How would you develop the next version of Elite, Elite: Universe?

This is purely a thought experiment.

My hope is that these discussions will lead to ideas that can be developed in Elite: Dangerous to make it a better game.

With Frontier's and Braben's blessing, suppose a new Elite, Elite: Universe, can be user funded, fleshed out, and developed. What would you want to see in this new game?

I will give what I think should be in this new game. You can comment on my vision, or you can create your own.

Remember, this is purely a thought experiment.


From the ground up Elite: Universe is designed to be an MMO, client/server simulation. I name it simulation because it will be more that than a game.

Space Legs is a must. The focus will be on the commander and their experience. You are nothing but a frail human being, and a first person experience, being able to hurt, loose, and reduced to the tiniest, insignificant gnat compared to the vastness and deadly space.

I know some argue that in Elite: Dangerous you can do everything from your ship, but the CMDR is missing out on the vast experiences to be had walking around the station, interacting with people and NPC, and avoiding cut-throat assassins sent to claim pounds of flesh because of a mission you failed or abandoned.

You should still be able to do all the basic things from your ship, though, like getting missions, ordering ship layouts, or refueling. These things should not be instant and proper animation needs to be added to show these things happening.

While your ship is being serviced and loaded, you should have the ability to walk about the station, hear the sounds, smell the smells, and perhaps pickup on a tip. Or that damn snitch that's always telling your business to any pirate's ready ear! And have the ability to confront the snitch on what they told the pirate, then dispose of the snitch and find another way to complete your mission.

In the shadier parts of the station, you should be able to procure some quality OnionHead and take a break from reality for a while.

If you're feeling frisky, you could either go to a bar and have a few drinks. Maybe you'll hear a good space tale or two. Or go to a club and dance the night away. You might find a nice Irish lass that would be able to fly with you a bit for fame, fortune, or... other things. :-D

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In the effort to create an emergent game, a proper particle system must be implemented. Ships are no longer immutable objects with modules. They will be made out of material. Yes, we will go down to the atomic level, but won't have to model each and every atom. There will be groups of atoms referenced as a single object, and all the atoms that make up this single object will act and interact as if in real life. The object can be split into two objects, for example, when it takes damage and breaks into separate objects. They can be put back together using methods of smelting and molding, etc.

Yes, I know this will be a complex system, but the simplicity of modeling individual atoms in a group known as objects can create complex interactions that are unforeseen by the original intent, and lead to emergent behavior.

In this way a CMDR can tinker with their frame shift drive, or their power-plant to eek out that much more power or efficiency from their FSD by trying different configurations, material, etc. There are so many permutations in this that not even the devs could predict what would happen. Nothing might happen, slight or significant improvements can be made, or the FSD can blow up mid-jump, and where would that leave the CMDR? Depending on the interaction of space and objects will determine the CMDR's fate.

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NPC's need real AI. There is so much potential in the user base! I'm pretty sure there are AI researchers out there that would love to put their foot in a system like this! Imagine an NPC that can interact with a CMDR and remain indistinguishable from any other CMDR!

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The universe must be alive and changing. There should be no magic processes. It should be a simulation, and CMDR's and NPC's merely actors in this universe.

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Well, this is just an introduction of what I think Elite: Universe would be. It is a massive undertaking. The first person to mention Star Citizen, except for just now, will be forced to wash their mouth out with soap! lol

The user base is amazing, and with the proper management, coordination, and partitioning I'm sure we could pull this off.

What's your two cents?
 
Some good ideas there, but I'd prefer a physical downsize. As much as i love the semi-realistic representation of the milky way, all that space doesn't add much gameplay-wise.
I'd rather they went with Elite : Sol
If it had space-legs, that would be more than enough space to explore, and fill with actual gameplay.

Though at that point, it probably shouldn't have the Elite moniker.
 
They put a copyright on Elite: Deadly. Make if that what you wish. I don't think we will see the next installment for 10 years or so, probably need a decent tech revolution in some way, Moore's law is pretty much dead (or at least resting) at the primary level.
 
I specifically left out offline. This is not 1984. It's good to play together.

Fair enough but, unless it's co-op only, no. No it is not fun to play together. Besides, lag, rubber banding, connection issues can be also considered viable reasons not to play together. :)

So, in answer to the title of your thread: offline. ;) :)
 
Fair enough but, unless it's co-op only, no. No it is not fun to play together. Besides, lag, rubber banding, connection issues can be also considered viable reasons not to play together. :)

So, in answer to the title of your thread: offline. ;) :)

Most of the networking issues are caused by the game using peer to peer instead of a proper client/server configuration. And lag can be significantly reduced by proper networking and preemptive code.

And it's still good to play together. :-D
 
They put a copyright on Elite: Deadly. Make if that what you wish. I don't think we will see the next installment for 10 years or so, probably need a decent tech revolution in some way, Moore's law is pretty much dead (or at least resting) at the primary level.

Quantum computing will keep Moore's Law alive, if it ever died (and I don't think it has?).

With quantum effects, the servers at FD will know what button you are about to press before you even do it :D
 
Considering my skill set, the answer would have to be "with great difficulty". I'd have a stab at doing some sound design for it though.
 
I would start by making the most important decision. Single player or multiplayer. The experiment of a single player game with severely handicapped multiplayer architecture bolted on has not worked.

I think that FDev don't have the resources to run and maintain a true multiple player persistent universe, so I would go with a single player game and put my resources into creating an experience with a decent narrative. As someone else already said above, I'd also forget trying to simulate the entire galaxy as it hasn't really added much good content.

David Braben himself has talked about GTA games as the experience he'd like players to have in Elite, if I remember correctly, but that would mean drastically reducing the scale of everything and putting resources into a good story.
 
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For me advanced route plotting is a must for the next Elite game. I don’t mean more filter options or galaxy map revisions, I mean actual improvements to travel routes and reducing the “time tax” that the devs place on you for desiring to travel a reasonable distance.

My suggestion is adding an option to the route tab for dividing a route into “legs.” Each leg would consist of the maximum number of jumps your ship could make before needing to refuel/fuel scoop. Because of this, fuel consumption per jump should also be reduced to allow 5-6 jumps per tank for most ships.

Once you plotted a leg and activated your frameshift drive, your ship would automatically jump to each star within the leg in quick succession, until reaching the final star in the leg and requiring the player to manually refuel as necessary for the next leg, and repeating the process. This is similar to the “FSD autopilot” feature that many people have asked for already. This would essentially compress the “hyperspace” loading screen of 5-6 jumps into one smooth animation.

Again, this would be lifting the unfair “time tax” off of your playerbase that simply desire to engage in actual gameplay, rather than stare at loading screens for hours on end, while still maintaing a degree of realism and “muh sense of scale!” that some fraction of the player base still cries about.

Couple this with an intuitive supercruise jump mechanic (which again would aim to reduce time spent staring at space dust while preserving sense of scale) and the next Elite game may actually have a chance at providing reliably rewarding gameplay during each play session. As of now, booting up Elite: Dangerous is a gamble between achieving fulfilling enjoyment, or wasting an hour floating through space to realize you forgot to do something 300 lightyears ago.
 
there's literally too many of these threads to count... and i think in the last one i wrote a 4 page post about it in the last thread that was on this topic.

suffice it to say my next version would be this:

#1. Mobile game portal. This would be tied into a shared universe with PC. you'd control ship launched fighters in battles raging across the galaxy that impact how those battles go just like PC player participation does. These are large scale battles with dozens of human players and hundreds of npcs in a kind of death match that exist in the PC game as actual current battles between factions or aliens. The game server is responsible for picking the particular battle and the players are randomly assigned or maybe assigned based on a choice they are given as the timer runs down once they are placed in a battle waiting screen. This would be a free to play game with the option to purchase in-game items and credits for real money. Credits buys you better fighters and weapons and such for you to use in the game.

#2. After making millions on the mobile game, we then re-imagine Elite: Dangerous 2 as a post-thargoid war humanity ...surviving in Colonia. We roll back jump ranges and get rid of galnet. Galnet was destroyed as was the pilots federation by the thargoid war. As part of the peace treaty offered, humans had to vacate the old human bubble and promise to stay away from thargoid territory. Having lost much of the old tech infrastructure, space exploration is dangerous and fraught with uncertainty. Jump distances are pulled back to sane levels (book) levels and peaceful interaction with the thargoids is possible to skilled merchants willing to risk their lives. Without Galnet's databases and stellar cartography, humanity has to re-discover systems and jumps to new ones are equal parts calculations and piloting skill. A new mini-game is introduced that takes the place of the loading screen between systems. The outcome of this mini game determines if you end up in the intended system (and where) or if you end up in some other instance / system. Players then have the option of seeding the system with a nav beacon and this is the job that exploration entails... Since humanity has lost the subspace/hyperspace mapping data that was stored in stellar cartographies and galnet. Other dangers await in each system as environmental dangers will be a huge part of the sequel. You'll still have the random pirate and thargoid aggressor as well to deal with.

#3 About a year into the game of humanity slowly trying to map the galaxy and rebuild itself in Colonia and figure out it's own power structure and politics... a new threat emerges. From outside the rim of the galaxy, far away from any stars that could be used to reach them. The cast out AI's have been evolving and building and watching. They have decided that biological life is at it's root, a plague that must be wiped out or forever will it keep making war and destruction in the galaxy. The Artificial Sentience, or Technoforms, systematically start sterilizing thargoid space. Beginning a _massive_ war that dwarfs the human - thargoid war that came before it. Entire systems are destroyed.

Meanwhile in Colonia, humans are being left alone for the most part as we are not as much of a threat as the thargoids. But we understand that if the thargoids fall, we will be next. The thargoid - technoform war goes on for about a year while humanity starts projects both public and secret to create a solution to the coming threat.

Year 3. Thargoid emissaries reach out to Colonia and broker a landmark agreement. The thargoids are being beaten and will lose the war within the year. Their technology is still superior to the technoforms, as the thargoids have been around for millions of years and the technoforms, while extremely fast at adapting and evolving, has only been around for about half as long as humanity has been in space. But the technoforms can replicate so much faster than their foe, so the thargoids can't destroy them fast enough. A joint venture between humanity and thargoids begins allowing hybrid ships to be built, designed to reach behind enemy lines where the thargoids are trying to hold off technoform advances and attack the technoform control centers.

The rest of the game is a back and forth battle pushing back and getting pushed back depending on player participation and actions in attacking the technoform control ships. These ships are the size of cap ships and require a significant concerted effort to disable and either destroy or force to flee and come with a huge escort that players and friendly npcs will have to get thru.

During this battle, trade has opened up between humanity and thargoids much more freely. However, old grudges can remain in places. Old systems may look quite different and alien. Some pockets of humanity may have even survived in certain systems, both as slaves to the thargoids or perhaps just left without technology on planets - regressing to pre-space fairing people.

All the while humanity still needs to explore to map systems and rebuild the stellar cartography and galnet system - however the tech will remain one which depends on explorers dropping beacons on unmapped systems and dealing with the danger of misjumps (jumps to systems with beacons is much safer/easier than to those without). Nothing is permit blocked off since the organization that managed that is gone - instead what limits players from reaching certain systems is unstable hyperspace, making completing a given jump to a system that is "off limits" impossible. This thus makes it possible for Fdev to keep certain systems out of the game that isn't ready with content yet while not having to make up stupid reasons why it's not able to be reached. Once it's ready to be reached, acquiring a certain secret to uncover what is making hyperspace unstable around a certain system or sector will then allow all players to reach it.

Permits may still be something that exists in the game for populated human systems. But this would be more of a "You will be shot and killed upon arrival if you jump in without the permit" rather than a magic "we control your jump drive" mechanism.


Something along those lines.
 
#1 - Atmospheric landings with rich and varied flora and fauna
#2 - Hula-Girl bobble-heads
#3 - Genuine competitor for the Python
#4 - Expunction of all multi-player elements
#5 - Space whales
#5.1 - Healing harpoons
#6 - Ralph Wiggum as a super-power leader
 
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Combine x-rebirth + no mans sky and make the combination use elites paint job and respect for real world science.

That includes space legs.

As inspired by the previous post the clipper would also have remained (?) a medium ship.
 
Why next version of Elite? Why not simply this Elite in the future?

As for what i'd be hoping for from the next version of Elite - i'd take a step back from this MMO garbage. Make it single player and self-hosting servers for multiplayer. Let people run their own servers. No need for an overarching story, give the server hosts tools to make events happen. In Neverwinter Nights 2 there was a DM (Dungeon Master) client where you could take control of NPCs, spawn monsters etc. Really cool.

This would relieve a load of work off FD, freeing them up to focus on delivering core game improvements.

It would also remove all the issues relating to modes and complaints about people working BGS and PP from solo... actually, there would be no need for PP, although a smaller scale version could be kept for those servers that wanted it, or it could be disabled for those servers that don't.

There could be servers that focused on PvP and the hosts could tweak ship and module stats to their satisfaction, and then the players could tell the server hosts they know nothing about PvP balance rather than directing their ire at the devs. Another win for FD.
 
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