What do you want in Elite: Dangerous?

I want increased believability in every aspect of the game. Complex systems on the ship that are not simply adding extra button presses for the sake of it but actually simulating "real" systems like power consumption, generators, cooling, weight distribution, stuff like that. Most of it is there in the background but give us direct access to controlling it with dedicated buttons.

Allow for complex interaction of these systems, detailed control, and most importantly - tie it all in to fun game play mechanics! Give us smuggling missions where we can fly "under the radar" on planets with minimal systems turned on, not just a "silent running" switch. Give us missions to go in and fix some malfunctioning floating ship - testing our knowledge of how the ships systems work (fault finding in space).

As for the galaxy, make it more varied and less homogeneous. I want dangerous areas, safer areas. I want systems inhabited by smugglers, systems with pirates. I want to feel the state of the system the moment I come in from Hyperspace - it shouldn't be necessary to check the HUD to see that a system is in War ;)

In short, more depth (but not just complexity for the sake of it!), and make use of that depth for missions and gameplay.
 
Straight forward, I am kinda interested in what players want in Elite: Dangerous. Do you want a new ship? Do you want to battle a Thargoid? Or maybe just a huge pile of credits? Do you want to become good in combat and/or PvP? Do you want to fully engineer a ship/fleet? Do you want to get all the ranks to Elite and Admiral/Knight? maybe discover distant, unseen stars and planets so you can put your name on it?

And the next but most important question: Do you feel you are progressing towards that? How do you get there or what keeps you from getting there?

Aiming towards the discovery of a general problem (or multiple) here (if they exist) so guides and advice will be more helpful for a greater audience.

i want to be a cmdr in my spaceship in a universe which feels living and breathing and i want it to feel convincingly plausible, to be about to build relationships with npcs and my npc crew and make my own mark in my own little corner of said universe.
 
1. I want salvage to be a profitable career option, both on planets and in space. Lost haulage vessels carrying precious metals and rare goods for us to treasure hunt in deep space...

2. I want a module that boosts the frequency of USS pops while in supercruise...

3. I want RES’s to be for miners, not for combat. I should be able to float out of my favourite high security station and go to mine the local extraction site in relative safety. Not step into a war zone every time. I absolutely love BH but it needs a new feeding ground...

4. I want better communication between the SRV and my ship, if I find a stash of commodities on a planet I should be able to call my ship to pick them up in an efficient manner, not the Noah’s Ark “two by two huzzah” system we have now that makes me want to claw my own eyes out.

5. I want FD to spend just one day improving Arena, bump its credit rewards, a stash of materials, decals to put on our ships in game. Integrate it with the main game so we pay 100,000 credits a match but with great rewards up for grabs!? Just please FD, use an iota of imagination...

6. I want a pretty perk tree implemented with the navy ranks, small discounts on parts or commodities while in a superpowers system, increased bounty hunting bonus, increased exploration bonus, increased security response while being pirated...just little things that mark a CMDRs progression and importance...

7. I want the ‘services’ filter in the galaxy map to be fixed so it actually works. The current ‘personal journey’ system is completely tarded...

8. I want to see the exploration value of systems when I honk them or scan a body. Just put it in the pop up like with bounty hunting...

9. I want the games music to reflect my environment more, populated anarchy systems should be scary places...

I could go on for days...

You know, my real gripe with Frontier is that many of the small changes that myself and others here want could be implemented quickly with barely any development time. All the placeholder content is already there but they seem totally reluctant to add the layer of glitter that makes it an enjoyable game...

When I heard that this year was being dedicated to QOL in the base game I was delighted, so far its been very underwhelming...
 
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Straight forward, I am kinda interested in what players want in Elite: Dangerous. Do you want a new ship? Do you want to battle a Thargoid? Or maybe just a huge pile of credits? Do you want to become good in combat and/or PvP? Do you want to fully engineer a ship/fleet? Do you want to get all the ranks to Elite and Admiral/Knight? maybe discover distant, unseen stars and planets so you can put your name on it?

And the next but most important question: Do you feel you are progressing towards that? How do you get there or what keeps you from getting there?

Aiming towards the discovery of a general problem (or multiple) here (if they exist) so guides and advice will be more helpful for a greater audience.

Personal goals are not as important to me as good, engaging game mechanics for mining, exploration, trading etc. FDev is working on that.

Yes, I also absolutely want to explore the universe, but for that to be truly interesting I need to have access to atmospheric planets (with life), gas giants, volcanic planets etc.

What I want most of all is a universe with more variation: diversity, diversity, diversity!
I would like Imperial space to feel different, with Imperial stations designed by Gutamaya.
I would like to see more npc capital ship types (cruisers, frigates, battleships, destroyers) roaming the Human bubble.
I would like to see Military battlestations, true mining complexes, prison complexes etc. etc. All with their own mission types.

I definitely want to encounter the Thargoids, but not just in battle. It is not my personal goal to destroy an alien ship, but when the need arises I will try.
What I really want is access to unique looking and feeling Thargoid systems. There should be Thargoid vessels of all types, including miners, transports, capital ships. Some planets could be completely covered in Thargoid structures. There could be huge and weird and frightening organic Thargoid stations in space. I would like to observe Thargoid workers mining in asteroid rings or doing other mysterious, incomprehensible alien stuff. Fdev should add special creepy alien sounding music when we enter a Thargoid system.

I am not striving for progression of any kind at the moment. I have enough rank to own the Corvette and the Cutter. I also have have enough credits at the moment.

For me the game is mostly about the experience and about immersion (yes, I know some people hate that word).
That is why for me personally good game mechanics and diversity of the gameworld are more important than anything else.
 
I want the engineers to go away. Or just buy some equipment. I don't want to grind all over to keep up with the environment, that's not progress - that's just empty busywork.
 
I would very much like FD to convert my legacy grade 5 fleet to the new system. I just did all that last year along with unlocking all of the engineers. I enjoyed it but was glad when it was done!
I have neither the time or the inclination to drag my fleet around the bubble again so please FD consider it.

Perhaps then I can go on my merry little way and explore the Galaxy. I want to be deep out in the black when the Q4 update lands :)
 
I'm hoping for a continuation and improvement over what we have had already in the previous 3 games of the series: Elite (1984), Elite II: Frontier(1993) and Elite: Frontier First Encounters(1995).

Anything else than that would be a disappointment imho.
 
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Walk on and around planets full of life on the other side of the galaxy, stab a flag in the ground and claim it ALLLLLLLLL as my own. Build my own base there, set up supply lines, and start a thriving community.. All because of me, myself and I.

Beautiful !
 
WAR ZONES!

Power Play driven war zones(like current conflict zones) that spawn in systems that are being taken over by another power.

These war zones would spawn combat missions that rewards x number of merits once x number of opposing ships are destroyed(PvE or PvP). Accepting these missions also gives a significant boost to your insurance costs depending on how your power is faring in the war. Should your power be doing poorly, the size of the ships covered by insurance goes up. Conversely, should your power be doing well, the size of the ship covered by insurance goes down.

The goal here is to allow players to engage in mixed PvP/PvE combat in a manner that is both cost effective and relevant to Power Play.
 
Straight forward, I am kinda interested in what players want in Elite: Dangerous. Do you want a new ship? Do you want to battle a Thargoid? Or maybe just a huge pile of credits? Do you want to become good in combat and/or PvP? Do you want to fully engineer a ship/fleet? Do you want to get all the ranks to Elite and Admiral/Knight? maybe discover distant, unseen stars and planets so you can put your name on it?

And the next but most important question: Do you feel you are progressing towards that? How do you get there or what keeps you from getting there?

Aiming towards the discovery of a general problem (or multiple) here (if they exist) so guides and advice will be more helpful for a greater audience.

Deeper, layered and more involved gameplay, akin to what I thought I was buying into four+ years ago...
 
One thing that would give the game a lift for me, is persistence.

Being able to follow an NPC from one system to the next and watch them do sensible tasks. Having RES and CZ filed up with ships that comes from a local station or a nearby system.
Damaged assets staying damaged until the regrow or are repaired. NPCs woring the BGS and reflecting the background story.

Essentially a galaxy that is living and breading on the server not created add hoc on my client.
 
One thing that would give the game a lift for me, is persistence.

Being able to follow an NPC from one system to the next and watch them do sensible tasks. Having RES and CZ filed up with ships that comes from a local station or a nearby system.
Damaged assets staying damaged until the regrow or are repaired. NPCs woring the BGS and reflecting the background story.

Essentially a galaxy that is living and breading on the server not created add hoc on my client.

Who'd follow NPCs around? What would it add to the game? Would you trade performance for this feature? Would the gameplay change for the better? For what players? Would it be worth the time and cost spend developing? Wouldn't there be a more cost-effective way to generate immersive NPCs?

Imo, universal persistence is overrated, games have always been smoke and mirrors about what's happening behind the stage.
 
Who'd follow NPCs around? What would it add to the game? Would you trade performance for this feature? Would the gameplay change for the better? For what players? Would it be worth the time and cost spend developing? Wouldn't there be a more cost-effective way to generate immersive NPCs?

Imo, universal persistence is overrated, games have always been smoke and mirrors about what's happening behind the stage.

No one would follow the current NPCs around, but if they had a purpose they could lead you to interesting stuff.

Low end NPCs could reveal a good trade route or mining site in a more interesting way than 3rd party tools.
Higher end NPCs could be 'on a mission'.

When we were finding UAs in convoys in the early days, many tried to follow the convoys. That of course lead nowhere. They jumped and jumped and then just vanished. If those convoys had a start point and a destination, it would have added to the story.

Stations spawning NPCs to go to other system and fetch what they have in demand, would make the game more believable. It would also make the BGS more dynamic.

Secrets in the game could be found form hints and investigation, in stead of from trailers and brute force searching.
 
I want...

* a complete reworking of the USS mechanic, which is cumbersome and heavily dependent on RNG. We need a better encounter system.
* a better interface/improved mechanics for large-scale conflicts, such as Thargoids vs humans. Again, USS is a bit too random for my tastes.
* persistent NPCs. They shouldn't have twins suddenly appearing either. Ban those clone factories!
 
i fell asleep, but you’re generally right.
There’s details to fight over, but a hollow square shouldn’t be COMPLETLY different to an NPC.
I appreciate that it can be difficult to listen to me drone on for 15 minutes. Hopefully the high-intensity CZ combat in a sidewinder helped spice things up a bit.
 
I appreciate that it can be difficult to listen to me drone on for 15 minutes. Hopefully the high-intensity CZ combat in a sidewinder helped spice things up a bit.

I agree 100% on your thoughts on HRP/MRP, SCB/SB being part of their core module, namely hull and shield generator. Leave the optional internals to tune your builds.
 
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