How to make Elite Dangerous SHIPS more FUN

The video critiques the imbalance in Elite Dangerous’ ship lineup, where a few overpowered ships dominate while many others remain underused due to poor game balance and lack of meaningful updates. It proposes practical solutions like clearer ship stats, targeted balance tweaks, new missions for smaller ships, and deeper mechanic changes to create a more diverse and engaging gameplay experience that encourages varied playstyles.

The video discusses the significant imbalance in the ship lineup of Elite Dangerous, a space simulation game with 52 playable ships. The creator, Yamx, argues that many ships are underused or irrelevant due to poor game balance, with players gravitating towards a select few powerful ships like the ASP Explorer, Anaconda, and Corvette. He emphasizes that a well-balanced game should have every ship fill a unique niche, avoiding the dominance of a few overpowered options. Yamx criticizes the developers for their hands-off approach to balancing, noting that meaningful changes have been rare and often delayed.

Yamx proposes that ships should be sold with their maximum theoretical stats visible, such as cargo space, speed, and shields, instead of misleading base stats, to help players make informed choices. He also suggests introducing small ship-exclusive stations and missions to uplift the viability of smaller vessels. The video then delves into detailed, ship-by-ship balance recommendations, mostly involving modest tweaks like adjusting jump ranges, speeds, armor, and internal compartments. For example, smaller ships like the Sidewinder and Eagle should retain their unique maneuverability, while overpowered ships like the Cobra 5 should be nerfed to restore balance.

Many ships suffer from the “curse of ship-launched fighters,” where the addition of fighter bays compromises their overall performance, making them less viable compared to similar ships without fighters. Yamx highlights this issue with ships like the Crusader and Federal Gunship, suggesting speed boosts or role redefinitions as potential fixes. He also calls for rebalancing hull tanks, such as the Viper 4 and Federal Assault Ship, which are currently hampered by game mechanics that favor shields and module damage disproportionately.

The video touches on the need for deeper game mechanic changes, such as improving passenger missions to make ships like the Dolphin, Orca, and Beluga more relevant, and revising engineering and shield mechanics to better support combat ships like the Vulture and Fer-de-Lance. Yamx critiques pay-to-win tendencies seen in some newer ships, urging subtler approaches to incentivize purchases without breaking balance. He also discusses the fleet carriers, recommending the removal of upkeep costs and gating their use behind higher player ranks to better reflect their status as pinnacle ships.

In conclusion, Yamx calls for a more vibrant and varied Elite Dangerous galaxy where every ship has a meaningful role and players are encouraged to explore beyond a handful of meta favorites. His comprehensive list of simple, mostly numerical adjustments aims to restore viability to neglected ships and curb the dominance of overpowered models. He invites community feedback and hopes developers will consider these suggestions to enhance the game’s long-term enjoyment and diversity. Ultimately, the goal is to create a balanced, engaging experience that rewards creativity and varied playstyles across all ship classes.