Elite Dangerous plans for 2024

It's economy numbers so they can make them say anything they want regarding that - will odyssey be profitable if you factor in the post-launch support dev-time and lost goodwill/reputation/player retention?
It's difficult to say without knowing hard figures on the percentage of players who have moved to Odyssey. I would suggest that, at this point, the greater portion of the current playerbase is playing in Odyssey, how that translates to profit, I can't be sure, but then I'm also looking at Elite Dangerous as a whole when it comes to profitability. If one were to focus only on the profitability of eggs, milk, and bread when talking about supermarkets then I'm sure it would look very bad - which isn't a direct comparison to Odyssey btw.
 
The problem is that there are too many contradictory requirements for that to be possible - whether in ED or in some other game.

Basic parameters such as "number of systems", "travel speed", "in-system scale" and so on have massively different values in a game built around trading and piracy, a game built around long-range exploration expeditions, or a game built around large-scale military warfare. And that's before the added challenges of making it an MMO come in.

I dunno, the entire telepresence system seems to be the perfect solution to me. We have the ability to instantly cast our presence anywhere there's a receiver, yet the idea has been heavily under-utilized thus far.

Especially given the way Odyssey deals with player death - which is to say, it makes no sense, based on the rules established thus far.
 
It's been canon for almost a decade. Get over it.
Heck, we should EMBRACE it. It singlehandedly allows us to fix all sorts of problems that scare people away AND fixes all the GENUINE canon problems with, you know, dying.

 
Which is why we have completely separate communities for...trading, combat, AX combat, exploration...etc. If they could just bring all the pieces together, they could have a game beyond literally anything else on the market.
A full material -> commodity -> ship/module/base crafting system would bring all the pieces together. Mining, Trading, Combat, Exploration, BGS/Factions would all have a purpose.
 
It's been canon for almost a decade. Get over it.
Heck, we should EMBRACE it. It singlehandedly allows us to fix all sorts of problems that scare people away AND fixes all the GENUINE canon problems with, you know, dying.

Telepresence as such is an okay idea for some aspects of the game. However, it is inconsistently applied, and it will ruin some of the game mechanics more than it has already, if applied everywhere some players can't be bothered to travel to or from, or live with the few consequences of dying in the game.

Better will be to have clear and logical paths where telepresence makes sense to be used, and make dragging around of in-game physical objects (cargo, spaceships, equipment) more integrated parts of the game.

Many solutions have been offered in the past to making dying more fun. Examples include having black boxes to hoof it back to, corpse-run style.

Telepresence for everything, however, is just dumb.

:D S
 
It's been canon for almost a decade. Get over it.
Heck, we should EMBRACE it. It singlehandedly allows us to fix all sorts of problems that scare people away AND fixes all the GENUINE canon problems with, you know, dying.

I totally disagree. telepresence for the SLF is ok as it was specifically made with a limited range from your ship (it's remote control) and that was canon. imo ships crew telepresence was a kludge because the Devs didn't have the time / commitment to do it properly . it is against the entire games pitch .

definitely not embracing that, I rue the day they added ships crew telepresence. would have been so much better to have used the players ships crew for that session and not another players commander. for pay I would have just put money in the 2nd players account but not made any reference to it
 
I totally disagree. telepresence for the SLF is ok as it was specifically made with a limited range from your ship (it's remote control) and that was canon. imo ships crew telepresence was a kludge because the Devs didn't have the time / commitment to do it properly . it is against the entire games pitch .

definitely not embracing that, I rue the day they added ships crew telepresence. would have been so much better to have used the players ships crew for that session and not another players commander. for pay I would have just put money in the 2nd players account but not made any reference to it

And the way you die in odyssey isn't? You get obliterated by heavy weapons fire and respawn miles away without a scratch on you a few seconds later.

Telepresence can at least be explained as ansible tech, exactly the same as we use for galnet and everything else. Respawning requires teleportation, which actually does completely violate the rules of the universe.

It's bizarre to me that people get so about something that should be an obvious outgrowth of necessary technology for interstellar communication, and completely ignore other stuff that comes out of absolutely nowhere.
 
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death in a game is something which can't be dodged so we have to turn a blind eye to it. that said my ship is precious and I absolutely do not want to lose it. in 3000 hrs I have lost maybe 10 ships. I would have been ok having a automated death sequence where you eject and then have some form of rescue which takes 5 mins. not realistic but just gives a nod to consequence and makes players want to NOT die. death in elite was meant to be meaningful.

the on foot generic FPS arena shooter.... I have never felt it was a good fit for elite, it's totally at odds with the base game ..... had I been in charge the on foot part would have been far more like dead space 1 and whilst death would still be a thing it wouldn't have been deathmatch every few seconds
but again if you only die every hr or so game time then there could be some delay built in for a few mins where your ships computer sends down some automated collection bot to take you back to your ship and revive you.

even if not death in elite should never be every few mins imo
 
death in elite was meant to be meaningful.
The problem with that is:
- if death has non-trivial consequences, it has to be relatively uncommon
- it still has to be relatively uncommon for a complete beginner, since they have the fewest options in skill or equipment, and the least cushion to absorb setbacks
- so it becomes completely avoidable for anyone outside the early game - discounting planned PvP duels I have a similar rebuy count to you and most of that was through complete carelessness. (Coming in too fast at a planetary port because my shields can take a crash or two, but then missing the pad entirely and landing right on a skimmer)
- so it doesn't matter what the consequences are because they're not going to happen to you
- so it stops being a meaningful consideration

In FFE it would generally take me several attempts to get through each of the first few medicine transport runs to Soholia - even when I was starting a new pilot and already knew how to fly the ship effectively. NPCs were allowed to be good enough to take out an unarmed unshielded transport without being Thargoids. I could quite easily die every few minutes! Same in the original Elite if I jumped to an Anarchy - or even a Dictatorship - before my ship and skills were ready for it.

And sure, in FFE the consequence was simply "reload your previous save, try again or try something else" - but most of the FFE ships themselves were fragile enough that I flew them far more cautiously than I fly in ED because "don't worry, you'll just bounce off that planet" wasn't a thing.
 
I dunno, the entire telepresence system seems to be the perfect solution to me. We have the ability to instantly cast our presence anywhere there's a receiver, yet the idea has been heavily under-utilized thus far.

Especially given the way Odyssey deals with player death - which is to say, it makes no sense, based on the rules established thus far.
Well, in X4 it's game over and you reload the save. What do you expect? Starting all over?
 
The problem with that is:
- if death has non-trivial consequences, it has to be relatively uncommon
- it still has to be relatively uncommon for a complete beginner, since they have the fewest options in skill or equipment, and the least cushion to absorb setbacks
- so it becomes completely avoidable for anyone outside the early game - discounting planned PvP duels I have a similar rebuy count to you and most of that was through complete carelessness. (Coming in too fast at a planetary port because my shields can take a crash or two, but then missing the pad entirely and landing right on a skimmer)
- so it doesn't matter what the consequences are because they're not going to happen to you
- so it stops being a meaningful consideration

In FFE it would generally take me several attempts to get through each of the first few medicine transport runs to Soholia - even when I was starting a new pilot and already knew how to fly the ship effectively. NPCs were allowed to be good enough to take out an unarmed unshielded transport without being Thargoids. I could quite easily die every few minutes! Same in the original Elite if I jumped to an Anarchy - or even a Dictatorship - before my ship and skills were ready for it.

And sure, in FFE the consequence was simply "reload your previous save, try again or try something else" - but most of the FFE ships themselves were fragile enough that I flew them far more cautiously than I fly in ED because "don't worry, you'll just bounce off that planet" wasn't a thing.
Frontier could take a leaf out of Eve Online's book and have clone pods that have to be bought and paid for; a new meat suit and a backup/download of your consciousness a la Salvation. They would act as a save point and somewhat have to be managed by a reasonably expensive purchase at the nearest station or fleet carrier. It would allow for the scenario of a full death of your character to exist as a real consequence but with a way to mitigate it just enough to remove the idea of consequence-less death/suicidewinder type scenarios but not turning the game into a hardcore mode either.
 
Frontier could take a leaf out of Eve Online's book and have clone pods that have to be bought and paid for; a new meat suit and a backup/download of your consciousness a la Salvation. They would act as a save point and somewhat have to be managed by a reasonably expensive purchase at the nearest station or fleet carrier. It would allow for the scenario of a full death of your character to exist as a real consequence but with a way to mitigate it just enough to remove the idea of consequence-less death/suicidewinder type scenarios but not turning the game into a hardcore mode either.
X2 had that too. So everyone went to the Goner temple bought 999 save slots and never bothered again about it.
 
X2 had that too. So everyone went to the Goner temple bought 999 save slots and never bothered again about it.
Yeah, for those who have billions to spare I guess it's a bit moot, though maybe they could be a restriction on how many can be purchased? Or maybe each extra concurrent clone purchase rises exponentially in cost? Also maybe have a notoriety level where you lose access to them if you die until you clear it. BTW; Goner Temple is a funny name in relation to its purpose lol.
 
Maybe.

Then again, if I was to develop a multicrew system for a game I wouldn't give a rat's rear either if matchmaking players in different parts of the game world would break anyone's immersion.

The central issue for many of us isn’t the multi-crew addition. It’s canonizing a bad explanation for what is essentially a gameplay compromise.

If Sandro (IIRC) had left the explanation for “How does multi-crew work?” a non-committal shrug as the early teams did, there wouldn’t have been such an outcry. There are tons of explanations on how multi-crew could work, without breaking the established lore that information moves at the speed of ships.

Canonizing “telepresence” as how it works established that there exists long-range, high-bandwidth, low-latency FTL communications that should have a radical impact on society in the Elite Universe… but doesn’t “because reasons.”
 
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