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).
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.
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).
2.2.2) Standard suits without inteligences integrated
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).
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.
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).
2.2.2) Standard suits without inteligences integrated
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