Upgrade Suggestions for Elite Dangerous (The War of Comets)

Elite Dangerous is my favorite, but I'm disappointed with the speed of content creation. So I created this topic for suggestions. Here are some:

1) About crew use:

1.1) Remove the fighter delay bug (today the fighter is not used in pvp because of that);

1.2) Create a system that makes crew presence advantageous (additional ship hit points/ armor piercing for weapons upgrades/ shield bonus for energy management/ armor bonus for internal repairs...) Although I like to have crew. I admit that, just paying a salary, without an advantage, is kind of complicated.

1.3) System that allows the use of crew members strategically, such as security escort, bait or ground in carrying out missions (in space and on the ground). Allow tactical commands to crew members (flank, retreat when losing shield, provide cover for movement...).

1.4) Allow the commander send the crew to planetary ground to collect materials/scanner in cars or space points in the fighter (increase the fighter's range so that it can travel through the entire system without the ship and land in planets).

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1.5) Create a system for learning and training commanders and crews to develop skills and knowledge or talents, which make them capable or faster for certain tasks (electronics, system security, hacking, mechanical maintenance techniques, advanced chemistry, quantum physics, exobiology, medicine, genetics, xenoculture, xenobiology, human sociology, thargoid, astronavigation... The inspiration could be Mass Effect 1, Deus Ex...)
1.6) Allow the use of androids (StarTrek Data) as crew members (cheaper but consume energy from the ship/vehicle). They could be customized for ship activities (weapons management, fighter use, scanner power up, piloting other ships owned by the captain...) or ground activities (collecting samples, materials or escort/combat) ... Proprietary talent system for androids and AIs.

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StarTrek, Tesla, Boston Dynamics, Starwars, pet robots

1.7) The crew must appear on the ship... On the bridge or in other places

2) About ground combat:

2.1) More realistic injuries and physical fatigue simulation - a little physioanatomy can be teach here for players... The character can't be able to run indefinitely - you need to insert fatigue effects from running, moving, carrying weight... Physical fatigue makes movements slower, weapon harder to aim, gradually reduces hearing and field of vision... The character loses external references until it is impossible to continue and needs to stop... As for injuries, intoxication and poisoning - the consumption of vital energy must consider the location of damage and the environment... A soldier or miner, hit in the shoulder, may be unable to use weapons and two-handed tools and more vulnerable to attacks Melee... Leg damage can make you score or force you to crawl... Same can happen with combat droids... Even with shield, weapons impact should cause some displacement effect. crosshairs. In space combat, much of survival is reliance on equipment... a shot can damage communication systems, life support, AI, lost radar, lost hearing... A helmet or suit breaking in space can kill instantly, but when combat occurs in space combat. an environment with atmosphere (inside of a ship, fleetcarrier or on an Earth-like planet)... Suit breakage is no longer so critical... In any environment, fractures and muscle problems can occur... Injury to a game character can change the “length or weight of an injured body part“. In addition, it can make it more difficult to control and change your facial expression – mild symptoms can be treated by measuring the suit, knowledge or technology to analyze, but serious damage will require medical procedures, equipment, treat to eliminate the effects. . It is interesting that, depending on the damage, the character agonizes through suffering, leaving him totally incapable of doing the task. It would be interesting to use motion capture techniques "to learn movement in circumstances of injury and better mimic the movement of an injured human".

2.2) Besides the "cars", how about body augmentations (Deus Ex), mechanical exoskeletons (like in Crysis), biological (like the Independence Day ET) or even mechanical giant robots (see the game "Mechwarriors") or biological. Not only for combat, but to mining and exploration…

2.2.1) Body Augmentation (Deus Ex idea for mecanical improvements) – this can be make by mecanical or biological, or DNA insertions… (Genetic enhancements, organ upgrades and the design and insertion of organs to perform different functions - similar to what happens with electronic devices... For example... auxiliary gill lung, capable of separating oxygen from the water that enters the mouth and inserting it into the main lung).

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2.2.2) Standard suits without inteligences integrated
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Elite Dangerous is my favorite, but I'm disappointed with the speed of content creation. So I created this topic for suggestions. Here are some:

1) About crew use:

1.1) Remove the fighter delay bug (today the fighter is not used in pvp because of that);

1.2) Create a system that makes crew presence advantageous (additional ship hit points/ armor piercing for weapons upgrades/ shield bonus for energy management/ armor bonus for internal repairs...) Although I like to have crew. I admit that, just paying a salary, without an advantage, is kind of complicated.

1.3) System that allows the use of crew members strategically, such as security escort, bait or ground in carrying out missions (in space and on the ground). Allow tactical commands to crew members (flank, retreat when losing shield, provide cover for movement...).

1.4) Allow the commander send the crew to planetary ground to collect materials/scanner in cars or space points in the fighter (increase the fighter's range so that it can travel through the entire system without the ship and land in planets).

View attachment 284634

1.5) Create a system for learning and training commanders and crews to develop skills and knowledge or talents, which make them capable or faster for certain tasks (electronics, system security, hacking, mechanical maintenance techniques, advanced chemistry, quantum physics, exobiology, medicine, genetics, xenoculture, xenobiology, human sociology, thargoid, astronavigation... The inspiration could be Mass Effect 1, Deus Ex...)
1.6) Allow the use of androids (StarTrek Data) as crew members (cheaper but consume energy from the ship/vehicle). They could be customized for ship activities (weapons management, fighter use, scanner power up, piloting other ships owned by the captain...) or ground activities (collecting samples, materials or escort/combat) ... Proprietary talent system for androids and AIs.

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StarTrek, Tesla, Boston Dynamics, Starwars, pet robots

1.7) The crew must appear on the ship... On the bridge or in other places

2) About ground combat:

2.1) More realistic injuries and physical fatigue simulation - a little physioanatomy can be teach here for players... The character can't be able to run indefinitely - you need to insert fatigue effects from running, moving, carrying weight... Physical fatigue makes movements slower, weapon harder to aim, gradually reduces hearing and field of vision... The character loses external references until it is impossible to continue and needs to stop... As for injuries, intoxication and poisoning - the consumption of vital energy must consider the location of damage and the environment... A soldier or miner, hit in the shoulder, may be unable to use weapons and two-handed tools and more vulnerable to attacks Melee... Leg damage can make you score or force you to crawl... Same can happen with combat droids... Even with shield, weapons impact should cause some displacement effect. crosshairs. In space combat, much of survival is reliance on equipment... a shot can damage communication systems, life support, AI, lost radar, lost hearing... A helmet or suit breaking in space can kill instantly, but when combat occurs in space combat. an environment with atmosphere (inside of a ship, fleetcarrier or on an Earth-like planet)... Suit breakage is no longer so critical... In any environment, fractures and muscle problems can occur... Injury to a game character can change the “length or weight of an injured body part“. In addition, it can make it more difficult to control and change your facial expression – mild symptoms can be treated by measuring the suit, knowledge or technology to analyze, but serious damage will require medical procedures, equipment, treat to eliminate the effects. . It is interesting that, depending on the damage, the character agonizes through suffering, leaving him totally incapable of doing the task. It would be interesting to use motion capture techniques "to learn movement in circumstances of injury and better mimic the movement of an injured human".

2.2) Besides the "cars", how about body augmentations (Deus Ex), mechanical exoskeletons (like in Crysis), biological (like the Independence Day ET) or even mechanical giant robots (see the game "Mechwarriors") or biological. Not only for combat, but to mining and exploration…

2.2.1) Body Augmentation (Deus Ex idea for mecanical improvements) – this can be make by mecanical or biological, or DNA insertions…

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2.2.2) Standard suits without inteligences integrated
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I was making a suggestion when I have a NPC in the crew then I could switch to the turrets and shoot when my NPC would run the ship.
Similar to the fighter.
 
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2.2.2) Mecanical suits with Artificial Inteligence integrated --- Crysis/ ironman suit

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2.2.3) Organic suits with simbiotic inteligence integrated (Venon...)

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2.2.4) Mecanical titan (Titanfall, Mechwarrior, Hulkbuster...)

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2.2.5) Biological titan
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Tecnology can be mixed too… Biological Titan/ organic suit with Mecanical arm, for example… Will be fun!

2.3) NPC REACTIONS against threats... Metal Gear Solid V: The Phantom Pain is a reference (render, stun, withdraw information/items, hide… surprise reaction and kill) Negociation and socialization concepts can be teach here!

2.4) Drone swarms vs point defenses or "corrosive insects" against biological armor/robots...

2.5) clouds of nanomachines for mechanical exoskeletons or biological viruses for biological exoskeletons;

The technology evolves either on the mechanical, biological or hybrid side (inspired by Deus Ex, Horizon Zero Dawn).


2.6.1) About technology of body, suits and titans:

2.6.1.1) the technology of costumes can evolve both towards the integration of the individual with machines (in the Deus-Ex style, Crysis), as well as towards genetic hybridism and fusion with symbiotic organic forms (evolution by biological genetic reprogramming). In both cases, the player must start from the extreme vulnerability to temperature, radiation, atmospheric variations, the need for feed... The immunity almost completes the space conditions by creating "closed systems integrated" with the body...

2.6.1.2) the costumes should start simple, making it difficult for the player to move and evolve into forms that are more technologically adapted to the space;

2.6.1.3) Specific attire must be required for specific niches (extreme gravity, extreme radiation, extreme chemical contamination, extreme biological contamination... Rare chemical elements and special missions). They give "special" access to players...

2.6.1.4) The suit can have AI or be integrated with the ship's AI and must be neurologically integrated by projecting environmental analysis, visual and audible warnings about internal and external occurrences (take inspiration from Iron Man Jarvis). This AI helps the player to coordinate the crew and must also be an item capable of evolving talents... Another variante could be Simbiotic intelligence, that can temporally control organic forms and, even, use drugs to control humans
2.6.1.5) The ground combat crew coordination systems can be inspired by Mass Effect (1).

2.6.1.6) Drones for visual inspection, mapping environments and cave networks, hacking doors/devices, analyzing substances, functioning as a satellite (increasing the communication radius) and life forms and assistance in other tasks can be added (see Destiny cube).

2.6.1.7) System hacking can be inspired by Deus Ex, for example...
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3) Spaceship/Ship Approach (Why spend time in interior of ships?)

3.1) How about including terror in the game fleetcarriers or abandoned human megaships with creatures resulting from genetic hybridism, killer machines... or abandoned alien ships with unknown biological weapons ("Alien/Dead Space/ Terminator/ Resident Evil" style)
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3.2) Fleetcarrier invasion - the best inspiration is the metal gear solid 5 base online base invasion (crew epidemic, revolt, item theft - in space we can make the containers to be dropped for collection, disposal of security systems...). A scientific accident, transport problem, alien attack can convert the fleet carrier into 3.1 situation – The commander will have much trouble and loses!

3.3) When destroying the propulsion of a ship, it should be vulnerable to attack from the ship's doors by Artificial Intelligence (hacking) approaching the ship and staying a while or using a drone, at greater distances. Then, the attacking commander can use an exoskeleton or titan from item 2.1. The pilot approached would have options to turn on the self-destruct sequence (timer adjustable by the defender) and eject into an escape or combat. If defeated, the defender would lose all crew, cargo and would have to pay insurance to have another ship.

The attacking commander would have the option of hacking the ship's computer to stop the self-destruct, and, in the event that the interior approach won, would receive the fully engineered ship and could use or discard crew members from the losing commander. Androids could be dismantle for upgrade crew machines.

3.3.1) It would also be interesting to create a system capable of converting engineered items into materials, equipment and signs.
 
4) Space Combat Enhancements...

4.1) Today, the computers used on ships are a unique pattern. This can be improved by creating a specific slot on each ship for the computer and its AI. Computers with better sights consume more power, but have higher hit rates, even at great distances, for example... Other abilities could be added by engineers like firewall immunity against human hacking, making the ship immune to hack signal/ or Thargoid... power management enhancement, temperature management enhancement (invisible ship), jump efficiency increase... suggestion of trading goods on nearby systems (where to buy and where to sell)

4.2) Electronic Warfare - Computers with AIs could also hack enemy ships within range, damaging target systems chosen by the commander... (aiming systems, weapons operation, rendering inoperative or making remote missile/torpedo explosions, reducing propulsion efficiency, making shields more vulnerable...) or even taking control of ships left on "automatic" (which operate under crew or AI control). Likewise, crew members could act against it, when they have the necessary knowledge and skills (talents in Mass Effect).

4.3) Ship Clip Drone - This intergalactic communication drone would inform the attacker of the location of the ship within a radius of 70 light years away, preventing escape or allowing tracking of the attacked ship. This could be remove at station or by drone.

4.4) Computers with more advanced AIs would allow command of the ship in the complete absence of the commander and crew, but the ship is vulnerable to hacking and takeover when left like this (peaceful approach).

4.5) A commander must be able to designate crew members to pilot and perform tasks with ships he owns within 20 light years of distance. (mining, systems exploration, life forms, tracking and even combat).

4.6) Commander can create the net of ship, suit, titan, cars, with nodes, firewall, databank, processors, neurallinks,… (Deus Ex inspiration) and between devices. The number of devices could make communications more slows and needs more energy.

4.7) Even the systems of cars, suits and titans have networks that can be hacked (if mecanical with Artificial inteligence)… Or controled if organical, by symbiotic inteligence.
 
5) Mining improvements

https://interestingengineering.com/...n-dig-tunnels-100-times-faster-and-98-cheaper

5.1) Create large mining ships, on the scale of fleet carriers, capable of "swallowing" asteroids expelling "unwanted" materials, forming clouds of dust so dense that they can damage the shields of smaller ships that pass through these regions too quickly. This could cost 40x more than fleetcarrier and be buyed by squadrons... 200 billion

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NARADA - StarTrek

5.2) Create mining planetoids (giant asteroids or small wandering planets extremely rich in certain materials). Only mining megaships can anchor to these bodies for extraction.

5.3) Mining megaships take a long time (2 months) in the procedure of anchoring/abandoning a celestial body, but extract and store large amounts of material. They have a few laser defenses, but they are totally helpless during this anchoring and letting go process. The megaships stored the material in fragile external containers, vulnerable to attack.

5.4) The commander must be able to let a member of his crew perform mining activities, piloting a ship he owns, alone or escorted by other members of his team, on the same ship or on other ships he owns. This crew member must be programmable (where and what to mine, even how much cargo/fuel, where to unload and repeat the process). It must send a distress signal to the commander, if attacked and identify the name, ship and attacking squadron). Leaving a signal in place in case the ship is destroyed.

5.5) Mining megaships mine in 2 different ways, according to body size:

5.5.1) navigating the edge of planetary rings where small asteroids are swallowed and fully crushed and explored

5.5.2) mooring crushers to giant asteroids and using robots/mining organism on errant planetoids - this type of mining drills and crushes the celestial body creating a network of tunnels and exploitable caves, with remnants of mineral deposits. Spaceships, robots and smaller vehicles can explore these inner regions and bases could be created in these locations.

Large Body Mining (Other Community Functions) - Mining megaships can dock with giant asteroids/planetoids to modify their orbits. This would be done for the following purposes:

5.6.1) Asteroid Fusion - A little chemistry goes well... Asteroid fusion can create another, bigger and richer one with elements from the fusion of bodies, or pulverize them into a smaller wandering asteroid field.

5.6.2) base, planet and settlement mass destruction attacks - the attacked faction can avoid damage by detecting the impact trajectory of the celestial body and docking Mining megaships to deflect or even return it to the origin of the attack.
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5.7) TERRAFORMING OF ASTEROIDS, PLANETOIDS AND PLANETS:

5.7.1) depending on how the collision occurs the fusion creates a large body with strong magnetosphere - 1 part of the terraforming; See example of 2 dead bodys impact became one geomagnectic active...



Collisions between large bodies take months, not instantaneous. Imagine, navigating glowing asteroid fields; seeing a shower of incandescent meteors on the surface of the planet or seeing the magma ocean deform under the gravitational action of the moving masses... Something totally original and unthinkable even for astronomers.

Notice how the impact tangential to the body causes the core to accelerate.

5.7.2) the resulting body can assume, as a result of the impact, trajectory to a stable orbit, in a habitable zone (around stars or gas giants) - 2 part of the terraforming;

5.7.3) when the body resulting from the fusion is large enough, it will assume rounded shapes;

5.7.4) in the cold of space, the fusion of celestial bodies creates "geochemical cycles" that can make life viable; other bodies can be hurled at it to alter speed, trajectory, magnetic field strength, and chemical composition; and

5.7.5) use knowledge of xenobiology to create life forms (plants and animals) capable of surviving in that environment (the game “Spore” is the best inspiration – many knowlodges of biology and chemistry can be teach here!).

5.7.5.1) Nanomachines and Microorganic life forms can be used to mining, to convert/purify toxic atmosfere/oceans... The creations must have the chemical signature and respect the energy balance of the surface or place where they will "work" to have a minimum of sustainability. For example, if a rare metal is necessary for the survival or reproduction of the organismo/ nanomachine, it will not thrive there or will be extremely limited in population. Player need to ajust the equations of ecosystem.

6) About the planets:

Currently, the game “No Mans Sky” is the reference for the “creation of planets and biomes”, however, it has inaccuracies – the same climate and biome for an entire planet... This is not what is observed on Earth! No Mans Sky is aesthetic, not a simulation! For planet simulation we must consider variables for invisible forces between bodies. Here's a different approach...

6.1) Vary the chemical elements and the type of soil according to the composition of the planet and the rotation and translation orbits between the body and the reference star (Reference star – for Earth it is the Sun, for Europa it is Jupiter) ; Heavier chemical elements tend to be closer to large gravitational centers (Sun and Jupiter) and lighter elements farther away.

6.2) Add cave systems with span sizes varying depending on the density and composition of the soil - dead planets;

6.3) Add volcanic-magmatic systems (volcanic planets) with activity varying according to the interaction with the system's reference star(s) (function of translational orbit, rotation, gravitational and magnetic fields); (The reference star can be the Sun, in the case of Earth, or a gas giant, as in the case of Jupiter and Europa); In case, volcanic-magmatic systems can be add inside oceans too.

6.3.1) For the emergence of living organisms, environmental stability is needed (protection against cosmic rays, climatic stability, earthquakes, meteors...), temperature and chemical elements in liquid state.

On a planet like Earth:

6.3.1.1) Environmental stability can be obtained in the presence of active magnetospheres, in this case, adding atmospheres with thickness varying according to the composition of atmospheric gases, gravity and the energy balance received from the reference star. (Here basic forms of extremophiles, bacteria, fungi and even small plants can already appear). - Desert planets... But there are other options...

6.3.1.2) Environmental stability can be achieved by placing a crust of ice, or earth over the place where life forms live. For example, in Europa, a kilometer-thick crust of ice isolates the planet's internal environment from space.

The temperature...

6.3.1.3) The Earth's temperature is maintained by an orbit of stable Translation and Rotation... It is what current scientists call the Habitable Zone, however, it is speculated that there may be life forms based on other elements that need to very different temperatures.

6.3.1.4) On planets with life forms protected by ice or earth crust, the temperature must come from geothermal sources. Which is to say that stable orbits and the interaction of large gravitational forces are required.

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The Chemical Elements for Life...

6.3.2) The creations must have the chemical signature and respect the energy balance of the surface or place where they will "work" to have a minimum of sustainability. For example, if a rare metal is necessary for the survival or reproduction of the organism, it will not thrive there or will be extremely limited in population.

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6.3.2) In the presence of dense atmospheres, add the presence of liquid chemical elements, depending on the temperature and atmospheric pressure of the surface (gravity); (Here, shallow seas of chemical elements begin to appear); Semi-oceanic planets (Flora and fauna, terrestrial, aerial and underground)

6.3.2.1) In the presence of icy or rock crusted planets, geothermal energy from gravitational interactions with a reference body will provide temperature for oceans... (Underground marine fauna and flora)

6.3.3) In the presence of dense atmospheres and geothermal forces, increase earthquakes, volcanoes, geysers - surface and submerged tectonic plates;

6.3.3.1) In the presence of large amounts of liquid elements (seas) -, aquatic and subterranean fauna and flora;

- Oceanic planets can use the Subnautics game as a reference, with less variation between biomes.

6.3.4) In the presence of great tectonic activity, add mountain ranges, valleys, rivers of liquid chemical elements (Flora and aerial, aquatic, terrestrial and underground fauna);

6.3.5) Increase the climate, depending on the energy balance, relief, surface pressure, atmospheric composition, amount of liquid chemical elements on the surface and rotation configuration of the planet, when surface life;

6.3.5.1) In the presence of a planet with an underground ocean, add current due to the relief, chemical composition and gravitational force.

6.3.6) In the presence of stable climate, with small thermal amplitude, on planets 6.3.4, insert life forms with intelligence, capable of resisting colonization (natives in the style of the movie Avatar).

On gas giant planets and black holes, by the way, it would be interesting to let the ships dive and start to suffer damage, the commanders would gradually lose control of the pilot, while diving, until structural damage crushed them by gravity and pressure of the gases.

Commanders could unleash collection drones, while the ship takes damage on dives to collect super rare materials for engineering and try to escape before it explodes.

One can also consider folkloric elements such as giant dragons, large, small, with/without wings, gargoyles, goblins, werewolves, krakens and giant worms (Dune Film) as native species of some planets, using other names... In starwars, Geoge Lucas put a giant worm on an asteroid, nearly swallowing the millennium falcon... That would be cool!
 
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8) Simulating Ecosystems (more complex way of creating biomes)

8.1) The energy balance of the planet's area and the presence of natural elements define the biome (chemical elements, liquids...). Thus, the same planet has multiple biomes, as occurs on Earth, depending on the soil and the energy received from the Sun – Plants and animals adapt to these conditions! Having established the area with habitable conditions... It is necessary to define how the interactions will be...

8.1.1) Bacteria can make small chemical conversions from elements in the soil, the atmosphere and an energy source (light or geothermal);

8.1.2) Plants can make more complex chemical conversions from bacteria residues, abundant liquids, atmosphere and light source;

8.1.2.1) aerial plants need less soil nutrients;

8.1.2.2) aquatic plants dispense with the atmosphere and convert elements from the liquid in which they are housed.

8.1.3) Herbivorous animals make chemical reactions more complex than plants and (plants+liquid+gas+light energy)... They excrete complex toxic materials that feed bacteria or store complex materials in their bodies;

8.1.3.1) aquatic animals dispense chemical elements from the atmosphere;

8.1.3.2) aerial animals make most of their chemical conversions from atmospheric elements.

8.1.4) Carnivorous animals feed on complex materials stored in herbivorous animals and excrete complex materials that serve bacteria and plants;

8.1.5) Insects, Fungi, worms and carrion animals feed on any dead animals to convert them into food for bacteria; and

8.1.6) Viruses attack all layers of the system (bacteria, plants, animals, fungi and worms), causing death or disease.

8.1.6.1) A "species" of virus can only attack a specific species of a layer.

8.1.6.2) The amount of virus in the ecosystem is regulated by the lifetime of the virus in the environment and its transmissibility (a function of the proximity of the beings of the infected species and the mode of transmission).

8.1.6.3) The virus can be debilitating or deadly. If a virus species infects more than 90% of a population, it can jump to another species in the same layer (with a higher population) or jump to attack a species in a higher/lower layer;

8.1.6.3.1) If the new virus strain decides to jump to the upper layer, it will attack the species that feeds on the organism in the upper layer;

8.1.6.3.2) If the new virus strain decides to jump to the lower layer or another species from the same layer, it will be the most populous one that is close to the individual infected with the variant when it reaches 90% of the population;

9) Evolution of viruses and organisms

9.1) In this leap movement, the virus, after the contamination of 90% of the population, the old host species becomes a commensalist (new individuals no longer suffer any effects and do not die with the new form, they just get sick) and the host species gains a genetic mutation more adaptive to the environment.

9.2) A bacterium-like organism can only evolve into a virus (simplification is a form of evolution), fungus, plant or herbivorous animal;

9.3) A “plant” type organism can only involute into bacteria, or evolve into a fungus;

9.4) An organism of the “herbivorous animal” type can only evolve into a “carnivorous animal”;

9.5) An organism of the “carnivorous animal” type can evolve into a “rational native” or a “carnivorous animal”;

9.6) A “butcher animal” type organism can evolve into a “worm”;

9.7) A “virus”-like organism can only evolve into bacteria;

9.8) The evolution of an organism (except viruses) occurs when it spreads geographically, showing that that variant has been successful in the environment.

9.8.1) The evolution of a new species variant does not imply the extinction of the previous one;

9.8.2) The evolution of a species occurs to conquer more terrain through an exponential reference proportional to the layer it is in (it starts to accept a new type of food or gains a new ability... It is aquatic and becomes amphibian, for example)

10) Balancing Rules

10.1) the reproduction rate of a species in a layer is given by the presence of food in the lower layer associated with the consumption rate of the species.

10.2) Lifespan is a proportional function of the size/amount of systems (the larger, the longer it lives) and inversely proportional to consumption (the less you eat, the more you live) and the reproduction rate (the fewer offspring, the more you live).

10.3) Insert concepts of ethnology (animal behavior) based on environmental elements, the presence of food, to avoid threats at individual levels (aggressiveness, need for food, avoidance/fighting predators, mating rite, sound, olfactory, visual signals ...) and group (formation of groups with criteria for defining leadership, bands, migration rite, proximity or not for reproduction...)

10.3.1) The distribution of plants on the ground is determined by the behavior of herbivores;

10.3.2) Herbivores seek hydration, certain plants as food sources and avoid predators (the distribution of carnivores is a function of the position of the herbivores);

10.3.3) Predators seek strategic terrain positions to hunt herbivores;

10.3.4) Butchers tend to be closer to carnivorous groups or in positions with good terrain visibility;

10.3.5) Insects are at all levels and niches, but their appearance follows a normal curve as a function of the average temperature (there will be greater diversity and quantity in places close to the average temperature with low thermal amplitude and lesser quantity in the extremes (with high temperatures - desert and frozen or large temperature ranges).

10.3.6) Worms act on carnivores, carcasses eaters and can live in the soil;

10.3.7) Fungi reach places with humidity levels above the average, they are decomposers, they also serve as food for herbivores and they may or may not live in symbiosis between plants and animals.


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11) War between factions using meteors and comets as weapons:

11.1) Factions could completely destroy enemy settlements using mining megaships to accelerate asteroids and planetoids against enemy installations. It would be necessary to create, in addition to the megaships, a system that would allow the calculation of the trajectory with speed, considering the gravitational influences of the other bodies in the system. The impact of smaller bodies or fission and fusion nuclear weapons could be used as a pre-accelerator of the trajectory.

11.2) This could also change the planetary classification of the celestial body (see 5.7). That is, a planet like Earth that receives the impact of an asteroid with a metallic composition, can become a volcanic planet (change the classification, chemical composition, size, gravity and even the orbit, depending on the relationship between the size of the bodies) .
 
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11.3) The comet/asteroid impact time should be months... The impact on the economy of the affected faction is catastrophic, on the other hand, the attacking faction will be embargoed for a long period for the use of the celestial body as a weapon of mass destruction. Alien races can use the same tactic and Community goals can be summoned to save planets from impact.

11.4) Squadrons of ships can be deployed to defend the trajectory of the celestial body... And much more... This tech can be used to Solar rejuvenation, activation of planetary nuclei, modification of planetary translation orbits for terraforming...
 
Elite Dangerous is my favorite, but I'm disappointed with the speed of content creation. So I created this topic for suggestions. Here are some:
Do you really believe that in this 7 year old game that doesn't sell like "sliced bread" and that really adds a lot of content? The start of odessey on consoles is now rather questionable, the sales figures on PC are below average. There won't be much more to come. But you made a cool list. (y) :) (y)
 
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11.3) The comet/asteroid impact time should be months... The impact on the economy of the affected faction is catastrophic, on the other hand, the attacking faction will be embargoed for a long period for the use of the celestial body as a weapon of mass destruction. Alien races can use the same tactic and Community goals can be summoned to save planets from impact.

11.4) Squadrons of ships can be deployed to defend the trajectory of the celestial body... And much more... This tech can be used to Solar rejuvenation, activation of planetary nuclei, modification of planetary translation orbits for terraforming...
An idea of how simulate impact of celestial bodys. We can assume then as a fluid, at the impact moment in function of velocity, rotation and "relative viscosity"... The problem with quantum mechanics is that or you observe things in atom world or in the celestial world (Layers). We need to see what´s important and how...




Soon, I will suggest a system of atmospheric and ocean climate simulation...
 
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Do you really believe that in this 7 year old game that doesn't sell like "sliced bread" and that really adds a lot of content? The start of odessey on consoles is now rather questionable, the sales figures on PC are below average. There won't be much more to come. But you made a cool list. (y) :) (y)

Have you seen the numbers and estimations?
4,5 million base games sold for Elite Dangerous since launch and they are planing for "many years"

1641905031817.png

Source: https://frontier-drupal.s3-eu-west-...rontier-corp/s3fs-public/fdev-fy21-8sep21.pdf

I'm pretty sure, there is more to come ;)


@Topic: I think there are a lot of good ideas and inputs, but frankly, the majority of them won't ever happen.
 
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12) Suggestions for simulating atmospheric conditions

12.1) One of the most important things to be simulated when flying, inside a planet, is the wind and, of course, its consequences... Turbulence and eventual loss of control of the ship, temporary or permanent.

12.1.1) The model below suggests the “construction of climates” from the sum of conditions of “Macroelements”, Elements of a transition zone “Ra”, and “Microelements”.

MACROELEMENTS

12.2) A planet with an atmosphere forms a concentric system where space is inert (still) and the planet rotates. As we want to build a simulation, let's reverse the reference to use Fluid Mechanics concepts...

Fluid Mechanics to atmosphere.png


12.3) We can make an approximation, saying that the wind speed at the extreme of the planet's atmosphere, where the gas touches space, is equal to the rotation speed of the planet in the opposite direction (Law of action and reaction). It happens that at this point the atmospheric gas is so rarefied that it becomes very difficult to measure its velocity. The uppermost layer of the Earth's atmosphere - Exosphere, is 900 km high, where parts of the atmosphere are lost to space (place where the atmosphere touches space - atmospheric ceiling);

12.4) The “atmospheric ceiling” (the point at which the atmosphere touches space) is a function of gravity, the amount of gases (volume), the type of gas and the temperature;

12.4.1) Since the atmospheric ceiling is a function of gravity, the orbit of moons and other bodies can change it. This will have an influence when calculating the climate in the transition zone (between the midline and Ra). Since it slightly modifies, along with the temperature, the “planetary synoptic chart of that latitude.

Forças gravitacionais sobre um planeta.png

12.5) Temperature is a function of the planetary energy balance that involves the amount of energy inserted into the system (by the Sun, as a result of the Earth's orbit, or geothermal sources in the Europa/Jupiter system) and the reflection/absorption and storage capacity of the atmosphere or the liquid;

12.6) Disregarding “planetary” roughness, winds tend to be stronger at the “Equator”, which is why atmospheric events, such as hurricanes and typhoons, occur more frequently in this region of the Earth.
velocidade de rotação da terra.gif

12.7) Another point to be considered is the size of the circumference, having the planet's ground as a reference... (Latitude radius)

12.8) Analogously to traditional Fluid Mechanics, the “planetary roughness coefficient” of a given latitude (resistance to atmospheric flow over the surface) is the average irregularity in the relief (hills, mountains, valleys, volcanoes...) with the the presence of vegetation being a potentiator;

MICROELEMENTS

12.8) From there, elements present in the soil (isolated mountains, mountain ranges, hills, volcanoes, valleys, plains, plateaus, vegetation, oceans, deserts...) are considered “planetary” roughnesses that cause “private load losses” , depending on the shape and size, that is, they decrease the velocity of the fluid (atmosphere/liquid). The consequence of this is different wind regimes for each biome. As a result of the disposition of the elements, there is the appearance of microclimates.

Rugosidade da superfície planetária.png

12.8.1) The surface below the midline is projected onto this same line and the mean of these new values (green and blue peaks) is calculated. Locations above “Ra” predominate the dispositions of the Macroclimate (laminar or turbulent) and below the “natural” midline, of the microclimate... Between Ra and the midline there is a zone of climatic transition of currents.

12.8.2) The sample length for the macroclimate is the radius of the planet at the latitude where the character is.

12.8.3) The sample length for the microclimate is the size of the area that is below the midline, used for the recess of the valleys.

12.8.5) In the microclimate, despite obeying similar provisions (this makes it possible for a player to hide from the effects of the winds of a tornado/hurricane in a cavity in the soil or cave - macroclimate turbulence that descends to the microclimate) it is necessary to analyze flows by objects, considering shape and size (the wind below the tree line is much lower than above the canopy, for example). This creates a vector field of horizontal and vertical influence over the player's position.

Campo Vetorial Macro e microclimático.gif


12.9) One can then verify areas where the fluid (atmosphere) is laminar or turbulent (Reynolds coefficient).

12.10) When a character, vehicle or ship crosses an area where the fluid is turbulent, it must exhibit characteristic behaviors:

12.10.1) The character must have balance problems that make it difficult to move, take his hands to protect the helmet visor, kneel, lie down or fall back in proportion to the gusts of wind;

12.10.2) The vehicle can sway and even roll by the force of the wind depending on the intensity;

12.10.3) The spacecraft, in flight, must suffer turbulence proportional to the strength of the wind with the pilot showing signs of nervousness. May temporarily lose control.

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12.11) TRANSITION ZONE BETWEEN MACRO AND MICROCLIMATE

12.11.1) The transition zone between macro and microclimate is calculated by the mean line between the “roughness of the planetary relief” and the “reflection of the roughness” that are below this line, resulting in the “Zone Ra”.

12.11.2) In this Area, gravity (through atmospheric pressure or fluid density, depending on the reference) and temperature are considered components.

12.11.3) How the “atmospheric pressure” varies as a function of gravity:

Zona de Transição.png


12.11.4) Atmospheric Pressure is proportional to the density of the fluid (air column) and combined with the relief to create a map within a latitude – when this is applied to the entire surface, there is a “referential synoptic chart”.

Carta Sinótica.png


12.11.5) The lines of the graph represent places of the same pressure (isobars), in the Synoptic Charts. It is the spatialization of the atmospheric pressure of the Atmospheric Fluid on the relief. Isobars can define areas of high and low pressure (nuclei).

12.11.5.1) Areas defined by decreasing pressure centers or cyclones.

12.11.5.2) Areas defined by increasing pressure centers or anticyclones.

12.11.6) The Atmospheric Fluid always flows from the area of higher pressure (anticyclone area) to the lower pressure (cyclone area).

12.11.6) Once this is done, it is necessary to insert the temperature components. The temperature of an area has an average, depending on the radiation received by the parent star/geothermal source, but it may or may not store energy depending on the type of soil and the presence or absence of elements such as vegetation, ocean... Deserts have huge thermal amplitudes, since sand (low density soil) does not store energy, for example. This influences the atmospheric “tide”). Thus, heated areas suffer a lowering of pressure and cold areas suffer an increase in pressure, always directly proportional to the temperature and density of the soil.

12.11.7) The “climate” for the character is the result of the sum of the 3 levels (Macro, Transition and Micro) in function of altitude.

On Earth, during the day, the continent heats up faster than the ocean, so the wind blows towards the continent (differences in temperature under the same atmospheric pressure) – Sea breeze contributes to cloud formation. The Land Breeze occurs at dusk, as the continent cools faster than the ocean.

Another Earth phenomenon, during dawn, due to the slope, the slope of a mountain hit by the Sun heats up faster than the adjacent valley, causing wind to flow towards the mountain (Valley - High pressure / Mountain slope - Low pressure). .. This favors the creation of clouds. At night, the air cooling over the mountain is faster than in the valley, reversing the flow of air... This favors the creation of fog.

12.12) Even the crust/magmatic/ ground wáter (or líquids) structure and its magnetic consequences can be simulated in this way... To game, considering the "Vector Map", atmospheric, geological, oceanic, glacial... phenomena can be arranged – the phenomenon address is the condition to that thing…

ATMOSPHERIC PHENOMENA

13.1) THERMOSPHERE - Geoactive planetary nuclei create magnetospheres that can be strong or weak depending on core/mantle relationships and planet size. The effect of the magnetosphere on the atmosphere is the thermosphere – the result of the resonance between the magnetic field, atmospheric particles and particles from the Sun. On Earth, it is an area of the upper atmosphere that has very high temperatures (up to 2000º). The spacecraft should heat up and experience turbulence, proportional to the strength of the magnetic field and atmospheric density, when it enters planets that have this phenomenon. It does not occur on planets without a magnetosphere and atmosphere together or when the planetary magnetic field is very weak.

13.2) Clouds - they are formed by the cooling of the air until the condensation of the water, due to the rise and expansion of the air. This is what happens when a parcel of air rises to levels where the atmospheric pressure is decreasing and the volume of air expands. Mountains and hills associated with humidity are cloud factories. The craft may experience turbulence as it traverses this phenomenon, and visibility levels should drop in proportion to the density of moisture. The player that is in the shadow of clouds may notice a reduction in the external temperature.

fabricas de nuvens.png


13.3) Fog/Fog – cloud that forms close to the ground. Causes only reduced visibility proportional to moisture density.

13.4) Rain – It is the precipitation of moisture accumulated in clouds of variable intensity. Character must have liquid marks on the visor, wet suits, equipment and weapons; vehicle has marks of liquid, mainly on the display and can get stuck in medium density terrain (bogged down); Ship should have watermarks on the windows. In all cases you should hear the noise proportional to the intensity (Can vary in intensity, ranging from drizzle to tropical storm on Earth).

13.3.1) Hail – Precipitation of solid pellets of moisture accumulated in clouds, resulting from the effect of extremely low temperatures at the level where the accumulation of clouds is. Character can be injured and must seek to protect the visor and/or shelter; Vehicle may lose shield and/or have visor damaged or destroyed; and Ship only visibility problems and hull damage, if shielded. In all cases there should be noise proportional to the intensity.

13.3.2) Snow - It is the precipitation of moisture accumulated in clouds in regions where both the temperature in the clouds, as in the ground, is below the freezing point of the atmospheric composition. In character - Difficulty walking due to sinking of the feet, proportional to the accumulation in the terrain - may require the use of specific equipment. Vehicle – jam, visibility issues, control and malfunction (may require placement of equipment to adapt vehicle). Ship – visibility problems and flight turbulence proportional to the intensity of the phenomenon.

13.3.2.1) Avalanche – Detachment of material from the wall of the mountains. It can deal damage to carácter, vehicles and ship. Occasionally kill depending on the character's position in relation to the start of the phenomenon. Hitting a landed ship can disable it for flight ou bury it.

13.4) Lightning – electrical discharges resulting from the potential difference between the air and the ground. The friction of particles in charged and concentrated clouds causes an electrical discharge that transforms the electrical discharge path in the atmosphere into plasma, emitting a huge flash. Discharges rarely hit the character, but when they do:

13.4.1) Character - cause near-fatal physical year and blackout of all suit's electronic systems - Character will only have a few minutes of oxygen to get back to the ship;

13.4.2) Vehicles - Character does not suffer damage inside the vehicle (Faraday's Cage), but the vehicle may have its internal systems damaged or even be unable to control; and

13.4.3) Ship – Can damage the ship's internal systems and cause turbulence and fail of some system on impact.

13.4.3.1) Strange Upside Down Lightning Phenomenon (Gigantic Jet) - This is a kind of ionospheric lightning. Ship - does not suffer damage inside (Faraday's Cage), but may have its internal systems damaged or even be unable to control... This is stronger than a normal lightining;

Source: https://youtu.be/n8-TxSiYqVw


13.4.2) Thunder – Strong noise caused by the rapid expansion of the air, resulting from the conversion of the atmosphere into plasma, when lightning strikes. It has no effect. Height must be proportional to distance. There must be a time difference between the light of lightning, which generates thunder, and the audible sound directly proportional to the distance. On Earth, each second of difference represents 3402 meters (speed of sound in the atmospheric environment).

13.5) Tornado - small wind vortices, with short duration, caused by differences in temperature of microcurrents, in places that contain the relief and thermal signature necessary for the event. They do not occur in cold places. Character and vehicle - Has difficulty or even cannot walk against the wind... It is knocked down, thrown, turned over, suffers severe damage and can even be taken off the ground and taken to flight, in case of death - player must be warned about the conditions approaching weather and oriented to seek shelter (cave or return to ship). Ship in flight suffers extreme turbulence, shield, hull and structural damage commensurate with the power response of the ship's engines. On the ground, it withstands the event with minor damage. Deafening noise occurs during the event, proportional to the strength of the gusts of wind.

13.5.1) Funnel cloud - the first stage or early phase of a tornado's development, and is associated with thunderstorm clouds, or the supercell type. It happens that this type of cloud can touch the ground or connect to cloud, becoming a tornado, or not (The funnel usually starts in the clouds and doesn't touch the ground, but it can start on the ground and not touch the clouds).


13.6) Hurricane and Typhoon – large vortices of extremely intense long duration wind caused by temperature differences between macro atmospheric currents. The difference between a hurricane and a typhoon is the direction of rotation, which is determined by the magnetic field of the celestial body in the area of occurrence of the phenomenon. Character and vehicle – Cannot walk against the wind... It is knocked down, thrown, flipped, suffers severe damage and can even be taken off the ground and taken to flight, in case of death – player must be warned about approaching atmospheric conditions and instructed to seek shelter (cave or return to the ship). Ship in flight suffers extreme turbulence, shield, hull and structural damage commensurate with the power response of the ship's engines. On the ground, it withstands the event with minor damage. Deafening noise occurs during the event, proportional to the strength of the gusts of wind. Event can be seen from space!

13.7) Aurora Borealis - The aurora borealis is a luminous phenomenon, resulting from the combination of solar winds and strong magnetosphere. The phenomenon happens during solar storms, when a plasma gas is electrified by particles of electrons and protons, part of the Sun. of our Mother Star, that is, it needs magmatic activity and orbit "close" to a Sun to occur. It occurs near the planet's magnetic poles and causes a low-key, low-key sound similar to clapping. Interferes with communications, GPS, radar, and causes light damage to the character's suit, vehicle, and ship's internal systems when on the planet. The ship sailing in the middle of the Aurora Borealis (Thermosphere) takes more severe damage and heats up slightly. Event can be seen from space!

13.8) Shock wave – abrupt pressure variation pulse (extreme wind gust in the atmosphere) associated with a sonic boom similar to “thunder”, which propagates at the speed of sound in the medium (can occur in the atmosphere or in the ocean). If too strong, it can even heat up! It results from the use of a weapon of mass destruction, explosion or meteor (A grenade has a shock wave!). It cuts down, burns vegetation and animals. The damage suffered can be deadly and is proportional to the distance from the origin (The only protection is distance).

13.8.1) Meteor rain - It occurs when small debris that comes off comets or large asteroids, and is "wandering" through space. “Meteor” is a word used for any object that enters the atmosphere and makes a luminous trail in the sky.

13.8.1.1) If Meteor is big - Shock wave, inertial impact, magnetic effects and damage. It can change the planetary climate, make it hostile to life, or even kill it.


13.9) Virga - also known as "Invisible Rain" or "Ghost Rain", is a type of precipitation that falls from a cloud but evaporates before reaching the ground while it is still falling. In this case, areas with a hot surface (magma, desert…) emanate heat waves that prevent rain from reaching the ground. It generates strong turbulence. The sulfuric acid rain in Venus' atmosphere evaporates before reaching the ground due to the high heat near the surface. Similarly, virga occurs on gas giant planets like Jupiter.

13.9.1) Virga snow falls from clouds in some locations on Mars.

13.10) The whirlpools, wind feet or dust devils are spiral winds formed by air convection, on hot, windless and sunny days.

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