General Things I wish were in Elite Dangerous...

But know will never even see the darkness of a subterrainian lab. These were just some ideas ive had over the last few months and wanted to see what anyone else thought.

Earth-likes & Water Worlds
Entry generates heat based on speed, size, therm spread, active modules
ww surface floats/sub modules/URV, surface/underwater-citys
uw-cities may have tether to surface landing?
cities limit pilots to certain districts?, sec based on planet pop, econ, gov
missions to location most often illegal, thargoid/pirate defense force, trophy hunting
cities have 'no unauthorized flying/landing zone' - 5km, shields?
landing outside exclusion zone allowed on most planets, fines/bounty for landing/hunting on others

Planet Expansion
Volcanoes/Cryovolcanoes - Enlarge magma/gas spouts, add caustic gases/damage in addition to heat buildup
Caves - Larger raw mats deposits, Mining SRV
Dangerous terrain - magma lakes, fields of razor-sharp crystals/ice/metal, sinkholes?,

Settlements
settled planets have 'roads' between nearby settlements - 600km?
Invest in/purchase settlements, 3 max, passive mat gathering, subject to raids/sys sec,
Settlements expanded - existing infastructure improved/expand outwards, new building types (vehicle repair depo, armory, ), combine different layouts/types

Xeno-Fauna
artists/animators/etc from planet zoo, jurrasic world (Planet Xeno-zoo, anyone?)
Thargoid Soldier Ground combat units
non/dangerous xeno-fauna, trophy hunting/specimen missions, scanning dead & alive provides details, rare varients
suad kruger trophy room ship modules, vip passenger mission credit payout increase

Ship additions
Engineering expansion - new effects, eletric dmg, long range limpets
new modules - Meta-alloy armor (high hp, caustic resistance,), e-war, large railgun, mines/shock mines moved to utility
Experimental weapons become standard/ new experimental weapons (caustic lightning, weapon drones) - Shock cannon engineering, more basic version?, Synth costs rework
Ship/Station/outpost Interiors - Boarding Actions, Crew/squad expansion, co-pilots visible, space/planetary derelicts, Outpost raiding, EVA
- larger manu/encoded mats source
- credit heists
Ship decals - use name plate images, monthly/quarterly player contest?, flip/mirror option

Ship-launched Fighters
Customize loadouts
engineering
cutter/corvette/t10 two-fighter deployment
ax flak-equiped fighter

SRVs
Engineering - high traction, speed, defense, jump boost, fuel efficiency, structural reinforcement, Turret/hud zoom, radar range
weapon options - sniper railgun, dual-grenade launcher,
more types
- large 'slow' sandcrawler-like w/ a scoop on the front, breaks/gathers small deposits/mats it runs over, can tow cargo trailer (settlement missions to guard/transport surface cargo to nearby bases)
- xeno-research vehicle, assist tracking genetic samples, can transport live specimens for missions, trophy-hunter variant

On-foot
sniper railgun
Proper interactions between on-foot and srv/ship materials/components
Suit damage?, repair in role panel/suit interface, uses mats from ody
speeder bikes, ship module like PVH, customizable like ships w/ engineering
Knocked-out status is non-lethel, restrain KO, hide/move bodies, less/no bounty/fine, can wake up?

Guardians
G-ruins/sites - Mining/Excavation Vehicles (destroyable walls set into layers) - Research bases built at sites
G-armory - guns, suits, surface combat vehicle, Guardians in stasis, ships/ship hybrids

Constructs
G-ruins become active and start rebuilding/changing, guarded by strong ship/ground forces/war machines
Mobile fortress attack platform (carrier/capitol style combat)
AI shuts down modules randomly, ecm-like countermeasure/shutdown limpet module
players hack into databases/networks, obtain mats/info, disrupt power grids/disable iff/disguise self

General
Player-based servers/offline mode
better vr support


O7
 
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