Open Letter to the Frontier Developments Team on the Future of Elite Dangerous

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Dear Frontier Developments Team,

Thank you for your dedication in bringing Elite Dangerous to life. This game has captured the imaginations of space enthusiasts and gamers a like, offering an unparalleled scale and depth. As a passionate player, I wanted to share some ideas for the game’s evolution—suggestions that could enrich the galaxy with even more immersion, purpose, and excitement.

1. Squadron 2.0: Enhanced Fleet Management, Colonization, and Financial Systems

The current Squadron system is a great foundation for team-based gameplay, but there is potential to deepen its role in ways that could profoundly strengthen community engagement. A Squadron 2.0 update could allow squadrons to jointly own and manage Fleet Carriers, which members could upgrade, fund, and defend together. Beyond Fleet Carriers, introducing player-driven colonization would enable squadrons to claim and develop planetary settlements or space outposts, creating bases that not only serve strategic purposes but also strengthen the economic fabric of the game.

Each squadron-colonized base could generate funds through tax systems, giving leaders a treasury to invest in defensive upgrades, trading posts, and other assets that bring in resources or enhance members’ experiences. This type of base-building mechanic would add strategic depth and make squadrons vital players in the galaxy’s development.

2. Explorable Ship Interiors: Making Vessels Feel Like Home

Elite Dangerous offers players beautifully crafted ships, but being able to actually walk around inside them would enhance immersion and make each ship feel like a true personal sanctuary. Explorable interiors would give players access to various compartments like engineering rooms, cargo holds, and quarters, offering the feeling of a personal space and allowing for greater customization.

By including customizable interiors, players could add personal touches, making each vessel unique and creating an environment they feel attached to and want to return to after every mission.

3. Unique Stations: Expanding Variety and Atmosphere

While docking stations are impressive, introducing unique station designs based on their economic status, location, and faction could greatly enhance the sense of diversity in the galaxy. Wealthier systems might have polished, modern stations, while more remote outposts could feel rugged and industrial. This diversity would make exploration and docking feel fresh and interesting, with each new port of call offering a unique setting and atmosphere.

Further, interactive hubs within these stations—like bars, marketplaces, and lounges—could serve as social points, making the stations feel alive and giving players a reason to explore beyond just refueling or docking.

4. Player-Built Bases: Establishing Personal and Team Outposts

Allowing players to establish bases on planets, asteroids, or even in deep space would be a groundbreaking addition. These bases could be created through event-based construction, with players gathering or crafting materials needed to build and expand their personal or team outposts. Base locations could serve as storage points, defensive positions, or safe havens in dangerous areas.

Whether nestled on a planet’s surface or embedded in an asteroid, these bases would enable players to claim parts of the galaxy, creating a personal sense of ownership while offering strategic advantages. Squad or personal bases could also host defensive capabilities or even small NPC outposts, enriching the in-game universe with new layers of activity and purpose.

5. XL/Huge Ships and Specialized Docking Facilities

Adding XL or Huge-class ships would be a game-changer for players seeking larger roles in exploration, combat, or trade. These massive ships could offer unique capabilities but, due to their size, would require specialized docking facilities that players would have to help construct through Community Goals. The need for custom-built docks or orbital stations would encourage teamwork, and the slow, deliberate nature of piloting such a vessel would add gravitas and tactical planning to gameplay.

These ships would introduce new possibilities—massive cargo haulers, dreadnoughts, or mobile command centers—and their distinct role in the galaxy could transform large-scale missions or squadron efforts.

6. Team Mechanics: Raising Limits and Balancing Ship Counts

Finally, the current wing and team player limits can sometimes restrict strategic options. Raising the player limits in wings would make larger operations possible, allowing more coordinated gameplay. To maintain balance, each wing could be limited to a maximum of five ships, while the number of players scales with specific mission demands. This adjustment would bring greater flexibility to group play without risking overpowered teams.

Final Thoughts

These proposals—a more robust Squadron 2.0 system, explorable ship interiors, player-built bases, unique stations, XL/Huge ships, and refined wing mechanics—each represent a step toward making Elite Dangerous an even richer, more immersive world. By expanding opportunities for cooperation, creativity, and strategic planning, these changes would offer players more meaningful choices and more ways to leave a personal mark on the galaxy.

Thank you for considering these ideas. We look forward to seeing how Elite Dangerous will evolve and are excited to continue our journey in this extraordinary universe.

With deep appreciation,
CMDR AKDT
 
Ah, these take me back.

1. Broadly agree, but the key when players have ill will towards each other. How would that work?

2. Not for me until lots of other features are added.

3. We have this already to a certain extent, but having more stuff to do is always welcome. Gambling, CQC booths, Asteroids etc

4.its coming if we are to believe Obsidian Ant

5. More interested in what gameplay they add

6. Probably beyond the current engine.

Good work.
 
Thank you all for your valuable feedback.

• On player conflicts: Structured squadron leadership and tiered permissions could help manage conflicts and maintain harmony within player-led colonies.
• On feature prioritization: I fully agree that steady, phased development would ensure stability as we introduce new elements.
• Station variety: Expanding interactive features within stations could transform them into vibrant community hubs, adding depth to each docking experience.
• Player-built bases: This would be an exciting step, achievable incrementally to foster sustainable growth and exploration opportunities.
• XL/Huge ships and docks: These capital-class vessels could inspire new missions, encouraging team coordination and large-scale tactical gameplay.

Please continue sharing your thoughts, and spread the word among fellow Commanders. Together, we can amplify our vision and create meaningful change in the galaxy we all cherish.
-CMDR AKDT
 
• XL/Huge ships and docks: These capital-class vessels could inspire new missions, encouraging team coordination and large-scale tactical gameplay.
Having such ship with i.e. just one medium landing pad + hangar and RRR services onboard would give a massive boost for Exploration / Exobio in small groups / solo. Personally I would buy one even if it is more expensive than FC but with less upkeep costs.
 
Having such ship with i.e. just one medium landing pad + hangar and RRR services onboard would give a massive boost for Exploration / Exobio in small groups / solo. Personally I would buy one even if it is more expensive than FC but with less upkeep costs.
If you are using it for exobiology why worry about FC levels of upkeep, you would have to have an exceptionally poor week not to exceed them.

Sorry of course a mere ship wouldn’t have Vista or Cartographics on board so no payments until it returned.

Note Frontier haven’t allowed nested ships yet despite it being a concept from before the game launched and them subsequently introducing SRV and SLF so there may be issues with coding it.
 
If you are using it for exobiology why worry about FC levels of upkeep, you would have to have an exceptionally poor week not to exceed them.
I'm not worry, it is more about dances around tritium than just pure money.
 
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Note Frontier haven’t allowed nested ships yet despite it being a concept from before the game launched and them subsequently introducing SRV and SLF so there may be issues with coding it.
And you are absolutely correct here. If I'm not wrong, then Author mentioned not the ships but something like mobile mini-outpost, or micro-FC. And this is exactly what I'm referring to.
All what I'm saying, that existing FC as they are not really a good 1-3 (with their ships) carrier, right?
 
These proposals—a more robust Squadron 2.0 system, explorable ship interiors, player-built bases, unique stations, XL/Huge ships, and refined wing mechanics—each represent a step toward making Elite Dangerous an even richer, more immersive world.
... that is a copy of the X series of games. /shrug
 
I literally care not for any of these things ... the only 2 things I have ever wanted ... are multiple NPCs on ship so I can launch 2 x SLF's .... and proper on foot VR.
 
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