Your new feature wishlist for 2025

Hi there!

Inspired by this post: https://forums.frontier.co.uk/threa...-new-features-pls.632322/page-4#post-10522027
I thought about a community wishlist for a big new feature of 2025.
My wishlist:
  • moving further atmospheric planets, adding basic weather system, and effects like fog, atmospheric layering - so terrain in the distance will look faded covered by atmospheric effects. Adding clouds, potentially rain and snow. I think that many people are disappointed with current implementation. Especially seeing the photos from mars rovers where we can see clouds and other atmospheric effects (and we not see anything close even on planets with same pressure)
  • thargoids on foot - would be cool to see some combat here

I wonder what would you like to see in the upcoming year :)
 
How about a massive bug hunt.


No not Thargoids but half the year just fixing bugs and not adding anything new during that time no matter how much we scream for it.
 
Not sure we need another thread on this either. If we can't have world peace an energy based economy backed up by safe fusion power would be okay; keep some sort of currency (call it the 'Credit') for the sake of challenge & a feeling of progression. People will always want to fight over something, let it not just be the accumulation of assets please.

I'm looking forward to more planet types to land on & more things to do on them, thicker atmospheres with noticeable effects like wind, rain & corrosion that encourage explorers to use better protected ships could be cool too. Opening up another Galaxy could be good, it would be a shame for the work that went into the Stellar Forge to only be used to create one galaxy.

I'm pretty disillusioned with FDev's approach to Thargoids as just straight up baddies (I'm thinking of David Braben's recent 'like trying to negotiate with the aliens from the Alien films' line) but maybe we'll see some sort of resurgence of the Guardian civilisation in an 'enemy's enemy is your friend' love triangle.

Failing that gimme my military lasers from the original Elite & let players use weapons that are good for any target instead of having to choose to prep for baddie alien PvE or PvP.
 
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Failing that gimme my military lasers from the original Elite & let players use weapons that are good for any target instead of having to choose to prep for baddie alien PvE or PvP.
That decision pretty much turned me off the whole shebang. Good job making a KS backer ignore all your content. (y)
 
1. Ship interiors
2. Ship interiors
3. Ship interiors
4. Reinstating merit rewards for Escape pods
5. Ship interiors
6. A thorough audit of the merit rewards per hour for each of the powerplay activities. In particular, re-evaluating the reward for uploading malware. Bottom line, it's garbage compared to downloaded data.
7. Ship interiors
8. Fix Power Play conflict zones so that they actually spawn ships.
9. Ship interiors
10. Add merit rewards to Missions from the Mission Board, both shipboard and on-foot mission boards. And make them worthwhile to do.
11. Ship interiors.
 
Ship Interiors + EVA

  • Ship to Ship docking, Ship to Mega-Ship docking, Ship to installations and other objects docking. Space on-foot explorable derelicts. Landable/Dockable derelicts/structures in space with on-foot gameplay/exploration.
  • EVA. Going outside ships/stations. EVA exploration of husk of (destroyed) stations and ships, various structures in space.
  • Ship interiors... Nav computer to access detailed exploration data, stealing data, ability to shutdown the ship and repair Power Plant, smuggling packages and on-foot ship searches by police (distractions and hidden places to hide stuff), ... and much more interesting and immersive game-play with everything community came up with over the years to answer this same repeating question of "Why, what for, what to do with it...?" as there is quite a lot of gameplay, not just immersion.
  • New mission types for new mechanics ^ and new mission mechanics in general.
 
Failing that gimme my military lasers from the original Elite & let players use weapons that are good for any target instead of having to choose to prep for baddie alien PvE or PvP.

That decision pretty much turned me off the whole shebang
fought a pacifier Python mk2 in my shieldless shard conda, on a planetary surface, brought him down to 4%, would have won if I wasn't rusty af. That said, prepping for PvP as in ganking PvP is impossible because you'll die no matter what you try if you don't run or if the enemy is absolutely trash.
Also, plasma chargers are effective against humans and goids and are being used in PvP
 
fought a pacifier Python mk2 in my shieldless shard conda, on a planetary surface, brought him down to 4%, would have won if I wasn't rusty af. That said, prepping for PvP as in ganking PvP is impossible because you'll die no matter what you try if you don't run or if the enemy is absolutely trash.
Also, plasma chargers are effective against humans and goids and are being used in PvP
The details are irrelevant. The decision was so bad I just said Nah from the start. You only get one first impression. That's just how good Frontier's decisions have been.
 
My current wishlist (obviously, not in this life or the next):

1. Extreme weather types ranging from strong winds to horizontal glass and diamond-raining storms and what other scientists´ exoplanet interpretations and insights could be incorporated. No complex weather systems spanning the entire planet - localised phenomena will do. Still water bodies and signs of wind erosion on the terrain. Which in turns paves way for:


2. Landable atmospheric HMC (as they are commonly dubbed) worlds as exemplified by the environment in this artwork for instance:

1.jpg


Adding to that, Proterozoic and pre-human Cenozoic-era environments for more or less primitive ecosystems and ancient landscapes.


3. Extended station interiors. The concourse was sufficient and bearable enough for those with an attention span of a fish - now, let the ones who appreciate and admire the monumentality and grandeur of orbital stations immerse themselves in their inner beauty up close, in first person.

Each landing pad could feature a standardised layout of basic offices, depots and service stations and booths for refueling and repairs for instance - except you walk from NPC to NPC to get things done. Add a handful of recreation areas, some vanity features à la "buy an ice cream" or even better - Wolf Fesh.

2.jpg


Other platforms not used as landing pads (might as well include habitat rings and noobhammers) could each house their specific set of amenities:
  • Main administrative building (Administrative contact) and minor faction offices.
  • Trade Plaza with commodity markets, rare good markets and the underworld den (Black Market contact).
  • Defence Command Center (Combat Bond contact) featuring, among other things, external station and turret cameras (with the ability to override and man turrets if one doesn´t like how a particular CMDR flies).
  • PowerPlay Authority Hall (PP contact).
  • Recovery Center (Search and Rescue contact).
  • Interstellar Factors.
  • Stellar Archives (Universal Cartographics).
  • Crew Lounge (so that CMDRs could personally adjust SLF pilot faces).
  • Local Engineering Workshop - they already put one in the hangar, now let´s try a bit harder.
  • Various vanity (but not necessarily) buildings reflecting the station economy; some are already present in the game in their low-polygon, low-resolution form.
  • A platform customised by the System Architect, using cosmetic items and assets from ARX store for instance.

4.jpg

5.jpg


Since there are 40 landing pads, some of the above amenities could be housed on landing pads instead, making certain landing pads more unique, so one would have to travel to them in order to access those amenities. An excellent opportunity to accidentally scratch the paint of a disliked CMDR´s ship parked there for good measure. Commuting between each platform via lifts or these shuttles for more immersive experience:

3.jpg


I left out the plethora of potential gameplay loops these layouts could create, alongside integrating existing ones - for those who might otherwise complain, "there´s nothing to do there."


5. CMDR apartments in orbital stations, considering how colonisation could hint at player housing in the future. Reserved on a first-come, first-served basis - implying an instance with a long corridor of unique apartments, ensuring no shared or duplicated living spaces as seen in most MMOs. Windows offering views both outward toward the body the station orbits and inward into the station´s interior (though there are no such windows as of now). Multiple apartment configurations with each CMDR limited to 1 apartment per station/system.

6.jpg



6. 3D models for all commodities and rare goods, allowing them to be displayed in station markets and potentially within CMDR estates and cargo holds, should player housing and ship interiors ever become a reality.
 
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