What is likely to come after wings/multiplayer upgrade ?

I'm really hoping planetary landings are going to happen next or at least soon. For me that will make exploration a really amazing experience !
 
POS

/me puts on firefighting gear



Atmo flight sounds breathtaking but it will get old very fast without player investment. And i reckon it's very resource-consuming for the devs.
Certainly more than lifting up the curtain on the economical system for the players.
 
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I see planetary landings happening like in Frontier, perhaps to start with as fixed location landing pads and you won't be able to skim the surface of the planet. There's a lot to sort with other aspects of the game and I'd be happy if this was a paid expansion so I have the choice not to install. Same for first-person walks around the ship, it'll be nice first couple of times then something that just doesn't really add anything longer term as there isn't a purpose to it.
 
I hope that 1.3 is focused on the world we play in. Not just things like background simulation, but also systems and stations. The further from release we get, the more confusing things are going to get if FD switches around systems and stations, so I think that it is better to change this sooner rather than later.

I would really like more variation in stations, and the kind of variation that actually means things, not just a different skin, though I would also like more variation in that department.
For starters, Orbital cities, Dodecaedron stations.
Also: Asteroid bases, larger outpost complexes, converted ships as stations...

Trading that works and makes sense would be great. More indepth information (though not prices IMO) on trading available ingame would be great, as well as something that makes me actually feel like those millions and billions are people. Population numbers for individual planets and stations, simulation and persistence of faction navies (that minor faction has 142 light ships, that one has 168 lights and eight Anacondas), regional and local differences in culture (depending on faction alignment but also the history of the system) affecting things like accents and music in stations (which needs to be more varied) but also what kind of ship and station types being used, as well as laws and customs, and trade patterns.

An economic system which at least tries to pretend that money doesn't spawn out of thin air: Faction budgets, inflation, etc.

More ships. More ship variations. More ship customization. Ships that are not used by the player, like station utility ships, interplanetary bulk haulers, lifters, orbit shuttles, etc.

Graphical represenation of people. Right now, I don't think that it has to be more complex than people standing around in the docking bay, and FE2-level face pictures on bulletin board contacts.

A harsher galaxy; more danger in dangerous places, less danger in the safe ones. Of course, the worst places would be the most profitable, and the most dangerous activities are the most profitable.
 
Planetary landings won't be for a while yet, and will be part of a paid expansion. I'm fairly sure there will be more to 1.x before we get that far. If I had to guess, I'd put my money on a mission system overhaul (including passenger transport), but I have no real info to back that up.
 
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Something I really really want, for sooooo veeerrrryyy looonnggg... I WANT TO GET OUT OF MY CHAIR!!

Puhlease?
It starts to smell.

*Puppy eyes*
 
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I'd really like to see bounty hunting, missions, exploration, mining, the galaxy and the background simulation see some love before we move on to the content for paid expansions
 
More of a wishlist, no one here really knows...

More ships I think is a given as is more community events, story lines
Salvage career? would be nice to be able to legally salvage cargo and maybe have some pirate infested debris fields in the USS system
Possibly group quests at USS etc that require wings to complete
Fleshing out of reputation and faction systems, I don't think what we have is how it is supposed to work, especially the faction part.
I think we may see access to inner atmosphere exploration, ie ships allowed to enter atmosphere and get a closer look, in preparation for the landings DLC ( I think the first DLC will be late in the year)
Mining needs some love to make it a bit more appealing
Thargoids?
 
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Mission Revamp comes after wings.

Is this true? Because this is what I want.

PVE

and more PVE. And then more. I think I'm just old and my 'game interaction' is now just on forums, I don't really care to play with others unless they are my friends (nobody I know plays) and it's co-op. I don't really play many MP games anymore although it used to be all I did for 20 years.
 
im hoping for a bit of "no mans sky" planet stuff.

Certainly not after 1.2, surely?
There's so much that needs to be done before ED even fills the basics of whatw as pitched in the DDF. I think planetary landing and first-person gameplay has the potential to be awesome, but first we need to build strong foundations with what we have.
I hope FD manages to do this before they start working on planetary landings and first-person gameplay.
 
Certainly not after 1.2, surely?
There's so much that needs to be done before ED even fills the basics of whatw as pitched in the DDF. I think planetary landing and first-person gameplay has the potential to be awesome, but first we need to build strong foundations with what we have.
I hope FD manages to do this before they start working on planetary landings and first-person gameplay.

Yes. I'm not in the "game's half finished" camp by any means, but there are definitely areas that should be fleshed out before embarking on literally game-changing new features.
 
I think planetary landings/atmosphere will happen as a paid expansion, so a while away. My (admittedly based on nothing) prediction is that it will be implemented almost like SC, but over the surface of the planet and the USS and stations replaced by planetary points of interest and cities/landing fields.
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As for 1.3 after wings, i'd like the usual more ships/station configs but mostly (and what I think the game will need) is an overhauled mission system that produces a more tailored "story" for each pilot. I know Elite isn't about being CMDR AwesomePants, the chosen one and saviour of/last hope for humanity/the galaxy, but you can still have compelling "kitchen sink" dramas about lowly cargo haulers caught in intergalactic conflict and trying to survive, or a down at heel pirate desperately trying to stay one step ahead of the law and keep flying.
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I've made the point before, but most episodes of "firefly" (if you haven't seen it....what the hell?! Get on netflix now!) weren't about grand stories with the fate of humanity hanging in the balance, just small adventures important to the crew and a few others but largely irrelevant to the big picture. If we can get a tailored mission system that can give every CMDR that "their own" story, we'd have a genuine classic.
 
They should add some kind of "taxi" service you can take to any station with a stored ship. Either player controller and/or AI, for credits. Having to manually fly 100 light years in your Asp to pick up your Type 9 or Python sucks.
 
Some ideas....

I have bought the lifetime expansion pass, so I have (supposedly, I know about the caveats) already paid for Landing 0n Planets and Walking/Floating In Ships, and at some stage I do want them. I however hope that FDEV first concentrates on the core "piloting a space ship" game rather than expansions.

Mission Revamp comes after wings.
I hope the above statement is true, and also that we get follow up missions or missions with several legs.

What I FDEV would like to do most is bringing life to the Universe:

- give NPCs purposes: police ships patrolling between stations and navigation beacon. Miners returning to the station when they are full. Enemy fleets trying to catch or avoid each other in both SC and real space. Pirates returning to pirate stations. Make it interesting to follow NPCs and figure out what they're up to, which should often be quite predictable (not in its detail, but in general behaviour) but also sometimes something very unexpected (police raiding pirate station, would be emergent consequence from a police fleet randomly selecting the pirate station as its destination).
- Don't let 20 contacts dissapear at once when a player leaves the instance, disperse them over other players, give them a destination and put them on a disappear schedule.
- have some standard comms messages ("drop cargo!", "to the rescue!") to send to other players and NPCs. Have responses by NPCs to those.
- allow players to build up relations with NPCs. A baron reports to an earl and has lower placed ones replying to him/her. Your favourite fencer knows very lucrative black market deals. A slave you liberated wants to thank you, or is it a trap by the slavers?
- provide a mechanism to track other players and NPCs
- make the core systems safe and the Frontier (and anarchies & feudals) dangerous.
- remove the feel that the game is a collection of mini-games. This might be subjective, but too often it feels like that to me.
- wake up The Alliance.
- generate some local alien races in the galaxy, with non-hyperjump spacefaring in procedurally generated ships & stations. Some hostile, some trading rares. Large Horned Blue Frogs who like Edible Poets! This is one of the reasons why I feel landing & walking should be added late.
- stations in asteroids at the frontier (rock hermits).
- No human NPCs far away from systems with stations, except NPCs with long range equiped ships.
- Thargoids!!! And they know what they want.

Keep open/group/solo with switching between them, but give them separate background simulators. If you switch from solo to open you get the background situation of the open play and vice versa.

Please fix the netcode. This needs to go beyond bugfixing, evaluate what really works and what doesn't.

Finally, on the very long run, I hope that Elite: Deadly will be a server/client game (and Elite: Elite an offline game
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) where players can rent their private servers (with an easy web-interface to set server rules & params) for themselves, their friends and the enemies they want to play against - in my opinion the p2p architecture is the fundamental weakness of the current game.
 
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I'd really like to see bounty hunting, missions, exploration, mining, the galaxy and the background simulation see some love before we move on to the content for paid expansions

Paid expansions are being done by a separate team. So tweaks to all of the above can carry on in parallel.

Which is just as well, really.

Me, I want:

The option to remove the 'flashing blue light' that identifies ships as PCs, since that clobbers immersion for role players, and means that you get selectively targeted by hostile CMDRs.
Consequences for murder that are more than a gentle slap on the wrist.
Proper support for piracy, with lesser crimes for piracy that murder.
Much more on the background simulation.
Persistent NPCs. Though I worry about those. I suspect they may be another 'offline mode' moment, given that there is not a central server to manage them, so there would have to be some interesting hand over of NPCs from one instance to another.
More on exploration, though again I worry because their current 'cheap-and-cheerful' exploration pretty much excludes the nice stuff from the DDA.
The Krait.

Plus everything else in the DDA proposals. Yeah, right.
 
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I hope that 1.3 is focused on the world we play in. Not just things like background simulation, but also systems and stations. The further from release we get, the more confusing things are going to get if FD switches around systems and stations, so I think that it is better to change this sooner rather than later.

I would really like more variation in stations, and the kind of variation that actually means things, not just a different skin, though I would also like more variation in that department.
For starters, Orbital cities, Dodecaedron stations.
Also: Asteroid bases, larger outpost complexes, converted ships as stations...

Trading that works and makes sense would be great. More indepth information (though not prices IMO) on trading available ingame would be great, as well as something that makes me actually feel like those millions and billions are people. Population numbers for individual planets and stations, simulation and persistence of faction navies (that minor faction has 142 light ships, that one has 168 lights and eight Anacondas), regional and local differences in culture (depending on faction alignment but also the history of the system) affecting things like accents and music in stations (which needs to be more varied) but also what kind of ship and station types being used, as well as laws and customs, and trade patterns.

An economic system which at least tries to pretend that money doesn't spawn out of thin air: Faction budgets, inflation, etc.

More ships. More ship variations. More ship customization. Ships that are not used by the player, like station utility ships, interplanetary bulk haulers, lifters, orbit shuttles, etc.

Graphical represenation of people. Right now, I don't think that it has to be more complex than people standing around in the docking bay, and FE2-level face pictures on bulletin board contacts.

A harsher galaxy; more danger in dangerous places, less danger in the safe ones. Of course, the worst places would be the most profitable, and the most dangerous activities are the most profitable.

This. Especially the last 3 parts. I'd love to see some people walking around in the stations. And some more NPC ships like tiny shuttles or massive utility ships. And If there were some more harsher areas that had pirates by the handful I'd move in.

Have some rep.
 
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