Patch Notes Update Beyond 3.0 Beta 3 Patch Notes

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Deleted member 115407

D
So now we have High/Med/Low/Anarchy. I was hoping that this change would mean that unpopulated systems would have a security level of 'None' but unfortunately not (I appreciate that technically they are anarchies, but just to make searching easier in the galmap). Also, unpopulated systems with a security level of Anarchy in the galaxy map filter are showing as 'Low' on the system map, which I assume is not intended.

Sleut just said that he checked and Anarchy is now just Anarchy with an Anarchy Security State

You find something different?
 
While the extra jump range on the Type 7 is cool and all, when will those engines get lowered so it fits on a medium pad.
It's about time the Python had some competition for medium pad hauling.
 
I do. I have 60 ly jump range, but it's not enough when your closest stars are over 100 ly away. Only premium boost will take you there, even with a maxed out ship. I used some 30 boosts in the past 2 days. Not because I was lazy and wanted to speed things up, but because I had too. When you get out here, you might only have two stars close by, and only through boosts. Not even regular jump range distance.

https://i.imgur.com/dcjlKrY.png
Closest star is 106.21 ly away.

I am reminded in this case of a sailing adage:

"It is also common practice to have 1.5x the amount of fuel needed for a trip on board."

To date, my use of Synthesized FSD boosts have, with only a singular exception, have all been to reach a Fuel star. One was just to beat someone to a destination because I could.
 
Sleut just said that he checked and Anarchy is now just Anarchy with an Anarchy Security State

You find something different?

No, we found the same thing, but using the galmap security filter on 'Anarchy' shows two types of systems 1) systems with a government type of Anarchy (and therefore a security level of Anarchy) and 2) unpopulated systems. But for (2) when I look at the Systems map the security level is given as Low, I will raise a bug report on this.
 
Ideally I'd love for dark sides of planets to remain dark, and we would get a toggle for a night vision mode in our helmets, something we could toggle on and off. Best of both worlds.

Yep, or even some night landing aids like commercial aircraft. Then night flying and landing can be a skill in itself. Add combat against surface bases into the mix too and this could get real fun!

At the very least, I'd like to be able to manually switch on the terrain scanner, which currently only switches on if you lower the landing gear or if you fly low enough. The scanner is useful, so additional control would be good.



On the Chieftain, good news on the increased manoeuvrability. As an all rounder, I don't mind if it doesn't quite outperform a FAS or similar. But, I would love for it to have one more Optional Class 2 slot - appreciate it has 3 military compartments though, and leans towards combat. But it's just short of a slot to be a rounded explorer eg:

Shield Gen
Cargo Rack
Vehicle Hangar
Fuel Scoop
Discovery Scanner
Detailed Surface Scanner

As the Chieftain has 5 slots, it's a shame one of those has to go. I know, there are other ships that accommodate that, but other combat ships like the FAS can manage it..
 
HOLD ON!

I just tested the new dark sides:
i98k63b.png


Thats actually still MUCH better than 2.4.
 

Deleted member 115407

D
No, we found the same thing, but using the galmap security filter on 'Anarchy' shows two types of systems 1) systems with a government type of Anarchy (and therefore a security level of Anarchy) and 2) unpopulated systems. But for (2) when I look at the Systems map the security level is given as Low, I will raise a bug report on this.

Hmmm.... so now there is no easy way to distinguish true Anarchies from Unpopulated systems?

Why can't Unpopulated systems just be None/None, and Anarchies be Anarchy/Anarchy?

Wouldn't that make the most sense?
 
Hmmm.... so now there is no easy way to distinguish true Anarchies from Unpopulated systems?

Why can't Unpopulated systems just be None/None, and Anarchies be Anarchy/Anarchy?

Wouldn't that make the most sense?
Agree. It's weird to be out on the rim of the galaxy, 30,000 ly from civilization, and have the "Anarchy Press [J] to Abort" jumping to a system no one has ever been to before. "None" would be much better.
 
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Agree. It's weird to be out on the rim of the galaxy, 30,000 ly from civilization, and have the "Anarchy Press [J] to Abort" jumping to a system no one has ever been to before.

That 'Press [J] to abort' message needs deleting altogether. I hate it. It's immersion breaking and too hand-holdy.
The fact that 'Anarchy' is in red text should be enough warning.
 
Hmmm.... so now there is no easy way to distinguish true Anarchies from Unpopulated systems?

Why can't Unpopulated systems just be None/None, and Anarchies be Anarchy/Anarchy?

Wouldn't that make the most sense?

Government type->anarchy.

And technically no, anarchy means the absence of government. There is no such thing as an anarchy government, and any place that has no government (including unpopulated systems) are in anarchy. Whether such a formal approach is useful in the game is a different matter. IMHO the distinction between anarchy and unppulated is incorrect but useful. :D
 
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increasing the speeds to that levelmakes imperative the increase in speeds of most kinetics and missiles otherwise will be obsolete in pvp especially against permaboost/permafaoff cmdrs
eg. frags will have a difficult time inflict damage when converging in such high speeds due to slow and cone size pellets formation

not including thermal reduction on long range/focused pa and lasers will make very difficult to defeat double perma cmdrs

even now with speeds above 530 only 1 pd is needed for guided missiles with the new speeds missiles will be obsolete and gimbals kinetic wpns harder to hit
 
I'm going to make another post about the raw material trader because it has been a problem since the first beta and nothing has changed. It is broken.

Like really, really broken.

To demonstrate my point, I have taken a screenshot of the raw trader and changed the material rarities to reflect what they actually are in the rest of the game. I have also gone through most of the blueprints that use elements and drawn arrows connecting lower grade elements with the higher grade elements that commonly replace them in blueprints.*
IqsM9ut.jpg

*My parameters for this were any element that is used it the next grade of the same blueprint. When more than one element were used per grade in a blueprint, I looked at other blueprints to decide which element of the first pair preceding which of the second. Sometimes there would be large gaps of 2-3 grades without any elements, and in this case I usually just ignored it, but in one case I denoted this relationship with an orange arrow.

Utter nonsense. An example of the utter failure of this system is OC power-plant G3. It uses Selenium. G4 uses Cadmium. G5 Tellurium. Now lets say you are rolling a powerplant, but you get a few bad g3 rolls and run out of selenium, but you have plenty of Tellurium and cadmium. You go to the material trader, and find that it costs 6 of the VERY RARE Tellurium to get ONE STANDARD Selenium, and 36 of the RARE Cadmium to get 1 selenium. And the funny part is, as you can see from the graph, this is not an edge case. This is EVERY CASE!!!

It would be very simple to fix this. First I would make lead common and baron standard instead of both being very common. Then I would change the categories and ranking to be:
mvPaL8a.png

With arrows:
zBiMssT.png

So much better!

As you can see, this system actually makes sense and keeps elements used in the same blueprint in the same category, for the most part. It also preserves element rarity unlike the old system.
 

Deleted member 115407

D
Government type->anarchy.

And technically no, anarchy means the absence of government. There is no such thing as an anarchy government, and any place that has no government (including unpopulated systems) are in anarchy. Whether such a formal approach is useful in the game is a different matter. IMHO the distinction between anarchy and unppulated is incorrect but useful. :D

OK, from a gameplay perspective, it would be easiest if we didn't split hairs.

Here's what I want to know when jumping to or looking up a system:

(a) Is the system populated by law abiding Citizens? (Democracy/Low, Feudal/Medium, etc)
(b) Is the system unpopulated? (None/None, or Unpopulated/None)
(c) Is the system populated by a bunch of people who jdgaf? (Anarchy/Anarchy)

Make sense? Makes total sense to me.
 
OK, from a gameplay perspective, it would be easiest if we didn't split hairs.

Here's what I want to know when jumping to or looking up a system:

(a) Is the system populated by law abiding Citizens? (Democracy/Low, Feudal/Medium, etc)
(b) Is the system unpopulated? (None/None, or Unpopulated/None)
(c) Is the system populated by a bunch of people who jdgaf? (Anarchy/Anarchy)

Make sense? Makes total sense to me.

Makes total sense. Then again, I am not a bad person. :p
 
Alliance Chieftain



  • Fixed an issue that could see SRVs becoming stuck under the Chieftain’s wings
  • Straightened up the Ship Nameplate position
  • Fixed an issue where the ship would often not land despite alignment being correct
  • Tweaked flight model to improve lateral and vertical thrust
  • Fixed the armour having too high a mass for the ship’s size

In my opinion the Chieftain could use one less military slot swapped for one more standard slot (Class 3 or higher).
 
I'm going to make another post about the raw material trader because it has been a problem since the first beta and nothing has changed. It is broken.

Like really, really broken.

To demonstrate my point, I have taken a screenshot of the raw trader and changed the material rarities to reflect what they actually are in the rest of the game. I have also gone through most of the blueprints that use elements and drawn arrows connecting lower grade elements with the higher grade elements that commonly replace them in blueprints.*
https://i.imgur.com/IqsM9ut.jpg
*My parameters for this were any element that is used it the next grade of the same blueprint. When more than one element were used per grade in a blueprint, I looked at other blueprints to decide which element of the first pair preceding which of the second. Sometimes there would be large gaps of 2-3 grades without any elements, and in this case I usually just ignored it, but in one case I denoted this relationship with an orange arrow.

Utter nonsense. An example of the utter failure of this system is OC power-plant G3. It uses Selenium. G4 uses Cadmium. G5 Tellurium. Now lets say you are rolling a powerplant, but you get a few bad g3 rolls and run out of selenium, but you have plenty of Tellurium and cadmium. You go to the material trader, and find that it costs 6 of the VERY RARE Tellurium to get ONE STANDARD Selenium, and 36 of the RARE Cadmium to get 1 selenium. And the funny part is, as you can see from the graph, this is not an edge case. This is EVERY CASE!!!

It would be very simple to fix this. First I would make lead common and baron standard instead of both being very common. Then I would change the categories and ranking to be:
https://i.imgur.com/mvPaL8a.png
With arrows:

As you can see, this system actually makes sense and keeps elements used in the same blueprint in the same category, for the most part. It also preserves element rarity unlike the old system.

Elite: World of Tradecraft (the vanilla grind version) :(
 
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