ANNOUNCEMENT April Update - Coming 23 April 2019

As one of those who enjoys getting a coffee while I dock, I' don't mind this change at all .. adding an undock feature makes sense to me. SC Assist is basically like auto-pilot... again makes sense for a ship in the future to have these.

I do worry tho, Will that these 2 features may make it easier for those who use bots.

And as much as you may get sick of me and others in the Powerplay Community saying this.. I again lament another update with no changes done for Powerplay.

This first update was for beginners, the next updates are up for grabs I think. Sandros Powerplay update will be a perfect fit.
 
Apart from ADC and SC-Autopilot -- I thought this game was about flying space ships? -- good stuff.

But rather than fighting bots, FD is going to make it easier for them? Who do these modules benefit, otherwise?

At the same time you're removing the need for CMDRs to learn how to fly. Your first undock and leaving the station is a major milestone in the early game. Maybe those who don't like flying space ships can point and click their way through EvE?
 
Your first trade rank (mostly penniless) occurs at 6000cr profit. Are you saying that at that point new commanders will be locked out of the systems?
Imagine mission stacking, gaining your first rank and bam, you can't complete your next 19 missions - hilarious. I foresee many salt posts inbound :ROFLMAO:
 
Would the Supercruise Assist allow you to maintain a safe orbit around a Star ie for fuel scooping? - would be a nightmare around a NS/WD.

I would expect it only works on planetary bodies.
 
Beginner's Zone

A new collection of systems has been added for newly-created Commanders, and can only be accessed by pilots until they earn their first Combat, Trade or Exploration rank. In addition, the authorities here will provide simpler missions that even the smallest of Sidewinders can complete.

Across the galaxy, new Commanders will also have a reduced rebuy until they gain their first Combat, Trade or Exploration rank, a step in the path towards greatness!
A good idea to limit the seal clubbers access to them. No issues with this.

New Modules

Advanced Docking Computer
We're adding an upgraded version of the original Docking Computer, a module designed to allow Commanders to relax, let go of their flight sticks and automatically dock in stations to the serene strings of Johann Strauss II.​
The Advanced Docking Computer will not only allow you to dock, but also allow you to automatically undock from a station without anxiously worrying about getting stuck inside the mail slot. Let's face it, it will also help with those embarrassing Type-10 spoiler moments!​
This module will also come as standard in all newly-purchased small ships. If you're starting up a new account, you will find the Advanced Docking Computer in your ship from the get-go - making it easier for you to embark and disembark from your favourite stations without colliding with the walls, landing pads or your fellow Commanders.​

Supercruise Assist
Available at your nearest starship department store (i.e. Outfitting) comes the new Supercruise Assist module. While in Supercruise, you'll be able to target a destination and activate Supercruise Assist, putting your safety in the reassuring hands of a machine. In this mode, your ship will automatically maintain the correct speed and approach to your target destination, and break out of Supercruise at the optimum time. You'll still have to align with the correct location, but you will no longer have to worry about doing a loop of shame!​
With the the Supercruise Assist, you will also be able to enter into orbit around a body - allowing you to launch discovery probes and take screenshots without the fear of face-planting the dusty, rocky ground.​
This module will also come as standard in all newly-purchased ships.​
Autopilot in FE2 and FFE did both of these, so again no issues here.

Free module slots for everyone!

With the introduction of these new modules, small ships will be outfitted with two additional size one Optional Internal slots, while medium and large ships will also receive one additional Optional Internal slot. This will automatically and retroactively apply to all relevant ships.
Module inflation is fine with me. My Viper Mk4 could do with a little more love ;)

Navigation Tab

In Beyond - Chapter Four, the cockpit was completely revamped, and with the April Update, come even more improvements! The latest area to feel the love is the Navigation Panel where, in places, we have added icons for a tighter, more visually appealing layout.

A new column has been added to this panel, denoting activities in an area, mission targets, plotted routes, Wanted status and if the threat level of some areas is too high. The Navigation popup expands on this information, providing more details about the location, such as faction details, star class, information of resources and more!

Two of these may sound new to you - so allow us to explain!
  • Activities - Every location in the Elite galaxy, offers different activities, be it collecting Combat Bonds in a Combat Zone, or mining asteroids at a Resource Extraction Site. Icons and links to the Pilots' Handbook (see below) have been added to help you easily identify what activities are available at a given location.
  • Threat Level - Threat Level is something that already exists in the game (previously only seen at Unidentified Signal Sources), but this new marker will now appear in all systems. If a location has a threat level too high for your current combat rank, a 'danger' icon will be displayed, warning you that the location might be too dangerous
Not entirely sure about this but, I am happy to reserve judgement until I see or use it.

Pilot's Handbook

Like the Codex, the Pilot's Handbook is a treasure trove of information, providing details on the many activities available to you in Elite Dangerous. Whether you're a veteran, or you've only just graduated from flight school, these articles will help you discover what opportunities are out there - and what is required to get involved in them. With links from the cockpit straight to the Pilot's Handbook, sourcing information is easier than ever before!
Impossible to ascertain what this will be like until it has been seen but will be interesting to check initially.

Trading Screen Improvements

When you're an interstellar trader, every minute is a potential sale... so to help you avoid being badgered by a strange man trying to sell you the 'deal of a lifetime' (500 tonnes of bio-waste is not always a good deal, by the way!), a number of improvements have been made to the user interface of the Commodities Market.

You will find two panels in the Commodities Market, Buy and Sell. Each new panel will provide you with important information:
  • Commodities relevant to any active missions you're currently undertaking
  • Icons that provide feedback of profits and supplies.
  • Trade data on nearby local systems per commodity
  • Buy and sell commodities pop-up with much more info than before - helpful even to the seasoned trader!
  • Select markets or goods and view their trade data in the Galaxy Map.
All these improvements have been introduced to make the Commodities Market easier to understand at a glance, ensuring every Commander can become a wolf of the interstellar Wall Street.
It would be fab if this was like the concept art screenshots back during Kickstarter but any improvements to that screen are welcomed.

Interstellar Initiatives

Our name for the previously announced 'Community Events'. These are series of in-game events that play out over the course of around a month. Each one features several phases that will alter as the narrative progresses, and may end with lasting effects on the galaxy. We'll be delving deeper into these in just a couple of weeks.
This sounds very interesting. I presume they are handcrafted? If so, will players be able to submit ideas?

Join us on Thursday 18 April (at 19:00 UTC) for a content reveal livestream, where Executive Producer Adam Woods will be showcasing how all of this looks in-game!
Oh for crying out loud, I will be on a plane. ;)

One more question: given the timeframes, I presume no beta?
 
So adding modules to increase codling and increase player stupidity when these modules aren't doing everything for them is what we get instead of, oh I don't know, actual content?

Quality work lads, your development cycle and in house design team is absolutely comically bad. Can't be the best evolving game of the year if your game takes 2 years between any real content drops.

Absolute farce.
 
Neat stuff! I'm glad FD is investing into improving the new player experience and easing the learning curve.

+1 to the idea that these should just be ship functions, rather than taking up a slot.

I worry that adding new slots mostly just means yet more hitpoint inflation, as anyone I end up fighting will probably have yet another HRP / MRP/ SRP module. Can we at least restrict the new slot to non-combat options?
 
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Imagine mission stacking, gaining your first rank and bam, you can't complete your next 19 missions - hilarious. I foresee many salt posts inbound :ROFLMAO:
Good catch. A fix could be you won't be able to rank up if you still have active missions?
Still, only one rank seems way too soon.
 
By using the Advanced Docking Computer & Supercruise Assist it sounds possible to automate Power Commodity delivery by using a simple macro. This is concerning to be honest as it makes 5C activity trivial. Updating Powerplay to prevent commanders from being able to damage a Power they are pledged to or disabling these modules when a commander is carrying Power Commodities might be worth considering as solutions.

Otherwise sounds like a solid update and I look forward to seeing what the new Commodity Market is like in particular.

CMDR Justinian Octavius
 
Don't need more optional slots. Would have preferred all ships having fuel scoop as additional core internal. No reason in the world why fuel scoop should take up optional slot. Just makes travel more annoying than it already is.
 
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