Wish List

Good Day Commanders

Some suggestions that i have for 2025/2026

1. SRV Engineering


Introduce a fully-fledged SRV engineering system to:


  • Customize traction, speed, jump jets, and endurance for various planetary surfaces.
  • Add offensive or utility tools (e.g., laser turrets, scanner drones, or camouflage tech).
  • Enable players to specialize their SRVs for combat, exploration, or salvage.




2. Personal Planetary Bases​


Allow players to establish personal bases on colonized planets:


  • Include landing pads, SRV garages, interior space, and basic defense turrets.
  • Provide passive resource generation, data scanning, or research bonuses.
  • Offer real-time construction upgrades like hydroponics, labs, or view domes.
  • Enable limited co-op visits by friends for shared planetary hangouts.




3. Fleet Carrier Jump Range Boost (2,500–3,000 LY)​


Expand the Fleet Carrier’s jump range to 2,500–3,000 light years:


  • Empower deep-space explorers to push into the galaxy’s edge.
  • Streamline travel for player groups and events.
  • Reduce “grind jumps” while maintaining fuel and cooldown balance.




4. Private Landing Pad on Fleet Carrier​


Assign a private, commander-only landing pad on your Fleet Carrier:


  • Always reserved for the owner's ship, regardless of traffic.
  • Visually distinct, possibly with personalized markings or lighting.
  • Allows instant access to personal quarters, shipyard, or observation deck.




5. Walkable Ship Hangars​


Unlock the ability to walk inside your ship hangar and admire your collection:


  • View all personally owned ships lined up or stored with dynamic lighting.
  • Enter ships directly from the hangar — board, inspect, or modify loadouts.
  • Add detail like maintenance bots, holographic ship data, and NPC crew.




6. Ship Cleaning & Maintenance Minigame​


Introduce a ship-cleaning mechanic, optionally playable as a minigame:


  • Inspired by PowerWash Simulator — clean your ship’s hull, vents, and windows.
  • Triggered from the hangar or maintenance bay; adds minor cosmetic bonuses.
  • Allow optional automation for players not interested in manual cleaning.
  • Could tie into a "Pride of the Fleet" badge system for immaculate ships.




7. Social Hubs for Wind-down Sessions​


Establish social zones where players can relax after long sessions:


  • Bar/cantina with ambient lighting, music, and interactive NPCs.
  • Game corners with chess, card games, or even holographic battle simulations.
  • Observation lounges with views of nebulae, rings, or stellar bodies.
  • Encourage emergent storytelling, crew meetings, or light RP.
 
  1. Would need a whole new SRV of course and will introduce an expanded opportunity to complain about grind but as long as it came with a chance to introduce inherently stable flight. Yes.
  2. Base building feels too endgame to be introduced now besides we haven't recovered from all the posts about it before colonisation turned out to be something completely different. No.
  3. No. Too easy mode. Trivialises the scale of the galaxy. No.
  4. Apart from the instant access stuff why not, the only downside is why bother with doing the coding for a bit of egoboost. Maybe.
  5. Again not sure it is worth the time and effort to code and add to the game, but for those who have multiple ships in one location it might be fun. Maybe.
  6. Too trivial even if we got badges. No.
  7. I have attended social events in Elite and the instancing problems along with the time issues of a global game would make it more tiresome and frustrating than relaxing even in a dedicated zone. No.
 
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It would be fascinating if it were to happen, but I'm a little worried that it might lead to easy microtransactions (like 10,000 ARX for each 10-use cleaning rod).:cool:
 
I've said elsewhere that I want a total overhaul of ship engineering to function more like suit/gun engineering system, but I have never actually sat down to math out the specific THINGS for them.

I'd also really love for ship roles to have design options. So you have your Military ships that have a Combat-Only slot for things, lets give our Passenger Liners some Passenger-only slots or something, I dunno. Some day I should really sit down and write it all out.
 
I've said elsewhere that I want a total overhaul of ship engineering to function more like suit/gun engineering system, but I have never actually sat down to math out the specific THINGS for them.

I'd also really love for ship roles to have design options. So you have your Military ships that have a Combat-Only slot for things, lets give our Passenger Liners some Passenger-only slots or something, I dunno. Some day I should really sit down and write it all out.
Passenger only slots were removed from the game, possibly after repeated moaning on the forums about how limiting they were on ships like the Orca, many years ago.
 
Was this before or after the combat-only slots on military ships?
Passengers were added in 2017/18 which was when we got passenger ships that came with their version of the already present military slot which allowed only cabins and shields? I think that slot was removed six months to a year later. The combat slots were present when I started in 2016.
 
Passengers were added in 2017/18 which was when we got passenger ships that came with their version of the already present military slot which allowed only cabins and shields? I think that slot was removed six months to a year later. The combat slots were present when I started in 2016.
Yeah, the question was was this before or after Cutter and Anaconda and others got their limited slots. Not super important, just I feel like similar (thing only) slots could help with all the 'new shinies make old things bleh' posts. You don't need to put passenger cabins on your Orca. But putting them on won't fill up another slot you would rather have something else.

Or something.
 
Yeah, the question was was this before or after Cutter and Anaconda and others got their limited slots. Not super important, just I feel like similar (thing only) slots could help with all the 'new shinies make old things bleh' posts. You don't need to put passenger cabins on your Orca. But putting them on won't fill up another slot you would rather have something else.

Or something.
The military slots were on things like an Anaconda by 2016.
Passenger missions, cabins and ships were added in 2017/18 those ships had slots restricted as described earlier.
So if you had an Orca and wanted to run cargo there were IIRC two size 5 slots unavailable. This restriction was removed in 2018/19(?).
So definitely after.
 
An incredibly small/niche wish: the ability to manufacture a battery to remporarily run systems that you lack the power plant for. Primarily so you can power an AMFU to repair your actual power plant while out in the black. Alternatively, let people target subsystems with repair limpets, or a repair SRV.

would also really like Limpet controllers to be more customizable.
 
There is only the PP, but in all my travels I’ve never come close to having to shut down core modules due to PP damage.

If you’re out in the black it’s really hard to do significant damage to your PP unless you’re stuck in a neutron cone, in which case your ship is about to go boom and you wouldn’t have time to use an AFMU to repair it anyway.

The backup battery is something that comes up regularly and will be perpetually ignored my FDev, because it’s just not necessary. I’ve travelled across the galaxy with zero damage to my PP, and if I did damage it I’d pop into a nearby fleet carrier or station for repair.
 
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There is only the PP, but in all my travels I’ve never come close to having to shut down core modules due to PP damage.

If you’re out in the black it’s really hard to do significant damage to your PP unless you’re stuck in a neutron cone, in which case your ship is about to go boom and you wouldn’t have time to use an AFMU to repair it anyway.

The backup battery is something that comes up regularly and will be perpetually ignored my FDev, because it’s just not necessary. I’ve travelled across the galaxy with zero damage to my PP, and if I did damage it I’d pop into a nearby fleet carrier or station for repair.
Comes down to build choice and FDev haven't seemed to interested in changing much that we can get around with making those different choices.

My exploration ship will fly, jump and fuel scoop with life support enabled with a 0% integrity power plant. FDev would probably argue there's no issue to fix if we can do that.
 
Comes down to build choice and FDev haven't seemed to interested in changing much that we can get around with making those different choices.

My exploration ship will fly, jump and fuel scoop with life support enabled with a 0% integrity power plant. FDev would probably argue there's no issue to fix if we can do that.

Mine margins are a little tighter, but I can limp to safety with 51% power, and to get there you’ve got to face plant a lot of stars!
 
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