SO we have so much new Placeholders but will these get developed as regular updates or be our next release 2.4?

Added Target Lock behind object: to show if behind asteroid or other structure by lock lost temporarily.
Keep ideas coming of Placeholders to develop before this gets buried guys...
 
I would love to have an option to transport a ship to any station in the galaxy. It is a pain to have to take the time to fly somewhere and then call the ship to you. It wastes a lot of time and it has limited my gameplay. The same would be nice with modules… Going to visit Professor Palin… Well, send along an extra drive for that new ship I want to buy and get it done at the same time, no need to wait forever for things to get shipped.

Dear gods this please, so much this. It's cool, ship's take time to get to their destination, but if you know you're flying to Maia with a huge payload in your Python and you're wanting to take the Icourier out for some pirate slaying in that neighbourhood, how nice would it be for the ship to be waiting for you?

And I know we haven't got an orrery but any chance of making the system map a bit more live, by showing POIs around moons and planets and up to date info on the state of the system? (orrery would be better just to see placements and movements of the system from a visual stand point), as a visual based creature I take in far more information from looking at graphics than a wall of text.
 
like the Idea of the Military Outpost,One thing that seems to be an oversight Nav Beacons Should have a Military Outpost this is the First Point of ingress for inbound Ship and there should be a permanent Military Presence to monitor traffic,This could add extra gameplay ,You hang about for a few seconds and submit a scan or you can Supercruise away But then you are Subject to Possible interdiction by local Police
 
Nav Beacons are like signposts for when you do not carry an ADS. You use these to discover all planets in that System. In CLEAN Systems they are quite safe on the whole but Police are on hand nearby to drop in and help if you Report Crimes. I think they'd be bored to death to hang out there right beside a Star (flaming hot!) for any duration where not much ever happens as they are already on call.

It's quite surprising to see that much traffic at these due to none carrying ADS but then again these are worth over 1 million and take up Cargo Space for one. Same goes for a Compromised-Nav Beacon. They have no Police that are that bothered to help you that far away from their Station but they actually do drop into RES to help ya. I just think in these Systems of Anarchy they should be corrupt and hassle you for a bribe to avoid a heavier fine - e.g.

1. Not stopping straight away at Interdiction
2. Not there in a RES to Mine and therefore suspicious of Piracy (no WANTEDs in Anarchy RES for Bounty)
3. Speeding (yup those corrupt cops will abuse this too!) plus you would not need to wait for Docking Permissions although you must be sure to find a Pad your size.

"You failed to stop straight away from my Interdiction. You must therefore pay a fine of 1000Cr. However, on this occasion I can let you go for just 500Cr mate ;)" - if you run you get the heavier fine on your record for not paying him the backhander on the spot. Dropping him Cargo is also good!
 
Last edited:
OK so Mobuis Rules are clear for PvE ONLY except PvP in Combat Zones: - I think they should have your email upon joining this group to state their Rules.

Membership of the ElitePvE group:
Membership of the ElitePvE group (Mobius) is open to all players who wish to have a safe PvE environment with other players in Elite: Dangerous
Members are free to join any other group, clan, alliance, or similar. The ElitePvE group is non-exclusive.
There is no obligation to go online in the ElitePvE group whatsoever. It is merely yet another option to play the game. All members can play any other mode (open for all, solo, other groups) any time they wish.

Policy while playing in the ElitePvE group:
These rules apply while being online in the ElitePvE group.
It is not allowed to attack another player for any reason outside of Conflict zone. Conflict zones special rules apply, see below.
Players having a bounty, no matter how high, are no exception
Also players allied to another Power are no exception
Ramming another player on purpose is considered attacking, of course
It is not allowed to pull (interdict) another player out of supercruise
It is not allowed to accept or carry out missions which have another player as a target while playing online in the group.

Inside Conflict Zones the following rules apply:
It is not allowed to attack a neutral player (a player not having chosen a faction)
It is not allowed to attack another player while being neutral (not having chosen a faction oneself)
It is not allowed to attack another player on the own chosen faction
Only if both players have activly chosen opposing factions may they engage in combat
It is not allowed to exit and enter a warzone in rapid succession for the sole purpose of targeting other players. Only if the wrong faction was chosen by mistake or by mutual agreement of the present players (For example in order for everybody to join the same faction).

The above rules ensure, that players wishing no PvP at all can safely enter warzones as spectator or to decide actions later, without being forced into an unwanted fight.
It is not allowed to provoke criminal status by any means, like flying into the line of fire of a mining laser on purpose to flag another player as criminal.
Breaking any of the above rules will result in an instant ban without warning to protect the group from further unwanted infractions. Players making a complaint must supply a screenshot or other evidence for a ban to be implemented.
Commanders can appeal against the ban by contacting the group admins on this forum via PM or the contact form.
And finally again, the rules are here to clarify some details, not to complicate the game! We want to play together and have fun. That is the purpose of this game and the group.
"To each their own". "Do not spoil another players game".



BUT how about it? 5 Most WANTED Online Players Local List: so that Bounty Hunting does become what it should be.
A "HUNT!" even within Mobius. It's killed PvP Piracy and Bounty Hunting which is playing the game to be fair.


Are Private Groups allowed to be too big? I think so. If they were limited to be their intended purpose of having a group of friends play together without outside hassle then OPEN would flourish. Say a limit of 100 Players (about the highest record of Players in 1 Instance). We'd be more inclined to use SOLO as Trading but once you're super rich you may like to venture into OPEN for the random encounter.
 
Last edited:

Robert Maynard

Volunteer Moderator
OK so Mobuis Rules are clear for PvE ONLY except PvP in Combat Zones: - I think they should have your email upon joining this group to state their Rules.

< snip >

BUT how about it? 5 Most WANTED Online Players Local List: so that Bounty Hunting does become what it should be.
A "HUNT!" even within Mobius. It's killed PvP Piracy and Bounty Hunting which is playing the game to be fair.


Are Private Groups allowed to be too big? I think so. If they were limited to be their intended purpose of having a group of friends play together without outside hassle then OPEN would flourish. Say a limit of 100 Players (about the highest record of Players in 1 Instance). We'd be more inclined to use SOLO as Trading but once you're super rich you may like to venture into OPEN for the random encounter.

It's not up to the players to tell a rather large Private Group how it should run itself.

Some Private Groups have grown popular simply because Frontier choose not to offer an Open-PvE mode (although the possibility of multiple Open groups (modes) where the rules could be different to suit different playstyles was included in the Kickstarter pitch). I doubt that Frontier would arbitrarily reduce their capacity now, over two years after launch.

Any role that requires players as content has always been vulnerable to the fact that Frontier cannot provide players (although they provide the gameworld where players may interact).
 
Last edited:
Added: -
Fire Groups need more control for Gunner Toggle + Auto-Turret Modes
If your Crew take out a Fighter without asking Helm - you KICK THEM!
If they set binds for SCB & HeatSink & Chaff against your say so - you KICK THEM!

Non of these immediately are an instant danger until they do actually Deploy against your wishes and cause Heat Damage to the Hull.
Now if they still can Fire Weapons when they wish - I can become instantly WANTED and even KILLED!
If they continue firing whilst I'm trying my best to Supercruise but can not because Hardpoints won't retract then I can instantly be KILLED!
If I do not keep switching OFF the Turrets in Modules Panel when arriving at a Station and then Crew happen to shoot within the No Fire Zone I am instantly KILLED!

I would very much like a master TOGGLE for GUNNER TURRETS + TOGGLE Auto-Modes Fire Forward/Fire At Will/At Target all accessible within Fire Groups.
 
Get your ideas in folks before it's all too late to cry out. This goes to Suggestions as a comprehensive list for Developing Placeholders.
 
Last edited:
Added: - Although I feel the latter is most probably a 2.* Release already coming as it had been mentioned by Sandro.

PowerPlay Inter-System Policing: to bridge the 2 modes together thus increasing WANTED risks as crime/punishment and providing a Military Role. (see next)

Military Roles in loaned Ships: no risk of REBUYS here as you are no longer a Mercenary. You control your Wings and even a Fleet based on your Combat Rank. You'll be Captain of Capital Ships eventually o7
 
Last edited:
THANK YOU ALL FOR PARTICIPATING
Mods would you kindly now move this over to Suggestions & Feedback as it doesn't need a new post for further discussion, cheers.
o7 XT


 
Last edited:
Added: -
Rescue Role: If you have OPEN to be PvP damages (other PvtGroup PvP modes are kills) then you need a Rescue Role. We had a Distress Beacon before but connect the Wingman Beacon to a Distress Call sent to Starports and Local Space Texts to create a Player USS. It could be a trap one way or the other but we care only human.
 
Added: -
WANTED Pirates: to actually go after Cargo vessels at Nav Beacons/SC and Miners at RES.
Why would a Pirate waste time scanning our BH Ship builds? They do after all say "waste of time" when you got no cargo.
We need to stop them in the act! Using Cargo Scooping and Limpets. How could they forget?
-----------
EDIT:
I seen them do this at Comp Nav Beacons only.
 
Last edited:
Added: -
Rares only available in OPEN Missions: increase Traders in OPEN whilst making Player Piracy viable.

OPEN PvP never a REBUY: unless both sides shot each other as an act of breaking Pirate Parlay.

No Mode Switching With Active Missions: to stop all exploits including the above. Yes you will be stuck in that Mode you took a Mission(s) and switching will "Abandon" any Active Missions.

Multicrew and Wing Missions: gather Players to complete these Missions which range from Multi-Roles (even in Separate Systems to later meet up) to complete with a Cunning Plan that requires lots of thought as to Ship Builds and exact requirements. You may even need to scan CLEANS to find your Mission Target but in a designated place, get them to drop you Military Plans Cargo, use this data to find a Base and carry out Missions with that Faction there to get friendly to then have some other Mission given against your original Mission Giver to them alert them of the plans (a Multi-Secret Agent job). Then gather your Players into Military Roles and plan your attack on that Base. etc...
 
Last edited:
Replacing RES's with refining facilities would be entirely sensible IMHO. Doesn't change the need for true bounty hunting in rings, though.....namely a more reliable means of tracking pirates around planetary rings, whilst still in Super-Cruise!
 
Back
Top Bottom