Hi,
I know that these threads have been around and I will probably not say anything new or mindblowing here but still, there are things that I think would improve the general QoL while playing E : D .
1) Make it possible to buy materials for credits as well as sell them.
Reasons:
- I understand the game is about grinding but why do we have to grind credits and 3 different types of materials? Especially the data materials are boring as hell to collect by scaning ships and wakes. The rate at which the materials could be bought could be set in such a way that buying them for credits could be quite prohibitive so that there would still be some reason to collect the materials the "old" way but what does it matter if I spend hours mining/bounty hunting/tradingor similar amout of time collecting stuff with limpets and scanning stuff?
- If it was possible to sell materials, it would open up ways for "scavenger" type of gameplay where you could collect the materials from Signal Sources and sell them for profit.
2) Some balance pass on engineering
Reasons:
- some blueprints are downright pointless, some are no-brainers. When was the last time you needed more than those 10000 shots in your PD and you thought to yourself "if only I had 5000 more"? It would be nice to come up with blueprint options for modules that would make sense for each of them. (I think there already are threads with such ideas but even if not, I'm sure the community would come up with something cool, yet not too strong.
3) Some balance pass on ship modules
Reasons:
- Some modules kind of feel like they're there just to be there - ship sensors have very little impact and so there is no reason to put on ship anything better than D grade...or at least I've never felt like a higher-grade sensor module would be useful in any situation. Same for Life support. So coming up with some ideas on how to make these more impactful would be good. Maybe higher grade sensors could asist with aiming/tracking/reduce jitter on gimballed/turreted weapons? A-grades even reducing the effect of chaffs? In turn, ECM module could gain extra ability to counter the sensors...something like that...Higher level life support modules could provide some benefits to synthesis? I don't know, just something to make the higher grades of these modules more appealing.
As mentioned later in the comments, this is also something to think about: Balance, and Ship Computers, and Limpets
4) Get rid of the randomized material amounts for engineering
Reasons:
- It is a remnant of the original engineering process where you would get random results for each attempt. That has been revorked since so the "lottery" is no longer needed. Just make it a fixed number of materials for each level of the modification so that we know how many of what we should bring with to get to the level we want.
5) Make engineer modifications available from stations (once engineer's services are unlocked)
So in praxis - you learn about an engineer, do their mission/task, fly there to unlock their services and from that point, all the modifications that this engineer provides would be accessible from stations, including experimentals. It could be so that the services would be available only in some stations (similar to how only some stations have material traders). Perhaps this engineering "at distance" could be more expensive or something to compensate.
Reasons:
- It's enough that you need to discover the engineers and then complete their missions for them, travelling there every time you want to slap some experimental effect on something is just tedious.
6) Make some improvements to a few ships
Reasons:
- Some ships have been a running joke for ages coughAsp Scoutcough while others are pretty much at the top 5 spots of most "best ships in ED" lists. Not asking for making the top ships useless but to look at all ships and make the underdogs a bit better to make them more appealing.
7) Take a look at AX weaponry
Reasons:
- I understand that the Guardian technology is the stuff to fight the Thargoids, but has humanity made no progress on their own AX technology? Why is there no gimballed AX multicannon? Why are there no seeker AX missile racks? Why is there no engineer who focuses on upgrading these weapons? It could be made so that the gimballed/seekers would only be able to lock on target if the ship is also equipped with the AX scanner and the Thargoid is scanned so these versions of weapon would require using a utility slot for them to work (possibly Thargoids could have some counter-measure to make you lose the lock and prevent it for some time...). Engineering could be limited to 3 levels intead of the typical 5 because it is still experimental technology. It would also help to keep the AX weapon below the Guardian level.
8) Take a look at some of the normal weaponry
Reasons:
- Some weapons are almost never used. E.g. the Remote Release Flechette Launcher is so weird to use...it feels as if it was added to counter the shield-stacking meta but it was implemented in such a hard-to-use way that almost nobody bothers to use them. Enzyme missiles are in a similar "never seen used" position...if we consider that they need to be unlocked at a technology broker, one would expect they will be rather powerful but they rarely are.
There would also be points such as "find some way to make squadrons/powerplay more worthwhile" but those would probably require a lot more changes and work than these.
I know the team is working on Odyssey and Horizons are secondary now but maybe if the post gets enough traction, some of these things could happen (hope dies last )
I know that these threads have been around and I will probably not say anything new or mindblowing here but still, there are things that I think would improve the general QoL while playing E : D .
1) Make it possible to buy materials for credits as well as sell them.
Reasons:
- I understand the game is about grinding but why do we have to grind credits and 3 different types of materials? Especially the data materials are boring as hell to collect by scaning ships and wakes. The rate at which the materials could be bought could be set in such a way that buying them for credits could be quite prohibitive so that there would still be some reason to collect the materials the "old" way but what does it matter if I spend hours mining/bounty hunting/tradingor similar amout of time collecting stuff with limpets and scanning stuff?
- If it was possible to sell materials, it would open up ways for "scavenger" type of gameplay where you could collect the materials from Signal Sources and sell them for profit.
2) Some balance pass on engineering
Reasons:
- some blueprints are downright pointless, some are no-brainers. When was the last time you needed more than those 10000 shots in your PD and you thought to yourself "if only I had 5000 more"? It would be nice to come up with blueprint options for modules that would make sense for each of them. (I think there already are threads with such ideas but even if not, I'm sure the community would come up with something cool, yet not too strong.
3) Some balance pass on ship modules
Reasons:
- Some modules kind of feel like they're there just to be there - ship sensors have very little impact and so there is no reason to put on ship anything better than D grade...or at least I've never felt like a higher-grade sensor module would be useful in any situation. Same for Life support. So coming up with some ideas on how to make these more impactful would be good. Maybe higher grade sensors could asist with aiming/tracking/reduce jitter on gimballed/turreted weapons? A-grades even reducing the effect of chaffs? In turn, ECM module could gain extra ability to counter the sensors...something like that...Higher level life support modules could provide some benefits to synthesis? I don't know, just something to make the higher grades of these modules more appealing.
As mentioned later in the comments, this is also something to think about: Balance, and Ship Computers, and Limpets
4) Get rid of the randomized material amounts for engineering
Reasons:
- It is a remnant of the original engineering process where you would get random results for each attempt. That has been revorked since so the "lottery" is no longer needed. Just make it a fixed number of materials for each level of the modification so that we know how many of what we should bring with to get to the level we want.
5) Make engineer modifications available from stations (once engineer's services are unlocked)
So in praxis - you learn about an engineer, do their mission/task, fly there to unlock their services and from that point, all the modifications that this engineer provides would be accessible from stations, including experimentals. It could be so that the services would be available only in some stations (similar to how only some stations have material traders). Perhaps this engineering "at distance" could be more expensive or something to compensate.
Reasons:
- It's enough that you need to discover the engineers and then complete their missions for them, travelling there every time you want to slap some experimental effect on something is just tedious.
6) Make some improvements to a few ships
Reasons:
- Some ships have been a running joke for ages coughAsp Scoutcough while others are pretty much at the top 5 spots of most "best ships in ED" lists. Not asking for making the top ships useless but to look at all ships and make the underdogs a bit better to make them more appealing.
7) Take a look at AX weaponry
Reasons:
- I understand that the Guardian technology is the stuff to fight the Thargoids, but has humanity made no progress on their own AX technology? Why is there no gimballed AX multicannon? Why are there no seeker AX missile racks? Why is there no engineer who focuses on upgrading these weapons? It could be made so that the gimballed/seekers would only be able to lock on target if the ship is also equipped with the AX scanner and the Thargoid is scanned so these versions of weapon would require using a utility slot for them to work (possibly Thargoids could have some counter-measure to make you lose the lock and prevent it for some time...). Engineering could be limited to 3 levels intead of the typical 5 because it is still experimental technology. It would also help to keep the AX weapon below the Guardian level.
8) Take a look at some of the normal weaponry
Reasons:
- Some weapons are almost never used. E.g. the Remote Release Flechette Launcher is so weird to use...it feels as if it was added to counter the shield-stacking meta but it was implemented in such a hard-to-use way that almost nobody bothers to use them. Enzyme missiles are in a similar "never seen used" position...if we consider that they need to be unlocked at a technology broker, one would expect they will be rather powerful but they rarely are.
There would also be points such as "find some way to make squadrons/powerplay more worthwhile" but those would probably require a lot more changes and work than these.
I know the team is working on Odyssey and Horizons are secondary now but maybe if the post gets enough traction, some of these things could happen (hope dies last )
Last edited: