Feedback about the State of the Game before Odyssey Drops.

Before we get Odyssey, I’d like to put forward my feedback on the state of the game in 2021. This not an open letter demanding how things should be done. It’s just, as the host of Lave Radio, I’m often accused of being a ‘White Knight’ for Elite Dangerous. In reality, I have to take a more neutral position about the game as I’m presenting to the show and, as a dev myself, I have an idea how much work it takes to make changes to a game of this size. So I hope this will come across as balanced and appropriate feedback. This is taken quite a while to compile, so strap in. There won't be a TLDR.

This will not cover anything about the flight model, space combat (mostly), planetary design or the galaxy itself. For myself, they have got these things right when it comes to generating a virtual space (pardon the pun). Elite: Dangerous can inspire a sense of wonder when exploring. It has a feeling of reality to it (Even though we know that the hyperspace and super cruise are science fantasy) and, even after seven years, there is still genuine excitement when you are in combat. It is these factors that draw me back again and again.

Rank and Ship Progression

Rank and Ship progression feels a bit broken at the moment. It always feels that the beginning game from Sidewinder to Cobra has been neglected for the last few years. Why is this important, you may ask? If the newbie area is an intro to the game, the progression to the Cobra is the best way to understand the mechanics for the entire game. How many times have you found newbies in Anacondas (not the most ‘fun’ ship in Elite IMHO) and think they’ve won the game?

Combat

The newbie area does help, but while the latest round of changes to combat and trading has been great for people who are up at the Deadly/Elite range, these rewards do not take the rank of the player into account. It now means that a harmless pilot can kill off a few relatively insignificant pirates and then be able to leapfrog into an ASP or above quite quickly. Maybe, that’s by design these days but see my point about learning the game.

Maybe it would be better to weigh the reward. For example, a range of bonuses that means If you kill a harmless rated pirate, you get no compensation, up to the point where you manage to take down an Elite rated pirate, where the victorious Commander gets a huge bonus.

Exploration

With exploration, as highlighted by road to riches, players can make oodles of cash by running through the same system list. Can you imagine the guy in the Cartographics office going; - “Another scan of Trappist 1? How many of those have we got now?”

It feels that the more a single system is scanned and cashed in, the less money that scan should be worth. In addition, if a system has a population greater than zero, I feel there shouldn’t be any reward at all, similar to the proposed first foot rewards in Odyssey. These changes would force players to go further out to gain their exploration rank and do some actual exploring.

Trade

Ironically, if you took the trade mechanic at face value, it does appear quite balanced. However, this rank is almost useless due to the massive amounts of money that Mining generates. It means that a Trade Elite can be easily achieved relatively quickly, which diminishes the achievement of the Elite trade rank.

New Elite Ranks

To rebalance the issue with trade, and to a lesser extent, exploration, new Miner and Taxi/Passenger Elite ranks could be added. Instead of Mining and Passenger missions contributing to the trade and exploration ranks, if they had their own progression, it would rebalance the elite rankings and give players something new to aim for. It could even be done without causing too much pain; as you can see in the commander stats, the money for each activity is recorded for both mining and passenger ranks.

It’s not really Dangerous, is it?

When flying around, I feel pretty safe most of the time, especially in solo. I’ve passed through what is supposed to be dangerous areas in the bubble, and there hasn’t been even a sniff from pirates. This lack of interaction from NPCs helps contribute to the long waits and travel times in Elite.

I know there is the USS which we can drop into if you’re feeling adventurous. However, in old school elite, if you jumped into the equivalent of a medium sec, low sec or (heaven help you) a populated anarchy system, then attempting to make a trade run against the pirates was the centre point of the game. This feeling of threat is missing from Elite Dangerous.

You occasionally get a pirate who says they’re happy to have tracked you down, but it always appears to be one ship of equivalent level. I would say that this needs a little bit more variety. More pirate attacks if you’re carrying valuable cargo through low or populated anarchies and not just a single ship but little wings of vessels that balance up to the player’s rank. i.e. A Dangerous player might be interdicted by a single other Dangerous NPC or a couple of expert ranked NPCs.

If the pirate NPCs were more aggressive, it would also force players to think about their trade builds. No longer would an unshielded Min/Max T9 be able to make that trade run through a low-security system. The player would have to modify the build appropriately or try and get other players to escort them in.

An alternative is to having pirates interdict players could be use of the nav beacon. If a nav beacon exists in a system, the player will always drop out of hyperpace into. That would enforce a choke point for pirate attacks and player interaction. If Multiple Nav Beacons could be put into systems with multiple stars, the player could even chose the closest star to their destination, thus cutting down on travel time.

Crime and Punishment

Player Piracy needs to pay more. Being naughty may be more fun, but the risk outweighs the reward at the moment. Either the demand and price for stolen goods needs to be a lot higher in the black markets, or the Piracy missions need to pay better. In addition, players could send a challenge message to both NPCs and PCs. E.G. ‘Stand and Deliver’ If this message were sent to NPCs, then based on their combat rank compared to the players, the NPC would either fight or dump cargo and run.

TBH, I quite like the present punishment system, but it needs a little bit more refining. Player punishment is always tricky as there are two sides to each battle. However, there does need to be something done about the perception of ‘Seal clubbing’.

For the victim of ‘Seal Clubbing’, it can destroy any desire to play the game, and once they quit, its rare that they come back. It can also deters other potential players from even trying the game, if it gets the reputation as a Ganker’s club. That’s what happened in the old Jumpgate game, which was a shame because that game was ahead of it’s time. For that, I do feel that the punishment systems must be harsher on the Cmdrs who ’seal club’.

I always go back to one of the scenarios in original 2013 alpha. This was where players had to either pirate Anacondas in an asteroid belt to generate money or bounty hunt any wanted players who had gained a bounty by attacking the Anacondas. As the scenario progressed, most human players were waiting for another player to become a pirate. After a while, no one was willing to pirate because they didn’t want to get jumped on by about ten players looking for a bounty. So using that as an example, I’d try to scale that up; -

  • Change notoriety so a player will only get notoriety if they kill another player in a Low, Medium or High Sec System (Anarchies don't count), and those notoriety points stays with the Commander a lot longer.
  • Power Vs Power player combat should not incur notoriety but should create bounties as usual (See powerplay section below).
  • Create a Bounty Board, available to view at all the stations, listing the top 100 most notorious players (galaxy-wide) and their current real-time location, but only if they are resident in a Low, Medium or High-Security system. As anarchy systems are not on this Bounty System, it would mean that notorious players can hide in Anarchy systems without being tracked down.
  • Alternatively, when using the galaxy map, a little red ship icon could be placed next to a system (similarly to the green icon denoting Friends). This icon would show that there are notorious commanders in that system, and hovering over the icon with the mouse pointer would show a list of the notorious commanders in that system. It would allow the player to see if they’d like to risk entering that system.
Missions

Missions, on the whole, are pretty good. There is a variety there that’s more than enough for players to take advantage of. I would say that the one pace of improvement could be with the ‘chaining’ of missions. I understand that the coding of mission types that would narratively link to another mission type and then another can be an absolute nightmare. However, I would say that if a small number of mission paths (which could link up to five or so missions) in a narrative would be a pleasant surprise for those running tasks. Tip/off Missions, which come through the comms panel, would be ideal for this kind of special attention.

One of the things I’ve enjoyed is the scenarios around the installations, but I have a hard time finding those under attack. A lot of players have forgotten that these events happen. If there was an alert sent to the comms panel when these events happen, a player could divert from what they were doing. (Very much like the Damocles video, remember that?).

Mining

I’ve got no real complaints about Mining except for the ‘Mandatory Pirate’. Every time I drop into an instance, I get scanned by some ner-do-well. This is fine as I’ve got an empty hold and just limpets. However, I’ve had an occasion where my connection breaks/ or had to take a break from the game, and when I’ve come back, another Ner-do-well turns up and scans the ship and then attacks.

I feel that in unpopulated systems, the Mandatory Pirate encounter should be a rare occurrence, not a mandatory one.

Engineering

It must be said that engineering has improved considerably in the Beyond Update. Although I was initially sceptical about the changes, reducing the RNG and allowing players to ‘Buy’ special upgrades to their modules was a vast improvement. However, I would make engineered items more fragile and more expensive to maintain. I feel that engineer’s modules should break more easily with extended use (except for those in the reinforced category). There are some modules that need special attention; -

  • Nerf the Power Distributor - This allows constant afterburners and takes away some of the skill in combat. An alternative is that too much use of an afterburner wears it out quite quickly.
  • Reduce the overcharged powerplant output – Either that or make it so fragile or explosive, people think twice before using one.
  • ‘Healing’ Beam Lasers – Dial down the amount they can rebuild a wingman’s shields.
It’s also logical to assume that if a ship is destroyed, any engineered modules shouldn’t be able to be replicated and so forcing a player to re-engineer their build. However, I can imagine the salt this would generate on the forums and it would be a brave decision to implement that change.

BGS

I would say that everyone in a BGS aligned squadron should have access to a faction summary report. This would show the present state of their faction in all the systems they are active in.

Thargoid Combat.

Fighting these Aliens is excellent fun and a good challenge. The thargoid bases have been amazing to explore. The only issue I do have is with the thargoid heart bug. I don’t know if that is still an issue, as it’s been a while since I took on a bug in a wing, but it’s vital that a wing/team be able to target and damage the same heart.

Also see my point about multi-crew gunner’s targeting a thargoid heart.

Guardians

I loved the plot line about guardian ruins etc. I would have said that doing the Ram Tah missions was certainly Elite: Dangerous at its best. The only thing I would have done differently, is have the Guardian Beacons defended by some kind of Guardian AI fighter. That would have added to the challenge to an already impressive quest line.

Squadrons

There are only two issues I’ve found with squadrons;-

  • Remove the upper limit or raise the upper limit of people in a squadron. Although 500 is a lot, we have player groups in the 1000s at the moment.
  • Add a Guest role to a squadron. This is the lowest rank, and any player can be allowed to join a squadron as a guest (even if they’re already a member of another squadron) so that they can have access to that squadron’s private chat window.
NPC Crew

If you have an NPC crewman and a spare seat free in your ship, could you please make the crew member visible in that seat?

I would also suggest that the crew-man fly the ship while the player commander can take over the gunner position. However, I would suggest making the NPC pilot unable to use weapons and only use basic evasive manoeuvres to balance the turret’s effectiveness. Either that or reduce the turreted weapon’s damage output when in this NPC Gunner Mode (Unlike Multi-crew below).

Multi-crew

I do feel that this is an under-appreciated feature of the game. I know that SRV piloting is coming in Odyssey, so I’m not going to touch on that one here. However, I would say that the main issues about Multi-crew are centred around the gunner’s role. I would say the following still need to make this viable;-

  • Allow both crew people to be gunners but allow the Commander to assign them weapons. E.g. Gunner 1 get’s all the weapons on the left arc, and Gunner 2 gets all the guns on the right arc.
  • Allow Gunner’s to sub-target systems. I know that this gives any multi-crew ship a massive advantage, but that’s what this game mode needs to make it attractive. This would allow multi-crew ships to attack thargoids in a truly devastating way.
  • Give the Commander a LockDown/Weapon’s Free toggle to stop any gunner who wants to go rogue on him.
  • If a crew member causes the ship’s death (by firing on the wrong target or deliberately trolling ), they’re the ones who have to pay the rebuy and receive notoriety even if they leave the crew before the ship is destroyed.
  • If people want equal rewards for earning bounties as part of a crew, they should share the risk. They should have the option to choose either have the present split reward system or duplicate rewards (like in wings), but a 1/3 of rebuy to be taken from their account if the main ship is destroyed.
Powerplay

This is one of the most derided sections in the game. However, I’ve played it extensively for the last year and enjoyed it. Unfortunately, this is primarily due to the small but dedicated communities that each of these powers enjoy and not the game mechanics. I used to advocate for this game mode being completely open only, but I’ve revised my opinion since then.

Here’s my recommended list;-

  • All PowerPlay Background Simulation (PPBS) targets are increased by a factor of 10. (See why in the example below).
  • Points scored by Powerplay kills in open and Powerplay cargo items that are transported only in open mode are raised by a factor to 10 in the PPBS.
  • Powerplay Kills and transported items that occur in solo or private, score in PPBS at the current rate.
  • The player’s personal Powerplay score still scores at the same rate regardless if they’re in open, pvt or solo.
  • Apart from the ‘Open Only’ option, Implement all of Sandro’s list of changes. These changes will cut down on the amount of 5th Columns that damage this game mode.
  • Enemy Power NPCs become more aggressive towards players in all game modes (to help reduce bot networks).
  • Implement the advanced combat zone mechanics for powerplay combat zones.
  • Add a small amount of Powerplay only missions available from Control Systems. Each of these missions will help a player earn personal Powerplay Score.
  • Make the powerplay modules available via tech brokers with requirements equivalent to four weeks playing in Powerplay. (i.e. a collecting task that’s approximately four weeks long).
For example, Commander Open Only carries 100 tonnes in open only to fortify one of his power’s control systems, while Commander Solo Only takes the same amount in solo. Due to the above changes, the target for fortification is now 30,000 units instead of the old 3,000. When Cmdr Open Only drops off his cargo, that cargo reduces the fortification target by 1,000 units. In contrast, when Cmdr Solo Only drops off his load, it only reduces the fortification target by 100. After both runs, the outstanding fortification target would be 28,900. However, both commanders would personally score 100 for their rating and contribution towards any special equipment.

This would emphasise that the best way to help your power is to risk your ship in the open mode, hopefully leading to a place where consensual PvP can flourish.

CQC

CQC is one of my favourite things in Elite: Dangerous. If I want a quick blast with friends, it can be quite a laugh. The question is getting a game in the first place. I know there are limitations with the matchmaking service, and the fact that you can launch a CQC game from the comms panel in-game is a fantastic addition. However, there are quite a few things that could be done in order to raise its profile; -

  • A player lobby: A chat room as part of the main CQC Summary screen where players can help to organise matches.
  • Creation of Public and Private Matches: Where a player can create a CQC Arena match and then invite friends from the lobby to take part or make it available to all. For Teams/CTF matches, the organising player can assign players to a team or let the matchmaking system decide.
  • Allow NPC Bots to make up the numbers. A player killing a bot does not contribute to their CQC Elite Rank.
  • Allow players to watch as audience members. Give people a spectator mode where they can follow certain players or ‘fly’ around the map in drones, observing the action, but unable to affect the results. However, they can access the chat window.
  • Let players earn a small amount of ARXs, contributing to the 400 ARX weekly limit.
  • New Scenario – A quick battle royal/ highlander game type. Pack as many players in an arena as the game engine can handle and let them fight until there is only one.
  • New Scenario - Allow Players to use their own ships in PvP battles. Useful for people trying out builds but will not contribute to the CQC Elite Rank or gain credits.
  • Scenario Designer – Allow players to set up an arena with various obstacles and environment, including capital ships and the ships that the players could fly. Players could organise their team battles, attacking the enemy team capital ship while defending their own. I know this was made popular in Star Wars: Squadrons, but I feel CQC is a better dog fighter than SWS (Controversial!! 😉 ).
  • Crossplay – If there is one part of Elite Dangerous that could benefit from cross play, this is it.
* I know that points 6 to 9 is a massive amount of work. They’re not essential to fix up CQC but they’re certainly a nice to have.

Fleet Carriers

I don’t feel that there needs to be made to improve fleet carriers. I would say that Fleet Carrier owners should be able to;-

  • See who’s docked to their Carrier and kick them out if they want to.
  • If a Carrier Owner blocks a Commander, that Commander cannot land on that Carrier.
  • Add Powerplay Power to the list of Docking Restrictions.
  • If the owner is aligned to a Powerplay power, they cannot place their Carrier in any other power’s systems (Neutral Systems are acceptable).
  • Allow Players of the same Powerplay Power as the Carrier Owner cash in Powerplay Bounties on their Carrier.
  • Allow Docked Commanders (including the owner) to watch the jump process in an external view.
  • I know this is a lot of work, but I would quarter the range of a Fleet carrier on a full tank and make tritium more plentiful again. I know it’s an issue with the commodities and the hot spots etc but it feels that fleet carriers are ‘too easy’?
Private Group Management

At the moment, Group management maintenance needs a UI overhaul to make it easier for Group Admins to find players within their groups and ways to kick / block certain players for accessing their groups.

Looking for Wing/Team function.

Heck I wanted this kind of function so bad, I wrote the EDWTRB (A looking for wing website) to cover this functionality. There is already ‘A looking for Crew’ option, for multi-crew, why not team or wing, especially with the upcoming focus on teams in Odyssey.

Superpower Rank*
I do feel that the higher rank you hold with one superpower should restrict access to the ranks from the other. For example. If you are a Baron (rank 7) in the empire, then the maximum rank you have in the Federation is Ensign (also rank 7). If you are promoted in the Empire, your Federal rank goes down by one and visa versa. I would also suggest that for some CGs that involve the superpowers, you need to have a certain rank with that superpower to take part.

Well, they wanted Feedback. Thanks for reading if you got this far.

😄

* Suggestion by TFB Daerist
 
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Robert Maynard

Volunteer Moderator
If enforced dropping at the Nav Beacon in systems that had one was used to create choke points, when choke points have been specifically excluded from the design, in an attempt to force "player interaction", in a game where other players are an optional extra, then they'd likely be the new Deciat - and would similarly likely encourage players not to play among other players.

.... it'd also be an annoying new timesink if one was travelling and simply wanted to scoop and go.

The game offers optional danger for those who want it - yet some seem keen for it to be forced on all players, regardless of their chosen play-style.

.... and is the time of players who choose to play in Open, with block feature available for those who wish to use it, really 10x more valuable than the time of players in Solo / Private Groups? Noting that an Open hardened ship very likely carries significantly more than 10% of the cargo of the same ship not hardened for Open play and that PvP is an optional play-style that is not a required part of any game feature (except CQC).
 
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I agree broadly with much of what you said OP. I definitely feel that C&P needs some reworking, not just so that people feel safer in Open but also to make being an outlaw an exciting, challenging and rewarding career path. Piracy and smuggling need a lot of love and attention right now.

I feel that attacking another player or NPC in a high-security system should be very risky, if not outright suicidal. And anarchies should be very dangerous systems to travel through, making you think twice about even attempting it (unless perhaps you're aligned with some of the local factions).
 
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great read!

minor thing, point bgs: the squadron page already gives such an overview (lists influence, states and conflict standing of the squadrons backed faction).
from a very-much-bgs players perspective, listing other factions states and influence there (and be it by clicking for a report) would be helpfull.
 

Viajero

Volunteer Moderator
Before we get Odyssey, I’d like to put forward my feedback on the state of the game in 2021. This not an open letter demanding how things should be done. It’s just, as the host of Lave Radio, I’m often accused of being a ‘White Knight’ for Elite Dangerous. In reality, I have to take a more neutral position about the game as I’m presenting to the show and, as a dev myself, I have an idea how much work it takes to make changes to a game of this size. So I hope this will come across as balanced and appropriate feedback. This is taken quite a while to compile, so strap in. There won't be a TLDR.

This will not cover anything about the flight model, space combat (mostly), planetary design or the galaxy itself. For myself, they have got these things right when it comes to generating a virtual space (pardon the pun). Elite: Dangerous can inspire a sense of wonder when exploring. It has a feeling of reality to it (Even though we know that the hyperspace and super cruise are science fantasy) and, even after seven years, there is still genuine excitement when you are in combat. It is these factors that draw me back again and again.

Rank and Ship Progression

Rank and Ship progression feels a bit broken at the moment. It always feels that the beginning game from Sidewinder to Cobra has been neglected for the last few years. Why is this important, you may ask? If the newbie area is an intro to the game, the progression to the Cobra is the best way to understand the mechanics for the entire game. How many times have you found newbies in Anacondas (not the most ‘fun’ ship in Elite IMHO) and think they’ve won the game?

Combat

The newbie area does help, but while the latest round of changes to combat and trading has been great for people who are up at the Deadly/Elite range, these rewards do not take the rank of the player into account. It now means that a harmless pilot can kill off a few relatively insignificant pirates and then be able to leapfrog into an ASP or above quite quickly. Maybe, that’s by design these days but see my point about learning the game.

Maybe it would be better to weigh the reward. For example, a range of bonuses that means If you kill a harmless rated pirate, you get no compensation, up to the point where you manage to take down an Elite rated pirate, where the victorious Commander gets a huge bonus.

Exploration

With exploration, as highlighted by road to riches, players can make oodles of cash by running through the same system list. Can you imagine the guy in the Cartographics office going; - “Another scan of Trappist 1? How many of those have we got now?”

It feels that the more a single system is scanned and cashed in, the less money that scan should be worth. In addition, if a system has a population greater than zero, I feel there shouldn’t be any reward at all, similar to the proposed first foot rewards in Odyssey. These changes would force players to go further out to gain their exploration rank and do some actual exploring.

Trade

Ironically, if you took the trade mechanic at face value, it does appear quite balanced. However, this rank is almost useless due to the massive amounts of money that Mining generates. It means that a Trade Elite can be easily achieved relatively quickly, which diminishes the achievement of the Elite trade rank.

New Elite Ranks

To rebalance the issue with trade, and to a lesser extent, exploration, new Miner and Taxi/Passenger Elite ranks could be added. Instead of Mining and Passenger missions contributing to the trade and exploration ranks, if they had their own progression, it would rebalance the elite rankings and give players something new to aim for. It could even be done without causing too much pain; as you can see in the commander stats, the money for each activity is recorded for both mining and passenger ranks.

It’s not really Dangerous, is it?

When flying around, I feel pretty safe most of the time, especially in solo. I’ve passed through what is supposed to be dangerous areas in the bubble, and there hasn’t been even a sniff from pirates. This lack of interaction from NPCs helps contribute to the long waits and travel times in Elite.

I know there is the USS which we can drop into if you’re feeling adventurous. However, in old school elite, if you jumped into the equivalent of a medium sec, low sec or (heaven help you) a populated anarchy system, then attempting to make a trade run against the pirates was the centre point of the game. This feeling of threat is missing from Elite Dangerous.

You occasionally get a pirate who says they’re happy to have tracked you down, but it always appears to be one ship of equivalent level. I would say that this needs a little bit more variety. More pirate attacks if you’re carrying valuable cargo through low or populated anarchies and not just a single ship but little wings of vessels that balance up to the player’s rank. i.e. A Dangerous player might be interdicted by a single other Dangerous NPC or a couple of expert ranked NPCs.

If the pirate NPCs were more aggressive, it would also force players to think about their trade builds. No longer would an unshielded Min/Max T9 be able to make that trade run through a low-security system. The player would have to modify the build appropriately or try and get other players to escort them in.

An alternative is to having pirates interdict players could be use of the nav beacon. If a nav beacon exists in a system, the player will always drop out of hyperpace into. That would enforce a choke point for pirate attacks and player interaction. If Multiple Nav Beacons could be put into systems with multiple stars, the player could even chose the closest star to their destination, thus cutting down on travel time.

Crime and Punishment

Player Piracy needs to pay more. Being naughty may be more fun, but the risk outweighs the reward at the moment. Either the demand and price for stolen goods needs to be a lot higher in the black markets, or the Piracy missions need to pay better. In addition, players could send a challenge message to both NPCs and PCs. E.G. ‘Stand and Deliver’ If this message were sent to NPCs, then based on their combat rank compared to the players, the NPC would either fight or dump cargo and run.

TBH, I quite like the present punishment system, but it needs a little bit more refining. Player punishment is always tricky as there are two sides to each battle. However, there does need to be something done about the perception of ‘Seal clubbing’.

For the victim of ‘Seal Clubbing’, it can destroy any desire to play the game, and once they quit, its rare that they come back. It can also deters other potential players from even trying the game, if it gets the reputation as a Ganker’s club. That’s what happened in the old Jumpgate game, which was a shame because that game was ahead of it’s time. For that, I do feel that the punishment systems must be harsher on the Cmdrs who ’seal club’.

I always go back to one of the scenarios in original 2013 alpha. This was where players had to either pirate Anacondas in an asteroid belt to generate money or bounty hunt any wanted players who had gained a bounty by attacking the Anacondas. As the scenario progressed, most human players were waiting for another player to become a pirate. After a while, no one was willing to pirate because they didn’t want to get jumped on by about ten players looking for a bounty. So using that as an example, I’d try to scale that up; -

  • Change notoriety so a player will only get notoriety if they kill another player, and those notoriety points stays with the Commander a lot longer.
  • Power Vs Power player combat should not incur notoriety but should create bounties as usual (See powerplay section below).
  • Create a Bounty Board, available to view at all the stations, listing the top 100 most notorious players (galaxy-wide) and their current real-time location, but only if they are resident in a Low, Medium or High-Security system. As anarchy systems are not on this Bounty System, it would mean that notorious players can hide in Anarchy systems without being tracked down.
  • Alternatively, when using the galaxy map, a little red ship icon could be placed next to a system (similarly to the green icon denoting Friends). This icon would show that there are notorious commanders in that system, and hovering over the icon with the mouse pointer would show a list of the notorious commanders in that system. It would allow the player to see if they’d like to risk entering that system.
Missions

Missions, on the whole, are pretty good. There is a variety there that’s more than enough for players to take advantage of. I would say that the one pace of improvement could be with the ‘chaining’ of missions. I understand that the coding of mission types that would narratively link to another mission type and then another can be an absolute nightmare. However, I would say that if a small number of mission paths (which could link up to five or so missions) in a narrative would be a pleasant surprise for those running tasks. Tip/off Missions, which come through the comms panel, would be ideal for this kind of special attention.

One of the things I’ve enjoyed is the scenarios around the installations, but I have a hard time finding those under attack. A lot of players have forgotten that these events happen. If there was an alert sent to the comms panel when these events happen, a player could divert from what they were doing. (Very much like the Damocles video, remember that?).

Mining

I’ve got no real complaints about Mining except for the ‘Mandatory Pirate’. Every time I drop into an instance, I get scanned by some ner-do-well. This is fine as I’ve got an empty hold and just limpets. However, I’ve had an occasion where my connection breaks/ or had to take a break from the game, and when I’ve come back, another Ner-do-well turns up and scans the ship and then attacks.

I feel that in unpopulated systems, the Mandatory Pirate encounter should be a rare occurrence, not a mandatory one.

Engineering

It must be said that engineering has improved considerably in the Beyond Update. Although I was initially sceptical about the changes, reducing the RNG and allowing players to ‘Buy’ special upgrades to their modules was a vast improvement. However, I would make engineered items more fragile and more expensive to maintain. I feel that engineer’s modules should break more easily with extended use (except for those in the reinforced category). There are some modules that need special attention; -

  • Nerf the Power Distributor - This allows constant afterburners and takes away some of the skill in combat. An alternative is that too much use of an afterburner wears it out quite quickly.
  • Reduce the overcharged powerplant output – Either that or make it so fragile or explosive, people think twice before using one.
  • ‘Healing’ Beam Lasers – Dial down the amount they can rebuild a wingman’s shields.
It’s also logical to assume that if a ship is destroyed, any engineered modules shouldn’t be able to be replicated and so forcing a player to re-engineer their build. However, I can imagine the salt this would generate on the forums and it would be a brave decision to implement that change.

BGS

I would say that everyone in a BGS aligned squadron should have access to a faction summary report. This would show the present state of their faction in all the systems they are active in.

Thargoid Combat.

Fighting these Aliens is excellent fun and a good challenge. The thargoid bases have been amazing to explore. The only issue I do have is with the thargoid heart bug. I don’t know if that is still an issue, as it’s been a while since I took on a bug in a wing, but it’s vital that a wing/team be able to target and damage the same heart.

Also see my point about multi-crew gunner’s targeting a thargoid heart.

Guardians

I loved the plot line about guardian ruins etc. I would have said that doing the Ram Tah missions was certainly Elite: Dangerous at its best. The only thing I would have done differently, is have the Guardian Beacons defended by some kind of Guardian AI fighter. That would have added to the challenge to an already impressive quest line.

Squadrons

There are only two issues I’ve found with squadrons;-

  • Remove the upper limit or raise the upper limit of people in a squadron. Although 500 is a lot, we have player groups in the 1000s at the moment.
  • Add a Guest role to a squadron. This is the lowest rank, and any player can be allowed to join a squadron as a guest (even if they’re already a member of another squadron) so that they can have access to that squadron’s private chat window.
NPC Crew

If you have an NPC crewman and a spare seat free in your ship, could you please make the crew member visible in that seat?

I would also suggest that the crew-man fly the ship while the player commander can take over the gunner position. However, I would suggest making the NPC pilot unable to use weapons and only use basic evasive manoeuvres to balance the turret’s effectiveness. Either that or reduce the turreted weapon’s damage output when in this NPC Gunner Mode (Unlike Multi-crew below).

Multi-crew

I do feel that this is an under-appreciated feature of the game. I know that SRV piloting is coming in Odyssey, so I’m not going to touch on that one here. However, I would say that the main issues about Multi-crew are centred around the gunner’s role. I would say the following still need to make this viable;-

  • Allow both crew people to be gunners but allow the Commander to assign them weapons. E.g. Gunner 1 get’s all the weapons on the left arc, and Gunner 2 gets all the guns on the right arc.
  • Allow Gunner’s to sub-target systems. I know that this gives any multi-crew ship a massive advantage, but that’s what this game mode needs to make it attractive. This would allow multi-crew ships to attack thargoids in a truly devastating way.
  • Give the Commander a LockDown/Weapon’s Free toggle to stop any gunner who wants to go rogue on him.
  • If a crew member causes the ship’s death (by firing on the wrong target or deliberately trolling ), they’re the ones who have to pay the rebuy and receive notoriety even if they leave the crew before the ship is destroyed.
  • If people want equal rewards for earning bounties as part of a crew, they should share the risk. They should have the option to choose either have the present split reward system or duplicate rewards (like in wings), but a 1/3 of rebuy to be taken from their account if the main ship is destroyed.
Powerplay

This is one of the most derided sections in the game. However, I’ve played it extensively for the last year and enjoyed it. Unfortunately, this is primarily due to the small but dedicated communities that each of these powers enjoy and not the game mechanics. I used to advocate for this game mode being completely open only, but I’ve revised my opinion since then.

Here’s my recommended list;-

  • All PowerPlay Background Simulation (PPBS) targets are increased by a factor of 10. (See why in the example below).
  • Points scored by Powerplay kills in open and Powerplay cargo items that are transported only in open mode are raised by a factor to 10 in the PPBS.
  • Powerplay Kills and transported items that occur in solo or private, score in PPBS at the current rate.
  • The player’s personal Powerplay score still scores at the same rate regardless if they’re in open, pvt or solo.
  • Apart from the ‘Open Only’ option, Implement all of Sandro’s list of changes. These changes will cut down on the amount of 5th Columns that damage this game mode.
  • Enemy Power NPCs become more aggressive towards players in all game modes (to help reduce bot networks).
  • Implement the advanced combat zone mechanics for powerplay combat zones.
  • Add a small amount of Powerplay only missions available from Control Systems. Each of these missions will help a player earn personal Powerplay Score.
  • Make the powerplay modules available via tech brokers with requirements equivalent to four weeks playing in Powerplay. (i.e. a collecting task that’s approximately four weeks long).
For example, Commander Open Only carries 100 tonnes in open only to fortify one of his power’s control systems, while Commander Solo Only takes the same amount in solo. Due to the above changes, the target for fortification is now 30,000 units instead of the old 3,000. When Cmdr Open Only drops off his cargo, that cargo reduces the fortification target by 1,000 units. In contrast, when Cmdr Solo Only drops off his load, it only reduces the fortification target by 100. After both runs, the outstanding fortification target would be 28,900. However, both commanders would personally score 100 for their rating and contribution towards any special equipment.

This would emphasise that the best way to help your power is to risk your ship in the open mode, hopefully leading to a place where consensual PvP can flourish.

CQC

CQC is one of my favourite things in Elite: Dangerous. If I want a quick blast with friends, it can be quite a laugh. The question is getting a game in the first place. I know there are limitations with the matchmaking service, and the fact that you can launch a CQC game from the comms panel in-game is a fantastic addition. However, there are quite a few things that could be done in order to raise its profile; -

  • A player lobby: A chat room as part of the main CQC Summary screen where players can help to organise matches.
  • Creation of Public and Private Matches: Where a player can create a CQC Arena match and then invite friends from the lobby to take part or make it available to all. For Teams/CTF matches, the organising player can assign players to a team or let the matchmaking system decide.
  • Allow NPC Bots to make up the numbers. A player killing a bot does not contribute to their CQC Elite Rank.
  • Allow players to watch as audience members. Give people a spectator mode where they can follow certain players or ‘fly’ around the map in drones, observing the action, but unable to affect the results. However, they can access the chat window.
  • Let players earn a small amount of ARXs, contributing to the 400 ARX weekly limit.
  • New Scenario – A quick battle royal/ highlander game type. Pack as many players in an arena as the game engine can handle and let them fight until there is only one.
  • New Scenario - Allow Players to use their own ships in PvP battles. Useful for people trying out builds but will not contribute to the CQC Elite Rank or gain credits.
  • Scenario Designer – Allow players to set up an arena with various obstacles and environment, including capital ships and the ships that the players could fly. Players could organise their team battles, attacking the enemy team capital ship while defending their own. I know this was made popular in Star Wars: Squadrons, but I feel CQC is a better dog fighter than SWS (Controversial!! 😉 ).
  • Crossplay – If there is one part of Elite Dangerous that could benefit from cross play, this is it.
* I know that points 6 to 9 is a massive amount of work. They’re not essential to fix up CQC but they’re certainly a nice to have.

Fleet Carriers

I don’t feel that there needs to be made to improve fleet carriers. I would say that Fleet Carrier owners should be able to;-

  • See who’s docked to their Carrier and kick them out if they want to.
  • If a Carrier Owner blocks a Commander, that Commander cannot land on that Carrier.
  • Add Powerplay Power to the list of Docking Restrictions.
  • If the owner is aligned to a Powerplay power, they cannot place their Carrier in any other power’s systems (Neutral Systems are acceptable).
  • Allow Players of the same Powerplay Power as the Carrier Owner cash in Powerplay Bounties on their Carrier.
  • Allow Docked Commanders (including the owner) to watch the jump process in an external view.
  • I know this is a lot of work, but I would quarter the range of a Fleet carrier on a full tank and make tritium more plentiful again. I know it’s an issue with the commodities and the hot spots etc but it feels that fleet carriers are ‘too easy’?
Private Group Management

At the moment, Group management maintenance needs a UI overhaul to make it easier for Group Admins to find players within their groups and ways to kick / block certain players for accessing their groups.

Looking for Wing/Team function.

Heck I wanted this kind of function so bad, I wrote the EDWTRB (A looking for wing website) to cover this functionality. There is already ‘A looking for Crew’ option, for multi-crew, why not team or wing, especially with the upcoming focus on teams in Odyssey.

Well, they wanted Feedback. Thanks for reading if you got this far.

😄
I challenge you to fit all that into a Haiku
 
If enforced dropping at the Nav Beacon in systems that had one was used to create choke points, when choke points have been specifically excluded from the design, in an attempt to force "player interaction", in a game where other players are an optional extra, then they'd likely be the new Deciat - and would similarly likely encourage players not to play among other players.

.... it'd also be an annoying new timesink if one was travelling and simply wanted to scoop and go.

The game offers optional danger for those who want it - yet some seem keen for it to be forced on all players, regardless of their chosen play-style.

.... and is the time of players who choose to play in Open, with block feature available for those who wish to use it, really 10x more valuable than the time of players in Solo / Private Groups? Noting that an Open hardened ship very likely carries significantly more than 10% of the cargo of the same ship not hardened for Open play and that PvP is an optional play-style that is not a required part of any game feature (except CQC).
Problem is, point to point flight involves very little 'real' spaceflight, or exposure to danger from various sources. Navs are a natural source of that, along with station drops- whats happened is Navs have largely become vestigial, station drops too close and SC the only way for people/ NPCs to attack. This then leads to people moaning about chain interdiction.
 
If enforced dropping at the Nav Beacon in systems that had one was used to create choke points, when choke points have been specifically excluded from the design, in an attempt to force "player interaction", in a game where other players are an optional extra, then they'd likely be the new Deciat - and would similarly likely encourage players not to play among other players.

.... it'd also be an annoying new timesink if one was travelling and simply wanted to scoop and go.

The game offers optional danger for those who want it - yet some seem keen for it to be forced on all players, regardless of their chosen play-style.

.... and is the time of players who choose to play in Open, with block feature available for those who wish to use it, really 10x more valuable than the time of players in Solo / Private Groups? Noting that an Open hardened ship very likely carries significantly more than 10% of the cargo of the same ship not hardened for Open play and that PvP is an optional play-style that is not a required part of any game feature (except CQC).

The 'Choke-point' idea was only an alternative idea to the problem I have with security levels. One of the most common complaints levelled at the game is that it lacks depth. This can come from the potentially long travel time between destinations. The can be long periods where you are just watching a planet/ station get closer, that travel time need to be broken up with some excitement. Most players will ignore the USSs (and that associated gameplay) because they're focused on getting their current task done, so the game needs to interject some event from time to time.

Besides, my suggestion was NOT for huge waves of pirates, waiting to ponce on players as soon as they jump into a system, but to make populated anarchy and low security systems refect the fact that it should be more hazardous for players to enter. The goods you sell there, should be in higher demand due to the fact the big trade vessels won't risk it, thus rewarding the risk you are taking by taking good there.
 
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