2.2 Reveal confirmed for gamescom

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On topic: Still not happy about the NPC crew lol. Just read the keynotes. Too few ships with fighter capacity to enjoy using a crew or fighters. In itself it's great, but I was really hoping that NPCs would give all players something to look forward to! Oh well. The minor stuff still looks positive. Planets and navigation.

bit of an own goal on FD here imo..... they should not have mentioned npc crew AT ALL yesterday, then today it would have been cool what we got (dont get me wrong it IS cool and way better than what i was expecting, and hopefully stage 1 of fully implemented npc crew)

but by them teasing npc crew yesterday and then essentially only releasing a pimped up version of what we knew we were getting i think was a mistake. i think some are feeling a little flat, where as without the "whispers" yesterday they would have been feeling pumped.

still overall, very good stuff and 2.2 is looking to be a fine update imo, hopefully a platform to build on in 2.3 and beyond.
 
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OK so massive issues here. Massive assumptions so the fact that this is your best retort makes it clear that if anyone is being spoon fed here, it's you. This is based on the fact that you make up anything to fit your goal so you'll listen to anything that confirms your bias.

I form my opinions from my own experience of playing the game. So I'm spoonfeeding myself I guess?

You seem to be interpreting my lack of willingness to enter into a discussion with you as an indicator of me lacking either the evidence or the debating skills with which to do so. It's actually much simpler than that. You believe you're right. I believe that we're discussing something which is ultimately so grounded in individual players opinions of what they find enjoyable in a game that there is no 'right' or 'wrong' only opinions. Yet you completely refuse to accept that anyone else's opinion may have validity (even to them, when they are assessing their own personal enjoyment of a game) and instead shout down or dismiss anything they have to say in exactly the same high-handed manner that you've just replied to my post.

In short, I don't enter into discussions with you because not only am I not going to convince you to have a different opinion, I don't even want to try to do so. Your opinion is as valid to you as mine is to me when it comes to assessing your enjoyment of a game. None of that changes the fact that without any personal experience of the aspects of the game that you're criticising, you really don't have the full picture.

I was considering buying NMS when it was released. I still am but I'll be waiting until it becomes available on a Steam sale and has had a few more content/bugfixing patches released. I've made that decision based on the wide array of feedback from players, youtube videos, editorials and other information about the game. I've looked at a good range of information, positive and negative and have also kept the fact that many of the players providing feedback have been backers or players who pre-ordered and so have an level of financial and in some cases emotional investment in the game that has undoubtedly coloured their views. I consider that enough information on which to base a buying decision for me, after all short of a playtest on a friend's PC it's the same basis on which we make most of our game-buying decisions.

What I don't consider it enough for though is going onto the NMS forums and lecturing people who are actually playing the game and the developers themselves on what they should do/wherethey're going wrong. If you do, we clearly have a significant difference of opinion. As such, I think it best that we do as the mods ask and leave it there.
 
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Hopefully FD may give some clips of season 3 in the 2 days left as we already have an idea of the path for the rest of season 2.
 
I form my opinions from my own experience of playing the game. So I'm spoonfeeding myself I guess?

You seem to be interpreting my lack of willingness to enter into a discussion with you as an indicator of me lacking either the evidence or the debating skills with which to do so. It's actually much simpler than that. You believe you're right. I believe that we're discussing something which is ultimately so grounded in individual players opinions of what they find enjoyable in a game that there is no 'right' or 'wrong' only opinions. Yet you completely refuse to accept that anyone else's opinion may have validity (even to them, when they are assessing their own personal enjoyment of a game) and instead shout down or dismiss anything they have to say in exactly the same high-handed manner that you've just replied to my post.

In short, I don't enter into discussions with you because not only am I not going to convince you to have a different opinion, I don't even want to try to do so. Your opinion is as valid to you as mine is to me when it comes to assessing your enjoyment of a game. None of that changes the fact that without any personal experience of the aspects of the game that you're criticising, you really don't have the full picture.

I was considering buying NMS when it was released. I still am but I'll be waiting until it becomes available on a Steam sale and has had a few more content/bugfixing patches released. I've made that decision based on the wide array of feedback from players, youtube videos, editorials and other information about the game. I've looked at a good range of information, positive and negative and have also kept the fact that many of the players providing feedback have been backers or players who pre-ordered and so have an level of financial and in some cases emotional investment in the game that has undoubtedly coloured their views. I consider that enough information on which to base a buying decision for me, after all short of a playtest on a friend's PC it's the same basis on which we make most of our game-buying decisions.

What I don't consider it enough for though is going onto the NMS forums and lecturing people who are actually playing the game and the developers themselves on what they should do/wherethey're going wrong. If you do, we clearly have a significant difference of opinion. As such, I think it best that we do as the mods ask and leave it there.

You and Jex represent the different poles of Internet forum users. I happen to side heavily with your position on this topic; everybody has an opinion but those whose opinion is based on fact and experience with the topic under discussion will alway be given more weight.

Edit: your avatar still disturbes me, though:)
 
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Edit: your avatar still disturbes me, though:)

Burns-excellent.gif
 
Brilliant, just brilliant (missed today's streams so I needed a catch-up).

Does anyone know anything more about the capital ship dockyard? That looks pretty stunning. Does it imply we can get to own capital ships maybe or is it just decorative?


No idea. I think it was a leaked image from PCGameN before the opening day, but the video and stuff has since been taken down and nothing more has been said.

Tomorrow has lots of Quality of Life stuff, along with (according to Adam in the stream this afternoon) a few things that might surprise us. So we should know more then.

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Thanks for this:
Quick question - was there any mention of HOW your ship flies if you decide to pilot the SLF other than "using turrets" if it has them??
So, if no turrets, will it manoeuvre in any way tactically/ evasive etc with no firepower or will it be a dead stick with no firepower?
I get the feeling the plan is it will sit there like a capital ship completely immobile just using turrets.....??

I'm pretty sure it flies via AI when you leave it (and you don't have NPC crew). I've no idea at what level, maybe it matches your rating up against the AI rating and flies accordingly? It can't use lasers, just turrets IIRC. Maybe worth asking on a question thread?


And secondly, from what I see from your update you can only Launch one SLF (based on the 3 NPC crew but 2 on a "break") - yet you can carry up to 16....
If I had, say 3 SLFs and I was concerned enough to launch them I would want to launch ALL of them!

I guess it's more dev work to get them to launch more than on SLF at once. it would be nice, but being someone who doesnt do much combat, - one is fine for me!

PEW PEW!
 
Another cool David Braben interview, culture of ED.

Word is, if someone was good enough to loan you a lowly Sidewinder, count yourself lucky (for not being stuck, on a planet!). You ARE the 1%.

Excellent as always.

[video=youtube;-YGlW4WB90Y]https://www.youtube.com/watch?time_continue=456&v=-YGlW4WB90Y[/video]
 
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Too few ships with fighter capacity to enjoy using a crew or fighters. In itself it's great, but I was really hoping that NPCs would give all players something to look forward to! Oh well. The minor stuff still looks positive. Planets and navigation.

Atleast i miss the Python in this list but who knows maybe that gonna add more ships.
 
No idea. I think it was a leaked image from PCGameN before the opening day, but the video and stuff has since been taken down and nothing more has been said.

Tomorrow has lots of Quality of Life stuff, along with (according to Adam in the stream this afternoon) a few things that might surprise us. So we should know more then.

- - - - - Additional Content Posted / Auto Merge - - - - -



I'm pretty sure it flies via AI when you leave it (and you don't have NPC crew). I've no idea at what level, maybe it matches your rating up against the AI rating and flies accordingly? It can't use lasers, just turrets IIRC. Maybe worth asking on a question thread?




I guess it's more dev work to get them to launch more than on SLF at once. it would be nice, but being someone who doesnt do much combat, - one is fine for me!

PEW PEW!

That is just bonkers: The existing AI can use gimballed and fixed weapons, why not the NPC driving your ship if you want to play in your SLF?? My 'Vette will be not only useless (not a turret in sight) but as you cannot get c4 turrets IIRC then even if I fitted turrets to the rest of the hardpoints I would have a fat ass target with 2 medium, 2 small and 1 large hardpoint! Might as well just push the self destruct button.

So that said, I can't see many 'Vette commanders taking to their SLFs and leaving a dead stick to soak up the fire - therefore surely the logic on multiple SLFs would be the same as the AI spawned in a CZ for instance??
They could tie number available for launch to the number of NPC crew you have hired up to the maximum of 16 or whatever, including all the levels.
Why wouldn't that work?

Lets face it, unless they OP SLFs driven by NPCs (which will drive another set of problems) why on earth would anyone launch one?
(Ps, I can see the value in overhead protection from NPC SLF on base attacks and so on, but I am talking about large ship support in space conflicts). Nimitz or Gerald Ford class carriers do not launch one Fighter to protect against an inbound airstrike! I think even the CAP is a minimum of 2!
 
That is just bonkers: The existing AI can use gimballed and fixed weapons, why not the NPC driving your ship if you want to play in your SLF?? My 'Vette will be not only useless (not a turret in sight) but as you cannot get c4 turrets IIRC then even if I fitted turrets to the rest of the hardpoints I would have a fat ass target with 2 medium, 2 small and 1 large hardpoint! Might as well just push the self destruct button.

So that said, I can't see many 'Vette commanders taking to their SLFs and leaving a dead stick to soak up the fire - therefore surely the logic on multiple SLFs would be the same as the AI spawned in a CZ for instance??
They could tie number available for launch to the number of NPC crew you have hired up to the maximum of 16 or whatever, including all the levels.
Why wouldn't that work?

Lets face it, unless they OP SLFs driven by NPCs (which will drive another set of problems) why on earth would anyone launch one?
(Ps, I can see the value in overhead protection from NPC SLF on base attacks and so on, but I am talking about large ship support in space conflicts). Nimitz or Gerald Ford class carriers do not launch one Fighter to protect against an inbound airstrike! I think even the CAP is a minimum of 2!

If you have NPC crew the NPC crew person will drive your ship accordingly using all weapons available. If no crew, then when you are in the fighter and a basic AI controls the ship firing the Turrets.
Think it's ok. Well at least that is how I think it works.
 
If you have NPC crew the NPC crew person will drive your ship accordingly using all weapons available. If no crew, then when you are in the fighter and a basic AI controls the ship firing the Turrets.
Think it's ok. Well at least that is how I think it works.

Oh OK, if that is the case then that is something else.....makes more sense. I wasn't differentiating between a "Standard generic AI" and "NPC Crew member" which I believe you can hire based on experience, ability etc.
So if you are correct, without NPC crew you would be bonkers to fly the SLF in a true combat scenario, but if you had a "decent" NPC crew member then it might be doable.

So as you are on a roll with the answers, how about the numbers restriction! :) (or at least why can't I launch all 3 NPCs at once in those SLFs?
 
Oh OK, if that is the case then that is something else.....makes more sense. I wasn't differentiating between a "Standard generic AI" and "NPC Crew member" which I believe you can hire based on experience, ability etc.
So if you are correct, without NPC crew you would be bonkers to fly the SLF in a true combat scenario, but if you had a "decent" NPC crew member then it might be doable.

So as you are on a roll with the answers, how about the numbers restriction! :) (or at least why can't I launch all 3 NPCs at once in those SLFs?

Standard AI is like an upgraded docking computer, the NPC pilot can be from Harmless to Elite and will have full control of your ships systems and weapons.
 
Standard AI is like an upgraded docking computer, the NPC pilot can be from Harmless to Elite and will have full control of your ships systems and weapons.

Good
Standard AI = Dead Mothership if you take to the SLF....unless you are in a fully turreted ship and no enemy has chaff
NPC AI - You can leave in charge of mothership and dependent on level of AI and then whatever the balancing happens to be on that particular release, you MAY possibly get it back in one piece.

Still would like an answer, if I have purchased/ hired x3 NPCs why in a ship with a capacity of 16 SLFs I cannot at least launch x3 of them (all with NPC pilots) and have them behave just like the NPC wings do right now.......?
 
That is just bonkers: The existing AI can use gimballed and fixed weapons, why not the NPC driving your ship if you want to play in your SLF?? My 'Vette will be not only useless (not a turret in sight) but as you cannot get c4 turrets IIRC then even if I fitted turrets to the rest of the hardpoints I would have a fat ass target with 2 medium, 2 small and 1 large hardpoint! Might as well just push the self destruct button.

Edit: Ninja'd above.

Im not sure if we're at crossed wires? If you have an NPC pilot, he will use all weapons on the ship (essentially flying your ship as the AI would when flying an NPC ship). If you leave your ship to fly the SLF and you DONT have an NPC pilot, the ship will fly via AI, but will only use turreted weapons.

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Good
Standard AI = Dead Mothership if you take to the SLF....unless you are in a fully turreted ship and no enemy has chaff
NPC AI - You can leave in charge of mothership and dependent on level of AI and then whatever the balancing happens to be on that particular release, you MAY possibly get it back in one piece.

Still would like an answer, if I have purchased/ hired x3 NPCs why in a ship with a capacity of 16 SLFs I cannot at least launch x3 of them (all with NPC pilots) and have them behave just like the NPC wings do right now.......?

I don't know the reasons, you'd have to ask the devs. I suspect it's down to balancing the game and not giving someone with SLF's too much of an advantage. Either that and/or more causing extra coding work.
 
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Edit: Ninja'd above.

Im not sure if we're at crossed wires? If you have an NPC pilot, he will use all weapons on the ship (essentially flying your ship as the AI would when flying an NPC ship). If you leave your ship to fly the SLF and you DONT have an NPC pilot, the ship will fly via AI, but will only use turreted weapons.

No crossed wires anymore lol!
I get it: My confusion from the blog was that when YOU leave your "mothership", I was thinking AI referred to the NPC crew (Also of course AI) - or rather, I didn't think the game would even let you do this unless you had acquired/ hired some NPCs, which I was referring to as AIs.

I had NOT realised that we were in fact talking about two "tiers" of AI - if you like a sentient one and a glorified DC (hence the turrets only)
 
Everything seemed really good until:

Buying a fighter bay, will enable players to construct fighters whilst in flight. You will require ‘ammunition’ to rebuild them.

Fighters as ammo? What? I'm not sure what gameplay FDev is getting at here.

Can you launch more than 1 fighter at once and have both of them be piloted by AI?
 
Atleast i miss the Python in this list but who knows maybe that gonna add more ships.

From an utterly selfish point of view, though equally there is in-game rationale, Python should be on that list. I wonder if Python is considered too good an all-rounder for mid-ship size to carry a fighter, though that seems hotly disputed these days. Again, I don't think it's about good/gud, I think it's about offering new ways to play the game to the widest margin of users. There are a lot of Python traders and combaters out there, it is a big ship, and for me, one that would make sense to offer the new feature to.

I'll probably grab a Keelback come October to try out the fighters. I think I'd rather test them on a 3mil ship than a 50mil. I suspect there will be much destruction as players "LAUNCH fighter!!" without tactical experience and watch the fighter debris spin in their vision as their own canopy implodes under a hail of FDL fire.
 
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Oooh, here's a thought.

The autodocking computer, which takes up a slot and provides ONE function (docking) should be changed to "Advanced Autopilot" or something. Still performs autodocking, but can also act as a drone fighter equivalent to a basic hired NPC pilot (but only, say, Novice level).

It would make the docking computer marginally more relevant. The pilot saves a bit of money on the crew cost and continued payout, but is offset by its very basic level of competence (and the fact it still takes up a slot!). In other words it still makes more sense to hire skilled pilots. But for those using an autopilot anyway, it's an option.

Plus it just makes that otherwise pointless thing clogging up an otherwise useful inventory slot seem less useless ;)
 
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