpose: allows for added game play/ specialized exploration SRV potential
Ok I like this idea. Add more game play to Exploration.

5) save/load/clear commands for bookmarks - purpose: give us more bookmarks without affecting the interface
I think they should color code. So players can delete by color. So the user can go Red is my Major Bookmarks. But Greens ones are Temporary and delete them when I done Exploration.

6) water craft - purpose: fun in the sun! hopefully, one day, we'll be able to land on atmospheric planets, and one day after that, atmospheric planets with bodies of liquid, when that happens I want a submarine!
Sounds like a good idea. We would have to account type of liquid.

7) shuttles/fighters for docking or ship to ship transfer - purpose: you can leave your big ship outside and dock with your smaller ship, just for fun, really, but it'd also allow for the mechanic of CMDR to CMDR ship transfer for multi-crew (and the potential for first person shooter (FPS) action with boarding parties and stuff!)
Not sure on this one. But On the DDF forums we did talk about Boarding Parties.


8) telescopes/telephoto zoom - purpose: um, totally awesome! also, might provided some interesting gameplay mechanics, such as stealth missions for recon/spying (were an active scan would be registered and warrant a response), plus it'd be cool to zoom in on some of the planets we can't land on (it would also give the Devs an excuse to start adding more detail to the atmospheric planets). I figure they'd either be a hard point or a utility point (I like the hard point, also it would be an option for other scientific instruments)
sound like a cool idea. But it need to be talk about to view pros and cons.

Hopefully a FDev will read this and say to themselves: self, these are great ideas, we should do them!

I'm curious to know what other CMDRs want to see come to the game.

Fly safe o7
 
Well your asking to take out a risk reward part of the game. Let face it. There has to be something to bring us home. Right now it Halls and power plant. It give explorers that fear that they might not make it home.

You keep putting forth that statement, but you have never justified it. If you cannot argue why, "There has to be something to bring us home", it is just your opinion. Why do we NEED to be forced back to the bubble?
 

Lestat

Banned
You keep putting forth that statement, but you have never justified it. If you cannot argue why, "There has to be something to bring us home", it is just your opinion. Why do we NEED to be forced back to the bubble?
We get that you want a game that has no risk. Like Minecraft in Creative mode. Me on the other hand like that fear when my ship has major power plant damage and I may or may not make it home.
 
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We get that you want a game that has no risk. Like Minecraft in Creative mode Me on the other hand like that fear when my ship has major power plant damage I may or may not make it home.

Actually, no. I do not want a game that has no risk, that's boring.

I was thinking about it less in terms of reducing risk and more about doing stuff and having options. There would be penalties to having spare parts and such (weight penalties!) but there would also be game mechanic stuff here, especially when we can move around the ship. Even more interesting would be the introduction of catastrophic component failure! This would arguably increase the risk of exploration, especially if you decided to leave the bubble without the necessary tools to repair your ship (just like leaving without an AFM will significantly reduce your trip duration).

I'm also thinking about things from a practical angle. Practically speaking, would it be a reasonable thing to generate oxygen while in deep space? Answer: Yes, provided a supply of water, it's a very simple process to generate O2. Practically speaking, would it be reasonable to carry a backup power source? Answer: Yes, solar panels, while having a weight penalty, would be very reasonable (and functional) thing to bring. Also, there's not guarantee that they'll always be a viable alternative power source, it's possible that you'll be too far from a star to generate enough power, or that the nearest star isn't bright enough to energize the solar panels. In other words, solar panels are not a magic fix, but would it be a reasonable thing to carry with you into the black? I think so.

I'm also fine with making the use of solar panels an emergency procedure that requires extra-vehicular activity (in first/third person (preferably first person) mode) where the solar panels have to be manually set up.

It also allows for more mission types, if there's a way for a ship to survive without it's power plant, then we can have search and rescue missions, salvage missions, rescue and repair, and probably more.

Lastly, to address the "something has to bring us back" sentiment, why include the AFM as an option if you need something to bring you back? The Devs have added canopy repair (prior to the AFM canopy repair, it was at times severely limiting for time out exploring) and they added the ability to refill your AFM, both of which significantly changed the time exploration dynamic (I would argue for the better). I think the biggest draw back to the bubble is the fact that we like to share our exploration accomplishments and anything that adds gameplay/increases survivability far from home is an improvement, so long as it conforms to the risk/benefit rubric that's Frontier has already established.

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To put it another way, I want more problems but I want the tools to solve those problems.
 
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Lestat

Banned
Actually, no. I do not want a game that has no risk, that's boring.
Well we both agree on that one.

I was thinking about it less in terms of reducing risk and more about doing stuff and having options. There would be penalties to having spare parts and such (weight penalties!) but there would also be game mechanic stuff here, especially when we can move around the ship. Even more interesting would be the introduction of catastrophic component failure! This would arguably increase the risk of exploration, especially if you decided to leave the bubble without the necessary tools to repair your ship (just like leaving without an AFM will significantly reduce your trip duration).
Well Players are able to go to Beagle point and back with out a AFM. Most of the issue is players not paying attention to what they are doing while going to Point a to point b and then complaining about it after they died. I think that why AFM was added.

I'm also thinking about things from a practical angle. Practically speaking, would it be a reasonable thing to generate oxygen while in deep space? Answer: Yes, provided a supply of water, it's a very simple process to generate O2. Practically speaking, would it be reasonable to carry a backup power source? Answer: Yes, solar panels, while having a weight penalty, would be very reasonable (and functional) thing to bring. Also, there's not guarantee that they'll always be a viable alternative power source, it's possible that you'll be too far from a star to generate enough power, or that the nearest star isn't bright enough to energize the solar panels. In other words, solar panels are not a magic fix, but would it be a reasonable thing to carry with you into the black? I think so.
That the thing we don't need a secondary power plant. Every 5 to 10 Jumps we have to refuel at a star or stop at a station for refill.

It also allows for more mission types, if there's a way for a ship to survive without it's power plant, then we can have search and rescue missions, salvage missions, rescue and repair, and probably more.
I can see recuse missions. But it don't have require the Power plant issues. But there other ways to make a ship stranded.

1 Add Fuel Transfer type missions. (Required Fuel Transfer unit and Limpets)

2 Ships that don't have the required jump range for the nearest system. With Asteroid belt from nearby system and you have to mine Mineral for stranded stranded ship to make the jump. (Required Mining Laser)
(Someone Did this when someone was stuck at star with no way to get home)

3 Maybe add Passenger/Cargo Transfer missions So the ship can meet the required jump range so they can Rescue them self. Once you get to a safer location you transfer Cargo and Passengers back.

Lastly, to address the "something has to bring us back" sentiment, why include the AFM as an option if you need something to bring you back? The Devs have added canopy repair (prior to the AFM canopy repair, it was at times severely limiting for time out exploring) and they added the ability to refill your AFM, both of which significantly changed the time exploration dynamic (I would argue for the better). I think the biggest draw back to the bubble is the fact that we like to share our exploration accomplishments and anything that adds gameplay/increases survivability far from home is an improvement, so long as it conforms to the risk/benefit rubric that's Frontier has already established.
Well let take look at Crack Glass. You can buy stuff to fill minor cracks. I had to fix one on my Saab. So in today world It possible.

Now Thing is There 3 things that force us back. Hall Damage and Power plant and Integrity.


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To put it another way, I want more problems but I want the tools to solve those problems.
I do to. They use to have Pirates in deep space but people complain about it. I hope they Add Thargoids the Evil alien Race.
 
6) water craft - purpose: fun in the sun! hopefully, one day, we'll be able to land on atmospheric planets, and one day after that, atmospheric planets with bodies of liquid, when that happens I want a submarine!

We can always take example on Star Trek and dive the whole ship in the water. I'd do that.

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You keep putting forth that statement, but you have never justified it. If you cannot argue why, "There has to be something to bring us home", it is just your opinion. Why do we NEED to be forced back to the bubble?

We get that you want a game that has no risk. Like Minecraft in Creative mode. Me on the other hand like that fear when my ship has major power plant damage and I may or may not make it home.

This is an attempt to divert my question by attacking me, commonly referred to as an Ad Hominem attack, then coupled to a Bandwagon fallacy in the use of we as opposed to I. Putting forth an insult about my motives with the subtle claim that you are backed by all other players, but not addressing my question is an attempt at imposing your position by mandate.

I never said anything about a lack of risk. I asked you to justify your position that, "There has to be something to bring us home". You have not answered the question in the numerous times you have been asked why, and, if you really want me to, I will dig up all the other times you have done this. Risk and reward has nothing to do with locality, and, given the lack of NPCs outside of a radius of roughly 1,000 LY from settlements, it could be argued that the settled bubble is more dangerous than the wilds of deep space.

Show your reasoning for your position that explorers NEED to return to the bubble.
 
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I too would like to be able to service power plant and replenish emergency O2. I'd like it to be tricky to do and require a lot of bits and bobs to do. Such that if I'm 10kly away from a station, maybe it's easier to just go there.

I feel like we get away with not having to service the ship ever. As long as I'm careful it'll stay @ 100% and that's just not cricket is it.
 

Lestat

Banned
Here your problem Chrystoph you can't understand Risk and reward. Risk the Dangers you face while Exploring. 99% of the time Risk tend to be caused by user error. Problems you caused by yourself. You are not paying Attention, flying drunk and so on. Not looking at route plotter for prenatal dangers like systems with multiple stars. Using neutron star to cover long distance.

There players that flown to Beagle point and back with little or no Damage to Hall or Power plant damage. With out a AFMU. Why? Because they pay Attention of what they are doing.

I have 2 Accounts. One had a Passenger Mission. Which I just finished last night.

My Secondary Account I was in a Asp Explorer trying to finish up two Passenger missions. Now I rushed doing it. I did not always pay Attention. Watch Tv and suc. I also did not look at the route for any risks like multiple stars so I had heat damage. I had about 95 Hall left and 90% Power plant. That was 100% my fault. I did make a few million but just wanted to see what it was about. I think I flown 17,000 ly total in passenger missions.

Now my Main Account which is also a Explorer a Anaconda. It been out for 2,000 jumps. Before I get home I should have 6,000 jumps. Here the difference between both accounts. Still has 100% hall and I have no heat damage. I also pay attention to route I plotted I focus my time on the game not on TV. Yes I do land on Planets and also mine asteroids.
 
I'd love to see some more exploration data on our HUD or at least somewhere within the cockpit. I find it very time consuming to have to open my system map to view the details of a planet I just scanned. Perhaps being able to purchase a module for your cockpit (like an extra screen or panel) where all of the planet/scan data appears for easy viewing.

Another item on my wish-list would be being able to land on planets with atmosphere. I've mentioned this many times before, I know, but I just want it so darn badly!!! I sure hope FD are getting close to releasing this. Maybe in 2017? Maybe? Possibly? Please?
 

Lestat

Banned
I'd love to see some more exploration data on our HUD or at least somewhere within the cockpit. I find it very time consuming to have to open my system map to view the details of a planet I just scanned. Perhaps being able to purchase a module for your cockpit (like an extra screen or panel) where all of the planet/scan data appears for easy viewing.

Another item on my wish-list would be being able to land on planets with atmosphere. I've mentioned this many times before, I know, but I just want it so darn badly!!! I sure hope FD are getting close to releasing this. Maybe in 2017? Maybe? Possibly? Please?

Both of those idea are great.
 
Here your problem Chrystoph you can't understand Risk and reward.

Again, make your position for returning to the bubble.

You don't know me, yet you resort to making suppositions that have no foundation. I am 49 years old, I have been playing pen and paper RPGs since I was 12, and video games in arcades before that. I have written college papers about the psychology of gaming. Don't try using the fact that I want you to justify your stance as anything other than what it is. You made a statement, defend it or shut up. Right now, you are acting like a 12 year old brat by attacking me instead of providing reasons for why you feel that explorers MUST be FORCED back to the bubble.

There is no risk/reward for this position since the risk for an explorer is actually the bubble itself, and, if you have a decently outfitted ship, the intangible of rank is meaningless AS an explorer. As a player, yes, rank MAY be a reward, but that does NOT apply to all players. If you are arguing that repair is the reward, then I have to disagree that a mechanic that is a requirement for long term game play should be considered as part of a risk/reward argument.

Unfortunately, we do not KNOW your position because you would rather be offensive and expect us to just accept you oligarchical mindset as a member of the funders than to provide your reasoning.
 
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