Answers from the Devs 15/01/16

Dear Devs

Please please please can we have either an android/ios/windows app that allows control of the displays within the cockpit? I would dearly love to be able to build a setup with real panels, I know others would too. Improve immersion and add more "simulator features". Or, provide an API so others can build the apps.

Pleeeease

http://www.roccat.org/en-US/Products/Gaming-Software/Power-Grid/Store/Grids/Games/MMO/431/


https://www.youtube.com/watch?v=CW8KzJA79EI
 
"Will there be any more security, police or navy missions coming to Elite Dangerous?

Yes – we plan to revamp the military missions to make them feel more like a career, and you were actually working for them."

Woohoo!
 
And still no answer to important questions.
Clans , colonisation, real trade and economy system, ect

No they prefer answer ton easy and Boring questions.
 

dayrth

Volunteer Moderator
Eagerly awaiting some news on Alliance ships or ranks or anything really. Anything you can tell us?
 
Agreed. Also, using a delivery service would help keep Elite more realistic.

indeed. iirc the bigger ships, such as the battle cruisers use the old style hyperspace and J drive (I am guessing this is why we see them jump into a fight in a novel way)

I assume any giant ship transport vessels would be the same way so with this in mind, if you are a long way away from your ship, if you went for "economy" delivery i would expect our ship to take 24 hrs or so to arrive, so you would order your ship and then do other missions in the mean time (or order your ship before logging off - as ED is real time you would not need to be online for it to arrive).

I would then suggest an alternative "1st class courier" option where a pilot actually flies your ship out to you, which would then happen in a far faster time frame - an approximation of the time it would take to get to you if it were you flying.

indeed the flip side of this it could mean a new mission type in the BB - ship deliveries where you have to fly a ship to a destination (and then get supplied another ship for the return journey***)


***if we had npc ships crew or multicrew we could have our own ship escort us ;)
 
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indeed. iirc the bigger ships, such as the battle cruisers use the old style hyperspace and J drive (I am guessing this is why we see them jump into a fight in a novel way)

I assume any giant ship transport vessels would be the same way so with this in mind, if you are a long way away from your ship, if you went for "economy" delivery i would expect our ship to take 24 hrs or so to arrive, so you would order your ship and then do other missions in the mean time (or order your ship before logging off - as ED is real time you would not need to be online for it to arrive).

I would then suggest an alternative "1st class courier" option where a pilot actually flies your ship out to you, which would then happen in a far faster time frame - an approximation of the time it would take to get to you if it were you flying.

indeed the flip side of this it could mean a new mission type in the BB - ship deliveries where you have to fly a ship to a destination (and then get supplied another ship for the return journey***)


***if we had npc ships crew or multicrew we could have our own ship escort us ;)

I like that line of though! :)
 

Robert Maynard

Volunteer Moderator
indeed the flip side of this it could mean a new mission type in the BB - ship deliveries where you have to fly a ship to a destination (and then get supplied another ship for the return journey***)

.... or permit the ship-less player to buy the, often suggested, shuttle - small, cheap, very long range, no flexible modules, fuel scoop, etc. - to make the return leg of the journey.
 
And still no answer to important questions.
Clans , colonisation, real trade and economy system, ect

No they prefer answer ton easy and Boring questions.

Maybe because they already touched on that (to some degree) in the Dev Update two weeks ago? At least in regards to colonisation and the socio-economic systems.

States also modify the “wealth”, “security”, “development level” and “Standard of living” stats if the faction controls a star system. The prices and production of certain market goods are also affected when economic and conflict states are active.

There’s still quite a lot we want to do to develop the socio-economic simulation further. Better population modelling and effects is one major addition we’ve discussed. There’s also a desire for greater feedback for the player in their interactions and in the longer term, we are looking at automated colonisation and lots, lots more!
https://forums.frontier.co.uk/showthread.php?t=221826

As for "real trade and economy" I guess that depends on how you define it. I'm guessing that what you want (EVE?) will never be part of ED.
 
Hi,

Question: Will there be an option to use longitudinal and latitudinal navigation on planets in the navigation computer?
 
As for "real trade and economy" I guess that depends on how you define it. I'm guessing that what you want (EVE?) will never be part of ED.

Well i think for the real and complex economy it's already too late.
No I talk about a system where npc still produce and consome. Buy where they really do they (actually a production npc don't need ressources they "magicly" produce it)
I want a system where a HUGE coalition of players can up or low a price.
Imagine for X station, There is Y tons of slave consume per hour and this production give food.
This "consumation" is actually "rp" maintain by npc.
If a lot of players, intercept (private open solo) a lot of npc convoy, by a % the amount of slave sold to the station Will be not enought, the station Will starve of slave and have a low prod.
This can upgrade slave price, security and pirates (more pirate npc due to the lot of agression, why not!).
And this station Will export less food to the next system and the next will starve too ect.

This system can simply give Life to the univers, give HUGE possibility to miners, traders, Bounty hunters and ofc pirates.

Cause If price can ne hight the same on the other side.
A pirate station with a lot of good stolen Will have a low buy price. And the smugglers are here for buy low price and help the station.

It's not Well explain here but you get it I think.
It's not the eve Way, it's a living univers Way, where trading isn't Just a bot activity, smugglers are usefull and the univers is Alive.

And that Just by consumation against production and trade between station-planet-system. And a % of loss dur to players/npc pirates.
Because actually a station can have 0 of minerals and have industrial activity.
They "generate" from nowhere and destroy ress When you sold.
 
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rootsrat

Volunteer Moderator
My question:

Are you planning to implement any features that will allow for Commanders to identify themselves as members of player-controlled faction in game (prefixes, tags, anything like that)?

If so, what would be the amount of control for faction leaders to ensure that only faction members can use the identifier?
 
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My question:

Are you planning to implement any features that will allow for Commanders to identify themselves as members of player-controlled faction in game (prefixes, tags, anything like that)?

If so, what would be the amount of control for faction leaders to ensure that only faction members can use the identifier?

Excellent idea :)
 
My question:

Are you planning to implement any features that will allow for Commanders to identify themselves as members of player-controlled faction in game (prefixes, tags, anything like that)?

If so, what would be the amount of control for faction leaders to ensure that only faction members can use the identifier?

Same question :)
 
My question:

Are you planning to implement any features that will allow for Commanders to identify themselves as members of player-controlled faction in game (prefixes, tags, anything like that)?

If so, what would be the amount of control for faction leaders to ensure that only faction members can use the identifier?

Good question :)
 

Ozric

Volunteer Moderator
If there was going to be a way of groups identifying themselves then I for one really hope it isn't in a prefix or a tag. Seeing commanders who have started again to put a [tag] after their name is bad enough, I certainly don't want [l33t n00b5] or some such.

If it's a faction in the game then having yourself tied to it so their name comes up under your combat rating would be a nice, elegant and simple option wouldn't it? I think it should be restricted to in game factions.
 

rootsrat

Volunteer Moderator
If there was going to be a way of groups identifying themselves then I for one really hope it isn't in a prefix or a tag. Seeing commanders who have started again to put a [tag] after their name is bad enough, I certainly don't want [l33t n00b5] or some such.

If it's a faction in the game then having yourself tied to it so their name comes up under your combat rating would be a nice, elegant and simple option wouldn't it? I think it should be restricted to in game factions.

Yes, these were just loose suggestions :) I don't mind any way, as long as I can identify who I'm dealing with (or vice versa).

::EDIT::

The last thing I want to see is some 'neo-kids' tags like 1337SQUAD or whatever ;)
 
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