Elite Dangerous | Trailblazers coming 26th February

I wonder if people who play the main game and who don't want to participate in beta testing will be able to continue to play.
Will these systems be labeled in any way?
 
I'll be honest, the 10ly distance limit is really killing a lot of my hype for this update :/
I'm aware the exact number is a placeholder, but it means the plan is to have a hard limit of colonizing only close to existing colonies.. I don't want that, I want to establish my own spaceport out there in the deep black! It'd be much more interesting in my opinion
I think one of FDev’s goals is to tie colonized systems firmly into the BGS, so these systems would have to be in jump range of an average ship. Although, come to think of it, I don't know if and how the BGS works for those lonesome colonies in some of the faraway nebulae, for example.
 
I don't know if and how the BGS works for those lonesome colonies in some of the faraway nebulae, for example.
Technically, exactly the same as it works anywhere else, it's just that some of the rules have different consequences when there are no other inhabited systems for thousands of LY.

The main visible problem is that the mission selection in an isolated system can be fairly poor, since many mission types have a "nearby but not the same system" restriction. You only need a pair of systems to fix that, for the most part. Non-mission play is almost entirely unaffected by how isolated the system is (trade obviously works better if you have somewhere to trade with, but the distance limit on that is your patience rather than anything intrinsic to the simulation).

There are various things involving deliberate faction manipulation which are a bit more restrictive, but if you care about those you'll set up your colonies to support them, and if you don't care you won't notice that you've "broken" them.

There are a lot of things which won't happen - and therefore might end up a bit boring - in a system with no/minimal player input. For example, you're not going to get a Boom/War state happening, so you won't get megaship scenarios, and your mining prices will be fairly poor. But there are thousands of well-connected systems in the bubble where that happens - it's only extremely indirectly a consequence of isolation; conversely if you set up a distant colony and somehow get hundreds of players round it, that'll be absolutely fine.
 
I'll be honest, the 10ly distance limit is really killing a lot of my hype for this update :/
I'm aware the exact number is a placeholder, but it means the plan is to have a hard limit of colonizing only close to existing colonies.. I don't want that, I want to establish my own spaceport out there in the deep black! It'd be much more interesting in my opinion

Personally, I think it'd be a better approach to limit it softly using clever game design: allow players to colonize anywhere, but have them have to make the trip there to deploy the beacon in very limited time, and the time to transport the resources there should be very limited as well - so that establishing a colony far away is very very hard, but isn't impossible! This would encourage optimizing exploration/hauling builds, planning things out, player collaboration, etc - would be super fun and feel very freeing I think!

There was an immediate caveat in regards to the jump range limit. I agree that I would like it to be greater as well, though my current assumption is that in this early stage maybe it will keep things more manageable to begin with.

Also, I feel like the range limit will cause long strings of colonized systems to develop which will be kinda weird and ugly
I've never looked at the galactic map and been able to see any pattern in how populated systems spread out. Your pattern matching skills must be unmatched.
 
IMG_3308.jpeg

I am Flimley
 
Interesting that it's releasing on a Wednesday, might be a good thing because they can adjust issues during the weekly server maintenance. Wonder how the servers are going to hold up with increased player count, fleet carrier jumps, etc.
 
I think one of FDev’s goals is to tie colonized systems firmly into the BGS, so these systems would have to be in jump range of an average ship. Although, come to think of it, I don't know if and how the BGS works for those lonesome colonies in some of the faraway nebulae, for example.
hmm, didn't consider that admittedly.. though I think that too could be designed around, for example by having 'deeper' BGS only kick in once there is a certain amount of colonized systems within a certain space - so for example if you make a mini-bubble out there, then stuff like the simulated politics etc kick in
Simpler BGS stuff would still make sense, an outpost out in the dark would in theory attract travellers for a stop, so stuff happening around that spot would still be immersive
 
There was an immediate caveat in regards to the jump range limit. I agree that I would like it to be greater as well, though my current assumption is that in this early stage maybe it will keep things more manageable to begin with.


I've never looked at the galactic map and been able to see any pattern in how populated systems spread out. Your pattern matching skills must be unmatched.
I've never looked at the galactic map and been able to see any pattern in how populated systems spread out. Your pattern matching skills must be unmatched.

Sorry I think I wasn't clear in my initial comment 😅
of course the populated systems aren't all that visible in the ingame map (unless you specifically switch to the right mode of course), but inevitably while playing you'll encounter those 'chains' of player colonized systems, which I feel like could be a bit immersion breaking, or at least odd - is what I meant
 
How exciting! Kudos FDev.
Now pls lets not have to do a grind for massive amounts of mats to build each station. There's a staggering number of systems available and it would be great for one person with a carrier to solo build up a system without burning out, collapsing and being hospitalized before the build timeline expires. And then pls quickly increase the 10 LY limit.
 
and we'll also see colonization in Beta. :rolleyes:
In Frontier’s defense (and I have a good few things I could, and have, criticize[d]), they have been fairly transparent about what this was going to be ahead of the feature’s release.

I would rather keep an eye on how much it sees itself supported past this initial launch. They’ve yet to overcome that particular shortcoming with Elite, it seems. (Judging by the aforementioned Powerplay 2, although they stuck by the Thargoid war a bit more actively now that I look back at it - I certainly wouldn’t have expected it to be rebalanced in a major way when it was already well on its way out)
 
Anyone know what the credit cost will be of the initial carrier? Is it ballpark of the fleet carrier? More? Less? Much more??!

either way I'm pumped, currently getting exo data to have some spare billions for whatever comes next.
 
Anyone know what the credit cost will be of the initial carrier? Is it ballpark of the fleet carrier? More? Less? Much more??!

either way I'm pumped, currently getting exo data to have some spare billions for whatever comes next.

You don't buy the carrier, I mean asking questions is ok, but these have already been answered, the carrier appears when you start building the starbase and goes when you finish, you never own it, it's just a support asset for the construction process.
 
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