Update Dev Update - 16.04.2015

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I'm glad Frontier are spending time integrating super cruise further into the game and allowing us to track targets in SC. Hopefully one day we will be able to track them leaving and arriving at stations, outposts and planets and through multiple systems.

And hopefully get persistent NPCs to boot!
 
Replaced with what? USS is quite solid concept, it needs to be fleshed out and be more consistent (and it gets more consistent with each release). How else you indicate something happening in space?

That's right. I am impressed to see his people quickly forget they are in space traveling faster than light.
USS however annoying is consistent: we receive a signal but don't know what it is so it is up to us to investigate or not.
Also that gives us a better feeling of being lost on the vastness of space: looking for tiny things in the middle of a solar system, having random encounters and not knowing what it is gonna be.
Keep USS! Maybe improve but do not remove it, it belongs to a space game.
 
Thanks for the update.

Re- steam keys, I think a lot of people would be appeased if you just said like "yes, you will get one but it will take weeks, months to process" or "sorry, it's simply not possible" either way, we'll know where we stand and can move on.

Not trying to be rude by this, but I would probably back off the Steam key issue. FD didn't really want to go that route, but they need more funding. The Steam keys will cost FD even more money which will reduce the funds that go towards game development. It's really not difficult to add E: D as a game listed in Steam which would then load the game, but it's even easier to load it from the direct link from FD. I know people want to track how many hours they've played and the like, but FD is probably not very happy with the Steam situation as is and nagging about the keys is probably making them more irritable. I personally don't need a key & I don't need to know how many hours I've played. I've played more than I want to know.
 
Thanks for the update MB.
Are the tactical paint packs being released with 1.3 ?

I hope they are being released earlier, the vibrant ones are so disappointing.
 
Not trying to be rude by this, but I would probably back off the Steam key issue. FD didn't really want to go that route, but they need more funding. The Steam keys will cost FD even more money which will reduce the funds that go towards game development. It's really not difficult to add E: D as a game listed in Steam which would then load the game, but it's even easier to load it from the direct link from FD. I know people want to track how many hours they've played and the like, but FD is probably not very happy with the Steam situation as is and nagging about the keys is probably making them more irritable. I personally don't need a key & I don't need to know how many hours I've played. I've played more than I want to know.

How do you make a key out of steam anyway?

:D S
 
I thought this when I first read about the drone improvements - what about combat capable drones? Autonomous drones with a pulse laser that you can launch and will attack your target(s)? Seems like a logical extension, and perhaps a way for solo/loner players like myself to compensate for the fact that we don't fly in wings, yet often come up against wings of NPCs and players.

Also sounds like the foundation for the introduction of Thargons...just sayin'...
 
I hope the low and high intensity RES system gets rid of the current random chance for good spawn quality. It would also be nice if bounty hunters/miners could apply some process and logic to finding systems with good hunting/safe mining sites.

Traders have to search for good routes and high activity on those routes affects them. It would be cool if the same dynamics could be added to other activities. Instead of random chance determining quality and every ringed planet having the same options as it is now, factors like system security level, existence of pirate factions, economy, boom states, ring type etc could all factor into the background simulation.
 
I almost agree with OxKing here! It does appear a bit one-dimensional to balance security against profitability. Ideally a site would be really attractive at first, spark some sort of lawless gold-rush condition. Then a major faction would move in and take control, upping security until the easy bits have been mined out. Otherwise a site may have some level of prospectivity, with only very occassional sweet spots. The major factions would likely appreciate receiving a steady stream of metals and minerals from those, but not really spend much effort on patrolling the sites. Someone could strike gold, so to speak, in a low-prospective site (turning it highly prospective) and the gold rush would start again leading to the first situation.

In both cases, the low-high risk situation develops from one to the other.

The system now is static, it seems, and mature - that is, the security vs mining profit has already balanced out.

A bit more dynamics on the fringes would be great: A "free" economy would have minimal profit margins in the busiest central regions, but large profits to be made on the periphery although possibly at smaller quantities of goods. Rare goods should stay rare, or they wouldn't be eventually, as the market gets saturated.

I like to think of it as being like mining Spice in Dune, or a school of fish feeding on plankton.

You have to keep in mind that the asset the police are protecting is the miners, not the minerals/spice/plankton. The minerals are evenly distributed throughout the ring system in essentially infinite quantities. A group of miners goes to a High Security RES because they will not be interrupted, and creates a local minimum in the resources under the watchful eye of the law. A Low Security USS has fewer miners and fewer police assigned to the activity, and higher income potential, for doing more work to stay alive.

Extrapolating, the non RES sites should have the highest yield, but mining activities should be detectable from super cruise, so a lone miner will be swooped upon by a sandworm^W^Wpirates seeking a free meal and will have to wait for their distress squawk to be responded to for the police. Solo mining essentially hangs a sign in supercruise "Underarmed, underprotected, and loaded with valuables". Of course, this could be exactly the situation desired by a wing of two miners and their two bounty hunters/guards, but if a wing of 11 pirates rocks up, the BHs may have their hands full...

It's a 'minor' tweak that increases the consistency of the mineral/security simulation.

The next situation to deal would then be balancing profit in high security, high mineral yield systems. If there was little pirate threat here then everyone would be mining solo and minting it. I would address this by making these systems 'owned' by NPC mining corporations, whose bully boys will scare off or even attack independent miners on their claims. Job done.
 
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i guess thargoids didnt make this time around? i know there are other aliens species that were announced, perhaps of them made it?
 
Great news, Just one more week:)
In the other hand I started to feel that the drone system will be a big dissapointment, atleast for me...
 
Sounds good.
Seeing the wing update and now what you planned for power play(not even knowing what the main update actualy is), i surtanly feel assurred your listning and giving it your all.

Sure to us it seem to take allot of time, but i think that that is just becouse eventhough there are issues with the game, most of us cant stop playing. :p

Thanks again for turning my gaming ediction into a ED ediction. ;)
 
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Totally agree Pecisk. The USS's come from stuff sitting in normal space whilst you are in in SC - makes perfect sense that the radar can detect SOMETHING but not get detail. This is the same as original Elite too BTW and it was fine. By adding low and high strength to them they become actually quite usable. I fail to see the problem and can't understand why a few people seem to think it is really bad. I think it is really good, and as a game mechanic, quite creative. Works for me!

There are lots of problems with USS. As an idea that there are some things in normal space that you can get a vague reading on, they're fine, but they're being (ab)used to deliver too much (weak) content. You say that it "makes perfect sense that the radar can detect SOMETHING but not get detail"? The detection of them makes no sense - Fly at 30 km/s and they'll pop up every few seconds. Fly at 2000c and guess what? They'll pop up every few seconds. And are these much bigger contacts that you can make out at that speed? Are you simply missing all the smaller ones you saw at 30km/s? Nope, they're exactly the same. So think about it, flying at 2000c, compared to 30km/s your screen should be literally full of USS if there was any sense behind their distribution. And they all contain the same few scenarios. And why are there trillions of people just sitting parked in space? And why can't other people see the same USS as me? It all screams cheap game mechanic. As a placeholder it was fine and I see Michael's update as a move into delivering things in a much better way. USS have their place but they need consistency (if I see 1 or 2 every few seconds at, say, 50c then it should take me hours or days to see one at 30km/s and their visibility should be tied to their size/signal). They should also be persistent (for a reasonable time). They should be visible to all players in the same instance. They should not be used as a primary delivery system for mission goals (this is coming, thankfully).

Creative? In the sense they delivered some quick and easy "content", yes it was creative. As a mechanism to look at and think "wow, that's really cool, let's keep it like that" then no.
 
There are lots of problems with USS..

If I was trying to imagine a system for elite, I would probably keep USSes but they would be very rare. They also would not just pop up as obvoiusly randomly as they do now..... perhaps they could be actually generated at set points in time and then only discoverable if you happened to come near them. Obviously the game can keep expiring them and generating new ones but again, they should be in a location and you only see them if you discover them (possible equipment to increase chances of sniffing them out, something for the explorer ship???)

but genuine USSes should be rare and exciting - perhaps this is how thargoids could be initially introduced in very deep space???

but imo they should NOT be the defacto way of generating content in game. I would much prefer SOS signals, which as you get closer you can elucidate what they are (out of fuel, chased by killers etc) (of course with the chances of them being traps), as well as large engine signature disruptions (for convoys like the funeral and wedding things), travelling trader signals (obvious) and weapons fire detected signals for big ass battles.

ok maybe going back on myself a little here, but maybe at extreme distance they ARE still USSes, but as we get closer we figure out what they are, but as I said, an actual unidentified source which is unidentified to the point of having to drop out of SC should be a rare and exciting thing, not something I just wait patiently for at minimum SC speed to drop into my lap.
 
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There are lots of problems with USS. As an idea that there are some things in normal space that you can get a vague reading on, they're fine, but they're being (ab)used to deliver too much (weak) content. You say that it "makes perfect sense that the radar can detect SOMETHING but not get detail"? The detection of them makes no sense - Fly at 30 km/s and they'll pop up every few seconds. Fly at 2000c and guess what? They'll pop up every few seconds. And are these much bigger contacts that you can make out at that speed? Are you simply missing all the smaller ones you saw at 30km/s? Nope, they're exactly the same. So think about it, flying at 2000c, compared to 30km/s your screen should be literally full of USS if there was any sense behind their distribution. And they all contain the same few scenarios. And why are there trillions of people just sitting parked in space? And why can't other people see the same USS as me? It all screams cheap game mechanic. As a placeholder it was fine and I see Michael's update as a move into delivering things in a much better way. USS have their place but they need consistency (if I see 1 or 2 every few seconds at, say, 50c then it should take me hours or days to see one at 30km/s and their visibility should be tied to their size/signal). They should also be persistent (for a reasonable time). They should be visible to all players in the same instance. They should not be used as a primary delivery system for mission goals (this is coming, thankfully).

Creative? In the sense they delivered some quick and easy "content", yes it was creative. As a mechanism to look at and think "wow, that's really cool, let's keep it like that" then no.

I agree with what you say, but I also think people are mixing up two different aspects of the signal sources when they say that they are "bad".

As a way of finding "a place in space where stuff happens" they are "fine" even if more variation is always welcome. A bit similar to random encounters we see in other games like Skyrim and GTA. It's not really the signal sources themselves that are the problem rather they way we come across and discover them. The discovery mechanic is what needs most work here and maybe an *cough cough* orrey view would be beneficial here FD! ;). Also making things more logical when it comes to what you find in them. Just stumbling across your assassination target in one of them is a perfect example of something that never made sense (and is getting solved now). Finding salvage works though and so does events when ships are in fights (especially when flying along "trade lanes") even if some of these should be renamed as "distress call" or something similar.

Keeping these two different aspect separate when discussing it is necessary since I don't think that the people working on things happening inside a signal source are necessarily the same people who are working on how you find them. These are two different mechanics.

I have a feeling that most people who says that the signal sources are fine are talking about them as an area where things happen. I also have a feeling that pretty much everyone (including the devs) agrees that the way we come across these are "less than optimal" right now.
 
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What will happens when an Assassination Target will land on a planet and we will not be able to follow him in the entering phase?
I think that the new DiamondBack design is a good solution for atm entering ships that will allow to make these execution too.

Sorry, but I can't wait for a deeper Planet interaction feature...
Bye

Slashgoh
 
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