ANNOUNCEMENT Elite Dangerous | Odyssey: Roadmap

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That seems like a fevered dream that would take five years at least...

depends on how much you're re-imagining fdev such that any of it was possible. Obviously 5 years is re-imagining them quite a bit. But if you can refactor them that much, then it's not a stretch to think of ways that would eliminate the slow progress in adding content to the game so that it takes much less time. It's not like it's unavoidable for it to take 6 years to add an srv, etc. And while the above looks like a lot, it's only because we're used to getting so little. It's not really a lot of stuff.
 
Secret roadmap stolen with pre-update 11 stuff removed

Odyssey Roadmap v1


Q2 2022​

Space legs​

  • Salvage wrecks in space, Repair ships, break into cap ship panels / containers,
  • Deep mining reimagining as space walk activity instead of missile mini game.
  • Stellar life forms scanning

Shuttles​

  • Personally flying SLF's
  • New Ship launched shuttles
Transfer cargo, player to surface of planets or docking pads where larger ship can't fit​
  • New high speed surface glider.

Q3 2022​

Foot Thargoids​

  • Anti xeno personal weapons and new engineers and materials
  • Thargoid scavenging / research mechanic that mixes mining and xenobiology
  • Missions to protect settlements and clear out settlements

Panther Clipper​

  • Non-persistent directly flyable sub-capital ship gameplay.
  • leverages shuttles and player ship docking for transfers and megaship management stations for upgrades

Engineer​

  • Become an engineer thru unlocking engineers and completing missions to acquire recipes
  • Use Workshop in stations or carrier or Panther to complete stages of engineering steps in a recipe
  • Design engineering mods (and pin them) that are not pre-determined but based on the practical attributes of the source items.
  • Build mods for other players when blueprints have been pinned to your workshop based on requirements and assigned bonus costs the workshop keeps

Q4 2022​

Atmospheric flight​

  • All density and atmosphere types simulated appropriately
  • No earth like, ammonia world, or planets with widespread flora and fauna. No heavily populated planets with large cities
  • Oceans and lakes and rivers are not landable. Ships cannot be submerged beyond legs and survive,
  • Simplistic weather (rain, storms, snow, wind, dust) - not just of water but other elements depending on makup and temp
  • New atmospheric flight model provides drag and wind effects
  • Atmospheric dangers - some weather is dangerous, some precipitation is hazardous.
Atmospheres can be too dense for shields as well as too dense to even enter​
Gas giants or especially heavy atmospheres may crush players if they do not heed warnings and go too low​

New atmo fliers (slf's)​

  • Designed for lift and atmospheric flight, these slf's are tuned for taking advantage of this environment

CQC v2​

  • CQC is reimagined as a racing system for surface racing and space racing and atmospheric racing with tournaments in each setup monthly
  • Daily matches can be between other players or npcs in a variety of locales both on surfaces and in space
  • Players do not need to leave the game to initiate CQC, any functional station can connect to the cqc network and your real-game instance will automatically switch to CQC, and then back when you are done with CQC ....starting you where you left off without treating it like a client exit (for the purpose of any active missions)
  • Tracks will be unique across a number of locales that you can actually visit in the game.
  • Permit access keeps players in odyssey client from interacting in any way with the racing events or directly seeing them in progress.

Race Replay​

  • Race movement/input events are recorded and uploaded to the CQC network cloud allowing any player to view a simulation of not just their races but anyone's from any time. (only for non-training races).
  • CQC cloud network is accessible in-game thru a hud panel. Races are searchable by username, time, or location
  • Players can shadow race train against these recordings.
  • Players can video record a replay simulation at any time.

Accretion discs and solar nursuries​

  • Space can now have density localized to stallar bodies. This allows accretion discs around certain stars and black holes.
  • Stellar forge will re-roll stellar nursey systems to reduce number of formed planets and add more roid clusters

  • Accretion discs are extremely dangerous and will cause you to drop out of supercruise
Tritium and other rare heavy minerals are common in accretion discs, but so is high velocity roids that could impact you as well as intense heat buildup​
  • Stellar nurseries are found in newborn star systems. The entire system is diffuse with material and supercruise speeds are limited
  • Collisions with rogue roids and such are rarer than accretion discs but still can occur.
  • Scanner use is limited to impossible depending on density of where you are at in the system.
  • Extremely lucrative mining sites may be hidden in these systems but ringed planets do not exist in them due to youth of system
  • Instead they are full of roid clusters but these are only detectable when very close to them

Raxxla evidence teaser​

  • Mysterious relic mission tree leads players on a galaxy spanning quest to uncover the secrets of raxxla.
  • Player will gain the attention of a secret faction that will attempt to stop them in their journey across the galaxy.
  • Each attempt of the mission results in a new variant of the mission tree, so no two attempts are ever the same for any player.
  • Finishing the mission is intentionally made to be incredibly difficult to succeed.
  • Players are awarded with an FSD that is said to have been stolen from a lost depot of the precursor organization that gave rise to what is now known as the Dark Wheel.
  • What it does is unknown except that it cannot be engineered and it cannot be insured. It is uniquely identified compared to other fsd's of it's size but otherwise no different. But it somehow must be....
Brilliant optimistic and I'm 200% behind all of it.
Cant wait for fdev to confirm. Fingers ++
 
Secret roadmap stolen with pre-update 11 stuff removed

Odyssey Roadmap v1


Q2 202X​

Space legs​

  • Salvage wrecks in space, Repair ships, break into cap ship panels / containers,
  • Deep mining reimagining as space walk activity instead of missile mini game.
  • Stellar life forms scanning

Shuttles​

  • Personally flying SLF's
  • New Ship launched shuttles
Transfer cargo, player to surface of planets or docking pads where larger ship can't fit​
  • New high speed surface glider. Not till after denser atmospheres see below.

Q3 202X​

Foot Thargoids​

  • Anti xeno personal weapons and new engineers and materials
  • Thargoid scavenging / research mechanic that mixes mining and xenobiology
  • Missions to protect settlements and clear out settlements

Panther Clipper​

  • Non-persistent directly flyable sub-capital ship gameplay.
  • leverages shuttles and player ship docking for transfers and megaship management stations for upgrades docking as in ships coupled together not as in landing on a pad except possibly for Adder and smaller.

Engineer

  • Become an engineer thru unlocking engineers and completing missions to acquire recipes
  • Use Workshop in stations or carrier or Panther to complete stages of engineering steps in a recipe
  • Design engineering mods (and pin them) that are not pre-determined but based on the practical attributes of the source items. Heck NO!
  • Build mods for other players when blueprints have been pinned to your workshop based on requirements and assigned bonus costs the workshop keeps

Q4 202X​

Atmospheric flight​

  • All density and atmosphere types simulated appropriately Proabaly have to be done in phases
  • No earth like, ammonia world, or planets with widespread flora and fauna. Yet. No heavily populated planets with large cities
  • Oceans and lakes and rivers are not landable. Ships cannot be submerged beyond legs and survive,
  • Simplistic weather (rain, storms, snow, wind, dust) - not just of water but other elements depending on makup and temp
  • New atmospheric flight model provides drag and wind effects
  • Atmospheric dangers - some weather is dangerous, some precipitation is hazardous.
Atmospheres can be too dense for shields as well as too dense to even enter​
Gas giants or especially heavy atmospheres may crush players if they do not heed warnings and go too low​

New atmo fliers (slf's)​

  • Designed for lift and atmospheric flight, these slf's are tuned for taking advantage of this environment

CQC v2​

  • CQC is reimagined as a racing system for surface racing and space racing and atmospheric racing with tournaments in each setup monthly
  • Daily matches can be between other players or npcs in a variety of locales both on surfaces and in space
  • Players do not need to leave the game to initiate CQC, any functional station can connect to the cqc network and your real-game instance will automatically switch to CQC, and then back when you are done with CQC ....starting you where you left off without treating it like a client exit (for the purpose of any active missions)
  • Tracks will be unique across a number of locales that you can actually visit in the game.
  • Permit access keeps players in odyssey client from interacting in any way with the racing events or directly seeing them in progress.

Race Replay​

  • Race movement/input events are recorded and uploaded to the CQC network cloud allowing any player to view a simulation of not just their races but anyone's from any time. (only for non-training races). Needs to be an opt in not a default.
  • CQC cloud network is accessible in-game thru a hud panel. Races are searchable by username, time, or location
  • Players can shadow race train against these recordings.
  • Players can video record a replay simulation at any time.

Accretion discs and solar nursuries​

  • Space can now have density localized to stallar bodies. This allows accretion discs around certain stars and black holes.
  • Stellar forge will re-roll stellar nursey systems to reduce number of formed planets and add more roid clusters

  • Accretion discs are extremely dangerous and will cause you to drop out of supercruise
Tritium and other rare heavy minerals are common in accretion discs, but so is high velocity roids that could impact you as well as intense heat buildup​
  • Stellar nurseries are found in newborn star systems. The entire system is diffuse with material and supercruise speeds are limited Actually newborn star systems should be found in stellar nurseries.
  • Collisions with rogue roids and such are rarer than accretion discs but still can occur.
  • Scanner use is limited to impossible depending on density of where you are at in the system.
  • Extremely lucrative mining sites may be hidden in these systems but ringed planets do not exist in them due to youth of system
  • Instead they are full of roid clusters but these are only detectable when very close to them

Raxxla evidence teaser Too endgame

  • Mysterious relic mission tree leads players on a galaxy spanning quest to uncover the secrets of raxxla.
  • Player will gain the attention of a secret faction that will attempt to stop them in their journey across the galaxy.
  • Each attempt of the mission results in a new variant of the mission tree, so no two attempts are ever the same for any player.
  • Finishing the mission is intentionally made to be incredibly difficult to succeed.
  • Players are awarded with an FSD that is said to have been stolen from a lost depot of the precursor organization that gave rise to what is now known as the Dark Wheel.
  • What it does is unknown except that it cannot be engineered and it cannot be insured. It is uniquely identified compared to other fsd's of it's size but otherwise no different. But it somehow must be....
FTFY. Well more for me really.
 
We getting close to 1. April.
Im curious what exciting roadmap updates wil drop this year that day ? :p

slow clap if they have a galnet story that hints at a secret leading players to the "east" edge of the galaxy's rim and then that points to a mystery beyond the formadine rift and then that points to beagle point and then that points back to the bubble that ends in a mission giver who gives you an object .... then later that day it's revealed that it was all a prank by the Winking Cat.

Everyone with the object at that time will get a Winking Cat decal.
 
Secret roadmap stolen with pre-update 11 stuff removed

Odyssey Roadmap v1


Q2 2022​

Space legs​

  • Salvage wrecks in space, Repair ships, break into cap ship panels / containers,
  • Deep mining reimagining as space walk activity instead of missile mini game.
  • Stellar life forms scanning

Shuttles​

  • Personally flying SLF's
  • New Ship launched shuttles
Transfer cargo, player to surface of planets or docking pads where larger ship can't fit​
  • New high speed surface glider.

Q3 2022​

Foot Thargoids​

  • Anti xeno personal weapons and new engineers and materials
  • Thargoid scavenging / research mechanic that mixes mining and xenobiology
  • Missions to protect settlements and clear out settlements

Panther Clipper​

  • Non-persistent directly flyable sub-capital ship gameplay.
  • leverages shuttles and player ship docking for transfers and megaship management stations for upgrades

Engineer​

  • Become an engineer thru unlocking engineers and completing missions to acquire recipes
  • Use Workshop in stations or carrier or Panther to complete stages of engineering steps in a recipe
  • Design engineering mods (and pin them) that are not pre-determined but based on the practical attributes of the source items.
  • Build mods for other players when blueprints have been pinned to your workshop based on requirements and assigned bonus costs the workshop keeps

Q4 2022​

Atmospheric flight​

  • All density and atmosphere types simulated appropriately
  • No earth like, ammonia world, or planets with widespread flora and fauna. No heavily populated planets with large cities
  • Oceans and lakes and rivers are not landable. Ships cannot be submerged beyond legs and survive,
  • Simplistic weather (rain, storms, snow, wind, dust) - not just of water but other elements depending on makup and temp
  • New atmospheric flight model provides drag and wind effects
  • Atmospheric dangers - some weather is dangerous, some precipitation is hazardous.
Atmospheres can be too dense for shields as well as too dense to even enter​
Gas giants or especially heavy atmospheres may crush players if they do not heed warnings and go too low​

New atmo fliers (slf's)​

  • Designed for lift and atmospheric flight, these slf's are tuned for taking advantage of this environment

CQC v2​

  • CQC is reimagined as a racing system for surface racing and space racing and atmospheric racing with tournaments in each setup monthly
  • Daily matches can be between other players or npcs in a variety of locales both on surfaces and in space
  • Players do not need to leave the game to initiate CQC, any functional station can connect to the cqc network and your real-game instance will automatically switch to CQC, and then back when you are done with CQC ....starting you where you left off without treating it like a client exit (for the purpose of any active missions)
  • Tracks will be unique across a number of locales that you can actually visit in the game.
  • Permit access keeps players in odyssey client from interacting in any way with the racing events or directly seeing them in progress.

Race Replay​

  • Race movement/input events are recorded and uploaded to the CQC network cloud allowing any player to view a simulation of not just their races but anyone's from any time. (only for non-training races).
  • CQC cloud network is accessible in-game thru a hud panel. Races are searchable by username, time, or location
  • Players can shadow race train against these recordings.
  • Players can video record a replay simulation at any time.

Accretion discs and solar nursuries​

  • Space can now have density localized to stallar bodies. This allows accretion discs around certain stars and black holes.
  • Stellar forge will re-roll stellar nursey systems to reduce number of formed planets and add more roid clusters

  • Accretion discs are extremely dangerous and will cause you to drop out of supercruise
Tritium and other rare heavy minerals are common in accretion discs, but so is high velocity roids that could impact you as well as intense heat buildup​
  • Stellar nurseries are found in newborn star systems. The entire system is diffuse with material and supercruise speeds are limited
  • Collisions with rogue roids and such are rarer than accretion discs but still can occur.
  • Scanner use is limited to impossible depending on density of where you are at in the system.
  • Extremely lucrative mining sites may be hidden in these systems but ringed planets do not exist in them due to youth of system
  • Instead they are full of roid clusters but these are only detectable when very close to them

Raxxla evidence teaser​

  • Mysterious relic mission tree leads players on a galaxy spanning quest to uncover the secrets of raxxla.
  • Player will gain the attention of a secret faction that will attempt to stop them in their journey across the galaxy.
  • Each attempt of the mission results in a new variant of the mission tree, so no two attempts are ever the same for any player.
  • Finishing the mission is intentionally made to be incredibly difficult to succeed.
  • Players are awarded with an FSD that is said to have been stolen from a lost depot of the precursor organization that gave rise to what is now known as the Dark Wheel.
  • What it does is unknown except that it cannot be engineered and it cannot be insured. It is uniquely identified compared to other fsd's of it's size but otherwise no different. But it somehow must be....
Source? Or is simply wishful thinking?
 
I think the Unreal engine is a lot worse than Cobra v2.

1) lol
2) Cobra 2.0 hasn't been used by FD in decades

Anyway, it's nice to see the industry is completely wrong and I am looking forward to SergMx explaining the professionals Unreal is "a lot worse" than cobra. Boy will they fill foolish.

Cobra is garbage. Use unreal 5 (yes i know it would need a total rework of the game code BUT would give it infinitely more potential and another 10 years at least.

Speaking strictly for Elite, i'd say Cobra engine is much much better than UE at rendering the Elite Universe, its billions of planets, the entire experience of space - orbital - suborbital - landing seamless transition not to mention .
Pretty much the same way as UE is much better for Witcher that the Cobra Engine would be.

Also - all this talks about how Elite should be migrated to a different commercial engine is pure comedy.
 
Speaking strictly for Elite, i'd say Cobra engine is much much better than UE at rendering the Elite Universe, its billions of planets, the entire experience of space - orbital - suborbital - landing seamless transition not to mention .
Pretty much the same way as UE is much better for Witcher that the Cobra Engine would be.

Also - all this talks about how Elite should be migrated to a different commercial engine is pure comedy.
This is the previous version, UE4.
Source: https://youtu.be/otOPdOHWqWYI


In general terms there wasn't much back in 2011. Commercial engines are s lot more feasible now for this genre.
 
Steller Forge is intrinsically linked to the Cobra Engine as is the real time nature and sync'd instancing of the galaxy-sized game-verse. I would say it is a niche feature-set but important IP of the Elite franchise so do you leap through hoops and restrictions trying to ham fist it into another engine that you do not have any control over or do you request the third party engine developers to spend effort working around your unique feature request? I would say that it would be easier to import some contractors to help Cobra engine developers to work on implementing latest greatest industry tech, but they probably already do that.
 
that was a handcrafted planet purposely build for technological demo.

I'd say it could be nice for Flight Simulator (Yet MS is using their own engine for MSFS2020)
But not for Elite tho.
PG Vs handcrafted has nothing to do with the engine, the latter is about how/what can/cannot be rendered. You can have PG with UE4 and handcrafted maps with Cobra. FS2020 converts their own sat data, which is irrelevant to the engine used to render it.
 
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