News Content Recap: Beyond - Chapter Four Livestream - Background Simulation and Scenarios

You're not overlooking anything - I deliberately kept my proposal as simple as possible, on the grounds that the simpler it is, the more likely it is that Frontier might actually be able to implement it!

Signing up to a Faction, and committing yourself 100% to their cause, would definitely be more interesting... but I assume it would also require more work, which might be why Frontier have not done it (yet?) Although having said that, if the upcoming Squadrons can ally themselves with a minor faction, perhaps this will allow for that kind of committed gameplay...?

(Incidentally, with regard to my own idea... once you have become Hostile with the enemy faction, they might start trying to interdict you as you travel through the system, which means that your decision to oppose them will have consequences outside of the Conflict Zones! There was another thread somewhere on the forum where people were calling for systems at war to feel more dangerous... and I think that if you automatically become Hostile to one side as soon as you take part, that would help to make travelling through a war-torn system at least a bit more risky. And of course, if the enemy faction win the war and take control of the system, you could officially become an 'Enemy of the State'! Something for a future update, perhaps?)

Ahh! OK! Agreed!
 
It's interesting... At what point would a Discovery Scanner no longer best conform to ED's gameplay model from 4+ years ago of best being offered as an optional module, and now it (or its FSS) be better offered as a standard feature, of via some other less "expensive" method than a cargo space?


Spitballing? What would be the problem of an FSS being standard on all ships? If you're in a new virgin system, you'd still need a Discovery Scanner would you not to break the back of the system to then use the FSS on? Or am I missing something?
Only drawback to have it on standard, would be that the nav beacon wouldn't really be needed anymore. Other than that, I don't see what would be wrong with it.
 
After watching the livestream re-run on youtube all I can say is that just like last week there's nothing I saw that I didn't like.
I'm not to deep into bsg playing but the uss and megaship scenarios look very nice with the vo and all.
The changes to Combat Zones are very nice too

With every livestream the Q4 update is starting to look better and better.
Against my predictions Fdev has proven me very wrong so far, and I'm happy about that.
If only they would do something about the repetitive gameplay for obtaining guardian stuff then I'd be incredibly happy, not that that would be a thing to keep me from picking up ED again when Q4 arrives.

I'm genuinely looking forward to the next two livestreams.
Thank you Fdev for giving me reasons to play ED, my favorite game, again!!
 
I'm genuinely looking forward to the next two livestreams.
Yep, pleasantly surprised with no.1 - Caveat being I'm hoping there's plenty of new stuff to find and witness and discover while exploring!

no.2 - All OK, but all a little minor/small to me in scope/scale of the improvements given 4yrs in now!

no.3 - Yey! Mining improvements and did someone mention HOTSPOTS!?!?!?!?!?!?!?!?!!?!?!?!

no.4 - Not that bothered about new ships, unless there's new mechanics/balancing etc coming in "ships".
 
Greetings Commanders,

BGS (Background Simulation) Changes

The Background Simulation (BGS) is a representation of how the actions of all players, no matter on which platform or mode, impact the galaxy.

After all the dumb arguments and whinging (from some) about the BGS the above quote really puts the BGS into perspective. I think a lot of the grief around here would never have occurred if players had realised this from the get-go.

Thanks FD people.................. the above raft of changes are exciting and complex and I look forward to them.
 
It's possibly me confused ;)

But if you arrive in a system (eg: Sol), you can use the FSS to find the exact locations for USS can you not? I'm not sure if you need to honk or not?

If we assume you do not need to honk, then we now have a big separation in purpose between the Discovery Scanner and the FSS. ie: If every ship was given an FSS as standard it might be rather useful/productive to general gameplay experience, without the penalty of having to use cargo space for a Discover Scanner (which clearly is for more dedicated exploration purposes)?

There is no separation of purpose between the DS and FSS; they are part of the same thing. In the new system, think of the "honk" as a sonar pulse which returns echoes of things of interest in the system (but no details), and the FSS as a telescope used to determine the details about them.

**Current system:**
1. (Core Module) Scanner - populates your 3d center console scanner, detects USSs in flight, performs basic scans on targeted ships, etc

2. Basic / Intermediate / Advanced Discovery Scanner - this currently is the "honk"; populates the System Map and gives information on mission targets. Alternatively go to the NavBeacon for the same (and more) information.

3. Detailed Surface Scanner - this is the scanner which gives detailed information on a planet; material composition etc. Fleshes out data available in the System Map and yields "First Discovered by" tags.

**New System:**
1. Same as before.

2. Discovery Scanner - replaces the current B/I/A DS, still the "honk", gives full information on the primary star and populates the FSS (below) with "gravity anomalies" in *unexplored systems*. Systems previously explored by Commanders will show up as if you'd done an old-style "honk". Yields monetary bonues equivalent to the old "honk" (and first-discovered-by on the primary star?)

3. Full System Scanner - new interface mode of the DS, *part of the same module as the DS* (ie, 2 & 3 are built into the same hardware); allows you to fully scan a system after the "honk". This gives the same information as the 2 & 3 of the old system. On top of that, it allows you to scan for the new "persistent" USS's in the system (and possibly other stuff such as generation ships etc). Yields "First Discovered by" tags.

4. Detailed Surface Scanner - is completely new gameplay and information now (it's original functionality is now part of 2&3); used to fire probes at planets to map a planet. Mapping a planet reveals persistent POIs on the surface such as volcanoes or brain trees. Yields the new "First Mapped by" tags.

----

Unsure whether you will always need to "honK", it was described as being the first step in entering the FSS interface during the exploration live stream, which indicates that yes you do. But in the BGS live stream they seemed to show just using the FSS interface directly.

Regardless, the "honk" and the FSS are part of the same module, and are now used for many different purposes, not just exploration. You still don't *need* it as you can get most of the same information from the Nav Beacon. The DSS remains mainly an exploration tool, although miners might be interested in it too now as it can be used to detect resource-rich areas in rings. We'll find out more about that next week.
 
One thing I am curious about is Mission-specific USS's. Now that USS's are persistent-& generated on arrival into a system-does this mean that Mission-specific USS's could appear in more varied locations? Such as within Shipping Lanes, in Deep Space, near Faction controlled assets, inside Belts & inside planetary rings? It would be nice to have these appear somewhere other than just the high orbits of planets.

I also would like to see Mission Rank play a role in how easy these USS's are to find using your scan tool, *and* how long they will persist for. I genuinely feel that higher ranked Mission USS's should require a follow up scan in order to pinpoint their location, with the initial scan only showing a rough area within which they are located.
 
Given (1) and (2) is the far more prefered behaviour for anyone interested in the USS, I wonder how much of an added pain (1) will be for most CMDRs, given the "cost" of a cargo rack for (2)...

Sure, BUT, being able to scan for USSs is brand-new gameplay now. FDev aren't taking away any functionality as regards USSs, they are adding to the ways in which you can detect them.

Up to now all you could do is fly around randomly and wait for them to spawn. Now you can scan NavBeacon, use the FSS, -or- fly around randomly to find them. If people find the FSS approach compelling enough to use a module slot for, then that is an outfitting / optimisation question for every person now, isn't it?
 
You should be able to focus away from the panel and just not respond, allowing you a third choice of not getting involved.

That's not intuitive - the game ought to make clear what it is allowing you to do. What you described is not what he was asking for, which is to have more up-front choices - such as the "I don't have any right now, wait here and I will get the help you need" option. Which, as many here have also voiced, is something I'd like to see.
 
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My slide of feedback pt. 2

BGS (Background Simulation) Changes

Multiple States
[*]Part of this feedback includes how Local News works. We've expanded the faction summary news article, so that each faction has their own individual article which informs players of the states currently active in that system.[/list]

Allowing multiple states is neat.

I can't help but wonder if there's a better way than "Local News" to grant players access to the factions' information/status. Flipping through news articles seems like a rather detached, uninvolved activity to perform, to me.

It's true that you're making improvements here, yes, and that's not to be undermined, but still.

State Categories

Economy and Security

Listing more & detailed information about the status of the factions? Great!

Conflict and Movement
Conflict changes

Question: Will players be able to see how they are doing for each specific day?

Expansion

Seems neat, I'm a fan of the 'happiness' concept. Always have enjoyed Civilization. ;)

Megaship and Installation Population

Ooooooooh, now this is cool. I was hoping to see more of the potential behind Megaships, and this is more like what I was thinkin'! Same for the static stuff, too - although I wanna be able to build that stuff myself if I want to, too. (If that's what you mean by 'assigned', then okay...but it'd be cooler to be able to do it automatically on the fly rather than wait on a manual application process, if I'm assuming things rightly here.)

Scenarios

SWEEEEEEEEEEET. This sounds wonderfully intriguing, especially married to the changes to how we find these scenarios in the first place. [up][up]
 
Good stream and content generally, but, while we're talking about joined up gameplay:

The food scenario is not great, because firstly the setup smells: why doesn't the NPC get food itself since its ship works (if this was a surface settlement or small space habitat it would make sense, though)?

More importantly, player agency is dependent upon coincidence: having some food on board. If we don't have the ability to help we can only mutter sadly "Sorry mate" and the helpless experience will likely teach the player to quicken his pace to avoid these USS in future, and the expensive VO is not returning on its investment.

It's like a print Fighting Fantasy binary choice "If you no longer have any Provisions for the Troll, or do not wish to share yours, turn to page...", whereas software should allow the player to have meaningful agency. Ignoring the comms, leaving to return later with food - is the scenario and potential reward significant enough that a player will bother?

Agency would be maintained if we could generally provide aid indirectly by scanning a SOS beacon on the NPC and handing it in at a search and rescue contact for a small reward. This would also work in out of gas scenarios, and degraded signal sources where escape pods are present but the player does not have cargo capacity. Scan the pod with facilities that ships all have, and inform the authorities.
 
Agency would be maintained if we could generally provide aid indirectly by scanning a SOS beacon on the NPC and handing it in at a search and rescue contact for a small reward. This would also work in out of gas scenarios, and degraded signal sources where escape pods are present but the player does not have cargo capacity. Scan the pod with facilities that ships all have, and inform the authorities.

Apart from adding more basic capabilities to -all- ships (to avoid the "coincidence" issue), I really -really- like this suggestion. It's what you'd do IRL too - can't help yourself, so you call/notify someone who can.

Love this.

Could then be used to trigger follow-on missions too, instead of the very random-seeming ones we get now. "Hey, you're the person who helped me out and notified the authorities, right? Well, now I can maybe repay the favour. Check out <.....>" etc etc etc. (I'm sure there's far more skilled mission writers than me around).
 
Apart from adding more basic capabilities to -all- ships (to avoid the "coincidence" issue), I really -really- like this suggestion. It's what you'd do IRL too - can't help yourself, so you call/notify someone who can.

Love this.

Could then be used to trigger follow-on missions too, instead of the very random-seeming ones we get now. "Hey, you're the person who helped me out and notified the authorities, right? Well, now I can maybe repay the favour. Check out <.....>" etc etc etc. (I'm sure there's far more skilled mission writers than me around).

Thanks!

I think 'distress calls' would be used to attract anyone's attention, because any ship would be able to help to some degree in an emergency, so the game should facilitate giving aid. The call for help is a simple one to do - another one would be to synthesize some food from some fuel and some trace elements out of the materials stash, but this requires the responding ship to have a cargo hold to synthesize into.

For help that requires specific facilities from the responder, it would make more sense to broadcast the help message as a mission ("I've got a terrible case of the munchies, who can bring me snacks?" into the local system.
 
One thing I am curious about is Mission-specific USS's. Now that USS's are persistent-& generated on arrival into a system-does this mean that Mission-specific USS's could appear in more varied locations? Such as within Shipping Lanes, in Deep Space, near Faction controlled assets, inside Belts & inside planetary rings? It would be nice to have these appear somewhere other than just the high orbits of planets.

I also would like to see Mission Rank play a role in how easy these USS's are to find using your scan tool, *and* how long they will persist for. I genuinely feel that higher ranked Mission USS's should require a follow up scan in order to pinpoint their location, with the initial scan only showing a rough area within which they are located.

I am really expecting a lot in this part of the game too.
 
You should be able to focus away from the panel and just not respond, allowing you a third choice of not getting involved.

I feel the same as Alec - and just ignoring the request seems a bit naff as far as role play goes. I would support the third option of "Hold on, I'll be back!" or "I'm sorry, this isn't my fight." or whatever, which I think would round off this excellent new feature.

Also, I hope some of the attacks are not just "A faction" vs "B faction" because if you Role play being a nice dude, you're in a real quandry about who to support, therefore if some of the attacks are clear cases of piracy OR security ships attacking a pirate Megaship, it would make life easier for those of us who graduated from the School of Incredible Space Heroics (SISH).


On a barely related note, is there any likelihood of when you save some miner's behind from pirates, that they would acknowledge the action afterwards? That would be servicing exactly the same need as the above, and could potentially lead to business offers, marriage proposals, or proffered Treasure Maps. :)
 
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