What Elite Dangerous could learn from StarField

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Starfield is now out for the early access and after playing for few hours it's just make me want to go back to elite dangerous...

But it gives me the feeling of elite dangerous being an empty game with so many lacks feature to compete with 2023 standard space game sim.

<Disclaimer: On > this is just some personal idea; it’s not mean that the game should be exactly like that. I know that some idea could really change the actual gameplay and introduce some mechanic that people don’t want to face. But just keep in mind that some key mechanics already change since the launch of the game in 2014 and are now part of the core game play, so it could happen again. Elite was design to be a space sim, but more likely becoming an arcade farming game, and there are already tons of space arcade and less and less simulation, so why not go back to the basics that made ED a real game apart the other space arcades. (let’s make ED a star citizen killer XD ! <Disclaimer: Off>



Elite Dangerous and Starfield are two different game and are not focusing on the same game play. But they both take place in a space opera lore and the core base game evolve around the player ship.

At first, we were trap inside our cockpit, but since the last year we now have legs!! But despite it we are still prevented to walk inside our ship. This prevents us to develop the relation between the pilot and its ship. In starfield everything is design around your ship. The ship is your home, your safe place in the universe where you can rest, manage tour crew, plan, and prepare your route to the secret of the universe.

This is something that really miss in ED. At least we need ship interior, but we also need gameplay related to it.

- ship maintenance

- real multi crew experience



- survival mechanic (rest, food / drink synthetization from raw mat, crew management, real passenger management, etc....) everything that make deep space expedition more challenging



- Housing and interior customization (I miss my guinea pig from mass effect)



- Gun fight onboard ship (0G gun fight....)



- remove the boring fade to black transition screen, use of decompression airlock as transition room between inside/outside....
 
I suspect most of what you are thinking of has been suggested and discussed many times before.

As to walking through the ship, that could get boring quickly and few might do it. Look at the complaints about leaving the ship, walking through the hangar and concourse taking time.

Steve
 
What you do seem to ignore is SF is a single player game where according to mr Todd "everything goes" (well, maybe except space flight and planetary roaming without hitting jpeg walls) while ED is a multiplayer game

use of decompression airlock as transition room between inside/outside....

No. They had a stream based on this issue.
While going through a proper airlock may be fun if you do it once or twice in a game session, it's not that fun if you have to go in/on 10-15 times in 30 minutes
So they decided for the current settlement airlocks

- survival mechanic (rest, food / drink synthetization from raw mat, crew management, real passenger management, etc....) everything that make deep space expedition more challenging

hell no

- Housing and interior customization (I miss my guinea pig from mass effect)

It's not that kind of game
However we do have Carriers and i agree they could develop the interiors a bit more - but honestly, not really into it.
I'd rather have proper atmo planets

- ship maintenance

yea, we have that. Repair limpets and AFMU



Edit: ED does not need to be SF

Also, have you considered to go on SF forums and suggest them to implement a proper flight model? Proper interplanetary flight? Proper planetary flight?
Vehicles? The ability to circumnavigate a planet?
No?
 
- ship maintenance
Tricky one to fit in: if you're near inhabited space (which most people are) then you'd have to be in a very specific situation for a quick reboot/repair plus dash to the nearest station not to solve your problems already ... but still somewhere safe enough that you could risk heading back for a few minutes to use the repair kit.

While exploring a cheap AFMU (which you can synthesise reloads for, if necessary) will patch things up enough to get to a carrier or station for proper repairs. Sure, it'd be useful if you forgot to bring one, or if you somehow managed to take meaningful levels of damage it couldn't handle, but that's again fairly rare cases.

- survival mechanic (rest, food / drink synthetization from raw mat, crew management, real passenger management, etc....) everything that make deep space expedition more challenging
Again, tricky to fit in - your ship has several tonnes of life support module, which should contain a decently-stocked fridge somewhere. How long an expedition would you be going on where the supplies wouldn't be covered by "we stocked up before we left"?

You end up with clashes between real-time and game-time, as well.
If you only count time spent logged in, then "rest" potentially gets very annoying: you want to go somewhere, but your CMDR has several hours of sleep scheduled.
If you don't count that, then fine, your CMDR can sleep while you're logged out, but then you risk people going to play something else for a month coming back to find that all the food has run out on them too.

There are minor synthesis requirements for the SRV ammunition and fuel - and hull, if you're spending significant time away from the ship or drive carelessly - I'm not sure that it needs significantly more than that (given that in most of the galaxy you're only an hour or two from a public Fleet Carrier or NPC station, if it got too much more people would just skip it and take detours to resupply; there isn't really a "deep space" in Elite Dangerous any more, just uncharted space.

Passengers being developed more would be good, though.
 
Starfield is now out for the early access and after playing for few hours it's just make me want to go back to elite dangerous
Just leave it there, no need to say owt else, Starfield was hyped as an exploration game and it isnt.
Ive seen the EA and im not impressed, when i get to play later in the week like the normal plebs im pretty much convinced im hitting the refund button, its not anywhere near what was advertised.

O7
 
Thanks for your feedback.

So basically, the main idea is that there is no room for game improvement or new gameplay mechanic to explore.

So doing the exact same things over and over for ten years is good enough.

You don't want loading, but the game is full of loading screen....

- Jumping from system to system is a loading screen (looping animation and all interaction frozen)

- super cruising to normal flight, the blue shift is a loading screen...

- fade to black, obviously a loading screen...

- switching ship to another (if you are sitting inside) it's a loading screen....



And all other boring mechanism:

- flying right through 400k ls in super cruise...

- jumping from system-to-system multiple time to reach a far destination....

- grasshopper jump to find organic data to sample.....

- manipulate a BGS by doing the same operation again and again hoping to just cumulate pour point than your opponent...

What’s the point of athmo planet if they don't bring new gameplay? And if they did, they should be balance with no athmo planet making them useless....

I think there is a better way to do it, but it requires to change some core gameplay mechanics. But if everybody is fine with it, so FDEV is right to propose no new features for years and just let the game as it is....

I'll be please to heard about your thought of how this game could be improved to be more immersive and exciting after 10 years of doing the same thing again and again.
Or maybe we've been reach the teen years developement plan (as it as been advertise) and it's time for this game to rest in peace until a full new ED:2
 
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