Great job with 3.3, let's work on SRV and ground gameplay next

Namely I love the new exploration mechanics minigame and the vast information and data it brings with it.

As you relish the fruits of your work this Christmas, take time to consider this for your next goal.

Many of us asked for multiple improvements towards the SRV and ground gameplay. Namely different variations of SRVs.

Please consider the following improvements to SRVs:

Cargo Variant with no weapons
Stealth Variant with no shields
Combat Variant with no data access capabilities.

When accessing data points it would be awesome if it entered a minigame like what has been done for the discovery scanner. Namely a way to not set off alarms.

Currently I am taking trigonometry class and I think finding the "x"s in functions to be fun. This would be a fun way to implement skill and level of difficulty into this mechanic of the game with easier bases having simpler functions and more secure bases having harder ones.

Multi-Crew for SRVs.
 
Well, tried Dr Evil joke, didn't work due to PG- Profanity filter (next the word Banana will be deemed too insulting)

If I could make a Tank with Railgun turrets, this would be the best thing the game has ever seen! :D
 
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My idea for the alternate vehicles have been for a while:
- STV - Surface Transport Vehicle. Tracked, 6 tons cargo. Has a very short range gun for shooting rocks.
- SCV - Surface Combat Vehicle. Also tracked. No cargo. Has a pulse laser and a surface to air missile launcher with 2 seekers.
- GHHV - Guardian Hybrid Hover Vehicle. Replicates the Guardian sentinel tech for a hovering srv.

The STV and SCV might even be a bit beefier if they took 2 vehicle hangar spots, and therefore required size 4 hangar at minimum.
 
Hello, Yure. :)

I've had lots of time to think about this - and (as far as relatively practical dev-work goes) what I really want more than anything else is an SRV motorcycle. Something like the light-cycles out of Tron. Crazy speed and jump, different manoeuvrability and climbing, improved-range but narrower-focus sensors, weaker weapons, no cargo apart from mats. That'd do me a treat, that would. :)
 
I've been wondering about SRV outfitting or at least alternate models for some time now; given that we have to buy an SRV separately from our vehicle hangar, it stands to reason Fdev intends to create more than one type. Otherwise the two should be a single purchase and stop taking up our time with wasted clicks, aye?

Before anything is changed or added to SRV's though, one thing needs to be fixed: shields need to protect against impact damage the same way they do for ships. If your cutter can ram something at 800M/S and only lose a ring of shield, there's no excuse for the tiny little bumps on moons to be damaging your SRV right through it's shield. It's an internal consistency thing that bothers the hell out of me.

Next, we need more diverse surface challenges that actually demand a variety of SRV's in the first place. It's no fun having tons of toys when you have no place to play with them.

Once that's sorted, I do want some SRV variants in different sizes with different purposes.

1: A larger cargo machine. 6 tons? Nah mate. If it's gonna take up a bigger hangar then it's going to be limited to bigger ships. It needs to be double digit tonnage, at least. It also needs a more intuitive and faster way to grab stuff, like a tow cable or vacuum scoop or something. Having to target stuff at the bottom of your screen before you drive over it is NOT practical for anything more than a ton or two at a time.

2: a high performance scouting vehicle with more adaptive suspension and perhaps a lower center of gravity. Maybe it could be like one of those RC cars where the wheels are bigger than the cabin so the cabin could just roll over to right itself no matter how you land. That'd be cool. Maybe a little dizzying at first, but cool.

3: I hesitate to suggest a more combat-centric machine, simply because there isn't much call for one with current gameplay content. Should surface content ever get deeper, more involved and more intense, however, I'd gladly accept a beefier, multi-crewable beast with heavier weaponry and armor.
 
I'd like to see proper SRV outfitting (i.e. the ability to fit different grades of modules, weaponary, fuel tank, etc) and then, by extension, the ability to engineer SRV components (first thing I would do is an Engine Focused power distributor mod' to prolong the amount of boost I've got). Considering that currently we pick between different SLFs (with alternative weapon configurations) rather than simply taking a single model of SLF into outfitting it's clear that FD aren't currently thinking at the level of being able to outfit/engineer anything other than our ship so that would be the first big change. Once we can outfit/engineer SLFs then we can use the same mechanism to outfit/engineer SRVs.
 
Replying simply to agree with the need for more vehicles of different types and fun ground play. This last update was excellent, I'm sure they can go further on it.
 
yes. Lots of work to do for surface play and making ground installations feel alive (today they have the same or worse sterile feel than space-stations which have gotten moving trucks and some animations in them since release).

In 3300 does everyone use conventional wheeled cars for the vast majority of ground transport?

Human skimmer tech guards surface installations and crashed ships. Surely we should have Player driven Skimmer variants in addition to a variety of wheeled and tracked SRV for higher-g planets. This would add realistic game complexity. FDEV fudge maneuvering thruster power so every tin-can can land on high-g worlds; they should stick to the power the maneuvering thrusters have for space travel and invent gameplay or options for players to deal with the reality of high-g surfaces.

Players should also be able to buy deployable Skimmers like SLF, and have AI skimmer follow their SRV to help single-player base assaults against strong targets.

I also have a contrarian question: why don't space-ships have wheels so they can be easily moved at ground installations by ground crew or robotic equipment with low noise and safer conditions than use of their engines and down-thrusters?
 
I'd like to see proper SRV outfitting (i.e. the ability to fit different grades of modules, weaponary, fuel tank, etc) and then, by extension, the ability to engineer SRV components (first thing I would do is an Engine Focused power distributor mod' to prolong the amount of boost I've got). Considering that currently we pick between different SLFs (with alternative weapon configurations) rather than simply taking a single model of SLF into outfitting it's clear that FD aren't currently thinking at the level of being able to outfit/engineer anything other than our ship so that would be the first big change. Once we can outfit/engineer SLFs then we can use the same mechanism to outfit/engineer SRVs.

This. Let's get all the vehicles (SLFs and SRVs both) up to the level of the ships in terms of customizable internals. After that, yes I want a funny little thing with spider legs which can climb up any incline, a hovercycle which can't climb anything unless it builds momentum, continually slides downhill on any incline if not in motion, but has higher top speed and ignores rocks (and can make sweet jumps), and I guess a 10 ton capacity truck or something.
 
When it comes to an SRV. I would like to see a mining variant. Surface mining takes more trouble than it should be. It would have a 4t cargo and a weapon that acts similar to a mining laser. This mining variant would contain a robotic arm capable of picking things up automatically within a 5m radius. In addition to this, they should make mining rocks much more common(since most time is spent looking for the rocks to begin with) and much bigger.

The ability to manipulate things is an underrated, but necessary feature.
 
I'd rather see Space, the focal point of the game, fleshed out first. Black Holes are still total duds, no comets, bugs abound, etc.

That being said, I would love to see SRVs gain Hardpoints/Modules instead of being pre-baked. For this to make sense however, surface mining would need a total overhaul and there would need to be new and more difficult Surface Combat options. This would be a hefty DLC unto itself . . . which is why I don't think it should be a priority given ED's current state. At that point FD would basically be strapping a second Vehicle Sim on top of the current one.
 
I'd like to see proper SRV outfitting (i.e. the ability to fit different grades of modules, weaponary, fuel tank, etc) and then, by extension, the ability to engineer SRV components (first thing I would do is an Engine Focused power distributor mod' to prolong the amount of boost I've got). Considering that currently we pick between different SLFs (with alternative weapon configurations) rather than simply taking a single model of SLF into outfitting it's clear that FD aren't currently thinking at the level of being able to outfit/engineer anything other than our ship so that would be the first big change. Once we can outfit/engineer SLFs then we can use the same mechanism to outfit/engineer SRVs.

Yep, I want different SRV types *and* an ability to outfit our SRV's at Stations (to make things interesting, maybe they can only be outfitted at surface facilities?). Hopefully, if their plan is to increase the number of planets we can land on, then the extra SRV functionality would make a ton of sense.
 
I'd rather see Space, the focal point of the game, fleshed out first. Black Holes are still total duds, no comets, bugs abound, etc.

That being said, I would love to see SRVs gain Hardpoints/Modules instead of being pre-baked. For this to make sense however, surface mining would need a total overhaul and there would need to be new and more difficult Surface Combat options. This would be a hefty DLC unto itself . . . which is why I don't think it should be a priority given ED's current state. At that point FD would basically be strapping a second Vehicle Sim on top of the current one.

It doesn't need to be a zero sum game. I doubt the team that works on surface content is also working on space content. Just like the Mission team is separate from the planetary & space tech guys.
 

Lestat

Banned
Like the other topic. I suggested have suggested specialised items. Like I was 1.5 G world and some of the minerals I could not grab with the SRV. I was thinking a Claw so you can reach and grab minerals in hard to reach places.
 
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