In case any dev is reading this, and has a list of my previous posts. What i am about to type may shock you...
NICE JOB!!!
(Mostly)
I can't say i tried everything new, have no idea how those scenarios play out. But, i will try them in live, i am mostly interested on how the core game mechanics work like.
But i did a lot of exploration and mining, and i must say, i am very pleased with the new additions.
But, i do have a few long lasting complains about the game, and not being able to hire a gunner npc to assign targets to, and swap places with to gain control of turreted modules, is the one that really bugs me when using the new mining tools.
Allso, as others have pointed out, when switching HUD modes, modules i can't use in one mode or, an other, shouldn't show up at all.
An other little thing that i don't like so much, is the return of the resource extraction sites. I was hoping they would be replaced with the new mining hot spots, specially since that is exactly what they were supposed to be.
Some more survivability added to collection limpets would be wellcomed as well.
Glad to know of what i read in an other person's post, you added some indicator to the selestial bodies that are fully scanned by both discovery and ditailed surfice scanners.
and i guess the two new ships will be awesome, and i am looking forwards to try them...
Now, about those long lasting complains i mentioned earlier...
Any chance you would add a new game mode with full Newtonian physics, and a suplimental, not speed limiting flight assist?
I don't have any problem with space ships having a top speed limit. But, slowing down after boosting, sucks.
As i wrote in an other post of mine. If you want to make elite a trully great game, maybe you sould add drilling tools and submargable probes related to ice moons and planets, when you decide to add those to landable bodies, and apply to those submergable the flight mechanics we have now to control our space ships.
( I don't mean to be sarcastic, this time, But, the way our space ships move like, is more suitable to a deep sea game, not a space game.)
Mentioning the phrase "landable bodies" reminds me of an other little thing i like to see gone...
That thing when i was scanning gas giants, icy bodies, and even stars, and i was invariantly getting the "selestial object added to the list of landable planets" message on the info panel. Glad to know i wont ever read this line ever again.
I am really happy to see elite dangerous evolving to become the game i was hoping it would be when i bought it.
Please take my proposal about normal space flight mechanics under concideration, it really saddens me to see a space ship slowing down in frictionless enviroment, even for after just taking pips off the engine distributor.
I better stop now before slipping to yet an other rant...
Good job Frontier development.
Glad to see there is a lot of thought put to all those new features, this time.
(Edit)
About those head lights of the space ships.
Since we only get the weak inadequate dipped beam, why give us a two dots indicator?
And why haven't you added a spot light on the srv's turret?
Hopefully, you will fix the half beam only headlights problem, now that we have a head lights indicator, only working half way.
I have faith on you frontier.
NICE JOB!!!
(Mostly)
I can't say i tried everything new, have no idea how those scenarios play out. But, i will try them in live, i am mostly interested on how the core game mechanics work like.
But i did a lot of exploration and mining, and i must say, i am very pleased with the new additions.
But, i do have a few long lasting complains about the game, and not being able to hire a gunner npc to assign targets to, and swap places with to gain control of turreted modules, is the one that really bugs me when using the new mining tools.
Allso, as others have pointed out, when switching HUD modes, modules i can't use in one mode or, an other, shouldn't show up at all.
An other little thing that i don't like so much, is the return of the resource extraction sites. I was hoping they would be replaced with the new mining hot spots, specially since that is exactly what they were supposed to be.
Some more survivability added to collection limpets would be wellcomed as well.
Glad to know of what i read in an other person's post, you added some indicator to the selestial bodies that are fully scanned by both discovery and ditailed surfice scanners.
and i guess the two new ships will be awesome, and i am looking forwards to try them...
Now, about those long lasting complains i mentioned earlier...
Any chance you would add a new game mode with full Newtonian physics, and a suplimental, not speed limiting flight assist?
I don't have any problem with space ships having a top speed limit. But, slowing down after boosting, sucks.
As i wrote in an other post of mine. If you want to make elite a trully great game, maybe you sould add drilling tools and submargable probes related to ice moons and planets, when you decide to add those to landable bodies, and apply to those submergable the flight mechanics we have now to control our space ships.
( I don't mean to be sarcastic, this time, But, the way our space ships move like, is more suitable to a deep sea game, not a space game.)
Mentioning the phrase "landable bodies" reminds me of an other little thing i like to see gone...
That thing when i was scanning gas giants, icy bodies, and even stars, and i was invariantly getting the "selestial object added to the list of landable planets" message on the info panel. Glad to know i wont ever read this line ever again.
I am really happy to see elite dangerous evolving to become the game i was hoping it would be when i bought it.
Please take my proposal about normal space flight mechanics under concideration, it really saddens me to see a space ship slowing down in frictionless enviroment, even for after just taking pips off the engine distributor.
I better stop now before slipping to yet an other rant...
Good job Frontier development.
Glad to see there is a lot of thought put to all those new features, this time.
(Edit)
About those head lights of the space ships.
Since we only get the weak inadequate dipped beam, why give us a two dots indicator?
And why haven't you added a spot light on the srv's turret?
Hopefully, you will fix the half beam only headlights problem, now that we have a head lights indicator, only working half way.
I have faith on you frontier.
Last edited: