this post was submitted on 28 Mar 2025
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Elite Dangerous

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An "easy to implement" note to remove the obvious ship interiors, something like new mechanics with UI or interactions with the BGS.

My first feature would be stolen from Eve Online's Project Discovery it would consist of a new module that acts as a powerful telescope to look at systems in a medium range, 10-30LY.

You wouldn't see planets, but you could do Astrometry (see the wobble of the star as planets orbit around), or Transit detection (see the star light dim as planets go in front).

The data could be taken from real dataset that need human analysis (if there's any left), and players rewarded with both a credit vouchers and a way to look for potential biological signals in surrounding systems.

Another feature that could be easy (but require a lot of balancing or limits) would be to allow players to create Missions.

For example, with colonization, you could give credits to players who participate in transporting resources, you could pay players to bring you engineering resources, you could create escorts missions to protect you from gankers, etc...

What kind of feature would you like to see?

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[–] bekopharm@discuss.tchncs.de 1 points 23 hours ago

I'd like more detailed data on the game events to interface with. Especially when it comes to ship telemetry. Shield status is e.g. a boolean; on or off. No percent available. Which kinda sucks :/ There's also no speed or vector data.

That'd be a rather trivial change but I doubt it'll come. The player base that makes use of this is way too tiny.

[–] Strayce@lemmy.sdf.org 6 points 6 days ago* (last edited 6 days ago)

Original Elite as an arcade machine on station concourses.

Edit: Another crosshair for actual movement vector like in Elite 2 would be really useful.

[–] MouldyCat@feddit.uk 5 points 6 days ago (1 children)

When you're in supercruise heading to a distant targeted destination, if the player targets other objects that they are going past, it should be easy to then re-target the original destination object again.

I can't be the only one that would like to be able to target passing spaceships, planets or other objects while I'm on a 5 minute supercruise to some interesting thing I've found in the discovery scanner? The fact I would have to go back into the discovery scanner and find that same object again means I can't really do this. Or is there already a way I don't know about?

Either there would be a new button like the "target next system in route" button for hyperspace jumps, or whatever object(s) you target remain available to re-target again by use of Next-Target / Previous-Target keybinds.

[–] Thorned_Rose@sh.itjust.works 1 points 6 days ago* (last edited 6 days ago) (1 children)

Can you not have the station targeted and then use next/previous target to cycle through other targets?And then if you use the target nearest hostile, it should deselect and go back to your destination target?

[–] MouldyCat@feddit.uk 1 points 6 days ago

Not sure what you're saying - do you mean that if you use target nearest hostile, but there isn't a hostile ship in the vicinity, it would instead target the original object? Hmm doesn't sound right! Sorry, what did you mean?

[–] EyIchFragDochNur@lemmy.world 4 points 6 days ago

Slow but steady passive NPC deliveries to your construction sites.

[–] janNatan@lemmy.ml 4 points 6 days ago

On the space telescope: we do that in real life. It can take years of observation, because you gotta wait for the planet/body to go in front of the star or complete orbit to fully analyze the wobble. In elite, could could fly to that planet and back in a sidewinder dozens of times in the time it would take you to get an accurate reading. Jus saying.

[–] traches@sh.itjust.works 4 points 6 days ago

a balancing pass

[–] Kolanaki@pawb.social 1 points 6 days ago (1 children)

I just learned that you can build structures now?

That's been something I've thought would be a simple thing to add, considering they've had the assets for space stations in various designs and states of construction for a long time, and the way the "story" of the game works it would make logical sense for players to eventually build them in a way that's more active than just "doing missions in the area to make a faction have enough power and resources for a station to randomly materialize from thin air."

The carrier thing was close but that was kind of disappointing. I want to have my own Corialis. Or even a base on a planet.

[–] forbiddenlake@lemmy.world 3 points 6 days ago

So you can have your own Coriolis and planet bases now. But, to be realistic, it is a shit ton of hauling(at least solo) and you are just the architect. After construction you get no special privileges other than naming rights.

[–] Thorned_Rose@sh.itjust.works 1 points 6 days ago (1 children)

Station 'clutter', decorations and NPCs that change with system/faction state.

[–] Strayce@lemmy.sdf.org 2 points 6 days ago

Not sure how long it is since you've played, but this is kind of part of the powerplay update. Station concourse decoration changes with the controlling power and level of reinforcement.

[–] dan1101@lemm.ee 1 points 6 days ago

An easy way to turn space dust off.