What I hope for in 2.4 or early 3.X

Now that 2.3 is out, I am excited for what was added in the update and believe the bugs will be patched soon enough to make the game stable again. Looking forwards to 2.4 this is what I hope to see, many of these ideas come from things I have read in the community. If someone finds a reference to the source material I will gladly update my post with it.

I have two different directions that I hope 2.4 will go.

2.4: Rebirth - A reworking and improvement of the main aspects of Elite Dangerous to better mesh with the current game as a whole.

Power Play
  • Integrate PP into the mission system. Give me a mission to take 50 tons of food to an uncontrolled system for PP credit & Mission credit.
  • Use the faction system. When enough missions are completed to an uncontrolled / rival system, that system gains a minor faction with allegiance to the super power. If that minor faction becomes the controlling faction then the system falls under the Super Power's sphere of influence.
  • Economy and Station states should effect and be affected by the Power.
  • Have PP ranks resemble Federation and Imperial ranks. Doing missions for your Power should increase your rank over time. You should receive a base salary for your rank + bonus for contributions during the last cycle.
  • Remove the rank decay.
  • Create a High Treason state when killing a pilot allied to the same power. Should cause loss of rank, Bounty Hunters, etc.
  • Power benefits extend to systems based on how stable they are in the sphere of influence.

CQC
  • Integrate CQC into the main game. Have tourism stations hold CQC events at set times. Allow betting on these events.
  • Participants gain credits based on their placement in the event.
  • Participants gain reputation based on number of participants, larger events mean larger reputation gains and larger prize pool.

Wings
  • Add wing missions with a minimum group size requirement
  • Improve payouts when in a wing. For two people instead of 50/50 it should be closer to 90/90. You won't make the same per kill as solo but you should be able to take out stronger and a higher quantity of ships. This would scale based on number of wingmates maybe to 75/75/75/75 with a group of 4.
  • Add a Looking For Wing interface to find people within a jump of each other to find wing mates.

Engineers
  • Tone down the RNG. If there is RNG to get the materials then it should produce an exact item every time. If materials are plentiful then construction can have RNG to improve the base model. Only improve.
  • Have engineers to cover every aspect of the game. Combat engineers, explorer engineers, smuggling engineers, etc

By updating aspects of the game that already exist I think the community would get more enjoyment out of it than new features that end up in a never updating state.

2.4: Professions - A content update focused on bringing out the best of each profession

Combat
  • Kill stealing is bad. Make the bounty scale based on percent damage done to target.

Exploring
  • I don't think a lot needs to be done here, with the updated rates for different bodies I think the profitability of this profession is in a good spot.
  • Add more things to discover on planets, lead to rare goods / tech advances.

Trading
  • Standard
    • Should not get interdicted by AI when carrying low profit cargo
    • Deploy ship based trader to trade to stations that don't support my ship size
  • Smuggling
    • Rewards scale based on security in delivery system.
    • Smuggling cargo holds with less cargo space but prevent cargo scanning

Bounty Hunting
  • Ability to track their Bounty with update of last seen system / station
  • Bounty Hunter medallion for ship so space cops don't attack you for attacking your target.

Pirating
  • Hatch Breaker limpets work faster.
  • Pirate bounties should be a badge of pride not a simple fine. This will make it risky for pirates to be in high security systems creating safer trade systems.
  • Higher payouts in higher security system black markets
  • Black market prices are above market value.
  • Have FSD interdictor work on a ship charging their FSD drive.

Mining
  • Add player to player trading / auction house
  • Mining should be the main way to get Engineer materials
  • Make mining more profitable with desire for engineer materials increasing the AH market.

Touring
  • I haven't done this yet so I don't know what needs to be better

By updating the professions currently in the game you gain depth for each player along their desired path.
 
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