[WISHLIST] 2.4 Open War?

So, 1.5 was "ships" and just fleshed out the roster while Horizons dropped. I would expect much the same for 2.4, but probably with more narrative hook.
2.4 dropping just as open hostilities begin between the Feds and the Imps. Alliance a few weeks in. First hostile encounters with Thargoids around this time also.

-New ships
--Guta fighter carrier/mid size runabout
--Guta long range explorer
--Asp Pathfinder, Multicrew focus, fighter option
-New SLF
-- Bombers/Assault fighters for each faction, each with slightly different armament options
-New Armoured SRVs
-- Faction based tanks, each armed with class 2 main gun (cannon, rail or plasma) and coaxial class 1 plas repeater, rapid pulse laser or mc.
-New weapons
-- Class 1 and class 2 plasma repeaters
-- Class 3 and class 4 missile racks and torpedoes
-- Class 3 and class 4 heavy railguns
-- Class 4 Frag cannon

-New Capital/Military ship classes
--Destroyers (mid-szed capitals with anti-capital weapons)
--Cruisers (similar size to destroyers, armed with more point-defences meant for attacking corvettes and below. Can dock medium ships for repair/rearm. Have some SLF)
--Frigates (smallest capital class, typically carrying a capital weapon on spinal mount)
--Escort Carriers (frigate sized carriers, can dock small ships for repair/rearm, carry some SLF)
--Carriers (large Capitals, can dock up to Large ships for repair/rearm, armed with many SLF)

-Overhauled mission/flight mechanics
--Approach to orbital stations and planetary rings now includes a "glide" phase, to smooth transition from SC to normal flight.
--Military ranking overhaul, new mission contact that on mission acceptance, pilot is taken to a Capital ship, where they fly missions using military ships, not their own. Start at SLFs, work all the way up to Corvettes/Cutters.
--Similar "out of ship" structure for new in game CQC arena missions, and new SLF and SRV race arenas.
-- CZ's now form around points of interest. Stations in lockdown, Capital ships that are present before player arrives, mining stations in rings, and above surface bases.

-New Experimental effects for systems other than weapons
-- eg: engines exp effect - Sustainer burn. Holding boost continues to deplete engine capacitor.
-- powerplay special hardware become unlockable experimental effects via PP engineers (does not cost reputation to equip). PP hardware unlocks expanded 3 fold. Each faction should now get 1 weapon, 1 core module and 1 optional module.

-Engine update
-- Lighting from multiple suns now supported, as is starfield-driven ambient lighting (planets near core should now be lit to same degree as the sky, instead of appearing dark against a bright night sky)
-- Acretion effects added between stellar bodies. Acretion effects generate as a cone of matter from donor body to edge of disk, and disk proper. Cone effect produces similar flight characteristics to white dwarf polar jet. Disk proper acts like a planetary disk (ie: will cause a drop to normal flight), however is made of high temperature plasma, extremely dangerous. Acreting Black holes generate polar jets with same effects as neutron stars.
-- Wolf Rayet stars now generate localised nebular effects within their system. Fuel scoops work out to vastly increased distances (1000's of times the previous limits) Small jets form all over WR stars at random, acting like white dwarf jets.
-- Stellar temperatures rebalanced. whiter and bluer stars now progressively more dangerous. Higher classes of stars provide zones closer to star with multiplied fuel scoop rates to compensate. High risk, high reward scooping.


So that's my wishlist for 2.4. I fully expect 2.4 will come out in tandem with 3.0, which might contain Atmo landings, or maybe spacelegs, or who-knows-what. But what I've added here are things that would expand upon things already present in horizons, and some things that enhance the experience of even 1.X players. Things that everyone can experience, like the engine changes, the inclusion of new capital ships and the new weapons. New mission structure for military missions and SRV/SLF related content, like the racing additions, are suggested to be exclusive 2.X content.
 
Hasn't the game's development been plenty devoted to combat already? Isn't it time some other aspects of the game got some attention too?


Sadly, you are probably more correct than I would like you to be. 2.4 will most likely be war and combat of some kind. [sad]
 
Demand much?

Not demand. Making my wishes known, on the hope that it is similar to FDevs own wishes for the game.

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Hasn't the game's development been plenty devoted to combat already? Isn't it time some other aspects of the game got some attention too?


Sadly, you are probably more correct than I would like you to be. 2.4 will most likely be war and combat of some kind. [sad]

In truth, I'd like to see more in-game tools for traders, a more appealing/engaging game to be found in mining, more options for pirates to communicate with NPC targets, and more to exploration than fly, honk, repeat. But I honestly don't see a lot of that happening until 3.0 or beyond.
 
Elite always was a space based combat game, with some cool side stuff to keep us busy. I've been building my own fleet and ready for some action, be it a destroyed founders world along with several others. Stealth missions to find the aliens battle group, rebuilding failed orbitals. Bring it ON.
 
Yknow...it's all the kids who want a war that end up crying to go home once they're in a foxhole.

Let things come.
Don't push for a war (specially of its with the aliens).
And just chillax.

Theres plenty of wars across countless systems and y'all want a bubble wide war.
Nuts. Pure nuts.
 
i dont want a war per se, I just think it's inevitable. There are more weapon systems yet to be added (big missiles and rails for example), people want variant SRVs, and it looks like FDev want to make more, and the whole military rank progression system is due for an overhaul. A war would be the perfect story hook to tie in with any of these new additions.
 
No it wasn't. It was a space based trading game with elements of combat.

It was always a space combat game, with trading giving context for said combat. Just like Half life is a first person shooter, with the alien invasion giving context to the FPS mechanics.
 
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Hasn't the game's development been plenty devoted to combat already? Isn't it time some other aspects of the game got some attention too?


Sadly, you are probably more correct than I would like you to be. 2.4 will most likely be war and combat of some kind. [sad]

Well, if FDev had taken a step back from the hullaballoo between players and put some effort into getting it right the first time, they wouldn't be continually going back to try and fix it to this day...

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No it wasn't. It was a space based trading game with elements of combat.

So we're just using the lasers to propel the cargo through the mailslots, right?
 
In truth, I'd like to see more in-game tools for traders, a more appealing/engaging game to be found in mining, more options for pirates to communicate with NPC targets, and more to exploration than fly, honk, repeat. But I honestly don't see a lot of that happening until 3.0 or beyond.

Yep, I agree totally, I’d love to see it all get some attention too but I don’t see it happening anytime soon.

And while most of your wishlist most certainly won’t happen for 2.4 either, I do think you may get your wish for War in 2.4, or at least the beginnings of a war. Frontier have been improving and implementing stuff for combat with pretty much every update since 1.0, but especially during S2, and I think they’ve been building up to a “war” which makes use of the new combat stuff like ships, SLF’s, wings, multicrew, engineers, etc. Whether it’s a war between humans and aliens, or war between the human powers, I think war is just over the horizon in Elite.

As a mostly non-combat player I can’t say that I’m terribly excited about it though….
 
OP - which part of your wish list is Horizons only?

New ships, weapons, mission structure and engine changes are imagined as 1.9.
Basically anything other than SLF, SRV content.
Although, so long as it did not replace the "old way" of generating naval rank, military mission structure would be 2.4.
 
No.

Crime and Punishment.

WWII didn't start in a year. It didn't start in two. For most it took 6 years, for some it took 8-9. This is barely even factfinding. We are walking into a massive new continent and looking at the natives and assuming that we must therefore be at war: they have spears! They have looked at our ships from on top of that hill! They MUST be planning their attack! ATTACK THEM!!!

C&P fixes so many other things.

For example, there could be two more uber-factions: Law enforcement and Organised Crime.Signing up means you're signing up for PvP, and one faction has shoot-on-sight orders on the other (if they think they can get away with it). Law enforcers get support from system security and group cooperation. Organised crime have to dodge the law if they want to get at the traders, and play even against each other (the last shot gets the rep for the kill), but they're less constrained in what they do than the lawmen.

And that will be needed even in the middle of war. If not moreso, since one way to win a war is to disrupt trade. If pirates are doing it, then that frees up your forces from that task and even splits the "enemy" since they're busy in-figthing.

So, no, not War. War will be the ongoing BGS updates, just like the alien stuff currently is. There was no "2.3: alien bugs!".
 
Improvements to Bounty hunting, Piracy and Naval/Military careers wouldn't go amiss. Revamp of the crime system too....

As you can see from this list, exploration and combat have had most dedicated features so far:

Exploration
  • Universal Cartographics market
  • Explorer ships (Diamondback S, Diamond Back E, Asp S, Asp E)
  • Exploration rank
  • Discovery scanners
  • Detailed surface scanner
  • System first-discovery naming
  • System scientific data (star, planet & nebula types)
  • Wing-shared exploration data
  • Purchasable exploration-data (galaxy map)
  • Powerplay exploration bonus (Li Yong-Rui)
  • *SRV (included as usage directly affects exploration rank)
  • Material discovery
  • Data discovery (signal sources and base scans)
  • All space-based alien items and mysteries
  • Mysterious non-sentient planet life
  • Crashed alien ships
  • Alien ruins
  • Formidine rift mystery
  • 'The missing' mystery
  • 'Raxxla' mystery

Combat
  • Arena (CQC) and all associated features
  • Combat ships (Imp. Fighter, Fed Condor, Eagle II, Viper III, Imp. Eagle, Vulture, FAS, FGS, FDL, Fed Corvette)
  • Combat rank
  • Arena Rank (the red Pilots Federation one that people want removed)
  • Conflict zones
  • Combat bonds
  • Wing-split combat bonds
  • Combat missions
  • Background sim impact (through combat bonds)
  • Security checkpoints (combat to lower system security)
  • Military-strike zones
  • Powerplay combat bonuses (Denton Patreus)
  • Ship launched fighters
  • NPC fighter crew
  • All experimental weapons effects

Trade
  • Commodities Market
  • Rare commodities
  • Economy model
  • Freighter ships (Hauler, T6, Keelback, T7, T9)
  • Trade data (trade routes on galaxy map & commodities market)
  • Trade missions
  • Trade rank
  • Wing trade dividends
  • Background sim impact (boom/bust etc)
  • Seeking x items points in supercruise
  • Powerplay trade bonus (Edmund Mahon & Aisling Duval)

Bounty Hunting
  • Wanted system
  • Bounty claim vouchers
  • RES sites
  • Wing-split bounties
  • Kill-warrant scanner
  • System top 5 bounty board & bounty hunters report
  • Bounty hunting missions
  • Background sim impact (through bounty vouchers)
  • Powerplay bounty bonuses (Arissa Lavigny-Duval, Zachery Hudson & Pranav Antal)

Mining
  • Mineable asteroids & ice-roids (as of 2.1)
  • Mining area reserve levels
  • Mining lasers
  • Refineries
  • Prospector limpets
  • Mining missions
  • Mineable-only commodities
  • Powerplay mining bonus (Zemina Torval)
  • Material mining

Smuggling
  • Black market
  • Smuggling Missions (short, long-range & shadow)
  • Cargo scan fails mission (NPCs & players)
  • Illicit cargo
  • Illegal salvage
  • Fines for illicit cargo
  • Unsanctioned Outposts
  • Background sim impact (through missions - lockdown, system security etc)

Superpower Navy
  • Federal navy ranks
  • Imperial navy ranks
  • Rank missions
  • Unlockable faction ships (4x Empire, 4x Federation)
  • Unlockable permit systems/planet landings
  • Capital ships (1x Empire, 1x Federation)

Passenger Transport
  • Passenger ships (Orca, Beluga)
  • Passenger Lounge
  • Passenger Cabins (4 quality levels)
  • Dedicated Missions
  • VIP Passengers (with demands and reactions)
  • Tourism Beacons (With Info)

Piracy
  • Hatch-breaker limpets
  • Heist missions
  • *Background sim impact (through NPC traders robbed? - not sure about this one)
  • Pirate-faction liveries
  • Powerplay piracy bonuses (Archon Delaine)
 
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So, 1.5 was "ships" and just fleshed out the roster while Horizons dropped. I would expect much the same for 2.4, but probably with more narrative hook.
2.4 dropping just as open hostilities begin between the Feds and the Imps. Alliance a few weeks in. First hostile encounters with Thargoids around this time also.

-New ships
--Guta fighter carrier/mid size runabout
--Guta long range explorer
--Asp Pathfinder, Multicrew focus, fighter option
-New SLF
-- Bombers/Assault fighters for each faction, each with slightly different armament options
-New Armoured SRVs
-- Faction based tanks, each armed with class 2 main gun (cannon, rail or plasma) and coaxial class 1 plas repeater, rapid pulse laser or mc.
-New weapons
-- Class 1 and class 2 plasma repeaters
-- Class 3 and class 4 missile racks and torpedoes
-- Class 3 and class 4 heavy railguns
-- Class 4 Frag cannon

-New Capital/Military ship classes
--Destroyers (mid-szed capitals with anti-capital weapons)
--Cruisers (similar size to destroyers, armed with more point-defences meant for attacking corvettes and below. Can dock medium ships for repair/rearm. Have some SLF)
--Frigates (smallest capital class, typically carrying a capital weapon on spinal mount)
--Escort Carriers (frigate sized carriers, can dock small ships for repair/rearm, carry some SLF)
--Carriers (large Capitals, can dock up to Large ships for repair/rearm, armed with many SLF)

-Overhauled mission/flight mechanics
--Approach to orbital stations and planetary rings now includes a "glide" phase, to smooth transition from SC to normal flight.
--Military ranking overhaul, new mission contact that on mission acceptance, pilot is taken to a Capital ship, where they fly missions using military ships, not their own. Start at SLFs, work all the way up to Corvettes/Cutters.
--Similar "out of ship" structure for new in game CQC arena missions, and new SLF and SRV race arenas.
-- CZ's now form around points of interest. Stations in lockdown, Capital ships that are present before player arrives, mining stations in rings, and above surface bases.

-New Experimental effects for systems other than weapons
-- eg: engines exp effect - Sustainer burn. Holding boost continues to deplete engine capacitor.
-- powerplay special hardware become unlockable experimental effects via PP engineers (does not cost reputation to equip). PP hardware unlocks expanded 3 fold. Each faction should now get 1 weapon, 1 core module and 1 optional module.

-Engine update
-- Lighting from multiple suns now supported, as is starfield-driven ambient lighting (planets near core should now be lit to same degree as the sky, instead of appearing dark against a bright night sky)
-- Acretion effects added between stellar bodies. Acretion effects generate as a cone of matter from donor body to edge of disk, and disk proper. Cone effect produces similar flight characteristics to white dwarf polar jet. Disk proper acts like a planetary disk (ie: will cause a drop to normal flight), however is made of high temperature plasma, extremely dangerous. Acreting Black holes generate polar jets with same effects as neutron stars.
-- Wolf Rayet stars now generate localised nebular effects within their system. Fuel scoops work out to vastly increased distances (1000's of times the previous limits) Small jets form all over WR stars at random, acting like white dwarf jets.
-- Stellar temperatures rebalanced. whiter and bluer stars now progressively more dangerous. Higher classes of stars provide zones closer to star with multiplied fuel scoop rates to compensate. High risk, high reward scooping.


So that's my wishlist for 2.4. I fully expect 2.4 will come out in tandem with 3.0, which might contain Atmo landings, or maybe spacelegs, or who-knows-what. But what I've added here are things that would expand upon things already present in horizons, and some things that enhance the experience of even 1.X players. Things that everyone can experience, like the engine changes, the inclusion of new capital ships and the new weapons. New mission structure for military missions and SRV/SLF related content, like the racing additions, are suggested to be exclusive 2.X content.




that would absolutly amazing 100% would support a patch like this especially seeing more capital ships
 
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