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 !!!
Ships:
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:
Gameplay:
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:
Mass acceleration:
Engineering:
Suggestions for the future:
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.
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!
- 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 **
- 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.
- 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.