features suggestions to improve interest with a small dev cost and capitalize on existing saisons.

Hello everyone,
Having followed and played Elite Dangerous since practically the beginning of the game, and having repeatedly abandoned it for long periods due to lack of interest, I was thinking about the various points of improvement and features I would have liked to see in it.
Based on various experiences with space opera and space simulations, and on the existing features of the Odyssey version, my thoughts were as follows:
What should be done to capitalize on existing ED developments and modules such as Odyssey and Horizon and on the ED game core, and what features/additions should be made that would require little development and significantly increase player interest without requiring major development (opinion of a non-developer).

Here is a list of points/topics to work on.

Odyssey:
Add tools to Odyssey installations for audio espionage missions and personal computer hacking.
Codes to open personal chests.
Add hidden installations beneath Odyssey installations, access to which is hidden by a door, furniture, or other device, the code for which can be obtained through espionage or hacking, etc.
Chests that can contain items such as weapons, suits, secret space station locations, credits, a database of encoded components, etc.
Odyssey module blueprints or main/optional/utility/weapon (ship) modules, or ship locations with high-value abandoned modules.

Extra-vehicular functions in space.

Improve and expand the mechanics of Odyssey missions.

Etc.

ED:
Adding junkyards
e.g., module component recovery missions, etc.
Hidden secret installations with espionage missions.

Spaceports with unique modules.

A modular ship with a mini command ship that can accommodate several main secondary and specialized modules such as combat, transport, or exploration.

The choice of mounting certain modules (e.g., a surface scanner) as either an optional module or a utility module.
The addition of multi-role assistance modules such as those for drones, such as planetary modules, docking modules, and the super cruise assistance module.

More assistance modules/AIs
Example:
AIs allowing the automation of routes with a few inter- or intra-system navigation points.
AIs further optimizing acceleration, deceleration, and cruise in super navigation.
AIs for fights/ for planetary approach, ect..


Specialized optional or utility modules with a slightly greater variety.
Exemple of optional thrusters on utility points increasing the maneuverability of large vessels.

A little more engineering on optional modules, and especially more variety, such as drone controllers, whose engineering is truly useless.

Tk U for your time.
respectfully
 
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