First look CQC maps Twitch stream - 7PM BST tonight

thanks for the stream! i went on break at work until you flew in to the tunnel; always good to get Something to watch/listen/read
 
First map looks very small to me : how many players are planned on it ?

Second map looks better in size.

A little disappointed to not see a lot of actions. I hope there will be other stream with more combat.


i looked at the tunnels inside stations they are too much strait. To you planned to get obstacles or curves in it ? It could be added from my humble opinion.
 

Viajero

Volunteer Moderator
Great stream!

Not really sold on that "middle ground between fixed and gimballed" though... :(
 
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Hi everyone,

We'll be streaming on Twitch tonight at 7PM BST from the official Elite: Dangerous account, which can be found here.

We'll be flying through a couple of the CQC maps, talking about some of the features and taking a look at the ships you'll be flying in when it's launched. Hopefully see you there!

Ed

Ed, can you avoid Wednesdays in future please as that's BSL night mate... Ta :)

It was very hard to hear what Dan was saying tonight. Could barely hear a word he said :/

I'll check out Ed's upload tomorrow and tell you just how crap the sound levels are (or not as the case may be).... They really should do what Psykokow and Simoof did at the weekend and get me to check out sound levels etc....

It works very well :)

Oi... you've been warned about this sort of thing already.... ;)
 
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I FREAKING LOVE THE CONDOR!!!

it looks really nice, and OMG it is very fast turning Yaw rates, I just love it. Can't wait to get in the seat of one.
 
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Cool stuff. Thanks for putting it together!

The corridors and rapid spinning about reminded me a bit of Descent - a 1990s DOS game where the lack of directions or a sense of up/down made me nauseated after 10 minutes or so. This seems more solid, so we'll see how I fare.

First thoughts:
1) Is it too late to put one of the maps in an ice asteroid field instead of a rocky one? Partly just for variation and partly that spotting opponents against a light background would change gameplay a bit.
2) Consider making destructible station parts - exploding cannisters and doors - stand out more clearly. I'd have no idea they could do anything unless I'd seen it here.
3) The asteroids are also a bit boring - mostly round and the same size. Seeing more variation and concave shapes would add more opportunities to hide, dodge, etc. Of course the main game could benefit from this as well. I guess that's harder to implement.

And for the kids out there, here's Scott Manley's Descent video: https://www.youtube.com/watch?v=MDcVoKYTgWA
 
Thanks for the stream guys. Initial feedback is it looks great to me. Love the new assets and Condor. Will be interesting to see how folks play it (or not) and for how much time. I'm sure you won't share those stats but if we see new maps and modes come out I will assume healthy activity.

This was requested in multiple threads before release and probably since, so not just for XBox :). It offers something new for players to do with ED and makes consensual PvP not destructive to your PU wallet and commander reputation. When launched we will see if it causes any disruption to the PU... I certainly see myself spending some time in it but not huge amount.

Not that you need suggestions, I'm sure you have a long list of ideas already, but what's a forum for if not spewing ideas?

A major request is to please re-utilize assets and learning from this in the PU where possible and it makes sense. The space elevator is a natural, of course. Asteroid station, assets and destructible station bits, functioning station doors were very nice and would be cool to see if/how these could be used in-game; it's nice to shoot other ships, but destructible environments add another layer. Like Screamride destructible buildings! It would be awesome if the top-like structure with the tubes on hinges could be reused and spin and unfold those for some reason. These types of touches seem minor but add to the whole feel and sense of immersion.

Also, hope to see you develop a "map" where players are chasing or assaulting a moving Capital Ship so rather than stationary bases. Ship would be in motion next to an asteroid field or maybe out in the open. Since it isn't in the PU it should be possible to have a successful assault result in the Cap Ship being destroyed. Basic idea to bring the "I bring friends" video to life but also to make it like a major train or car chase as the fight proceeds down the rails as opposed to a couple of static base camps.

Another scenario that could be interesting is to take something from the original Single Player combat scenarios but turn it into multi-player arena mode consensual PvP. Like two Cobras against a convoy of Type 9, Anaconda and a couple of Sidewinders. Maybe not in current scope of Close Quarters name but works well with Proving Grounds file names from 1.2 release (I much prefer Proving Grounds to CQC, although maybe FD think CQC is more accurate description and maybe Proving Grounds is really proving walking about on the ground in FPS combat... :eek:)

And of course, additional maps showing off the ED galaxy locations like ice asteroids, some nearby nebulas, multiple stars, etc.

Final thought- seems not in the plans at the moment, but introduce AI NPC to fight, no telling when someone will want to play and other players may not be on-line or with good enough connection to be instanced together.
 
Looks really nice - look forward to playing it.

Suggestion - lengthen the corridors, create bends and make some of the panels destructable from outside, so from the outside you can shoot a ship flying through the corridor.

It was difficult for me to tell on the screen but are there any points where a player can camp? eg I was expecting in some of the corridors a niche in the wall where the player can sit in and camp.
 
sorry i missed the stream!. In the stream did the devs confirm at all if the assets would be used in the PU to flesh it out a little?

thanks.
 

Viajero

Volunteer Moderator
It works very well :)

Why not also then allow for actual fixed weapons for those commanders that they so wish? It could also be a great way for devs to further analyze/review the perennial issue of balance between fixed vs gimballed.
 
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