The expectations of the exploration community are through the roof it seems. I personally killed them insideI don't want to get disappointed again
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Beyond was always make it or break it for me. 3.0 was more on the "break it" side.
I don't want to judge 3.1 until I see the full change log and actually play the game once it's released.
Current status: still waiting. Mood: still disappointed.
To be fair, they've never said Chapters 2 and 3 will be in Q2 and 3 respectively. This is community's making. All they've said is Ch.1 in Q1, Ch.4 in Q4 and 2 small content updates in between.
Thanks for the info Will.
Sorry to be negative, but the Alliance Challenger is another combat ship? That's three straight up combat ships in a row added to the game (T10, Chieftain, Challenger). Can we please get something new for the rest of us to fly too someday?
Actually, what I'd like to see are some new types of SRV and SLF, for exploration and/or mining purposes. I think we have enough ships, we just don't have enough auxiliary vehicles (and for other purposes than combat).Thanks for the info Will.
Sorry to be negative, but the Alliance Challenger is another combat ship? That's three straight up combat ships in a row added to the game (T10, Chieftain, Challenger). Can we please get something new for the rest of us to fly too someday?
Where are these bugs you speak of? can you name any? I've played 1003 hours and bugs have never been that much of a problem..
That sounds like a lovely basis for some gameplay, and I look forward to seeing how it plays out in the update. Hopefully if successful will be expanded to further areas of the game? Maybe expanded even so people could hack access to a station when restricted access is in play. I would love to be able to sneak into a hostile station, and make off with its exploration data =)Installation Interactions
In a similar fashion to the Megaship interactions, which were introduced in Chapter One, Commanders will now be able to scan and interact with Space Installations.
- Scan – Scanning the installation will allow Commanders to see what they can interact with: Turrets, Comms Arrays and Cargo Bays.
- Turret hack – Disable turrets protecting other potential hackable points. This will deactivate security measures put in place to protect the Comms Arrays and Cargo Bays.
- Comms array – Get tradable data from the Comms Array.
- Cargo bay – Fire a limpet on the Cargo Bay to unlock and steal commodities and materials.
You can please some of the people some of the time, but not all of the people all of the time.
Thanks for the info Will.
Sorry to be negative, but the Alliance Challenger is another combat ship? That's three straight up combat ships in a row added to the game (T10, Chieftain, Challenger). Can we please get something new for the rest of us to fly too someday?
AFMU is broken in 3.0. Trying to wing into instance to have more than 15 people at the same time start crashing games. And other bugs. There's one bug that I wish could be fixed but believe never can be, it's the squarification of the backdrop of stars closer to the center of the galaxy.Where are these bugs you speak of? can you name any? I've played 1003 hours and bugs have never been that much of a problem..
YES!Well I want to see gameplay in these "hacks" and "scans" and not have the game do it for me. Hopefully they'll be engaging and challenging![]()
Yup.
I think the wing missions should take over (or all missions being wing missions to start with), but as you said, more variation in tonnage. Having (wing) mission for 60 tonne, with a payout of 1/2 mil, then 200 tonnes for 2 mil, and such. And like you said, if you're more than one, you split the profits (maybe according to the amount of tonnage you moved?).
Don't know about the Challenger, but both the T10 and Chieftain can be outfitted for exploration and mining.
Actually, I think the mining could be expanded to have ships like USG Ishimura. A ship that can take an asteroid and break down in a crunch module, instead of shooting it with laser weapons and pick up small chipped fragments.New ship(s) welcome. Combat is a big part of this game, so yes, it makes sense. Looking forward to replace my Thargoid-oriented Chieftain by the Challenger. Will still keep the other Chieftain because it is simply an amazing ship to fly and fight.
Explorers think they are not well served? This is how I see it:
Hauler: low budget, starters explorer ship. Got a great jump range, although lack internals for modules but the essential for short range explorations.
DBX: best second jumper in game, lacks one extra large internal for fuel scoop, other than that serves well beginners and experienced explorers. A true exploreration ship at great value, no questions asked.
ASPX: The top exploration ship, great jump range and internal capacity (that 6A or 6B fuel scoop... oh boy). Almost no concessions has to be done here, you can take all the mandatory modules in a long range exploration trip.
Anaconda: yep, this is the ultimate exploration vessel (just be patient while in super cruise...). This ship simply got the best jump range despite its huge size, can carry redundant modules (AFMU, extra SRV bay), a fighter bay so you can have some fun while out there alone or help you with your defense if you got a crew. Besides that, it will be capable of holding the guardian FSD module along with all of these for a extra 10ly jump.
I consider myself well served in terms of exploration ships available and therefore cannot complain that more combat ships are coming.
Edit: Ok, a ship between the ASPX and Anaconda would make sense - the agility of a small explorer (ASPX) with 2 extra spaces for modules. That would be great.
Actually, I think the mining could be expanded to have ships like USG Ishimura. A ship that can take an asteroid and break down in a crunch module, instead of shooting it with laser weapons and pick up small chipped fragments.