Thread of Ideas And Suggestions.

Added another idea of mine, hope you enjoy.

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1. Systems where there are stations in the process of being built. At first this could be a nice visual thing, but there could be missions to drop off certain cargo for station construction. Over time the stations becomes more and more fully built until one day it opens and you can land there.

Note: this isn't player built or owned stations, just one of the big factions expanding into a new desirable system.

2. On the campaign missions that flosculus mentioned - maybe some invention which requires some exotic materials (as well as more normal ones) and scientists to be brought to a system to implement it. I was thinking maybe a gravitational point source so as to shift the exit point in binary (and more complex) systems. The materials would be hard to find (maybe new rares but not fixed to a system and maybe well outside the core populated systems). Once built a pilot would have to deploy the device to a certain point in space and hightail it out before it activates.

Adding your ideas.
 
Traffic and NPC behaviour:
-persistence of NPC ships, so they don`t vanish if I switch instances in a given system.

-generate traffic upon instance entry, instead of after doing so, so you don`t get systems that feel abandoned despite having 12 billion inhabitants

-modify spawn rates and traffic density based on population and distance from populated systems, so you don`t get multiple-ship USS and asteroid clusters/rings filled with NPCs in the middle of nowhere

-civilian traffic in non-FSD-capable ships

-more station types, such as shipyards and asteroid bases

-don`t make capital ships jump into an instance when we enter it, instead make warzone instances progress: Low Intensity->High Intensity->Single Capital Ship->Multiple Capital Ships, with state switches being accompanied by a capital jumping in

-if you really must keep the USS, make things such as black market traders, funeral and wedding barges and dropped cargo persistent, so we can return to them and/or mark them somehow; give the discovery scanner the ability to scan USS at a given range, revealing the size of ships present and/or cargo container signatures; make USS only show up after DS scan; assassination and massacre missions direct players to specific areas in a system, and USS relevant to the mission will only show up there (mission provides relevant exploration data)

-Edit:
make NPC ships jump to supercruise instead of hyperspace on most occasions, if they jump to hyperspace, make them play by the rules that players have to follow (point at their destination, and not jump to somewhere 15 LY away in a stock Sidewinder)

Miscellaneous stuff
-ship`s log that records commodity prices, availability and outfitting items and ships, so we don`t have to muck about with OCRs and 3rd party sites, or pen and paper; make it replace the currently nigh-worthless scanner zoom-in, using the currently unused central panel on the pilot`s chair
-ability to sell aforementioned log data for a small sum (200-300 cr) in another system

-ability to take out loans from the Bank of Zaonce, with the maximum amount based on Elite rankings and a fixed time to repay the loan

-asteroid scanner and materials collection drones (latter also works on cargo containers, requires cargo space for drones, is not a tractor beam)

-scale mission rewards, bounty and combat bonds and exploration data with Elite ranking and faction reputation; scale black market sales with reputation with faction controlling the station (means trading is no longer the be-all-end-all for money-making, but is still viable; also improves scaling for non-trading activities to improve overall player progression speed)

-passenger transport missions and specialised passenger bays for ships; Saud-Kruger passenger ships are automatically fitted with B or C-grade modules of this type;

-ability to mount hangars on size 5 or 6 slots that can hold a non-FSD-capable shuttle/snubfighter or a Sidewinder
-make non-hardpoint modules affect the aesthetics of a ship; make power distribution affect relevant visual effects (shiny, and gives additional information to other CMDRs)
 
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