General Modernization suggestions

Only intended for the development of Frontier FDEV Elite.
This is not intended to be a discussion entry.
Just our opinion.
We do not comment on player comments.

We do not want to insult anyone, question opinions or achievements!
It's just our feelings/opinions and suggestions to keep the game more attractive, competitive and interesting for the future.

We were pleased to learn that Elite is not doomed to die and that Frontier has decided to develop it further. Please bring the following suggestions to the future of ED. This news reached our game clan members in our organization in ED and everyone was happy to hear that it will continue. Previously, all game activities had almost come to a complete standstill. This is also due to the fact that the things listed below, which are required for today's game, are not available or were unfortunately not considered in the past.
Addition
Material prices for mining:
Raw material prices are too low!
4.5 hours of core mining, brings a value of max. 3 weeks carrier supply at the minimum level of a carrier without modules and services.
That is far too costly!!! And must be done exclusively by the owner of the carrier!

Carriers:
- The way carriers currently work (costs, jumps, deals...etc. way too high).
o This way a carrier makes no sense at all !!! Very sad !!!
  • Moving cargo (without income or expenses) for clan members to the carrier with access rights control in the carrier menu for administration.
  • Move selected amount of goods as a package into the hold to the ship (currently only possible in single steps)
  • Jump range please min. 1000 LY
  • Jump preparations should take a maximum of 10 minutes!
o No normal person has the time or inclination to wait 45 minutes or even an hour for a carrier jump!
  • Autopilot with planning of jumps, calculation of fuel and time of jumps/overall
  • Reduce module costs, stores on the carrier in the week by at least 3 1/4.
  • Carriers need goods for sale that are only available to carriers. Or the basic price for goods etc. must become more attractive. The additional modules / stores generate no profit compared to the costs of the modules.
  • Modules / stores, on the carrier must give money in rent to the carrier **
o Modules/shops should not generate any costs for the carrier!
  • The warehouse should be able to enable shopping and selling at the same time. The maximum sales quantity must be adjustable. The purchase and sale of goods should be regulated separately for clan members (administration).
  • It should be possible to store all goods and/or artifacts.
  • The fuel depot and other modules should have a separate storage room.
  • Extended source of income for Carrier NPC trade and goods transporters (ships/NPCs working for the Carrier) that fly goods to and from the Carrier for the Carrier's sale.
  • A Carrier account with transfer possibilities from clan/organization members to the Carrier to distribute the costs to the clan/organization.

Ships:
  • Each ship needs its own hold. One hold for all ships blocks the gameplay and is also completely unrealistic.
  • The functions of the crew tasks in a ship unfortunately still do not work correctly and could be displayed in a clearer menu. Cannoneer unfortunately doesn't work!
  • Walkable ship rooms? ;) Would be very nice. Maybe also new room modules. Not like with the carrier, just adapt the station rooms to implement them.
  • Maybe two or three ships with a specialization for mining, for example. With their own slots for defense weapons and working lasers etc. ;)
Controls:
  • A menu item in the setup/configuration of the control elements for the sensitivity of the control nozzles for adjusting (penalty up, down, left and right) the ships.
  • Please add the saving and restoring of configurations (HUD, joystick etc.) in the setup/configuration menu. The binding is very often lost. It should be possible to restore your own configuration without any problems.

Players:
- Money transfers to the clan members and from a clan/members to all players in the clan and to the carrier of the clan.

HUD:
  • The displays disappear from view during flight maneuvers. Please create a selection in the setup menu to activate or deactivate. A missing display in combat is extremely bad!
  • Distance display (small) of targets in the HUD.
  • Please make it possible to set all colors in the HUD and cockpit in the game. Unfortunately, programs available from the Internet do not work correctly. Such things should simply be integrated into a game.

Gameplay:
  • Higher payments in the area of legal orders.
  • Fewer criminal and illegal jobs.
  • Mining commodity values are not in proportion to the time required

Merchandise management system:
- INARA is all well and good, but perhaps Elite could take a little more care of its merchandise management system. Unfortunately, it's very annoying when you constantly have to switch to the Internet in the game to make goods deliveries lucrative. A good system of its own is simply missing.

Approach procedure:
- Planet rings. It is not recognizable whether a station or a carrier is behind or in front of the planet rings. This often results in an emergency stop in the asteroid field and unnecessary repair costs. It may also be vital to know when to jump out of the FSA during a pursuit! A possible solution could be a dash ring as an indicator, as with the planets.

Stations:
  • Please enlarge and modernize the entrance shafts of the stations. As it is now, it is very unrealistic
  • Landing sites directly after entering a station under the ship are extremely difficult or impossible to see. Solution for everything: only illuminate your own landing sites and perhaps show a landing line to the site in the HUD (e.g. running light line)
  • Or extend the stations

Mass acceleration:
  • For targets without mass (marker points), please remove the mass acceleration of the ships. This is unrealistic (physics) and no longer up to date.
  • For targets with low, medium mass, please minimize the mass acceleration. Suitable for every ship mass. The over-acceleration and the necessary pitching/steering down of the ships is extremely unrealistic and no longer up to date! Every spaceship has braking engines in the direction of flight.

Engineering:
  • Please the possibility to pin all extensions for the Engineers. Also with regard to Engineers in Colonia (too long distances).
  • A newer menu to manage the Engineers would be very nice. E.g. Which material is needed for which expansion of modules and where to buy it. And so on. A menu that summarizes everything clearly is simply missing! The grind is extremely overpowering ;) And far too much effort.

Suggestions for the future:
  • Building your own stations / infrastructure, in space and on planets
  • Build your own bases on planets
  • Colonia could be filled with life.

We do not wish to insult anyone or question their opinions or performance!
We apologize for spelling mistakes and duplicate entries.
It's just our feelings/opinions and suggestions to keep the game more attractive, competitive and interesting for the future.

Many thanks and greetings from all of us to the Dev. team / Frontier and to all Cmd. o7.
 
As an individual player I am disturbed by suggestions that squadrons should be given more advantages.

I am disappointed that some of the improvements look as if they were made without knowledge of the current in game mechanics.

The suggestion that carriers have a minimum jump range of 1,000 light years is obviously an attempt to sabotage fleet carriers as a useful feature.
 
Last edited:
Only intended for the development of Frontier FDEV Elite.
This is not intended to be a discussion entry.
Just our opinion.
We do not comment on player comments.

We do not want to insult anyone, question opinions or achievements!
It's just our feelings/opinions and suggestions to keep the game more attractive, competitive and interesting for the future.

We were pleased to learn that Elite is not doomed to die and that Frontier has decided to develop it further. Please bring the following suggestions to the future of ED. This news reached our game clan members in our organization in ED and everyone was happy to hear that it will continue. Previously, all game activities had almost come to a complete standstill. This is also due to the fact that the things listed below, which are required for today's game, are not available or were unfortunately not considered in the past.
Addition
Material prices for mining:
Raw material prices are too low!
4.5 hours of core mining, brings a value of max. 3 weeks carrier supply at the minimum level of a carrier without modules and services.
That is far too costly!!! And must be done exclusively by the owner of the carrier!

Carriers:
- The way carriers currently work (costs, jumps, deals...etc. way too high).
o This way a carrier makes no sense at all !!! Very sad !!!
  • Moving cargo (without income or expenses) for clan members to the carrier with access rights control in the carrier menu for administration.
  • Move selected amount of goods as a package into the hold to the ship (currently only possible in single steps)
  • Jump range please min. 1000 LY
  • Jump preparations should take a maximum of 10 minutes!
o No normal person has the time or inclination to wait 45 minutes or even an hour for a carrier jump!
  • Autopilot with planning of jumps, calculation of fuel and time of jumps/overall
  • Reduce module costs, stores on the carrier in the week by at least 3 1/4.
  • Carriers need goods for sale that are only available to carriers. Or the basic price for goods etc. must become more attractive. The additional modules / stores generate no profit compared to the costs of the modules.
  • Modules / stores, on the carrier must give money in rent to the carrier **
o Modules/shops should not generate any costs for the carrier!
  • The warehouse should be able to enable shopping and selling at the same time. The maximum sales quantity must be adjustable. The purchase and sale of goods should be regulated separately for clan members (administration).
  • It should be possible to store all goods and/or artifacts.
  • The fuel depot and other modules should have a separate storage room.
  • Extended source of income for Carrier NPC trade and goods transporters (ships/NPCs working for the Carrier) that fly goods to and from the Carrier for the Carrier's sale.
  • A Carrier account with transfer possibilities from clan/organization members to the Carrier to distribute the costs to the clan/organization.

Ships:
  • Each ship needs its own hold. One hold for all ships blocks the gameplay and is also completely unrealistic.
  • The functions of the crew tasks in a ship unfortunately still do not work correctly and could be displayed in a clearer menu. Cannoneer unfortunately doesn't work!
  • Walkable ship rooms? ;) Would be very nice. Maybe also new room modules. Not like with the carrier, just adapt the station rooms to implement them.
  • Maybe two or three ships with a specialization for mining, for example. With their own slots for defense weapons and working lasers etc. ;)
Controls:
  • A menu item in the setup/configuration of the control elements for the sensitivity of the control nozzles for adjusting (penalty up, down, left and right) the ships.
  • Please add the saving and restoring of configurations (HUD, joystick etc.) in the setup/configuration menu. The binding is very often lost. It should be possible to restore your own configuration without any problems.

Players:
- Money transfers to the clan members and from a clan/members to all players in the clan and to the carrier of the clan.

HUD:
  • The displays disappear from view during flight maneuvers. Please create a selection in the setup menu to activate or deactivate. A missing display in combat is extremely bad!
  • Distance display (small) of targets in the HUD.
  • Please make it possible to set all colors in the HUD and cockpit in the game. Unfortunately, programs available from the Internet do not work correctly. Such things should simply be integrated into a game.

Gameplay:
  • Higher payments in the area of legal orders.
  • Fewer criminal and illegal jobs.
  • Mining commodity values are not in proportion to the time required

Merchandise management system:
- INARA is all well and good, but perhaps Elite could take a little more care of its merchandise management system. Unfortunately, it's very annoying when you constantly have to switch to the Internet in the game to make goods deliveries lucrative. A good system of its own is simply missing.

Approach procedure:
- Planet rings. It is not recognizable whether a station or a carrier is behind or in front of the planet rings. This often results in an emergency stop in the asteroid field and unnecessary repair costs. It may also be vital to know when to jump out of the FSA during a pursuit! A possible solution could be a dash ring as an indicator, as with the planets.

Stations:
  • Please enlarge and modernize the entrance shafts of the stations. As it is now, it is very unrealistic
  • Landing sites directly after entering a station under the ship are extremely difficult or impossible to see. Solution for everything: only illuminate your own landing sites and perhaps show a landing line to the site in the HUD (e.g. running light line)
  • Or extend the stations

Mass acceleration:
  • For targets without mass (marker points), please remove the mass acceleration of the ships. This is unrealistic (physics) and no longer up to date.
  • For targets with low, medium mass, please minimize the mass acceleration. Suitable for every ship mass. The over-acceleration and the necessary pitching/steering down of the ships is extremely unrealistic and no longer up to date! Every spaceship has braking engines in the direction of flight.

Engineering:
  • Please the possibility to pin all extensions for the Engineers. Also with regard to Engineers in Colonia (too long distances).
  • A newer menu to manage the Engineers would be very nice. E.g. Which material is needed for which expansion of modules and where to buy it. And so on. A menu that summarizes everything clearly is simply missing! The grind is extremely overpowering ;) And far too much effort.

Suggestions for the future:
  • Building your own stations / infrastructure, in space and on planets
  • Build your own bases on planets
  • Colonia could be filled with life.

We do not wish to insult anyone or question their opinions or performance!
We apologize for spelling mistakes and duplicate entries.
It's just our feelings/opinions and suggestions to keep the game more attractive, competitive and interesting for the future.

Many thanks and greetings from all of us to the Dev. team / Frontier and to all Cmd. o7.
So basically a complete overhaul of the entire game?
Good luck with that one :ROFLMAO:

O7
 
As an individual player I am disturbed by suggestions that squadrons should be given more advantages.

I am disappointed that some of the improvements look as if they were made without knowledge of the current in game mechanics.

The suggestion that carriers have a minimum jump range of 1,000 light years is obviously attempt to sabotage fleet carriers as a useful feature.
Agreed on all that and more, especially the part about carrier range. Carriers don't have a minimum jump range. Adding that would make carriers useless for many players.

The entire original post looks like another bowl of word salad to me. That seems to be the chef's special in the suggestions forum these days.

Edit reason: clarification
 
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Walkable ship rooms?
Yes. This is a fantastic idea which I fully suppport. Kinda like a walking mech warrior, but much more comfy, this is perfect for exobiology in areas with challenging terrain. Obviously option B is the best.

Option A
walking room b.jpg


Option B
walking room.jpg
 
Only intended for the development of Frontier FDEV Elite.
This is not intended to be a discussion entry.
Just our opinion.
We do not comment on PMF comments.
;)

OK, I guess the hate some have against PMFs will remain a mystery in my eyes. For such a supposedly awful mistake it's been of zero consequence for my experience as a player of Elite, apart from seeing some factions with funny names that make me wonder if they are indeed PMFs. Since there's no way to tell the difference in-game.
 
That sounds more like power creep than convenience.

Also, as I understand it there are technical reasons why carrier jumps take 15 minutes at minimum, taking longer than that when times are busier. It's my impression that 15 minutes is as short as it will ever get. Weren't carrier jump times originally going to be an hour or something like that?
 
FC jump range for me is not a problem (that applies to ships too). The main issue for me is lack of ability to make carrier follow plotted course. Costs are fine- I can earn weekly upkeep with minimal effort and I'm sure many other FC owners can do it too. I do miss more variety of specialized FC modules, which would make it more than just flying garage and in some cases remote exploration base, like for example:
1. Orbital elevator, for further deployment of more specialized modules like landing pads, mining, military, agriculture, or other kinds of processing facilities.
2. Fuel refinery: making tritium out of hydrogen in storage (so You would still have to aquire hydrogen by other means).
3. Deep charge carrier FSD module, to allow burning all tritium in depot in one jump.
4. Stasis pod modules, to aid colonization efforts for any main power in game (done as community goal for example).
5. Space traffic control tower, which would allow FC commander to transfer ship(s) under FC command to allow FC owner to use them for buying/selling/transferring commodities (limited to FC system only).

Some other QoL(or not) ideas:
1. Supercruise hotkey.
2. Ability to chose favorite destination without going to galaxy/system map.
3. Bookmarked/favorite objects present in system moved to the top of objects list.
4. Ability to use NPC pilot as navigator (simmilar to APEX shuttle).
5. Reuseable mining limpet capable of mining minerals from asteroids or planetary surface, that would "charge" by transferring fuel from ship fuel tank. It would drop minerals nearby (both in space or in the ground).
6. Cloaking device both for ship (weapon hardpoint) or suit (weapon slot), that would make You stealthy for some time and a shiny as star for the same time after using it (so for example 0 heat, 0 visibility for 1 min=double heat, double visibility for 1 min after).
7. Shielded cargo module, that would drain power and show false commodity type unless scanned from close distance.
8. Ability to choose target jump star in multiple star systems.
9. A bit different passenger mission type (like wait in station for passengers to board ship for 5mins, then deliver them safely to target station- just think of a bus or train).
 
FC jump range for me is not a problem (that applies to ships too)*. The main issue for me is lack of ability to make carrier follow plotted course. Costs are fine- I can earn weekly upkeep with minimal effort and I'm sure many other FC owners can do it too. I do miss more variety of specialized FC modules, which would make it more than just flying garage and in some cases remote exploration base, like for example:
1. Orbital elevator, for further deployment of more specialized modules like landing pads, mining, military, agriculture, or other kinds of processing facilities.
I doubt an FC is big enough to carry and deploy one of these on anything big enough to want to use one on.

2. Fuel refinery: making tritium out of hydrogen in storage (so You would still have to aquire hydrogen by other means).
3. Deep charge carrier FSD module, to allow burning all tritium in depot in one jump.
See *
4. Stasis pod modules, to aid colonization efforts for any main power in game (done as community goal for example).
5. Space traffic control tower, which would allow FC commander to transfer ship(s) under FC command to allow FC owner to use them for buying/selling/transferring commodities (limited to FC system only).
I don’t understand this one.

Some other QoL(or not) ideas:
1. Supercruise hotkey.
2. Ability to chose favorite destination without going to galaxy/system map.
3. Bookmarked/favorite objects present in system moved to the top of objects list.
4. Ability to use NPC pilot as navigator (simmilar to APEX shuttle).
No, it is my ship they can get their own.

5. Reuseable mining limpet capable of mining minerals from asteroids or planetary surface, that would "charge" by transferring fuel from ship fuel tank. It would drop minerals nearby (both in space or in the ground).
6. Cloaking device both for ship (weapon hardpoint) or suit (weapon slot), that would make You stealthy for some time and a shiny as star for the same time after using it (so for example 0 heat, 0 visibility for 1 min=double heat, double visibility for 1 min after).
7. Shielded cargo module, that would drain power and show false commodity type unless scanned from close distance.
8. Ability to choose target jump star in multiple star systems.
You already can with an FC ship drives are different.

9. A bit different passenger mission type (like wait in station for passengers to board ship for 5mins, then deliver them safely to target station- just think of a bus or train).
As long as they say nothing.
 
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