Elite: Dangerous QoL Ideas, part 2

More Quality of Life ideas for players of Elite Dangerous.

Systems with suns more than 10,000ls apart have extra destinations/nav beacons around the secondary & tertiary suns to jump to – as a sub menu when selecting the system in the Galaxy Map, plot route tab.

Slip Drive : optional internal size 3 (for Small Ships), Size 5 (for Medium), Size 7 (for Large ships) allows 10,000ls “teleports” that create FSD cooldowns (~15 seconds) each. If you Slip Drive teleport quickly, 5 times, the FSD will be on cooldown for ~75seconds. If ships is hit with an interdictor and pilot engages the Slip Drive will dump you instantly causing module damage to the Slip Drive and the FSD.

Multi-limpet controllers or all types need to be available in A rated of all sizes.

Scorpion SRV is a great start. Add a high carry capacity (16+ containers) SRV with mild laser turret, weak shields, and good hull armor.

Fire Groups: allow extra buttons to be set. Eg. using a multi-limpet controller with only button 1 or button 2 is a huge pain.

Purchase the exotic ammo types with CR and big markup instead of only being able to synthesize it. Eg. G2 ammo is times 10 and G3 ammo is times 50.

At Interstellar Factors allow fine payment if in anonymous access without handing self in.

Open auction markets with minimum prices set by FDev for materials (raw, encoded, manufactured, etc.) and engineered modules. Bids are put in holding/escrow until auction ends. Winner’s funds are transferred to seller. Rest of bidders have funds instantly returned (perhaps on next dock if the coding is too awkward).

Have “no target” button to deselect any & all targets.

Overhaul ground/on-foot weaponry to get rid of necessitating two weapons.

Plasma repeaters, like SRV weapons as standard: low absolute damage per shot, high ROF, velocity ~800m/s
Balance decisions: pistols, concealed, quiet, low-capacity 10-20
Carbines: higher ROF, less quiet, high capacity 40-60, damage not much more than pistol per shot.
Rifles: lower ROF than pistol, noisy; attracts attention, capacity 20-40, at least double pistol damage per shot.

Railgun as alternate: very long range, near instant projectile travel (~10,000m/s), damage profile like ship railguns, very noisy, small charge up delay, very expensive (3-5 times cost of plasma repeater), more recoil unless crouched
Balance decisions: rail pistols, concealed, noisy, damage is very high, charge time per shot 0.6-0.9secs, very low capacity 4-8
rail carbines: very short charge delay 0.2-0.6secs, damage a little less than pistol, ROF is about 3x pistol, very noisy, low capacity 8-12
Rifles: long range, highest damage (one shot G1 armor + shields via head shot), charge time 0.7-1.0secs, low capacity 8-12

 

Elite: Dangerous QoL Ideas, part 2

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