News Elite Dangerous: Beyond - Chapter Two Release Date

The expectations of the exploration community are through the roof it seems. I personally killed them inside :p I don't want to get disappointed again :)

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.

What I expect and what I hope for are two very different things. But for me 3.0 was a big step in the right direction. Sorted the easy stuff out first (trading and engineers), and give themselves plenty of time to sort out the really tough stuff which will be exploration and scanning mechanics.
 
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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?

There is a war on you know!
What do you mean you hadn't noticed?

Oh, right - fair point.
 
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).
 
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.
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 =)
 
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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?

Don't know about the Challenger, but both the T10 and Chieftain can be outfitted for exploration and mining.
 
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..
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.

An example of the last (had a little fun with it by placing the ship like that):

zwwRPDs.png
 
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Jex =TE=

Banned
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 :)
 
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/capacity of a small explorer (ASPX) with 2 extra spaces for modules. That would be great.
 
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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 :)
YES!

When the guardian and thargoid things came out, with the maps and coded message whatnot, why didn't FDev incorporate some way of doing these things in game? Why isn't there more of in-game puzzle solving? Right now, it's only scan and shoot that counts for game play. What if the hacking involved some "minigame" or whatever?

Right now, half the game play is to solve riddles (like thargoid bases) through 3rd party tools. Doing exploration, I'm dependent on ED Discovery. Why isn't there more effort to expand the interface with more tools and things to do?
 
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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?).

So basically what you get in other "transport simulation" games. Missions to transport an amount of cargo from A to B - most often in a time frame C. And then it's up to you how you get there. Either by having a single big ship which can do it with one run (e.g. a type 9 for a 600t iron from an extraction system to a refinery system), do multiple runs (e.g. a Python, which means you have to be careful about the mission's time frame to be able to finish it in time), or by creating/joining a wing with others and do the runs in parallel (or over different time zones: one after the other). And of course the payout should be based on the amount and time frame, so e.g. if the time frame is short (which would make the mission easier to complete as a wing), the payout would be (much?) higher than the same mission with a longer time frame, and a mission with a LOT of cargo (which means you either need a bigger ship, make more runs or again, do it as wing) would have (much?) higher payout as well.

Why even distinguish between "wing" missions and "standard" ones? This honestly doesn't make any sense at all in my opinion (besides for special missions, like military advancements, engineer access, system permits etc.).

Cheers,
CMDR Igor Rock
 
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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.
 
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