News David Braben Live Chat Thread - Today (17th July) at 4pm BST

Status
Thread Closed: Not open for further replies.
Hi David,


Firstly, are you going to optimise your code so much, that even a Raspberry Pi could run ED?


Also, What are the thargoids going to look like? Are you leaving that up to the team who beautifully rendered the animals in Zoo Tycoon 3?

And finally, are you going to put Ride of the Valkyries and In the Hall of the Mountain king into ED?


Thanks Dave... sorry for the late reply, I'm from Australia, and its 7am.
 
Last edited:
Just go in and read the thread. Thanks DB for taking the time to do this. Loved the one liner on the rendering. For me that has been one of the features of each new release seeing the detail develop in the graphics.
 
It is such a boon to the community that the team and DB take the time (rather bravely) to chat with us and answer the questions they can.

Onya.
 
It's because there's no tricky or unwanted question they might ask.
Such as "Is your flight model ever gonna feel like flying space ships?"
Or "When will you start working on the game?"

Big props to DB and FD in general.
 
Hi David

In relation to Friends flying together, has there been any consideration of an upgrade module that would allow friends to tether their ships together for combined jumps? I apologise if this has already been answered.

Cheers
 
Gimballed weapons are great I think - but mustn't unbalance the game. I think their powers were too high, but the principle is sound - trading some power for those who don't have quite the same pin-sharp aiming ability.

This is what i was hoping for in the end. If it means easier targeting to balance between fixed and gimballed the fixed weapons need to be more powerful since it takes longer to aim and requires real skill. Gimballed weapons shouldn't be TOO expensive price wise though. Since they are weaker dmg. So there should be a balance between price. IMHO if fixed weapons will deal more dmg, they wneed to be more expensive than gimballed. But of course it depends on the magnitude of dmg difference. headache to find balance in everything :). But watch for aim-botters!
 
Thankyou :)

This is something we have been looking at recently. The trouble is 'straight away' is not well defined. It causes problems if another player buys the good in the meantime. Having said that we have closed the separation between 'buy' and 'sell' prices to make this less painful.

Thankyou for taking the time to answer our questions and please send our continued congratulations to the in house team for all their hard work and amzing results so far.

Cobra.
 
Hi David

In relation to Friends flying together, has there been any consideration of an upgrade module that would allow friends to tether their ships together for combined jumps? I apologise if this has already been answered.

Cheers

Yes. See here:

Hello Backers!

Here is the hyperspace rules set that we've agreed on, following another set of extensive debate, both in the team and on the forum. We'd like to thank everyone for their involvement! As with the Death Penalty thread this will stay here for a few days, then be moved to the archives section.

Cheers,
-Mike

Hyperspace Rules

Before the player can initiate a hyperspace jump they must set the final destination of the journey:
  • The player selects a destination using a galactic map navigation interface
  • The destination choice is hard-limited by several factors:

    • The amount of fuel available determines the maximum distance of a trip

      • Ships have an internal fuel capacity – additional fuel can be carried as cargo and transferred to the ship’s tank
    • The basic jump range of the ship’s hyperdrive, determines the distance of each step of the trip

      • Different hyperdrives have different capabilities
        • Jump range
        • Fuel efficiency
        • Charge time
      • Hyperdrives can be replaced with better models to increase capabilities
    • Jump locations available to their star map determine the route of the trip
  • The player may also have access to additional information that could inform their decisions:
    • Activity heat maps for trade, piracy, conflicts etc.
    • Hyperspace tracking/prediction devices to monitor local ship activity
  • A hyperspace journey may comprise of a number of jumps depending on the distance travelled
  • When inputting a journey, there may be multiple routes available to choose from
  • Once a destination has been inputted the hyperdrive can be engaged
Once a journey has been set, the player can engage the hyperdrive:
  • When the hyperdrive is engaged it begins to draw power from the ship’s power plant until it is fully charged:
    • The hyperdrive cannot be initiated if its power draw would make the total power draw of the ship exceed the ship’s power plant capacity
      • The player can disable power safeguards to enable the plant to run at over 100%, suffering fatigue damage in the process
      • The player can turn off other powered systems to free up capacity for the hyperdrive
    • The hyperdrive cannot be initiated when the ship is too close to a celestial body or large man-made structure; the ship must use in-system travel to reach a minimum jump distance
    • To create a safe transit the hyperdrive must perform real-time changes based on ship’s power draw; changes to the ship’s total power draw (up or down) slow the charge rate by a percentage value for a duration
      • The percentage value and duration is based on the quality of the hyperdrive
    • The hyperdrive is sensitive to interference caused by incoming attacks; when an attack impacts on the hull or shields, the hyperdrive’s charge rate is slowed by a percentage value for a duration
      • This effect cannot stack with itself
      • The percentage value and duration is based on the quality of the hyperdrive
    • Special exotic modules can be fitted to ships which when activated interfere with a targeted hyperdrive in range, slowing down charge rates by a percentage value whilst active
      • This effect cannot stack with itself
      • The percentage value and duration is based on the quality of the module versus the quality of the hyperdrive
    • A hyperdrive module that has suffered damage may suffer a malfunction when initiated
      • The charge rate may be impaired
        • The percentage value and duration is based on the severity of the malfunction
      • The hyperdrive may misfire, becoming inoperable for a short duration whilst it runs diagnostics, after which it can be initiated again
      • The charging process may generate extra heat
      • The hyperdrive may misjump
    • Whilst charging the hyperdrive generates heat
  • Once the hyperdrive is fully charged it activates:
    • The appropriate amount of fuel is removed
    • The drive discharges all power
    • The ship enters hyperspace
    • Time-based effects (charging shields etc.) continue as normal during a hyperspace transition
    • A residual opening is left, which dissipates over a duration (up to minutes)
  • After a delay (a few seconds) the ship exits hyperspace at the destination area
    • If the journey consists of more than one jump the hyperdrive automatically begins to charge for the next jump
    • The player can cancel/pause the journey at this point
  • Certain types of hyperdrive can use fuel upgrades, and modules are available to allow normal hyperdrives to use them
    • Fuel upgrades are carried as cargo units and can be committed to a hyperdrive jump whilst a route is being plotted
    • Fuel upgrades increase the capabilities of the hyperdrive for a single jump
    • Fuel upgrades produce dangerous waste as cargo units
These multiple jumps for a journey can go via dark systems, rogue bodies surrounded by lightless, dust-filled space, which will:
  • Support all sorts of interesting encounters in their own right
  • Become useful physical star map locations to discover
  • Allow multiple routes to a destination
  • Allow players to meet each other far from civilization
There are actions that players can take which directly interact with hyperspace jumps:
  • Players that have become Allies (an explicit in game selection of a "friends" flag) can slave their ships together and jump as a single entity
    • All ships involved must fully charge their hyperdrive before the jump is initiated
    • If any of the ships suffers a misjump, all ships misjump together
    • Each slave jumping ship must remain within a set range to at least one other slave ship
      • If this distance link is broken, the jump is aborted for all slaved ships
    • For each additional slaved ship the chance of a malfunction causing a misjump is lowered
    • Ally groups enable the strongest match-making rules, prioritizing the integrity of the group over match ups with other players if it would result in splitting the allies group
  • Using specialized ship modules a residual opening can be analyzed to determine the exit point of the hyperspace jump
    • This analysis takes an amount of time
    • It takes at least as long as the time window for tailgating (so you can’t do both)
    • It must fully complete before the residual opening dissipates to give a result
    • Analysis of a miss jump gives the original target as the result, with a probability of a misjump based on how quickly the analysis was started after the jump occured
  • Ships can target a residual opening and attempt to “tailgate” after the ship that jumped
    • The tailgater must be in close proximity to the residual opening and activate the hyperdrive
      • The time window for tailgating is a fraction of residual opening’s total existence time
      • There is a significant reduction in charge time for tailgating
      • Fuel is expended for the jump as normal
        • If the tailgater does not have enough fuel to reach the destination they misjump
      • If the actual jump range is greater than the tailgater’s hyperdrive capability they misjump
      • The closer the residual opening is to dissipating when the tailgate jump is initiated the greater the chance of a misjump
      • The tailgater suffers an amount of hull/module damage during the jump based on how close the residual opening is to dissipating
      • If successful, the tailgater appears very close to arrival point of the tailgated vessel
  • Special ship modules exist that when active can give brief forewarning of ships about to arrive nearby at a location
  • Specialised munitions can be obtained which disrupt residual openings, preventing tailgating and analysis
Misjumps have their own set of rules:
  • Misjumps can result from a number of scenarios
    • A hyperdrive malfunction can result in a misjump
    • A galactic map malfunction can result in a misjump
    • Activating the hyperdrive inside certain space phenomena can result in a misjump
    • Attempting to tail-gate another ship’s jump can result in a misjump
  • A misjump transports the ship to a new destination
    • This distance between the new destination and the target destination is a random value based on the distance travelled (the longer the jump, the greater the misjump range potential)
    • The misjump destination may be the outer limits of an inhabited system, or a dark system
      • Such systems may not yet be in the player’s galactic map
    • Very rarely, a misjump can result in turning up somewhere else
  • After a misjump, the hyperdrive automatically runs a diagnostics test for a duration before it can be charged again
  • There is no way to force a misjump other than directly sabotaging the hyperdrive module to guarantee a malfunction

A lot of information in the DDF Archives. Really worth reading.
 
Hey Mr. Braben,

First off let me say Ian Bell's as well as your work on the original Elite inspired me to become interested in procedural generation and game development. I have backed Elite Dangerous and look forward to its release. I cannot afford premium beta sadly however I did buy the digital retail version of the game.

I have a few questions about the game and the engine that you are using. :)

1. Does your company intend to license out the engine for indies to use? Similar to Unreal or Unity3D.
2. Will there be modding in any official capacity? Mod tool kit or the like?

Thank you for your time,

Benjamin Stanley
 
Hey Mr. Braben,

First off let me say Ian Bell's as well as your work on the original Elite inspired me to become interested in procedural generation and game development. I have backed Elite Dangerous and look forward to its release. I cannot afford premium beta sadly however I did buy the digital retail version of the game.

I have a few questions about the game and the engine that you are using. :)

1. Does your company intend to license out the engine for indies to use? Similar to Unreal or Unity3D.
2. Will there be modding in any official capacity? Mod tool kit or the like?

Thank you for your time,

Benjamin Stanley

I think you missed the boat on those questions by 33 hours.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom