Wish list for Odyssey Settlements

Hopefully Frontier can improve QoL with settlements as it gets more monotonous each day seeing the same thing:

1. Have citizen NPCs onboarding and departing transport ships when landed.
2. Have citizen NPCs wander settlements outside and inside buildings and interacting with other settlement workers and guards
3. Have NPC guards randomly scan NPC citizens, which maybe (low chance) criminal with chance to surrender and arrested or hostile (by themselves or group of NPCs i.e. gang). Player can partake in killing and claim bounties.
4. Players ability to surprise choke hold with option to pass out or kill NPC if undetected close behind
5. Allow players to pick up, carry, and drop passed out or dead bodies into large containers inside and outside. Any NPC seeing the choke or body carry will run to set off alarm or advise a guard triggering wanted. Passed out can wake I.e. 1-3 hours later
6. Allow players to hide in large containers if NPCs are searching (Yellow) with variable chance they do or don't search a container.
7. Turning Authorisation Scans off can have a reasonable chance and power centre off (power regulator) definitely attract for a worker or guard to come and inspect to turn back on I.e. when guard or NPC with lower level sees door open for a door that requires a higher level. Guards should be at least be able to power charge door socket to open when there is no power.
8. More furniture styles and variable arrangements to make rooms and interiors more unique.
9. For locked lockers and containers, replace ebreaches with a hacking tool that works with a puzzle system to unlock. The higher lock level, the harder the puzzle to unlock and hardest locks can have a better chance of rarer items.
10. Introduce a shuttle system, pay to travel, free to walk around and sit with players and NPCs within with time to travel between settlements on the same planetary system while there is no conflict.
11. Interact with all the seats. Not all seats can be sat on.
12. Allow interaction with machines (coffee, alcohol, etc giving slight short duration buffs) and NPC warnings and alarming if caught
13. Small chance of bandit raid on the settlement. Player can support the faction and earn rep and credits or hide. If bandits kill all NPCs, they start exploring and looting lockers and containers. Alarm triggering can call police or more guards dropped on site.
14. Deck crew AI: Even just a few guys with clipboards and messing with machinery at landing zones and starport docks.
15. Be able to Dismiss and Recall SRV to my location (as close as possible) as long as Ship is landed and within a range distance (i.e. 1KM or 2KM). If Tesla can do this now, why wouldn't someone perfected it in the future.
16. Landing ships cause disruption to normal patrol routes, which can result in some guards and NPCs visiting the ship to perform duties. It could depend on type of ship as well to add variety, so this could be factored into stealth gameplay. This would make more sense in Settlements with less traffic so visitors would be considered more suspicious.
17. See more nuance to Settlement approaches so that they have to be considered depending on mission goal, extreme Stealth gameplay where you need to land outside of the no fire zone and drive in out of line of sight of an NPC or drone to remain unspotted. Landing at the pad of a more secure or isolated Settlement should bring more suspicion and active scanning when disembarking and more danger for leaving it parked when things turn hostile.
18. Ability to set off a Settlement-wide decoy i.e. setting a large explosive timer and only one can be carried, doesnt need to do building internal damage but should attract nearby guards and drones to the area to assess.
19. Workers, are more like canon fodder, they are good in that they can raise an alarm but once the alarm goes off i think the majority of them at least would go into hiding if they are not in direct confrontation, more running away is required, maybe Settlements should have secure rooms, this would need to be considered during Settlement massacre missions where turning off alarms and power and maybe sabotaging the secure room would be required beforehand.
20. A trade network form among Agricultural Settlements where you could sell Genetic Samples for a higher price than Vista Genomics research institute. Could be a Black Market for more rare specimens or even a method for Settlements to request certain species, on the terminal screen or via a Researcher inc bartering and time lines. Possibility to steal items in storage and sell them to another competing faction Agri Settlement, no need for a mission. Could have the same trade network idea for extraction settlements. Maybe this would be entirely black market as it would be subverting the normal trade system. This could involve full specimen samples that require a new module type for storage, inc. for the SRV where the specimen will decay over time.

Would love to hear others thoughts and ideas.
 
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Yes to number 4. We need non-lethal methods. Either non-lethal weapons, even if nothing changes for bounties; I don't want to be killing people. Or we need non-lethal takedowns. Or at least we need ways to get people out of our way aka I use some e-breach-like equipment to start a commotion in the warehouse, which then needs the attention of the power crew. While they're out dealing with that, I do something to do the power generator, which then will need the attention of the security guy after the power guy realizes it. Then while the security guy is out I disable the alarms and start my download/upload, then hide until/when they get back, then bolt.
 
2. Have citizen NPCs wander settlements outside and inside buildings and interacting with other settlement workers and guards
already present in game
3. Have NPC guards randomly scan NPC citizens,
npc-npc scanning already present in game, however haven't seen any consequences

7. Turning Authorisation Scans off can have a reasonable chance for a worker or guard to come and inspect to turn back on I.e. when guard or NPC with lower level sees door open for a door that requires a higher level.
Never tested by myself, but I'm not sure that turning back on alarms is not already present
 
I agree with most of the OP is suggesting but I think the real issue with settlements is they don't (currently) have any long term reason for existing.
Once you have everything upgraded and modded, other than BGS PMF reasons why go bother going to them?
The current missions don't particularly pay much and the mat rewards are only needed during the upgrade/mod process.
They really need their own USP, more ship based missions or opportunity's to buy unique expensive commodities and trade between them.
 
I like a lot of this.
Would be nice for locations to feel more lively and active.
I'd like to add - some deck crew: Even just a few guys with clipboards and messing with machinery at landing zones and starport docks.
 
I like the idea of landing ships causing disruption to normal patrol routes, might result in some guards and NPCs visiting the ship to perform duties, could depend on type of ship as well to add variety, so this could be factored into stealth gameplay. This would make more sense in Settlements with less traffic so visitors would be considered more suspicious.

I would like to see more nuance to Settlement approaches so that they have to be considered depending on mission goal, extreme Stealth gameplay where you need to land outside of the no fire zone and drive in out of line of sight of an NPC or drone to remain unspotted. Landing at the pad of a more secure or isolated Settlement should bring more suspicion and active scanning when disembarking and more danger for leaving it parked when things turn hostile.

Ability to set off a Settlement-wide decoy, grenades are a bit hit and miss, a large explosive timer, only one can be carried, doesnt need to do building damage but it should result in all guards and drones rushing to the area.

Workers, I feel they are too much like canon fodder, they are good in that they can raise an alarm but once the alarm goes off i think they or the majority of them at least would go into hiding if they are not in direct confrontation, more running away is required, maybe Settlements should have secure rooms, this would need to be considered during Settlement massacre missions where turning off alarms and power and maybe sabotaging the secure room would be required beforehand.

I would like to see a trade network form among Agricultural Settlements where you could sell Genetic Samples for a higher price than Vista Genomics research institute. Could be a Black Market for more rare specimens or even a method for Settlements to request certain species, on the terminal screen or via a Researcher inc bartering and time lines. Possibilty to steal items in storage and sell them to another competing faction Agri Settlement, no need for a mission. Could have the same trade network idea for extraction settlements. Maybe this would be entirely black market as it would be subverting the normal trade system. This could involve full specimen samples that require a new module type for storage, inc. for the SRV where the specimen will decay over time.
 
Something tells me none of what you have suggested will ever be implemented.

I just have a feeling about these things!
 
I like the idea of landing ships causing disruption to normal patrol routes, might result in some guards and NPCs visiting the ship to perform duties, could depend on type of ship as well to add variety, so this could be factored into stealth gameplay. This would make more sense in Settlements with less traffic so visitors would be considered more suspicious.

I would like to see more nuance to Settlement approaches so that they have to be considered depending on mission goal, extreme Stealth gameplay where you need to land outside of the no fire zone and drive in out of line of sight of an NPC or drone to remain unspotted. Landing at the pad of a more secure or isolated Settlement should bring more suspicion and active scanning when disembarking and more danger for leaving it parked when things turn hostile.

Ability to set off a Settlement-wide decoy, grenades are a bit hit and miss, a large explosive timer, only one can be carried, doesnt need to do building damage but it should result in all guards and drones rushing to the area.

Workers, I feel they are too much like canon fodder, they are good in that they can raise an alarm but once the alarm goes off i think they or the majority of them at least would go into hiding if they are not in direct confrontation, more running away is required, maybe Settlements should have secure rooms, this would need to be considered during Settlement massacre missions where turning off alarms and power and maybe sabotaging the secure room would be required beforehand.

I would like to see a trade network form among Agricultural Settlements where you could sell Genetic Samples for a higher price than Vista Genomics research institute. Could be a Black Market for more rare specimens or even a method for Settlements to request certain species, on the terminal screen or via a Researcher inc bartering and time lines. Possibilty to steal items in storage and sell them to another competing faction Agri Settlement, no need for a mission. Could have the same trade network idea for extraction settlements. Maybe this would be entirely black market as it would be subverting the normal trade system. This could involve full specimen samples that require a new module type for storage, inc. for the SRV where the specimen will decay over time.
Add those points 16 to 20. Thanks.
 
I agree with most of the OP is suggesting but I think the real issue with settlements is they don't (currently) have any long term reason for existing.
Once you have everything upgraded and modded, other than BGS PMF reasons why go bother going to them?
The current missions don't particularly pay much and the mat rewards are only needed during the upgrade/mod process.
They really need their own USP, more ship based missions or opportunity's to buy unique expensive commodities and trade between them.
I would like to add a tribute to the designers behind the Settlements, I think they are the best thing added to the game since the original launch.

They really add to the deph of the game in terms of stretching it to visualise the background life of the galaxy. I also love the art direction, it's very distinctive yet grounded, a hard balance to get right I feel. It really clicks how genious the melding of the planet terrain with the Settlments are to generate unlimited variety if you allow your mind make that leap.

I know it doesn't excuse the concern of longevity but I felt I actually wanted to see a Settlement again when I did a trip into the Black to visit unexplored planets. I see that idea of having a unique trading system between Settlements seems like a logical extrapolation but I also feel they could just keep creating more variety of the layouts and sizes using existing building blocks to fit in with unique missions or designs that create complexity to the existing Stealth mechanics.

Another idea,
  • Some sort of mechanic to draw CMDRs to certain settlements, outside of CGs, to drive PvP emergent gameplay seems like an obvious long term gameplay goal. It's an experience I miss from the Alpha when CMDRs had competing missions at the same Settlement, I once had a race with another CMDR to assasinate the same NPC. The idea of space stations as "social hubs" didnt really work out as there are just too many of them and you can't perform gameplay there.
  • Some sort of advertised ingame event at a particular Settlement would work, only a handful or fewer Settlments at a time, maybe aligned to weekly Galaxy jig. A mash up of the Combat/Cargo protection and CQC type event seems like an obvious one, maybe they could hand out bundles of rare materials to draw CMDRs, big bounties or some sort of glory to get onto a Galaxy or faction-wide leaderboard. Could even have a race-track Settlement. The Power Up/Power Down conflict of interests would be a great one to stimulate as would be a assasination/protect one NPC with multiple CMDRs all taking part. Maybe this could be about taking out Generals in a System in a large-scale war where a unique heavily defended military base appear temporarily for the duration of the war.
 
Never tested by myself, but I'm not sure that turning back on alarms is not already present

I've never seen alarms getting turned back on, and it would be a nightmare if FD did that. It would push you to having go full kill mode on the settlement to ensure nobody wandered by and turned them on again.

They will reseal secure containments though if you start to open them and they wander by, which means often you have to taken out any nearby personnel if you're doing one of those missions.
 
Yeah I think there the problem is guards can do that as well as workers, it really makes the Stealth approach difficult to steal samples. It would make more sense if guards didnt care about seeing containments or whatever open so you could just wait for their patrol to pass before taking it.
 
I've never seen alarms getting turned back on, and it would be a nightmare if FD did that. It would push you to having go full kill mode on the settlement to ensure nobody wandered by and turned them on again.
True, as I've said I've never observed this kind of behavior - turning back alarms. However I do remember someone claiming that this situation is possible - probably just a mistake, ie no more than a "rumor"
They will reseal secure containments though if you start to open them and they wander by, which means often you have to taken out any nearby personnel if you're doing one of those missions.
Yeah, looks like containments that are already ready to be opened can trigger that behavior. That not necessary involves exterminating, but... yeah=)

The above list is long, many of the similar points have been already discussed earlier in suggestions. Some scenarios are somehow present as part of missions (including the newest "defend" one, techniques to "distract" attention, etc). Some mechanics (like moving/hiding bodies) while being quite promising imho will be only available in game only on the "soon(tm)" aka never basis.

Also, on a side note, most of environment behavior in elite is based on triggers, so either alarms would be checked on somehow regular basis, or that check could be triggered by some event elsewhere. I'm not sure that I'll welcome this kind of addition. This "negligence" regarding settlements security de facto has saved many innocent npc lives=)
 
4. Players ability to surprise choke hold with option to pass out or kill NPC if undetected close behind

I am not an expert, but wouldn´t that elevate the age rating of the expansion?

Some settlements are quite expansive already but I would really like more buildings and taller buildings in general. Multiple adjacent settlements or settlements surrounding a planetary base. Although in my opinion there is no need for fully-fledged interiors, if they managed to make them for the existing settlements, which came as a massive surprise to me, I don´t see a problem with adding an extra floor or a building or two.
 
4. Players ability to surprise choke hold with option to pass out or kill NPC if undetected close behind
Believe this won't be a thing because of age rating.
Wich in my head don't make any sense. We can go full Rambo style blood and limb massacre (maybe not that graphical, but..), but rendering someone unconcious is bad for you, mmmmkayy.
Choking I can kind of understand, it's a bit up and personal, but a stun on the electrical thingy, what's so bad with that(?)


MDH
 
I am not an expert, but wouldn´t that elevate the age rating of the expansion?

Some settlements are quite expansive already but I would really like more buildings and taller buildings in general. Multiple adjacent settlements or settlements surrounding a planetary base. Although in my opinion there is no need for fully-fledged interiors, if they managed to make them for the existing settlements, which came as a massive surprise to me, I don´t see a problem with adding an extra floor or a building or two.
I would think not as shooting and killing is a major part of the game.
 
Modify guards (passive mode) so they can see you on building roofs (when in direct line of sight) in daylight or when under light and order you to come down for scan immediatelly! (much easier as to programming NPCs to climb up). It will make stealthy movement in settlement harder but much more realistic (and more fun) or player will need to dealt with that NPC or be attacked and alarm rised.
 
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