I've been reading through the forums for weeks now and seeing thread after thread of people saying the game lacks content. Now, I don't disagree that there's a lot more that can be added to the game to make it better, in terms of improvements to the mission structure and other things, one of which - improved missions - I already believe to be in the development pipeline given the back-end changes made to the way it works with 1.3.
However, what I also see are a lot of people mentioning how ED lacks a lot of content that previous games in the series had... and here's where I struggle to see the argument. I played HOURS and HOURS of FE2 and FFE back in my childhood - played the original Elite very briefly on the C64 but that was after I'd already played FE2 so it felt like a step backwards.
I was hoping to plumb the depths of players of the 2nd and 3rd Elite games - which I think Elite Dangerous is more trying to emulate than the original '84 game - and gather a list of what;'s currently missing that those games had. I'll start with what comes to mind immediately below:
1) Passenger Missions
With the Orca being in the game already I'm pretty sure they'll add these eventually. However in Frontier and FFE they were actually no different from package delivery missions. You might get attacked en route with both types and you went from one system to another taking something. Okay, you needed passenger cabins, but that just meant that each 'person' was 5 tons of cargo space, nothing else really.
2) Interaction with Mission Givers
A very basic system in FE2 where you could ask a pre-defined list of questions tog et more info about the job, request more money or get paid up front. Not a great deal of interactivity but it was a nice touch. Dunno if it's coming, but again it was simple enough in FE2 that replicating it wouldn't be too hard.
3) Planetary Landing
This is the big one, and has been talked about to death elsewhere on the forums. We've been told it's coming, we just don't know when. Next.
4) Assassination Target tracking
What I mean by this is the way that you'd be told that your target would be leaving X station at Y time, flying in Z ship. Unless you wanted to wrack up a 10,000 Cr. 'piracy and murder' fine you needed to wait for them to hyperspace jump and follow them using a Hypserspace Cloud Analyzer. I've never actually had an assassination target jump away and I don't have a Wake Scanner to follow pirates and other mission targets that get away from me. Can someone who's done this confirm if it's possible and if you can actually follow the target and still get the kill for the mission? If so, then this is technically already there, and perhaps the AI just needs to be more willing to run away. Otherwise I have already seen someone on Youtube follow his target to a station, wait for him to undock adn then follow him back out into SC. Seems mostly there to me as is.
5) Thargoids
Eh, I can take or leave them in all honesty. They weren't in FE2 as far as I'm aware and they were only in FFE as part of the scripted storyline you could follow.
6) Military recon and bombing missions
Not really possible until we have planetary flight mechanics or small, instanced, destructible stations in all honesty.
7) Planetary Mining
Same as above.
That's all I can think off off the top of my head. The galaxy looked at felt as samey in those games as it does here, and at least in this game you can get money for flying out and exploring these things.
In all honesty, in order to be a spiritual successor to those games tehre isn't a huge amount of stuff that's missing as it stands, and with asteroid mining actually being possible - i.e. there are ACTUAL ASTEROIDS to find - and bounty hunting being a possible way of making money as well - 50-500 cr. per pirate in the Anarchy systems wasn't very profitable in the old games - among other things, a lot has been added that wasn't a thing in the older games already.
Anyone else agree with me? I love this game, and for someone who was looking for a spiritual successor to FE 2 on a modern computer, it delivers (almost) everything I expected, and then some.
However, what I also see are a lot of people mentioning how ED lacks a lot of content that previous games in the series had... and here's where I struggle to see the argument. I played HOURS and HOURS of FE2 and FFE back in my childhood - played the original Elite very briefly on the C64 but that was after I'd already played FE2 so it felt like a step backwards.
I was hoping to plumb the depths of players of the 2nd and 3rd Elite games - which I think Elite Dangerous is more trying to emulate than the original '84 game - and gather a list of what;'s currently missing that those games had. I'll start with what comes to mind immediately below:
1) Passenger Missions
With the Orca being in the game already I'm pretty sure they'll add these eventually. However in Frontier and FFE they were actually no different from package delivery missions. You might get attacked en route with both types and you went from one system to another taking something. Okay, you needed passenger cabins, but that just meant that each 'person' was 5 tons of cargo space, nothing else really.
2) Interaction with Mission Givers
A very basic system in FE2 where you could ask a pre-defined list of questions tog et more info about the job, request more money or get paid up front. Not a great deal of interactivity but it was a nice touch. Dunno if it's coming, but again it was simple enough in FE2 that replicating it wouldn't be too hard.
3) Planetary Landing
This is the big one, and has been talked about to death elsewhere on the forums. We've been told it's coming, we just don't know when. Next.
4) Assassination Target tracking
What I mean by this is the way that you'd be told that your target would be leaving X station at Y time, flying in Z ship. Unless you wanted to wrack up a 10,000 Cr. 'piracy and murder' fine you needed to wait for them to hyperspace jump and follow them using a Hypserspace Cloud Analyzer. I've never actually had an assassination target jump away and I don't have a Wake Scanner to follow pirates and other mission targets that get away from me. Can someone who's done this confirm if it's possible and if you can actually follow the target and still get the kill for the mission? If so, then this is technically already there, and perhaps the AI just needs to be more willing to run away. Otherwise I have already seen someone on Youtube follow his target to a station, wait for him to undock adn then follow him back out into SC. Seems mostly there to me as is.
5) Thargoids
Eh, I can take or leave them in all honesty. They weren't in FE2 as far as I'm aware and they were only in FFE as part of the scripted storyline you could follow.
6) Military recon and bombing missions
Not really possible until we have planetary flight mechanics or small, instanced, destructible stations in all honesty.
7) Planetary Mining
Same as above.
That's all I can think off off the top of my head. The galaxy looked at felt as samey in those games as it does here, and at least in this game you can get money for flying out and exploring these things.
In all honesty, in order to be a spiritual successor to those games tehre isn't a huge amount of stuff that's missing as it stands, and with asteroid mining actually being possible - i.e. there are ACTUAL ASTEROIDS to find - and bounty hunting being a possible way of making money as well - 50-500 cr. per pirate in the Anarchy systems wasn't very profitable in the old games - among other things, a lot has been added that wasn't a thing in the older games already.
Anyone else agree with me? I love this game, and for someone who was looking for a spiritual successor to FE 2 on a modern computer, it delivers (almost) everything I expected, and then some.