My first Elite feedback

Thank you for making such a great product! I would like to offer my first few suggestions for improving the game. I hope you consider them in future patches.

-In a binary star system, especially when stars are far apart - it would be a good idea to select which star to arrive at. The nav computer has system coordinates in its database, and using the nav data there should be more than one option for the pilot to select from. That would improve the efficiency of binary systems, and still be realistic.

-Control bindings - we need to have an "override controls?" query in the menus. I may be assigning a function to a key and not realise that I am deleting another important assignment because I forgot what that key did. Especially true for joystick bindings. It is a long list to look at trying to find what is assigned and what isn't.

-Multiple characters (simply a desire, but not a deal-breaker) - I would like to be able to have more than one pilot that can cater to different play styles. Say, one trader and another pirate. I don't want to delete an entire trader career or destroy my reputation as a trader because I want to pursue piracy in an alternate life! This leads me to the next point as a result of not having multiple characters.....

-BECAUSE we don't have multiple characters, we need a better system for changing roles of ships, and even more imporantly ACCESSING these ships. As it stands now, we have a ship that is fitted and if we want to change the fitting we need to sell old stuff and buy new because there is no "public storage" in our starbases. I want to move from combat for one mission, to explorer for another and that requires constant refits or travelling to your hangars. The solution to this is simple....I totally get having multiple versions of ships tied to their roles, that is fine (made easier when we can name them!), but in that case we need a TAXI SERVICE. Rather than abandoning an exploration run and travelling 1000 light years just to change ships because I want to pursue a different activity, I would be happy paying some credits to hire a transport to get me to my other vessels. This would be far more workable than travelling back and forth. By this logic, then we would never explore to the other side of the galaxy due to the fact that we won't want to make the trip home!

I hope many of you agree that these changes would add to the game without breaking it. I consider these to be quite valuable and they don't change the intent of the game.
 
Some more feedback today....

-FSD High/Low energy wakes - should only come up on radar when you are equipped with the wake scanner to look for them. OTW, they just serve as screen clutter and when looking for those target types it throws our searches for cargo and stuff off.

-Remote trading computer - NOT galaxy wide of course: just within 10km of station if not the whole system you are IN. Would save a lot of time when shopping around in this economy without having to land only to find that you can't sell there....or there.....or there....or that this person doesn't have stock.

-Coming out of hyperspace IMO puts us way too close to the suns. Unnecessary. Beautiful, but very annoying.

-Fuel as a resource - so we trade in weapons and fuel, etc.....so why do stations have unlimited fuel and ammo? Commodities and equipment is limited, fuel should be too! That would create another trade route: players transferring fuel from depots / stars to the stations for people to buy. You are on a long journey and actually must plan your fuel stops, because a middle-of-nowhere station might be out of gas! Lets trade things people can actually use!

-Route planning is buggy - a system that won't allow me to plan a route that far, all of a sudden allows it just because I fiddle around in the map trying other systems. Also, route plan should not be limited by fuel quantity, as journeys can regularly take a while. it's your responsibility to know when you fill up, not the planner's!

-What I DO like: insurance is reasonable, ship trade value is reasonable, and I don't lose when changing ship equipment (that allows me to re-task a vessel for different purposes without costing me in losses). Thank you for that!

Till next time!
 
Here's some more feedback. I am sad that nobody has acknowledged any of this so far.

-Solar system map is nicely consolidiated, but: If we have a full 3D galaxy map, then why can't we have a 3D system map? It is so important for spacial awareness, and knowing current planetary positions helps you plan your exploration route. It is also great to see how solar systems are actually composed, much like the rest of the galaxy.

-Lottery system. People play, people win. Just another fun interaction thing for everyone to join.

-Hyperjumps are dumping us at the wrong stars in multi-star systems. Example: the star label is LFT 1421 on the galaxy map, and is the system where the docks are based. But coming out of hyperspace I find myself at Gliese 720B instead, some 750,000LS away.
 
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Some great suggestions.

I particularly like the FSD wake one - it annoys me no end I can't filter those out when I don't have a Wake Scanner (and usually don't care where some ship just jumped to anyway)

Route planning is not a bug per se. It just takes time to map star interactions. See 'the travelling salesman problem'. It just literally takes time. It's got to know your specific jump range, cargo impact, where you might want to go, and then try every star nearby to see where you could and couldn't jump to. Non-trivial.
 
-Route planning is buggy - a system that won't allow me to plan a route that far, all of a sudden allows it just because I fiddle around in the map trying other systems. Also, route plan should not be limited by fuel quantity, as journeys can regularly take a while. it's your responsibility to know when you fill up, not the planner's!

It's not buggy. For longer routes you just have to wait a while until your computer has calculated all the possible jumps between stars. Open the galaxy map and zoom out a bit and you'll see that the lines get more and more over time. The system calculates the jumps from your instantaneous position spherically. So long routes need some time until you can select the 'plot route' on far away stars. :)
 
My first posts too Tasev1 and I like most of what you are suggesting here. The binary stars issue in particular frustrates as it takes ages then to supercruise to the secondary star if that is where you are trying to get to. Should be able to select which star you wish to jump to in a binary system.

Key mapping warning I agree also as practical and should not take much to implement.
3D system map would also add to the game visually as well as practically in plotting routes around a system.

Also like your taxi idea between locations to reach stored ships etc. This type of service could even be a potential money making path for real players to ferry others around in suitable craft. Often see the big passenger cruiser looking ships flying around so why not create a potential space-liner pilot career. May need a fighter escort through some systems for protection so could get interesting.

I would also like to see the ability to create and import your own custom paint jobs. I know you can buy stuff in store but it is pretty expensive just for a skin and is still limited in the variety. They would be better off selling everyone an editor package and let people create their own within that.

Overall though I am just loving the game. :)

Cheers
 
It's not buggy. For longer routes you just have to wait a while until your computer has calculated all the possible jumps between stars. Open the galaxy map and zoom out a bit and you'll see that the lines get more and more over time. The system calculates the jumps from your instantaneous position spherically. So long routes need some time until you can select the 'plot route' on far away stars. :)

Yes, thank you for that! I discovered this just yesterday watching a YouTube video. Thus far I have now been able to plan out to about 90 LY if I wait a minute or two. I wonder why it doesn't calculate when you request the star instead? That's a lot of extra processing you won't need.
 
Yes, thank you for that! I discovered this just yesterday watching a YouTube video. Thus far I have now been able to plan out to about 90 LY if I wait a minute or two. I wonder why it doesn't calculate when you request the star instead? That's a lot of extra processing you won't need.

Yep, that would be great and is a wanted feature by many here.
 
-Solar system map is nicely consolidiated, but: If we have a full 3D galaxy map, then why can't we have a 3D system map? It is so important for spacial awareness, and knowing current planetary positions helps you plan your exploration route. It is also great to see how solar systems are actually composed, much like the rest of the galaxy.
On side matter, I remember suggesting to Michael ages ago, when you move the cursor over a star, planet or moon, the object comes to life and rotates/flares etc in accelerated time. It would only be using the engine that's already there, but add some interest to the System Map so you could actually get more of a feel look at the objects in it.

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-FSD High/Low energy wakes - should only come up on radar when you are equipped with the wake scanner to look for them. OTW, they just serve as screen clutter and when looking for those target types it throws our searches for cargo and stuff off.

-Fuel as a resource - so we trade in weapons and fuel, etc.....so why do stations have unlimited fuel and ammo? Commodities and equipment is limited, fuel should be too! That would create another trade route: players transferring fuel from depots / stars to the stations for people to buy. You are on a long journey and actually must plan your fuel stops, because a middle-of-nowhere station might be out of gas! Lets trade things people can actually use!
Nice ideas!
 
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