Elite: Dangerous holds immense potential that remains untapped in several systems. I want to share a few ideas that, if implemented, could elevate the depth of gameplay, particularly for those of us invested in colonization, crew system, and the in-game economy.
1. Repurpose Stations Within the Same Category:
Colonization needs flexibility. Currently, players cannot repurpose buildings within the same category (e.g., Industrial Hub to Refinery Hub). This restriction renders minmaxing nearly impossible since every iteration requires a new system. If balance remains a concern, gate the feature behind ARX. Players already pay for cosmetics and station naming.
2. NPC Crew with Functionality and Responsibility:
NPC crew members currently contribute little while taking a sizable 30% profit share. That rate is unjustified when their impact stays minimal. Let us invest in real ships for them. Let them haul. Let them fight in wings. Furthermore, add a "Send on Venture" option enabling them to gather engineering materials while the player continues other tasks. If FDevs allowed this kind of utility, even a 50% cut would not seem excessive.
3. A Player-Driven Economy & Manufacturing/Selling Ships:
Colonization systems offer potential for a real, functioning economy. Let players manufacture and sell ships within colonized systems. This step would ground the colonization mechanic in something tangible and valuable. Let our assets, mining stations, refineries, and logistics feed into ship production and markets. Doing this would revive the in-game economy, provide progression goals, and create a cycle of player-driven resource demand.
Integrated Gameplay Loop:
These systems form a cohesive gameplay loop.
Station repurposing enables adaptable infrastructure for commodities manufacturing --> NPC crew, equipped with real ships, can support logistics, defend assets, gather needed materials, and more importantly, lose ships which requires a rebuy and drives demand --> Manufacturing ties it all together, turning player-built economies into active hubs of trade, production, and competition. Each system feeds the others with no parasitic features.
Of course, this is all just one Cmdr’s ideal vision.
Imagine selling a fully engineered ship you built from scratch...A man can dream.
1. Repurpose Stations Within the Same Category:
Colonization needs flexibility. Currently, players cannot repurpose buildings within the same category (e.g., Industrial Hub to Refinery Hub). This restriction renders minmaxing nearly impossible since every iteration requires a new system. If balance remains a concern, gate the feature behind ARX. Players already pay for cosmetics and station naming.
2. NPC Crew with Functionality and Responsibility:
NPC crew members currently contribute little while taking a sizable 30% profit share. That rate is unjustified when their impact stays minimal. Let us invest in real ships for them. Let them haul. Let them fight in wings. Furthermore, add a "Send on Venture" option enabling them to gather engineering materials while the player continues other tasks. If FDevs allowed this kind of utility, even a 50% cut would not seem excessive.
3. A Player-Driven Economy & Manufacturing/Selling Ships:
Colonization systems offer potential for a real, functioning economy. Let players manufacture and sell ships within colonized systems. This step would ground the colonization mechanic in something tangible and valuable. Let our assets, mining stations, refineries, and logistics feed into ship production and markets. Doing this would revive the in-game economy, provide progression goals, and create a cycle of player-driven resource demand.
Integrated Gameplay Loop:
These systems form a cohesive gameplay loop.
Station repurposing enables adaptable infrastructure for commodities manufacturing --> NPC crew, equipped with real ships, can support logistics, defend assets, gather needed materials, and more importantly, lose ships which requires a rebuy and drives demand --> Manufacturing ties it all together, turning player-built economies into active hubs of trade, production, and competition. Each system feeds the others with no parasitic features.
Of course, this is all just one Cmdr’s ideal vision.
Imagine selling a fully engineered ship you built from scratch...A man can dream.