News Elite Dangerous 2.4 - The Return

Avatars don't require animation or voice-acting. There are tons of games where mission objectives are handed to you in the form of text and diagrams. The vast majority of missions in 'Mass Effect' games are played out in that way. The cinematic stuff is generally only for before/after stuff. When you're on a mission, you generally just look at the journal for what to do and get on with it.

It's the 'getting on with it' part which needs thought and substance behind it. That doesn't mean they need to be multi-part or complicated - quite the opposite. What we need is for a task to feel rewarding just to have participate in, regardless of credits given.

Just the combat portions of 'Elite: Dangerous', alone, feel somehow lacking. Compare the combat missions to some of the stuff in older titles, like 'TIE Fighter'. And even that wouldn't be touching on a fraction of real military capabilities we should have access to, like electronic warfare, recon and so on.

Frontier has a very curious way of fusing an artificial stick, instead of simply using a pre-existing carrot. Being able to lock on surface targets was removed, which makes absolutely no sense, whatsoever. This was done to force players into having a reason to use the SRVs (as opposed to properly armoured and weaponised surface vehicles), because they haven't really come up with a point for them. Instead, what the situation should be is a typical choice between different stategies.

Is there any intelligence on the target? If so, is the intelligence likely to be reputable in nature? The latter could also be impacted with how friendly/loyal you are perceived to be with that faction (as they'd give you better information if you are considered an asset). If none is available (or you have reasons to suspect it could be problematic of have a chance percentage of being inaccurate/out of date), then you could also decide to undertake your own recon. There could even be NPCs you could hire to undertake it for you (the results of which will be given to you after a certain allocated time), but will depend on their own reliability rating. Frontier could then allow some of the modules typically used for exploraiton to give us estimations of base layouts, defences, energy readings (a base might have defences hidden, but a high energy output could indicate suspicious activity could be occuring) and so on. All stuff which makes up an auto-generate intelligence estimate.

This could take some time, but it's the difference between going in blind/assuming third party intelligence to be correct, versus doing what you need to guarantee safety and intelligence reliability. This also opens up missions you undertake for others to perform recon missions on their behalf. Missions diversity!

Regardless of whether you just accept intelligence estimates on a target or not, the user then has to decide how to go about it... We now enter the difference between high-risk/low-risk mission potential.

What kind of defences does the base have? Are they static? Are there patrols and, if so, what kind of craft and how many? Are defences optimised for attacking ships or taking out ground targets?

At this point, if the primary/secondary/tertiary target(s) is/are hardly defended, you can go at it/them as you please. On the other hand, if they're defended, is it lightly, moderately or heavily?

You then decide... An SRV could be a much stealthier way of going about things, if it's deployed at a sufficient distance. Alternatively, just going in and treating it like a gunship-style air assault mission could be far better. Helicopter gunship simulators can be very fun! It would be fantastic to see some missions like that.

We could also find that a particularly large base which is also heavily defended, makes for a situation where we need to co-ordinate our efforts with either other players or hired NPCs (either in ship-launched fighters or, perhaps, eventually actual NPC wingmen with FSD capability, which we should have all long ago had the option for utilising), so that some can take on defences, others act as distraction, others take out patrols and so on. It could eb as chaotic as you desire or timed to perfection for better results.

This is the kind of extra detail which should be allowed. None of it is compulsory, but for those who want better chances of success (or simply to take on much more profitable and better defended targets), then the options to do so could be there. It would go some considerable way towards getting players to want to interact and make fighters and surface vehicles a far more valid choice.

Would also like to see sneakier options for combat missions... Ships specifically optimised for stealth would be one example (and older games, such as 'F-19', could be looked at for how to give them unique and fun mechanics when used in missions), but how about some missions where you're given access codes and are given a specific different ship to pick someone/something up or drop them off? Like in 'Return Of the Jedi', with the stolen Imperial shuttle. We wouldn't be risking our own ships, but it would give us a challenge of, say, using an Eagle or Type-6 to very carefully get access to some huge base or carrier, knowing we have to keep to a very specific protocol or risk being investigated (and possibly having to very hastily get out of the situation, 'Independence Day'-style). There would certainly be prospective employers or reps from the Federation or Empire, who would want to hire such people for plausible deniability reasons!
 
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queue video animation cut scene :

Avatar face - Welcome to starport X I am commander Y
Goto my colony on planet alpha who will assist you further
Running missions for the colony on planet alpha unlocks the outpost near planet beta
Whilst running these missions, you get to learn about the Starport commander Y
Once you climb the ranks high enough, you can deal with commander Y
By which time, you feel like you know commander Y inside out
Commander Y missions are the real juicy ones, the ones that pay out big time
Commander Y missions could lead to awesome discoveries around the verse which are locked until you have completed the above missions.

feeling of achieving something in game ....

I like this. We have it to an extent ofc, in that rep with faction does improve missions offered, though having that process come more front and centre (and I think your secenario is very, very suitable for Secret Service Military recruitment, where you follow breadcrumbs, past the security levels to the secret base where the doomsday machine is kept) would certainly be interesting. It's spculation but the new system for delivering traffic control dialogue (2.4) could play into this, so you can generate your viewscreen messages with non-repetitive ways of speaking (talking about nearby bases, place specific). The 3d view of your holo-me character (2.3 which might otherwise be seen as fluff) allows the game to generate an animated face (already in game) for that same audio-video message.

This is why I urge management of our own expectations on how quickly it can realistically happen as a rule because <bosh> Avatar face - Welcome to starport X I am commander Y </bosh> isn't as simple as it sounds if you want it simulated and not just a cut-scene on rails. I'm definitely not down on Frontier for this reason, and while I do watch updates in context of the kind of opportunities you're talking about, myself (ie. not as an uncritical eye) my understanding of it, is that when the simulation tools reach a critical mass, they can be combined in a million different ways by the simulation .. and then you're really cooking on gas. With true depth .. not just more complex scripting.

For more than one reason I can't get into the FD focusing on the wrong aspects mantra also because, even though it may not be traditional narrative breadcrumb type gameplay, running telemetry testing on ships (aka. here with repair limpets, which people are into after what 24 hours) really floats my boat. I've done fusion plant efficiency tests, weapons testing and so on (veryfing what I might otherwise just look up, from someone playing this aspect for me) and I think you only have to look in the groups section to see strange and interesting ways to play, buying Frontier the time and space, to develop the simulation.
 
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You have everything wrong with frontiers.
For the moment the 2.4 is nothing magical.

No additional gameplay ...
You do not listen to the community a liver star citizen out at this rate it's bye bye to me.

Only positive point at the moment it is the scan of the 20 k AL in the galactic map.


Have want shock announcements. We do not want bug fixes for a so-called major update (2.4)

You developed the game to the old and this became of anything. 400 billion planets and we can do nothing since 3 years.

At the moment I am really disappointed. I hope a lot at gamescom.
We were promised a 2.4 mystery and for now it's not amazing.
 
... We could also find that a particularly large base which is also heavily defended, makes for a situation where we need to co-ordinate our efforts with either other players or hired NPCs (either in ship-launched fighters or, perhaps, eventually actual NPC wingmen with FSD capability, which we should have all long ago had the option for utilising), so that some can take on defences, others act as distraction, others take out patrols and so on. It could eb as chaotic as you desire or timed to perfection for better results.

I like this idea - multi player game play to overcome a foe to achieve a mission goal.

A good use for Multi Crew, perhaps ?
 
I like this idea - multi player game play to overcome a foe to achieve a mission goal.

A good use for Multi Crew, perhaps ?

But for that we'd need FD to add more involved game scenarios. Eg a multicrew escorting a convoy of ships through an asteriod field along with some NPC wingmen they can give commands to.

Three years into the game how much have we moved towards such deeper gameplay and scenarios?

Worried?
 
I'm hoping for a large continual co.op against NPCs and THARGOIds to defend off or loose, gain systems

Will the THargoids end up in power play and expand into systems who knows, we may all need to pledge. Bearing mind all powers now joined up to defend against etc
 
I really hope they finally confirm that the Panther Clipper is part of 2.4, else i won't be playing again for another 6 months.
 
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I really hope they finally confirm that the Panther Clipper is part of 2.4, else i won't be playing again for another 6 months.
Currently enjoying Star Citizen and waiting for Alpha 3.0, hopefully by end of September.



Please move on...
 
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I really hope they finally confirm that the Panther Clipper is part of 2.4, else i won't be playing again for another 6 months.
Currently enjoying Star Citizen and waiting for Alpha 3.0, hopefully by end of September.

Yeah, and I just dropped by to let you know, that I am contemplating about watering the garden tonight. The weather forecast says there might be some rain in the coming days, so I'll decide what to do.
 
While we're all waiting for 2.4, a little Aliens (the film) styled trailer/opening movie titles video I made a couple of weeks ago, to scratch an itch ;)


[video=youtube;-g_qvKvOPGQ]https://www.youtube.com/watch?v=-g_qvKvOPGQ[/video]
 
So you're not interested if nice new deep mechanics are introduced. You're instead interested if a ship is available to allow you to do exactly what you've already been doing in 2+ year old mechanics?

Yeah I also found it puzzling with the megasurvey that people want more tools (ships) to do exactly the same. But on this forum seems there are lots of people who enjoy shallow repetitive gameplay, and I'm not even talking about explorers...
 
So you're not interested if nice new deep mechanics are introduced. You're instead interested if a ship is available to allow you to do exactly what you've already been doing in 2+ year old mechanics?

Of course I am interested in the core game play being improved, so I am not allowed to hope for the Panther Clipper to be introduced?
 
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Of course I am interested in the core game play being improved, so I am not allowed to hope for the Panther Clipper to be introduced?

You're the one who implied a single new ship not being included = won't play for six months... No matter if we even get some significant gameplay improvements (for a change).

Personally I couldn't careless if we never get a new ship. I just want FD to finally start adding some serious/deep mechanics to the game. We've basically been playing in the same placeholder mechanics for 2-3 years... Time to finally making them more involved!
 
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After 'skimming through the 69 pages of comments here I'm disappointed by what people want, and what they think they deserve, it seems that many want 'NOW,NOW NOW...Quicker, better, more' without a thought of how and why, we wish to traverse the Galaxy more quickly, we want the cargo port to port to be less than 5 minutes, 20 seconds is far too long to spend in hyperspace, some want to see limpits crawling over the ship making repairs bending metal and welding, and another does not feel that it would not be of interest more than once or twice, in fact some might even think that the magic wands they use for repairs/refuelling and loading/unloading cargo at a station are taking too long. Wow!

The thing is, the more things you want packed into a short amount of time will eventually ruin your game, been there, done that, seen one of those, flown that, got the badge... I'm bored mummy.

This is simply not the game for the depth that many people complain that they want, and it seems that it can only really go in one direction now, targets that many hoped for are becoming less likely now as the game drifts further and further from what was envisioned in the currents of briefness, at the outset David Braben said that the technology was ripe for the game that he always wanted Elite/Frontier to be, well as far as I can see it's not! Elite Dangerous is a stripped down version of Frontier with better graphics, with a main story line of a paragraph or two occasionally fired up on the 'Galnet' and all the while Frontier Developments seems to be pressured into the release of new 'stuff' to keep players interested, much of which has little though of how and why,
The Engineers for instance use random junk that makes no sense at all collected from mundane places over and over again, there is no place to store excess 'junk' or purchase the 'junk' that seemingly gets nailed onto you ship out in the open on the surface of a planet in ten seconds flat to make it go faster/further/better,

Would Frontier Elite II keep me interested if it's development had continued... I'm not sure, though I feel it would because it seemed to have a better base of core features that could be built upon, you could add to it and create more, Towns, cities, ships, projects, like mining and Industry, colonisation could be created over time, TIME, something that more than a few ED players seem to have too little of already.

Elite Dangerous is in danger of becoming a tarmac'd school playground with the majority just kicking their own feet and complaining of boredom... occasionally looking over at a small group who appear to be playing chess with the odd bully interrupting and stamping on the pieces.

Keeping us interested!
While I'm not going to buy a ship/Buggy paint job or a nameplate I would spend a couple of quid to hear my name in Station to Ship communications (I'm sure this could be done quite easily) I don't really like the HUD... I want working dials and switches (OK to keep the Ship/Station/Planet holo though), once I've become Allied with a station/Faction could I not be 'Favoured' whereby those little indiscretions could be ignored or humoured
"Oh Really Commander!"
"did you forget that was on board Commander?"
there's plenty more small things to get players attention and make them feel part of the game without more and more grand but poorly thought through Features

I understand I'm going to be hated/roasted and or corrected on much of what I've said but, we all paid for the game and for the most part we all wan't something different, it's a matter of how close ED can come to all of our differences without becoming a homogenized mush!
 
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