Err - and fortunately I missed that last bit... ;-)
Post of the day - thank you!
Err - and fortunately I missed that last bit... ;-)
I was wondering if you would notice that.
Err - and fortunately I missed that last bit... ;-)
No problem!
I have wanted to do a sequel for a long time, and there has been 'skunk-works' development, on and off for quite some time, but full on development is mostly since (and somewhat during) the Kickstarter campaign. So you are correct.
David,
Many thanks for taking the time to interact with the inhabitants of the forum - it is much appreciated indeed!
Regarding the storage of cargo: I am personally against this. For me, Elite: Dangerous is a game about piloting a space ship and having exciting adventures in space. It's not about stockpiling commodities and playing the stock market (which is exactly what cargo storage would be used for).
Sure, trading is an integral part of the game experience, but I don't want to take focus away from the fact that you're flying and managing a space ship. In my opinion, gameplay decisions should be based on your capabilities *at the current moment* as opposed to what you have squirrled away at various nests across the galaxy.
No problem!
I have wanted to do a sequel for a long time, and there has been 'skunk-works' development, on and off for quite some time, but full on development is mostly since (and somewhat during) the Kickstarter campaign. So you are correct.
David, you once talked at the Science museum about how games at the time were in the same place as film was in the 20s/30s. All bombastic spectacle.
How much has the industry changed since, in your opinion? Are we shifting that paradigm yet? Any shining examples?
Planetary landings won't be a single thing. I think I've said before - it is what is down there that makes planetary landings compelling - and please remember all of this will be after first release of the game.
I imagine we will start with landings on airless moons. You would be able to see heavy industry, craters up close, and ultimately be able to deposit things on the surface (stash cargo or mining machines). Atmospheric worlds are a bigger challenge - whether rocky or gas giant in nature - and a key element there is the atmosphere. They should have rich cloudscapes with lightning, turbulence etc.
The biggest challenge is with what we call 'outdoor worlds'. I would want rich and varied vegetation, wildlife, and so on.
As it's currently not noticable in premium beta, will the gravity model in supercruise that allows things like slingshot-maneuvers around massive bodies still be implemented, as proposed in the DDF-thread on In-System-Travel? That bit was what hooked me to the game initially, and I would be kinda sad if that's something you decided to throw out.
I think that feature could be key to make supercruise more than the linear travel it kinda is right now, assuming you don't turn flight assist off. I saw a number of posts feeling bored when supercruising, I guess those would be satisfied if you would elaborate on gravity.
I also see this as huge potential towards immersion, as many of us probably always feel somewhat uncomfortable linearly traveling through space, when all of today's space travel is nothing but using gravity of our planets as efficiently as possible. There just needs to be one hint of it, nothing complicated, so we don't accidentally scare off the other bigger part of the community.
Il take the opportunity to say:
Thank you Mr Braben for giving the Elite to use for nearly 30 years ago.
That game was the one that got me into playing games and I still think its one of the best games that ever have been created.
Iam close to 50 years now and ive been following your company Frontier for many, many years and hoped that someday (before I get to old) to se a new Elite game.
And whit the development of ED its certainly close the circle for me
So a heartfull Thank you Mr. Braben