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

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.


Thank you, thats what i had on my mind since this discussion here started.

Of course they show off with the new weapons. Do you know why? Because that's about the only thing that can actually be shown in something like a video.
If they were showing an upgraded FSD or Powerplant, that whole video would consist of the outfitting screen and some larger numbers than before ...
Still us explorers can benefit from most upgraded modules. There is simply not a big enough impact when showing that around.

o7
 
Of course they show off with the new weapons. Do you know why? Because that's about the only thing that can actually be shown in something like a video.
If they were showing an upgraded FSD or Powerplant, that whole video would consist of the outfitting screen and some larger numbers than before ...
Still us explorers can benefit from most upgraded modules. There is simply not a big enough impact when showing that around.

o7

Eh, they've shown plenty of screenshots too. The beta starts next week, and I'm looking forward to seeing what the players can tell us about non combat engineer stuff since we've had weeks worth of only combat sneak peeks from the devs. Just one pic of something other than a weapon would have been nice is all I'm saying. The devs have a reputation for pandering to the combat crowd, and it's a rep that I feel is well deserved, as the past few newsletters only support that reputation.

All I want is an actual reason to head back to the bubble in time for 2.1. Just one reason from this major update....
 
Eh, they've shown plenty of screenshots too. The beta starts next week, and I'm looking forward to seeing what the players can tell us about non combat engineer stuff since we've had weeks worth of only combat sneak peeks from the devs. Just one pic of something other than a weapon would have been nice is all I'm saying. The devs have a reputation for pandering to the combat crowd, and it's a rep that I feel is well deserved, as the past few newsletters only support that reputation.

All I want is an actual reason to head back to the bubble in time for 2.1. Just one reason from this major update....

But thats what i meant. They already gave you that reason when they said that modules can be enhanced be the engineers. :)
As far as i'm concerned that includes every player and therefore explorers as well.
But yes you are right, they could have shown an example stats screenshot of maybe an enhanced FSD or hangar module.

Still, think positive and expect our wishes come true :)
 
Just to clarify on black holes, nothing slower than the speed of light can escape.

HOWEVER...

Our ships are not slower than the speed of light. They can go several thousand times the speed of light, and they can tear holes in the fabric of space time to create hyperspace escape tunnels.

So there is no reason why an Elite Dangerous ship couldn't escape a black hole, except maybe the sci-if concept of mass locking. They might take massive damage while doing it, or be ripped apart by tidal gravity before they can create an SC bubble. But it should be doable, with luck and skill.
 
Just to clarify on black holes, nothing slower than the speed of light can escape.

HOWEVER...

Our ships are not slower than the speed of light. They can go several thousand times the speed of light, and they can tear holes in the fabric of space time to create hyperspace escape tunnels.

So there is no reason why an Elite Dangerous ship couldn't escape a black hole, except maybe the sci-if concept of mass locking. They might take massive damage while doing it, or be ripped apart by tidal gravity before they can create an SC bubble. But it should be doable, with luck and skill.


Except, of course, the FSD's ability to propel a ship at high velocities is adversely affected by gravitational sources, to the point where your ship cannot break 1C when very close to a high gravity body. In terms of black holes, then, there would still be a line from which there would be no escape in supercruise, since your escape velocity would be above 1C and your supercruise engines couldn't handle that beyond the event horizon. High waking might still be an option though, like you said, it should at least invoke risks of massive damage to the ship.

More importantly, in terms of just general plain old fun, black holes not being any more dangerous than a run of the mill M-class star is just boring and lame. They really need to address that. I also think there should be a point where the tidal forces caused by extreme gravity and the fact our ships aren't homogenous lumps of matter should start causing continuous damage to your hull. Don't care how advanced your ship is, black holes are unforgiving places and the game should reflect that. What I think should be done is that crossing the event horizon should be a possible to survive, but risky business, bringing potential rewards (the closer you get to the black hole the more value your scan data has, something like that...). So you'd fly in, you'd really start feeling the gravitational pull and you'd try and fly close, but not so close you get ripped to shreds as you try and get more and more data. It's better than just replicating the exact same experience you get with every star in the game..
 
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My guess is that there will be a modification to the FSD that allows you to jump to another star in the same system that you are in.

I don't care if that is true or not because the chances of me obtaining any modifications at all are pretty small unless there's no choice but still. That's my sneaky suspicion.
 
I'm hoping for enjoyment.

True. In the end I just want a new feature in the game that I can enjoy and have fun with. Power Play added nothing for me due to it's combat focus, I mean literally nothing. I'm just hoping that the engineers don't go the same way, because I'd like to be able to be a part of this new game mechanic.
 
Since the devs have said that "exploration is solid", I don't really hope for anything, but I would be glad to get surprised.
 
Skimming through the changelog.

Fix system map not remembering which tab you were on :)
Improved system map load time :)
When searching for a system name, trim whitespace off the end of the search as some people use methods which automatically place whitespace on the end which is preventing the search from working :)
Photo camera popup can now be closed using the key bound to UI Select :)
Added a beacon light to certain data links so that players are attracted to them :)
Prevent rings intersecting moons :(
Make sure that a ring is not completely invisible :)
Enable asteroid shadow casting in ultra quality settings :)
Ring fog boosted and balanced for greater atmosphere :)
Transition from distant ring to close up ring (in supercruise) improved to be more visually pleasing :)
 
a combined Advanced Discovery Scanner and detailed surface scanner so i can carry extra shizzle in a DBX please

alternatively can i fit the scanners onto my hard-points...
 
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So on top of what Ziggy posted above, I've seen other changes that affect explorers:

- SRV bay now needs to be powered to use, no more keeping it unpowered all the time
- FSD recipes that can: increase FSD module boot time, also increase FSD module optimal mass rating by up to 25%
- much improved planetary surface textures, the screenshots look greatly improved and with faster FPS

The recipe to increase the mass rating of the FSD's is the one that will increase our jump ranges. I have a hunch that the end result will be that heavy ships get less improvement from this than the smaller ships, as the smaller ships jump ranges like a Hauler are much more impacted by adding mass than say an Anaconda. So while this might open up a bunch of ships as decent explorers I'm not sure how much it will improve the Conda or Asp light years wise. Testing will have to be done!
 
- SRV bay now needs to be powered to use, no more keeping it unpowered all the time
Since a class 6G SRV bay still uses less power than even 2E thrusters, and you can't use both at once anyway, you should still be able to set it to priority 5 for power, and it'll automatically activate on landing even if you were power-constrained. So you still don't need to consider its power use requirements while outfitting, I think.
 
Now what I DON'T want to see coming to the engineers, is that we are going to pay the engineers in mats - "bring me 50 antimony and I'll give you a healing lazor". As previously mentioned in this thread there are people that find collecting mats very tedious and boring, something that I fully understand. I agree games like ED is a grind, and without the grind much of the experience is lost (the journey is more important than the destination), but if the game forces you to do things which is just outright a pain in the buttocks then I believe the appeal is lost to many - including me.

In regards to what I'm seeing in large parts of the forums and youtube video's, I believe I am entitled to say "I told you so".

Now what I find a bit amusing is that there are now quite a few people driving around on planets struggling with exactly the same things as I (we) did half a year ago.
Oh well, I hope it gets better - I see many good suggestions coming out of this as well.
 
In regards to what I'm seeing in large parts of the forums and youtube video's, I believe I am entitled to say "I told you so".

Now what I find a bit amusing is that there are now quite a few people driving around on planets struggling with exactly the same things as I (we) did half a year ago.
Oh well, I hope it gets better - I see many good suggestions coming out of this as well.

You told us so. :)

I think of engineer upgrades differently, though. Apart from unlocking the FSD engineers, I haven't done a single thing in the game I haven't done before - some combat, some mining, some trading, some exploration. All of these activities (well, exploration not so much, but driving around in your SRV is some kind of exploration, right? Counts for the rank, at least) result in stuff necessary for modifications, I just have to keep my eyes and cargo bay open, and equip a wake scanner.

In my opinion, a lot of the perceived 'grind' is a result of Elite being a lot more empty and lifeless before. We are used to ignoring NPCs, wreckage, mission rewards other than money. We fly out of the mail slot on mental autopilot until we can engage the FSD. We supercruise to a trading destination and watch Netflix on a second screen.

But if we become more active in these autopilot moments - wake scan departing ships, scan NPCs and USSs, check wreckage after having successfully fought of an interdiction - a lot of the materials and data comes in by itself. It's a byproduct of our usual activities. Some rare commodity might be needed to finish it, but switching from an 'I need all this stuff NOW' to an 'oh look, I now have nearly everything needed, let's buy a fish and get an FSD upgrade' mindset eases a lot of pressure. The engineers aren't going anywhere.
 
In regards to what I'm seeing in large parts of the forums and youtube video's, I believe I am entitled to say "I told you so".

Now what I find a bit amusing is that there are now quite a few people driving around on planets struggling with exactly the same things as I (we) did half a year ago.
Oh well, I hope it gets better - I see many good suggestions coming out of this as well.

I think that some of the reason for the amount of dissatisfaction with mat collection is down to the level of expectation held by some players post 2.1. Searching for mats, especially the v.rares, has always been a mind-numbing grind but some types of player (e.g. explorers) are likely to accept it more willingly as part of that 'journey' you mention. There's a group of players experiencing mat collection for the first time that may expect a faster route to their end-point or for whom its the destination that matters rather than the journey.
Personally, I thinks its a little unrealistic to expect that the ingredients required to give you a potential 200% increase in jump range (max engineer upgrade then J3 synthesis) will be readily available and I'd prefer to keep acquisition difficult or time consuming.

Fly safe Cmdrs
 
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