Explorers, what are you hoping for from the Engineers in 2.1?

So far I have only seen modifications relevant for combat in the "Countdown to Engineers" series.
Has there been ANYTHING relevant for exploration in the beta sneak peaks this far? (did I fall a sleep during a live stream and missed something? (It does happen from time to time ;) )

The only possible tie in was a comment in latest newsletter.

"Each Engineer has a different background, and that will affect the commanders he or she will deal with. Some will look into the commanders' background – see if they’re an explorer perhaps – before they’ll deal with them."

Nothing on the two streams though.
 
So far I have only seen modifications relevant for combat in the "Countdown to Engineers" series.
Has there been ANYTHING relevant for exploration in the beta sneak peaks this far? (did I fall a sleep during a live stream and missed something? (It does happen from time to time ;) )

Nope, nothing non combat related from the engineers themselves, except for modified cargo racks to hold barnacles. They've shown us 7 crafted modules so far, all weapons. It's a good bet that most of 2.1 is geared towards the pew pew crowd. Things in the update so far that effect all of us are:

- ice mining (which might be unprofitable and only useful to collect weapon craft materials)
- station chatter
- bookmarks

So far, that's all we have to look forward to. Hopefully players in the beta will show us things that we can use, as the devs seem unwilling to show anything other than weapons.

Needless to say I'm not rushing back to the bubble for 2.1 just yet....
 
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Not a thing. Not even explorer missions in their revamped mission system.

Guess even DW didn't make FD notice there are quite a few explorers in the game.
 
It does say that all modules can be upgraded by Engineers. If so that will include shields, FSD, scanners, AFMU, power plant, thrusters.... Weapons are just the attention-getters.
 
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It does say that all modules can be upgraded by Engineers. If so that will include shields, FSD, scanners, AFMU, power plant, thrusters.... Weapons are just the attention-getters.

That's what we all are desperately hoping. I would have thought though, in several weeks worth of newsletters and media, that they could have at least shown ONE non combat engineer craft. Just one....[sad]
 
It's likely that weapons are the only modules that can get the special effects by being modified, whereas boosting an FSD just gives you a slightly better range, so they went with advertising stuff they thought would be more interesting. Still, a single screenshot showing us an engineer upgrading something other than a gun would be nice.
 
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I'm hoping there's a lot more to the FSD upgrades than just "it's a bit longer range" - there's certainly potential for a lot of variables to change: range, fuel efficiency, charge time, supercruise speed/acceleration, masslock factor, interdiction resistance, power consumption, weight, resilience, safe drop-out speeds and distances, heat generation, cooldown times - many of which could be useful to an explorer.

Even specials might appear - let your wing make the same jump with greater fuel efficiency if you lead it; emergency drop breaks an interdiction and damages the aggressor's interdictor unit; use 1T of fuel to make an in-system jump - though I wouldn't be surprised if specials were weapon only.
 
Here's my concern. Engineers represent factions. The type of faction determines the type of mission.

And we already know there won't be exploration missions.

Add those together.
 
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Oh no, not more faction friction! Its becoming an addiction. Mind you, that's not a prediction, just my perception, it may be just fiction.... ;)

<stands back waiting for slap>
 
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I'm pretty sure we won't get (ever) what I'm hoping for, which is:
- if you fly into a black hole or a neutron, you get a rebuy screen
- if you are flying around in a system and there are asteroid belts that you haven't scanned yet, and you hit them at 500C, you get a rebuy screen

Exploring's too safe if you're a meticulous pilot. It needs to be more dangerous.
 
If they can't sort out consequences for murder in Open then there's little hope that revising the risks / consequences associated with exploration will ever get looked at...
 
I'm hoping there's a lot more to the FSD upgrades than just "it's a bit longer range" - there's certainly potential for a lot of variables to change: range, fuel efficiency, charge time, supercruise speed/acceleration, masslock factor, interdiction resistance, power consumption, weight, resilience, safe drop-out speeds and distances, heat generation, cooldown times - many of which could be useful to an explorer.

I'm sure if we do get explorer module crafts then they will have several positives and negatives just like the weapons they've shown, and the values will have randomly determined values just like the weapons.

So, for example say we do get an engineer who can modify the FSD module, each craft might have the following random property ranges:

- increase FSD range by 15% - 25% (a good thing)
- decrease FSD cooldown by 3 - 6 seconds (a good thing)
- increase power consumption by 5% -10% (a bad thing)
- increase fuel consumption by 5% - 10% (a bad thing)

So, if you wanted a perfect module with 25% extra range but with the lowest fuel consumption, but your first craft only got you 17% range, you would have to keep crafting over and over again until you got a nice balance between the positives and the negatives but maximizing the range.

I'm hoping for stuff like that.
 
I'm pretty sure we won't get (ever) what I'm hoping for, which is:
- if you fly into a black hole or a neutron, you get a rebuy screen
- if you are flying around in a system and there are asteroid belts that you haven't scanned yet, and you hit them at 500C, you get a rebuy screen

Exploring's too safe if you're a meticulous pilot. It needs to be more dangerous.

Can you explain how this should work?

Nothing can escape from a black hole, not even light waves.
Thus a weak escape pod wouldn't do it either.

Not the rebuy screen would be the consistent answer but only a fully automatically clear save!
This might be harsh, but it is like this. You will never come back. [noob]

Learn the physics before playing Elite Dangerous. ;)

:D
 
Can you explain how this should work?

Nothing can escape from a black hole, not even light waves.
Thus a weak escape pod wouldn't do it either.

Not the rebuy screen would be the consistent answer but only a fully automatically clear save!
This might be harsh, but it is like this. You will never come back. [noob]

Learn the physics before playing Elite Dangerous. ;)

:D

I flew through a black hole in game, it just pushed me out the other side.

https://www.twitch.tv/wishblend/v/55648263
 
Can you explain how this should work?

Nothing can escape from a black hole, not even light waves.
Thus a weak escape pod wouldn't do it either.

Not the rebuy screen would be the consistent answer but only a fully automatically clear save!
This might be harsh, but it is like this. You will never come back. [noob]

Learn the physics before playing Elite Dangerous. ;)

:D

I understand quite well how black holes work. I wasn't saying the game should be perfectly realistic. I was just asking that it not be stupidly unrealistic. Have you tried flying into a black hole in this silly space-mess? Your ship stops and you suffer a wee bit of damage while you happily fly off. Talk about realistic?!!! What about that physics is worth learning?

No lectures about realism from space-prats needed.

And PS - if you really want to see some realistic physics put a black hole between you and another in-system astronomical object. Then you'll understand what I'm complaining about.

Actually, I wouldn't expect it to go to a fully cleared save. Because as you went past the schwartzchild radius and began to accellerate into the singularity, time in the outside universe would effectively stop for you. So the universe would end for everyone else before you'd have a chance to experience your cleared save. But I digress.
 
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I understand quite well how black holes work. I wasn't saying the game should be perfectly realistic. I was just asking that it not be stupidly unrealistic. Have you tried flying into a black hole in this silly space-mess? Your ship stops and you suffer a wee bit of damage while you happily fly off. Talk about realistic?!!! What about that physics is worth learning?

No lectures about realism from space-prats needed.

And PS - if you really want to see some realistic physics put a black hole between you and another in-system astronomical object. Then you'll understand what I'm complaining about.

Actually, I wouldn't expect it to go to a fully cleared save. Because as you went past the schwartzchild radius and began to accellerate into the singularity, time in the outside universe would effectively stop for you. So the universe would end for everyone else before you'd have a chance to experience your cleared save. But I digress.

Just for clarification : the sentence 'Learn the physics before playing Elite Dangerous' was meant for those who would be complaining after a hypothetical clear safe. :)

And you are right. The physics of a real black hole is simply amazing! [up]
 
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I love space and i try to study a lot, more diversity of the planets and moons, look at Saturn moons how different they are, Jupiter also, in reality, if we found a gas giant like them in the game all the moons are the same, same composition, same same same ..... diversity makes the game interesting, especially when it purpose to reflect the reality.
What I've written here is probably hard to achieve, because the computation power needed for diversity, but ...... it would be awesome to have it.
 
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