Elite Dangerous | Type-8 Update (18.08) | Wednesday 7th August

  • Rewards are determined by percentile individual Commander contribution:
    • Tier 1 - Top 25% - 120
    • Tier 2 - Top 75% - 60
    • Tier 3 - Bottom 25% - 18
  • 2 materials are picked randomly from each material category (Raw/Encoded/Manufactured) for a total of 6 different rewarded materials.
    • For example, a Commander within the top tier can expect to receive 20 materials of 6 different types, for 120 total.
    • Materials are randomised per system, so all Commanders contributing to a system will receive the same type of materials when that system is completed.
  • Rewards will take you to the microresource cap but not over.
    • Any rewards which would have been over the cap will be lost. Careful monitoring of your inventory and usage of materials traders is advised.
This needs urgent updates.
No, I will not decrease the entirety of my materials storage down to the utmost minimum so I don't lose any rewards.
As it stands now, we have to consume (note: not storing, trading or selling) all materials of the categories in question to not overcap and thus lose rewards.
Out of the many materials we could obtain, we will only get 2 per class (raw/manufactured/data) anyway. This is just relaying necessary work to the players.

Instead of forcing us to spend all of our materials any time we expect rewards, why not just filling the other materials with the remaining rewards that would have been lost? Or at least not make it random. Like on one hand engineering finally gets rid of its RNG component but FD seems to jus tcan't let go of it and introduces it elsewhere. Let us know what to expect so we can plan accordingly.
 

Robert Maynard

Volunteer Moderator
Bugs/Adjustments
  • Removed SCO mass lock from small planets to be consistent with medium and large planets
  • Added SCO fuel consumption stat when viewing the module
It would be appreciated if Status.json flags could please be added for "SCO Mass Lock" (if still applicable), "SCO Engaged" and "SCO Cooldown".
  • Fixed an issue where ships could jitter whilst using AutoDock & AutoLaunch
If the the DS/ADC could also more regularly orient the ship so that it is "upright" in roll in relation to the pad, instead of landing at a small roll angle to the landing pad, that would be grand. (most noticeable when landing on a "wing" pad on a Carrier)
  • Adjusted orbit lines to display cleaner in various instances.
Yay!
 
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So, the changes are great and all that, but could somebody please take a look at why the “Hostile Reboot” missions to Thargoid-controlled territory are still absent from the game, without a justification? (Which the issue tracker report linked below is about)


Or if it is intentional, could the players who used to like doing them get told that it is at least? Please? I have cookies. Or maybe you want a book that summons the Old Ones instead? (I may not be in the possession of the latter)
 
    • Backpack Capacity Changes:
      • Maverick suit
        Goods capacity 15 → 40
        Assets capacity 30 → 60
        Data Capacity 10 → 20
      • Artemis suit
        Goods Capacity 10 → 20
        Assets capacity 20 → 40
        Data Capacity 10 → 10
      • Dominator suit
        Goods capacity 5 → 10
        Assets capacity 10 → 20
        Data Capacity 10 → 10

It would have been really great if Frontier had doubled to 8 the number of mods you can install on a suit and weapons.

The increased backpack capacity is mostly only going to benefit Commanders just starting out in on foot game play.

Since I don't keep buying more suits and weapons and then modding them, the only way this would have benefited me is if the number of mods to suits and weapons I already have would have increased so I can add more mod's to the suits and weapons I have..
 
When will the SRV issues with the Type-8 be fixed? It's being widely reported that there is a clearance problem and that's it's nearly impossible to deploy (or dock) an SRV with a Type-8.
 
Increased Material availability/payout at Grade 4/5 farming locations by increasing sources of materials and in some cases payout per source.
Does it include materials from Private Data Beacons in Encoded Emissions?
 
You mean it should have more than doubled capacity instead of "only" doubling it? Not sure what you mean.
Sorry, should have been clearer.

If the backpack capacity is being doubled (in most cases) for the standard suit, then applying the extra backpack capacity mod should increase capacity even further *

Hope that makes sense!

Mind you, overall storage capacity should also go up (IMO) as 1,000 assets, goods and data fairly quickly gets full.

* I'm not sure if that's what they're going to do so I may be completely barking - I'll wait and see :D **

** And if they do do that, I wonder if it ill be applied to already modded packs or we'll have to start again ***

* * * I hope not ** * *

**** Perhaps we'll get pre-engineered backpacks
 
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If the backpack capacity is being doubled (in most cases) for the standard suit, then applying the extra backpack capacity mod should increase capacity even further *

Right, yeah pretty sure that was the case in the streamer/preview build. The backpack mod looks like it will still double the capacity (e.g. from 60 to 120 assets in the case of Maverick suit).
 
Color me pleasantly surprised again that the announced Engineering changes are happening this soon. Cool!

I'd look forward to more in-depth overhauling of the system & balance of blueprints, of course, but finally addressing the sorest pain points about the process is most welcome.

Might be time for me to finally dip my toe into Odyssey content... if I can live with the aliasing :censored:
 
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