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!
Since running a basic FSS scan of a single moderately-large system or picking up a few materials while driving the SRV will get to "Mostly Aimless", and a single low-end
data courier mission will provide enough trade profit (5k) for "Mostly Penniless", this feels like it won't be all that useful and the average beginner is going to be kicked out of these systems pretty quickly. I'd expect that a lot of players will lose the "reduced rebuy" benefit well before they've managed to add any non-loaned modules at all to their Freewinder in the first place.
EDIT: wait, data courier isn't a trade mission type. Pretend I said one of those 2t Harmless haulage missions.
Unless this comes with a bit of a rebalance of the Trade and Exploration ranks to bring them back into line with Combat, it might not help very much.
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!
Hopefully this means that the "NPCs launch and hover backwards, getting completely stuck" bug has been fixed
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!
Finally, a feature of use to pirates! Now not only are people flying through supercruise in a slow, boring and predictable fashion ... they're also going to be encouraged to be even more AFK than before. Well, it's one way to give the NPCs a chance of catching players.
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.
That's going to be interesting for inter-ship balance. Vulture + Viper IV will benefit a lot from two extra size 1 HRPs, for example. For players who can fly their own ships, it's a couple of extra limpet controller types on a multirole, or extra prospector/collectors on a miner.
Navigation Tab
Pilot's Handbook
Trading Screen Improvements
Interstellar Initiatives
...and there's more!
- Revamped main menu layout, including featuring GalNet news and other important information.
- Training Missions and Challenge Scenarios will now be accessible via the cockpit, allowing you to brush up your skills right from the seat of your ship.
- Loading screen tips.
- Bug fixes.
Definitely some good stuff in here.