Improvements

I'm a fan of Elite since the first game came out in the mid-80's, as well as a fan of the Wing Commander and Privateer series. And I'm a big fan of Elite: Dangerous. It's a good game, and has the potential of being a great game. I play solo, and haven't yet tried Power Play. But the things I've read about it don't entice me to want to try at this point -- probably will once the bugs are worked out. I don't like the idea of repetitive tasks. I've never been a gamer that tries to max out all my stats. I play for fun, when I feel like it, and don't need another "job". I love open play RPGs and this space sim has elements of that in there. I'm not here to complain, to rant, but to plea for some simple things that would improve our game experience. I believe these things would be relatively easy to implement -- at least compared to a major update like Power Play:
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(1) Make ship component upgrades really meaningful.
(a) My Cobra kitted with 4E Thrusters has a maximum speed of 281 vs 4A Thrusters that has a top speed of 302 -- a 7.5% difference. And I can't tell that there's anything else different about them. A 1.6 million credit investment should show a significant improvement in capability. And provide other differences in the progression to higher quality thrusters such as better acceleration. And different audio effects such that more powerful engines sound more powerful. For most components, it seems that the higher quality components weigh more -- well my general experience is that higher quality components weigh less, not more, or even the same. Each step up should provide some advantage, maybe not always an increase in speed, but some significant advantage. It would even be ok with me to start the top speed of the 4E thrusters at a lower value and leave the top speed of 4A alone, just to give a wider spread.
(b) Same goes for shields, power supply, sensors, etc. For example the only difference in sensors is each upgrade provides a 0.5 km range increase. Well how about making higher quality sensors scan faster? Weigh less? Upgrading from a 4E to a 4A Shield Generator, increases the shield capacity from 94 to 126. Couldn't the range be a bit wider than that? Or couldn't some shield upgrades provide a faster recharge rate. Or perhaps faster recharge should come from higher quality Power Distributors.
(c) A wider variety of weapons, with different advantages. Perhaps a tachyon beam (or give it some other name) that is more effective vs hulls. Some beams that have a longer range, but maybe less powerful. Missiles that are actually effective in combat and requires us to use that ECM. And ECM upgrades where the lower grades have lower chance of success. And more variety of missiles and capabilities -- like speed, warhead strength, maximum travel distance before they simply explode, etc.
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(2) And while we're on the topic, give us numbers and stats on the components in game. I don't want to see bars showing weapon strength. Often the comparison bars are the same length, yet the new weapon is green or red because it's better or worse than what's fitted. Well give me the number so I can see how much better or worse.
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(3) There needs to be a "bad guy". I guess Thargoids will fit that bill, but let's have them widely seen throughout space just like the Kilrathi were. They shouldn't be overpowered, but a challenge.
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(4) More variety of missions in the Bulletin Board (or through Power Play). Escort missions, defend base missions, patrol missions. And maybe some changes to existing missions -- like why are all the data retrieval missions considered illegal. I know some play as pirates, smugglers, and don't mind crossing the law but my play style is to accept missions that don't give me Wanted status -- especially now that there's up to a 7 day wait before you can pay off the bounty (don't like that new rule at all). And I haven't accepted an assassination mission because the targets aren't "wanted" and I've read they're all flying in Anacondas -- which I don't want to tackle with my lowly Cobra. If these missions are sanctioned then they shouldn't result in wanted status. And for those players that enjoy that, perhaps for example Federation missions don't result in wanted status but other allegiance missions do result in wanted status. And can't some less lucrative assassination missions be for targets in smaller ships -- Cobras, Asps, Pythons -- and not all Anacondas. Perhaps there could be missions to take advantage of the ship capability Silent Running. We need to sneak into a system and intercept a communication and return it. Or choose to barge in, guns blazing and intercept the message that way.
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(5) And related to missions, the ability to hire NPC wingmen. Ones that are reasonably capable (or different skill levels that cost different amounts) and have them accompany us on missions, or when we're mining, or trading Rares.
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I realize I'm not very imaginative when it comes to game design -- I think all of these ideas came from those previous games I played. I reserve my imagination for playing the game and just would like to have a few more tools to exercise that.
 
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Yes to #2. I hate looking at weapons and seeing dps represented by 4 bars with little up and down arrows. Beleive it or not, the difference is important. As I understand, if I'm looking at a weapon and it has four bars for dps, that could represent possibly 4.01 or 4.99 or anything in between, a swing of almost 25%. It is important to know exactly what you are getting.
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And not just this, But I want to see more ship statistics in game so I can make better decisions about oufitting. At the outfitting screen, I'm also like to see shield strength, armor, manueverability and speed statistics along with whats already there and how they will change with selecting new components so that I can make better informed purchases. As it stands, the only way (that I know) to get more detailed information about your ship is to buy another and put it in storage, and you can se some of these values when you look at it there.
 
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<Vader>
I find your lack of paragraphs disturbing....
</Vader>

Yeah there should be some white space, right? Or is it black space?

1) Isn't it?

1a) Well, it is the cutting-edge upgrade. IF you don't feel like paying heaps for that last little extra, don't buy the A upgrade!

1b) D is the lightweight option. There is a system to these upgrades. It may not be immediately apparent, but it's there.

1c) Different colour lasers for different hull types? I like tachyon beams - will they shoot backwards in time? And I've used ECM extensively, it does seem to work. I do agree that a little more COSMETIC difference in weapon supply might be great. To add, well, colour and variance to the game world. It may not do much but clog up your hard drive and processors, but it will make the world seem richer.

2) No stats please, or make them advanced, or just a Mega Watt indicator like in the previous games. The actual damage will depend on hull type, hull condition, angle of attack, distance, condition of hull upon contact, etc ect. It's all very fuzzy and we have enough background whine from the optimiser crowd. So please keep it fuzzy, FD.

3) No bad guy please. We are human = all bad guys. Or good. If we want to be. Carve your own path and all that. Good, bad, it's all politics in the end. Play Powerplay.

4) Yes a few more varieties of missions would be nice. And some way of salvaging legally would be nice too. Otherwise, stolen goods are stolen goods, so you will have to play the smuggling mini-game to finish some missions.

5) That might be in the works. Stay tuned!

:D S
 
Actually I think the entire buy a ship and outfitting is a kind of gamble. You can't test anything unless you have handed over your credits and if you don't like it there is a better than average chance that module or weapon you just traded in is no longer available. Happened to me ages ago, upgraded the FSD without really knowing what I was doing and found I had a quarter of my jump range. Immediately went back to the station but my original FSD had somehow already been taken or just disappeared.


What I would like to see (wishful thinking I know) is that the Combat Training module be expanded, have what is in fact a test drive facility. Every ship is available and every module (but not for sale). You can pick a ship, fit it out the way you want and take it for a spin. See how it flies, see what it is like to dock. Hell lets even throw in some NPC targets of varying size so you can try out that new plasma cannon. At least that way you can find out what you really want that suits your playing style and then can go off and save the credits/start searching. And because it is in the Training Module, no harm can happen in the real (well solo/open) world, all that has happened is you have been given the tools to make an informed decision on what to spend your hard earned credits on.
 
1) Upgrade is more meaningful on more advanced ships which have more potential. Upgrade on Cobra is limited by its own frame.
2) Transparency is good, but unfortunately not appreciated by FDev. Luckily some players have done the experiments to test them out. (For example https://forums.frontier.co.uk/showthread.php?t=140240)
3) Every wanted guy is a bad guy by my standard:)
4) Completely agree. I have been imagining some missions in which you need to escort a T9 from one station to the next and pirates will ambush you on the way, etc. Right now not all the assassination targets are in 'condas. Some are in Orcas but they are most likely clean. I have taken two missions to kill a prison breaker. One was in an Expert Viper and the other was even Mostly Harmless Viper. Both paid more than 200k.
5) The ability to hire wingmen would be nice. I also want the ability to hire some random NPC to fetch my ships stored in distant stations.
 
1) Upgrade is more meaningful on more advanced ships which have more potential. Upgrade on Cobra is limited by its own frame.
2) Transparency is good, but unfortunately not appreciated by FDev. Luckily some players have done the experiments to test them out. (For example https://forums.frontier.co.uk/showthread.php?t=140240)
3) Every wanted guy is a bad guy by my standard:)
4) Completely agree. I have been imagining some missions in which you need to escort a T9 from one station to the next and pirates will ambush you on the way, etc. Right now not all the assassination targets are in 'condas. Some are in Orcas but they are most likely clean. I have taken two missions to kill a prison breaker. One was in an Expert Viper and the other was even Mostly Harmless Viper. Both paid more than 200k.
5) The ability to hire wingmen would be nice. I also want the ability to hire some random NPC to fetch my ships stored in distant stations.
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Thanks, I've seen the weapon shield damage post. But it's not complete because hull damage isn't included. And I haven't found anything about weapon ranges. But this is only for weapons. Thankfully ED Shipyard has information out there that's very helpful. I'd just like the info in-game.
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When I advocate for an alien bad guy, it's not to displace all the pirates and smugglers, but an addition. I've seen complaints that exploring is too boring. Well, I sort of like to sometimes just kick back and do a little exploring. But some big bad aliens out there in unexplored space would spice things up a bit. And improvements to sensors (faster scanning) would aid explorers too.
 
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