The future of ED

So I ordered a ship from Star Citizen a long time ago and decided to pop in yesterday and play the latest version. I went into the Universe mode and walked around a station, requested my ship, got in, and flew around a bit. I didn't like it. The concept is very nice but I much prefer the look and feel of ED compared to Star Citizen. I think what Star Citizen is trying to do is awesome, but the interface and the way it all plays out I don't particularly care for. Do you think Elite Dangerous will ever be like Star Citizen though. Where we have ships, planet landings in the rovers, and then on foot FPS viewpoint? I would like to see that from this game. I think ED's flight mechanics and setup is great and very intuitive. I love the game. What do you guys think? Do you think Elite Dangerous will go the route where Star Citizen is trying to go? Where we can walk around space stations and interact with the environment more...
 
So I ordered a ship from Star Citizen a long time ago and decided to pop in yesterday and play the latest version. I went into the Universe mode and walked around a station, requested my ship, got in, and flew around a bit. I didn't like it. The concept is very nice but I much prefer the look and feel of ED compared to Star Citizen. I think what Star Citizen is trying to do is awesome, but the interface and the way it all plays out I don't particularly care for. Do you think Elite Dangerous will ever be like Star Citizen though. Where we have ships, planet landings in the rovers, and then on foot FPS viewpoint? I would like to see that from this game. I think ED's flight mechanics and setup is great and very intuitive. I love the game. What do you guys think? Do you think Elite Dangerous will go the route where Star Citizen is trying to go? Where we can walk around space stations and interact with the environment more...

I, personally, think Star Citizen bit more than it can chew. Just look around the main ED forum and see the sheer amount of vitriol - and that is just about the space sim, without FPS element. For the amount of money Star Citizen raised, people truly expect a AAA title with all elements polished off the bat. And I think they will fail given the expectations. I really hope I'm wrong.

Right now I expect from ED the following steps - deliver on initial promises with crafting the weapons, dockable ships, etc. Overhaul the mission system further by replacing the placeholders for multi-step missions. Tie the missions to your Galactic Power, affiliation - not available for the rest. Refine economy and update Power Play to reduce grind. Only then start thinking of the FPS. I, personally, prefer to have a single well polished aspect - space sim - rather then a batch of bolt-ons of low quality. And if ED is smart, they will stick to their guns.
 
Last edited:
I agree nazartp. I think Start Citizen did bite off more than it can chew. I'm not sure those developers have the talent to deliver what has been promised. From ED you're right, I want to see more polish on the current system. I watched a Youtube review of this game and the reviewer mentioned that in previous Elite games (which I haven't played) when you took a mission you saw an avatar and could negotiate the price of the mission and stuff like that. Sometimes Elite feels very impersonal. Stuff like that would go a long way towards making you feel like you're really interacting with people in a universe. But yeah, I'm so far disappointed in SC.
 
What do you guys think? Do you think Elite Dangerous will go the route where Star Citizen is trying to go? Where we can walk around space stations and interact with the environment more...

That will come in future seasons, but yes their will be a First Person module to the game, I wish I could remember which interview Bradon said that would be coming in the future. I think both will be great games, but I can say I think that Frontier development seems to be smarter or more modular. Were it seems that SC is trying to get everything done at the same time instead of staged modular path IMO.
 
I'm sorry but you can't discuss Star Citizen without acknowledging that it's in Alpha. What's currently there is so bare-boned that making an actual judgement on the game as a whole based on what you've played is simply not fair. I for one and am excited and intrigued by SC and enjoyed the current Alpha release, but it has a looooooooooooooooooooooong way to go.

That said, I would love to be able to get out of my ship and walk around stations and I hope this comes true. Picking up smuggling missions from some shady NPC in an outpost cantina just sounds like gravy to me. As far as an FPS portion I'm not particularly keen but FPS's are not my bag.
 
That said, I would love to be able to get out of my ship and walk around stations and I hope this comes true. Picking up smuggling missions from some shady NPC in an outpost cantina just sounds like gravy to me. As far as an FPS portion I'm not particularly keen but FPS's are not my bag.

Yep, I wouldn't mind it either. Of course, the community will immediately raise stink about how getting the mission from a person is a complete waste of time without any depth. ;)

My personal hope - something closer to RPG with long-term influence consequences of your actions, choice of professions (caree paths), included first-person element, maybe some FPS.
 
Yeah but it'd be cool like you said to pick up a mission from an NPC in a bar, maybe some stolen goods or sensitive data. That NPC was part of one faction and you could go to a rival faction and sell them the goods, double-crossing that NPC and then he and his faction are hunting you now. Like literally that NPC comes after you in a ship. Or you could take the goods and kill him right there in the cantina and have the police and the faction after you for what you did. That would be soooo awesome.
 
First-person views would be interesting, but in the long run, it's just more "look but don't touch" in a totally sterile galaxy.

FD should move in the direction of a real sandbox, where players have the ability to craft permanent items to their desires; outposts, planet-side installations, and ships (maybe).

Clearly there are logistical issues with user-created content in an instanced game, but they are all easily solvable.

To make it easier to follow & discuss, I'll re-post my thread from the Suggestions Forum:


-----------

Player-built outposts would be an incredible addition to the game, but it seems like FD, and others, are misguidedly concerned about "ownership" and all the conflict and weirdness that that would entail.

Basically, the concept of "ownership" would be completely moot, the finished outpost would act like any other, and offer features determined by the builders. There would be zero further benefit to the original builders, other than a sense of accomplishment, which cannot be undervalued. Maybe the builders can name the station (with approval), and have some sort of recognition, like a "Builder's Plaque".

Think of it as a wing-level "Community Goals" project, but with no end-benefit, other than the satisfaction of a job well-done! ;)


Outpost-building within a specific instance would be fairly easy, the caveat being that the outpost would suddenly "appear" in all instances when it is finally finished/approved. Maybe there would some kind of process to follow that made the outpost essentially invisible to all players except the wing building it* until it was added to the local system map, etc.

Since the outpost building would be an altruistic endeavour, there would be absolutely no need to "protect" it, or make it's construction be able to be disrupted by non-builders in any way. The whole concept of needing to "protect" it, or "attack" it would be utterly and completely irrelevant.

To add a sense of urgency, there could be some sort of time limit when building, and have all component elements need to be mined, not purchased. The time limit could be something like 3-5 days, and if the most basic modules are not completed, the effort would fail, and the build would need to re-start.

All in all, it's fairly trivial to implement, with a minor amount of planning and some extra assets, like a "constructor" vessel, and the corresponding UI for the vessel.


* I see this as pretty much a joint effort pre-requisite, both a private group and a wing to simplify coordination of effort and tracking of status.


I'd see the building process go like this:

- Constructor vessel is purchased (250 million CR): 750T cargo, CANNOT access Commodities Markets, 20LY jump range empty.

- Constructor pilot finds applicable location (must orbit planet/moon), resources nearby

- Wingmates plan features and determine resource requirements

- Wingmates mine resources

- Constructor pilot deploys collector limpets to pick-up delivered materials required for first "core" module, and when enough is collected, deploys "builder" limpets to build the module. Repeat as desired for further modules (landing pads, etc)

As an example, the first "core" module might cost: 250 Platinum, 100 Paladium, 75 Gold, 50 Silver and 50 Panite. Module "cost" would depend on functionality. Capability upgrades (outfitting(?), re-arm/re-fuel, etc) would be added to the core module, at a cost.

* NOTE: A root caveat would be that only cargo dropped by the wingmates would be collected, thus limiting construction to a small number of players, such that large PvE groups don't dominate construction projects.


- Build modules until "finished" (as big as you like, but there would be an absolute minimum configuration), then submit for approval/naming.

- Once approved, the station is added to the environment, and is subsequently "frozen" in that build state.


All sorts of caveats and limitations could be placed around outpost location and building like:

- Player-built outposts are independent and impossible to influence

- No bulletin board would ever be allowed since that suggests alignment/influence

- Maximum distance allowed from existing outposts/stations (no outposts suddenly appearing next to Sag. A!)

- No additions to already occupied systems

- Resources must be found in-system, or mined nearby (15LY?)

- No Nav Beacon, thus no local NPC players (possible?)

---------------
 
I, personally, think Star Citizen bit more than it can chew. Just look around the main ED forum and see the sheer amount of vitriol - and that is just about the space sim, without FPS element. For the amount of money Star Citizen raised, people truly expect a AAA title with all elements polished off the bat. And I think they will fail given the expectations. I really hope I'm wrong.

Right now I expect from ED the following steps - deliver on initial promises with crafting the weapons, dockable ships, etc. Overhaul the mission system further by replacing the placeholders for multi-step missions. Tie the missions to your Galactic Power, affiliation - not available for the rest. Refine economy and update Power Play to reduce grind. Only then start thinking of the FPS. I, personally, prefer to have a single well polished aspect - space sim - rather then a batch of bolt-ons of low quality. And if ED is smart, they will stick to their guns.

Come now. ;) Some of the unfinished "features" here can be looked at as the foundation for other features. With planetary landing we have the initial foundation for procedurally generated worlds in up-close and personal detail. That will be the foundation for stepping off into planets with atmospheres and plant based life, not to mention water. By then they'll have hopefully refined the engine and optimized it a bit more so that those here who struggle with airless rocks (where FPS is concerned) won't have such a huge issue when presented with a forest or a beach.
.
Wings could be the foundation for better instancing which is needed for multicrew which eventually leads into fighter bays and players manning those fighter bays becoming a reality as the net code and instancing system is further refined to allow it.
.
Moving around your ship, which I would hope would come with or right after multicrew, could/would be the foundation for FPS movement within ships and stations and even eventually on the surface of a planet.
.
Incremental steps. Not the coolest way to build a game and deliver it to your players but one that allows them to finesse out as many bugs as possible as more and more systems are introduced to the players.
.
Either that or Frontier is a tiny company and, with this being their first venture in the last 15-20 years (I am not an original elite player, burn me for my timeline ignorance if you must) into space sims and the way technology has changed so much since then, they might be having some pipeline issues getting everything sorted out.
.
Or it's CIG type incompetence.
.
I'm content with the game and it's slower progress forward. Let's pewpew some spacemans.
 
I am a SC backer as well as ED . I wont both to work . Ive tried the latest alpha of SC and it's still rough . I have to say as a gamer who would like both SC and ED to smash the space sim/game market that FD have done a better job so far implamenting smooth core features. Walking around the station in SC was unrefined in the extreem and I would never have let anyone play that version. Walking arround was just rough like being in a 1980's fps.

As a Wing Commander devotee and an Elite adict I feel more hopeful that ED will bring forth the bacon. Still I wish for both.
 
Yeah but it'd be cool like you said to pick up a mission from an NPC in a bar, maybe some stolen goods or sensitive data. That NPC was part of one faction and you could go to a rival faction and sell them the goods, double-crossing that NPC and then he and his faction are hunting you now. Like literally that NPC comes after you in a ship. Or you could take the goods and kill him right there in the cantina and have the police and the faction after you for what you did. That would be soooo awesome.

Agreed, I like this concept more than something along the lines of Mass Effect where there is full-on FPS activity on surfaces. FPS stuff on planets would certainly be neat, but I'd prefer something more along the lines of RPG activity in stations (interact with AI NPCs in cantinas, hardware vendors, etc). Seems more in line with the spirit/character of the ED universe.
 
Also a SC backer, hope it's good when it comes out. Won't say any more about that side of things.

Yes I think Elite Dangerous will allow us to walk around and interact on foot. They have always said that was one of the goals.
Creating our characters avatar is a signature feature for this year along with multi crew (so you can see other players in your ship). I'd be amazed if that wasn't setting up the imminent addition of on foot gameplay.
 
Bethesda is a publisher.
ZeniMax Online made ESO.
You should feel bad for this comment.

You like to be kind of a jerk online huh? Go away.

edit: And I'm not going to explain to you the fact that the publisher has producers, game designers and other people that heavily influence the development of a game. I know, I used to work at Activision.
 
Last edited:
I think the games will always be fundamentally different. From the design considerations of the interface, the way cockpits are handled, ship sizes, planet and system scale, and flight model to player interactions, groups and instancing.

They will always be appreciably different, imo, that they will have distinct feel and experience.
 
Back
Top Bottom