A small preface - the following will describe the mechanics that, according to the pilots of the Lunar Rising squadron, which I represent, could make qualitative changes to the gameplay of Elite Dangerous. All of the following will be broken down into separate aspects, with a brief explanation of what this or that mechanic may look like. Let's get started:
- Trading:
Trading is a rather interesting aspect of the game, but at the moment there are a number of shortcomings that do not allow you to reveal this type of activity by 100%. What we offer:
Research is one of the key aspects in the game, here we will talk about exobiology research in the Odyssey supplement. What, in our opinion, should be added to the game:
This is a very dynamic and interesting mode, but there are some points that should be reconsidered:
This will make it easier to pay rewards for participation in events that take place within the squadron. In order to avoid imbalance - the introduction of the possibility of using transactions only when the balance of 50+ million credits would be fixed on the player's account and the introduction of a daily limit on the amount of the transfer.
- Events:
Allowing players to create their own tracks to race on planets/in space. The ability to place their own "gates" through which it would be necessary to pass / fly. This function can be implemented on the basis of a private game. Or, as a second option, adding special tracks at the game level, for such events, with the appropriate infrastructure.
- Engineers:
We will talk about costume engineers:
- Extraction of resources in rings:
The last aspect that will be considered in this post is materials for improving ships that are mined on the surface of planets. How to improve/create new gameplay:
We have tried to briefly state our ideas and, if they arouse interest on your part, we will be happy to set out them in more detail .
Sincerely, pilots of the Lunar Rising squadron.
*The text is accompanied by 2 PDF documents, in Russian and English.
- Trading:
Trading is a rather interesting aspect of the game, but at the moment there are a number of shortcomings that do not allow you to reveal this type of activity by 100%. What we offer:
- The economy of cargo transportation in the game does not cause interest from the players due to the low profitability from the transportation of most goods. The solution is to revise prices in the markets.
- Reduce/remove from the game of wing missions with a reward of 50 million, items for which can be purchased at stations. For example: a beginner joins a squadron where experienced pilots perform these wing missions, and invites a beginner to take part in receiving rewards for these missions, a beginner can thus buy an fleet carrier for himself in one week and lose interest in further play, as motivation for further development is lost.
- Trading in rare (unique) goods – at the moment it does not make any sense. Goods are issued in small batches, and their price leaves much to be desired. The solution is to raise prices for unique goods several times.
Research is one of the key aspects in the game, here we will talk about exobiology research in the Odyssey supplement. What, in our opinion, should be added to the game:
- The ability to put tags on the surface of planets - this mechanic will allow you to return to previously discovered types of biology that were found at the moment when the pilot had already begun collecting samples of another plant species.
- Add radar to search biologists on the SRV Scarab.
- Another mechanic that can replace the SRV mechanics is the addition of a camera drone to the Artemis suit. The drone would allow the player to inspect an area with a radius of 1.5-2 kilometers. This mechanic will work well with the first (the ability to put marks).
- Adding another jar to collect genetic samples.
This is a very dynamic and interesting mode, but there are some points that should be reconsidered:
- The introduction of rank matchmaking is little fun for a beginner with ranks 1-10 to play against a player who already has level 50.
- The introduction of a reward system for playing in this mode is to make a tournament system, as a reward to use ARX (if possible).
- Adding an arena representative to the station – players playing with the Odyssey expansion could come to the station and find a CQC department through which they could enter the arena without returning to the main menu.
- Combining the CQC of the Odyssey Arena and Horizons – you can enter the arena through the game launcher, but not everyone wants to do that. The solution is to create a single server on which players fall, regardless of their version of the game.
This will make it easier to pay rewards for participation in events that take place within the squadron. In order to avoid imbalance - the introduction of the possibility of using transactions only when the balance of 50+ million credits would be fixed on the player's account and the introduction of a daily limit on the amount of the transfer.
- Events:
Allowing players to create their own tracks to race on planets/in space. The ability to place their own "gates" through which it would be necessary to pass / fly. This function can be implemented on the basis of a private game. Or, as a second option, adding special tracks at the game level, for such events, with the appropriate infrastructure.
- Engineers:
We will talk about costume engineers:
- Remove the engineering effect on the enlarged backpack, sight, night vision - give the opportunity to simply buy it from the sellers of costumes at the stations.
- Reducing the cost of upgrading costumes – a lot of grind, too much.
- Engineering effects -- endurance, improved handling of weapons -- the introduction of a skill system that will increase as the player simply plays. A lot of running - endurance will increase, a lot of shooting - handling weapons.
- Extraction of resources in rings:
- The revival of the resource in the rings - at the moment the prices of many minerals are at such a low level that many pilots, including beginners, do not see the point of spending time on them. The solution is to raise the price of minerals by 50-75%.
- The second aspect associated with the extraction of resources in the rings is the extraction of minerals using displacement rockets. When extracting minerals with the help of displacement rockets, if you get into 1 division in the mini-game, from 3 to 4 fragments fall out. The solution is to increase the falling fragments to 5-6 when hitting 1 division.
The last aspect that will be considered in this post is materials for improving ships that are mined on the surface of planets. How to improve/create new gameplay:
- Adding materials to planets is a mechanic similar to where minerals are mined in the rings of gas giants. Adding areas on planets where a particular mineral lies closer to the surface of the planet, and then adding a new SRV or refining the existing one so that the player can place planetary drills that have been extracting the mineral for some time.
We have tried to briefly state our ideas and, if they arouse interest on your part, we will be happy to set out them in more detail .
Sincerely, pilots of the Lunar Rising squadron.
*The text is accompanied by 2 PDF documents, in Russian and English.