News 2.3 Dev Update

What baffles me is that we first get this near infinite universe with all the drawbacks (long travel times, endless nothing, no chance of persistency ever). There's no fast travel (wormholes, jumpgates, whatnot) because we want to keep things real. We even have stations that are hours away from the jumpin-point. All of this is acceptable becasue FD thinks it's a realistic representation of the universe and they want us to experience how small we are compared to the big bad universe.
And then, all of a sudden, we get telepresence, 3d printing, ship transportation...

But we still can't find out commodity prices in stations in the same system or have our SLFs more than 30 kms from the mothership.
It just makes no sense at all.

FD should really consider what direction they want to move the game in. Now they want to cater to two distinct groups of players and it wont work in the long run, it isn't even working in the short run.
 
Just a thought, but what if those using telepresence have a modified view of their environment? Maybe stars, planets and moons are rendered in less detail (maybe a single template for each) so that only the player who is actually there experiences the environment naturally. This may alleviate the concerns of those that don't like the impact on immersion and such, but still allow a fun and functional telepresence for those that will use it. I wouldn't imagine this would be too difficult to implement either as would amount to maybe some different textures used for stars/moons/planets.
 
Just a thought, but what if those using telepresence have a modified view of their environment? Maybe stars, planets and moons are rendered in less detail (maybe a single template for each) so that only the player who is actually there experiences the environment naturally. This may alleviate the concerns of those that don't like the impact on immersion and such, but still allow a fun and functional telepresence for those that will use it. I wouldn't imagine this would be too difficult to implement either as would amount to maybe some different textures used for stars/moons/planets.

Sounds cool in itself. My problem with telepresence is that it just feels to much like a cheap way to shoehorn in multicrew. If telepresence really was a thing it would be used consistently throughout the universe. There would be much more known about distant prices and news would travel much quicker. There would be far less tourists and passengers. Why take the risk of space travel when you can just telepresence yourself somewhere? Why would we even be flying those ships at all, we could be telepresencing them from the beaches of Founders World.
 
Just a thought, but what if those using telepresence have a modified view of their environment? Maybe stars, planets and moons are rendered in less detail (maybe a single template for each) so that only the player who is actually there experiences the environment naturally. This may alleviate the concerns of those that don't like the impact on immersion and such, but still allow a fun and functional telepresence for those that will use it. I wouldn't imagine this would be too difficult to implement either as would amount to maybe some different textures used for stars/moons/planets.

I think so too or any kind of HUD warning that you're not actually there, even for health and safety reasons.

Some form of Quantum Entanglement (linkage) surely? With radio ping-time of 200,000 years, edge to edge Milky Way being "a bit laggy" (+ signal degradation) I would have thought you could get a usable image with a realistic supercomputer but whether you could QE in full 4k, I think is probably 5th milllenium stuff?

Is it real or is it Memorex?

Or is it, "particles interacting in ways such that the quantum state of each particle cannot be described independently of the others, even when the particles are separated by a large distance" QE Wiki
 
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Just a thought, but what if those using telepresence have a modified view of their environment? Maybe stars, planets and moons are rendered in less detail (maybe a single template for each) so that only the player who is actually there experiences the environment naturally. This may alleviate the concerns of those that don't like the impact on immersion and such, but still allow a fun and functional telepresence for those that will use it. I wouldn't imagine this would be too difficult to implement either as would amount to maybe some different textures used for stars/moons/planets.

Telepresence bandwidth Sol <> Colonia = shaded polygons
To Beagle Point it only just barely copes with wireframe :D

The irony of that would be priceless, lmao!
 
At times like this I find it sad that there's no Xbox One Beta Acces :/ guess I'll have to wait till the patch is released to the live game.... very excited for it!!!!
 
What baffles me is that we first get this near infinite universe with all the drawbacks (long travel times, endless nothing, no chance of persistency ever). There's no fast travel (wormholes, jumpgates, whatnot) because we want to keep things real. We even have stations that are hours away from the jumpin-point. All of this is acceptable becasue FD thinks it's a realistic representation of the universe and they want us to experience how small we are compared to the big bad universe.
And then, all of a sudden, we get telepresence, 3d printing, ship transportation...

But we still can't find out commodity prices in stations in the same system or have our SLFs more than 30 kms from the mothership.
It just makes no sense at all.

FD should really consider what direction they want to move the game in. Now they want to cater to two distinct groups of players and it wont work in the long run, it isn't even working in the short run.

FD considered that ... PS4 and casual playstyle combined with technical limitations due to multi-platform development!
 
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Had a thought,

What if all the Guardian stuff, particularly the technology about monoliths used as instance communication over huge distances is a lead up to the technology breakthrough needed for tele-presence.

Shudder.

Curiously that would make more sense to me.

Simon
 
Sounds to me like actual proper multi-crew (where you board a ship with a crew and if you log out and back in, you are still on that ship) is not possible in the games engine and this telepresence idea is just a band-aid.
 
What baffles me is that we first get this near infinite universe with all the drawbacks (long travel times, endless nothing, no chance of persistency ever). There's no fast travel (wormholes, jumpgates, whatnot) because we want to keep things real. We even have stations that are hours away from the jumpin-point. All of this is acceptable becasue FD thinks it's a realistic representation of the universe and they want us to experience how small we are compared to the big bad universe.
And then, all of a sudden, we get telepresence, 3d printing, ship transportation...

But we still can't find out commodity prices in stations in the same system or have our SLFs more than 30 kms from the mothership.
It just makes no sense at all.

FD should really consider what direction they want to move the game in. Now they want to cater to two distinct groups of players and it wont work in the long run, it isn't even working in the short run.

I'd like to imagine that they somewhere in the process started to learn that in order to produce a successful game, you somehow also need competent game design. Not just an "but it's realistic" cop-out, which has really not much space between hull life bars and magic space speed limits. SLF not giving a frack about realism, being produced in the hangars, as well as the initial ship transfer- as well as now the - quiet sensible - multicrewing-proposition could be indications. But remains from earlier points in the learning process of creating this online game - e.g. the SRV and limpets being handled completely differently from SLF still stay with us, as you can't be revising your whole game all the time, even where that'd be quiet appropriate.
 
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Sounds to me like actual proper multi-crew (where you board a ship with a crew and if you log out and back in, you are still on that ship) is not possible in the games engine and this telepresence idea is just a band-aid.

Oh it's definitely possible in the game engine, though there is the small question of building up the mechanics, in code. 2.3 is a baby step along that road, in 2.2 you and your ship are the still the same thing.

Quantum Entanglement; “Spooky action at a distance.” ― Albert Einstein;

What if all the Guardian stuff, particularly the technology about monoliths used as instance communication over huge distances is a lead up to the technology breakthrough needed for tele-presence.

Shudder.

We're already using some neural-linkage in SLF? And FD Core Dynamics are testing long range telepresence in the labs! It's seems at least plausible, if every quantum action has an equal and opposite re-action, that is .. er .. detectable.
 
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Big ED fan here. Love the game of sarcastaball played by the "moa immurshun" and "pixie-dust-telemagic" people.

In general i dont have a problem with telepresence but then i want to have NPC ships randomly getting rear-firing misslelauncher, 360° arc firing turrets, more power to shields and a second fighter in the middle of a battle as well. So solo player will also know what multi-crew balancing really means.

As someone already mentioned, how about a buffed CQC with instant grade A corvettes and telepresence for all the "instant-fun-with-friends" and arcade guys, who obviously dont have time and patience to play a game in a universe with vast distances and billions of stars?

Or at least make telepresence optional and put both factions in separate instances. Due to instancing and matchmaking we all play in a ED multiverse. So why cant there be a more magical universe?
 

stormyuk

Volunteer Moderator
FD considered that ... PS4 and casual playstyle combined with technical limitations due to multi-platform development!

Why is the PS4 getting all the bashing for the demise of ED? Wasn't any of the same issue present before the XB1 launch? Was there a big shift when the XB1 came along in gameplay terms?
 
I think so too or any kind of HUD warning that you're not actually there, even for health and safety reasons.

Some form of Quantum Entanglement (linkage) surely? With radio ping-time of 200,000 years, edge to edge Milky Way being "a bit laggy" (+ signal degradation) I would have thought you could get a usable image with a realistic supercomputer but whether you could QE in full 4k, I think is probably 5th milllenium stuff?

Is it real or is it Memorex?

Or is it, "particles interacting in ways such that the quantum state of each particle cannot be described independently of the others, even when the particles are separated by a large distance" QE Wiki


Telepresence bandwidth Sol <> Colonia = shaded polygons
To Beagle Point it only just barely copes with wireframe :D

The irony of that would be priceless, lmao!


There could even be a telepresence module that gradually renders worse as it takes damage, all the way to wireframe indeed!


Regarding the potential for afk bounty hunting with TP (can I call it that? I keep having to check my spelling of telepresents!), a possible solution could be some kind of captcha - say, after so many kills/time, using your binds for pips (as I'm sure this is something most have binded to use quickly and efficiently) you may have to enter a displayed sequence to prove your not wasting precious TP bandwidth!
 
Why is the PS4 getting all the bashing for the demise of ED? Wasn't any of the same issue present before the XB1 launch? Was there a big shift when the XB1 came along in gameplay terms?

IMHO if FD had focused all ED development on one single platform (=PC) we would have a far better ED experience ... development is focused without considering limitations brought in by other systems.

The proposed MC (and all other discussed inconsistencies) have the "smell" of compromises due to consoles and shows that the ED multi-platform framework has reached its limits.
 
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IMHO if FD had focused all ED development on one single platform (=PC) we would have a far better ED experience ... development is focused without considering limitations brought in by other systems.

The proposed MC (and all other discussed inconsistencies) have the "smell" of compromises due to consoles and shows that the ED multi-platform framework has reached its limits.

More PC master race angst towards consoles?

Let me throw in another viewpoint: Limiting to one platform also means limiting to what that single platform's users are going to pay to keep your studio afloat. As it stands, consoles, even though not necessarily the natural home of elaborate pretend space second life sims, are a big market.
 
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Really!?

Hi everyone,

As mentioned in a previous news and updates post confirming the release date for beta, we've got a new Dev Update for you today from Lead Designer, Sandro Sammarco. Read on to find out more about what's coming in 2.3.

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Hello Commanders!
Now that the dust is settling on the interim update, I wanted to give you a more detailed heads up on what we’re currently working on next.

The first feature I want to discuss for 2.3 is Multicrew – the ability to join up with Commanders on the same ship and enjoy space adventures as a crew. In this post, I’ll summarise what you can expect from this exciting new update, in terms of structure and supporting features.
Please note that before now and release, some details may still change, as we’re currently in the thick of implementing this feature!

Setting up Multicrew
Fundamentally, Multicrew is about having fun with friends, so we want to make sure there are as few barriers to enjoying this feature as possible, starting with the crew formation process. We want to make it as easy as possible to start having fun on a multicrew ship.

As long as their ship has enough seats (different ships have different multicrew capabilities) a Commander can directly invite players, or can set their vessel to allow multicrew access. Commanders looking to play as crew can either accept direct invites, or activate a new “looking for ship” feature, which will automatically place them as crew on a suitable vessel with multicrew access allowed, making the process quick and painless.

When joining a crew, a Commander will log out of their current vessel and transfer to the multicrew vessel, regardless of distance. They can also leave at any time (or be evicted by the ship’s owner) at which point they can return to where their ship was last, making the whole affair a very friendly, drop in – drop out procedure.

Helm, Gunner and Fighter Con Roles
The ship’s owner always takes the role of helm, piloting the vessel and operating fixed and gimballed weaponry. They also control NPC fighter pilots. There can be up to two additional crewmembers, depending on the vessel, who can perform roles to enhance the ability of the ship. Players can also simply come along for the ride, with the pilot in a mentoring role. The helm also retains control over distribution of power, navigation, and synthesis.

The gunner role allows a crewmember to take control of all turreted weapons on the ship. They do not need to jump between turret views though. Using a third person interface, they control a reticule that all turrets within their arc will automatically follow; giving them improved spatial awareness and easy control of all turreted weapons. They also have access to two “quick slot” fire buttons, in addition to normal fire groups, that they can customize with modules, allowing them more options for activating weapons and scanners.

Furthermore, the gunner has access to advanced sensor systems, allowing them three hundred and sixty degree tracking arcs. This lets them activate advanced scanners (such as the kill warrant scanner) and missile launchers in any direction.

The fighter con role lets a crewmember launch and control a fighter, even if the helm has already launched a fighter using NPC crew. This allows multicrew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crewmembers can take on the fighter con role, meaning three human controlled ships can be flying at the same time.

Crewmembers can switch roles dynamically as they see fit. The ship owner is always the helmsman.

Additional Multicrew Benefits and Rules
Every crewmember also has access to a power distributor pip that they can assign dynamically. This is in addition to the standard pips that the helm controls. This extra power distribution allows the ship to operate more effectively, increasing its capabilities in combat.

Ship re-buy premiums are also reduced for each crewmember. Again, the purpose with this is to lower the bar to access and ease of use, especially when dealing with vessels that can cost a lot of credits.

All bounties and vouchers that the helmsman (ship owner) receives are duplicated for each crewmember, making multicrew a great way to have fun with friends without missing out on money-making opportunities.

However, as they share the benefits, so too do they share the punishments. Any crime that the ship suffers is applied to all crewmembers equally. But when a Commander leaves or ends a session, the crew will have the option of avoiding taking the crimes with them, but in doing so, will lose all credits earned. It will be their choice.

Commander Creator

And supporting multicrew in 2.3 is the Commander Creator. Commanders will be able to create a unique avatar using a wide variety of options, finally putting a face and character to their name. And with a new, fully-fledged camera system, they’ll be able to view themselves and their crew in real time as they adventure across the galaxy.

-------------------------------------------------------

Where the SCIENCE station? Where is the Engeener station? Where is the space simulation on the fact we can switch of ship like changing t-shirt!? We don't want A SIMPLE GAMEPLAY! If people have no time for play... just open à arcade simple game on there Atari console!
 
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More PC master race angst towards consoles?

Let me throw in another viewpoint: Limiting to one platform also means limiting to what that single platform's users are going to pay to keep your studio afloat. As it stands, consoles, even though not necessarily the natural home of elaborate pretend space second life sims, are a big market.

IMHO if FD had focused all ED development on one single platform (=PC) we would have a far better ED experience ... development is focused without considering limitations brought in by other systems.

The proposed MC (and all other discussed inconsistencies) have the "smell" of compromises due to consoles and shows that the ED multi-platform framework has reached its limits.
MC has no compromise due to consoles. If anything the PC P2P networking limits what could be done with MS matchmaking servers in a client/server setup (but has its own drawbacks). So technically, no.

Additionally, FD has a long-standing group that do conversions for their games. They would limit their market and income by not doing ports (which would affect money for further development).

In fact FD clearly said that optimizations learned from the Xbox conversion directly translated to better PC performance.

There are some issues with ED development choices, but they don't revolve around consoles that are essentially x86 PC's at this point. (not exactly but basically same as low-mid PC gaming hardware).
 
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Can someone PLEASE explain to me what happened to the entire Pilot, Navigator, Engineer, and Systems positions????? So is it 3 players in one ship now or are we still at 4?? If it is 4, then what is the 4th position besides Helm, Gunner, and Fighter Con?? Passenger?? We need another dev update explaining this better!

Max of three: Helm (the ship owner), Gunner and Fighter Con Roles. Navigator and Engineer didn't make it in I'm afraid. If you want to be a passenger then you take the Gunner or Fighter Con seat but just don't do anything.

I have to say I am a little disappointed that we went from a total of four players to three. I would much prefer to have four players - Helm, Gunner, and two Fighters (or passengers) and I'm quite curious why they changed it, and if a forth will be added in the future?

As I look at my bigger ship's cockpits there is plenty of room for a forth seat (and a fighter bay in a Python ;-) )

I would also like to see a position added for repair / navigation / etc, which I personally find hard to do while also piloting and fighting...
 
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