Update Dev Update - 16.04.2015

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Michael Brookes

Game Director
Thanks for the update Michael. I was hoping that you could clarify whether the background sim will be loved as lavishly as the missions will be in 1.3 (ithout divulging any juicy details of course) We do seem be afflicted with some recurring (or re-occurring) bugs in pending system states, will that be getting some of the precious dev time in the meantime?

Yes we're still looking into bugs.

Michasel
 
I think most of us (pecisk aside) wer hoping that USS would be largely supplanted with proper mechanics. I see this update as the first step in that process and USS will eventually become what they really should be - some truly random (and much less frequent) encounters and nothing else. :)

Agreed. I think a good step in the right direction would be to make USS global for the whole star system. They would be like conflict zones. Everyone can see (or discover) them and go there .And after some time they disappear and others pop up.

The way they are implemented right now it is simply too obvious that they are just random encounters individually generated for every player.
 
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I've not tried mining yet, so please forgive my ignorance, but how will/do asteroids you find yourself compare to those from a high/low RES in terms of yield/quality (i.e. belt clusters that you've run a DSS over and have come up as "Pristine Reserves" or "Metallic" for e.g.)?

Thanks for the update BTW; care to share any info about the Diamondback, manufacturer for e.g.? ;)

Finally - Any ETA on the tactical paint jobs and/or Anaconda paints/more limited metallic skins?

Keep up the good work guys!
 
Please, add new mineral to the far distance systems (1000ly from SOL and higher) to create exploration-mining experience in game. Hard to find - big reword!

This^^ please!! We need a reason to tempt people to head off into the unknown, rare and extremely valuable ore would be ideal.
 
Well then drones does not sound like a fun thing to use :( I would like to have drones that would come back to your ship and be stored in a module like 2-4 drones per module and then you would have to fuel them not one time use drones maybe have 2 different drone systems one cheap system that is one time use and one that can be used for as long as you have fuel for them and until they break but you can repair them.
Because it feels stupid its the year 3300 something and we have one time use drones what a waste of resources.

Please read last week's update. In fact, please post there as well.
 

Javert

Volunteer Moderator
Does this mean we have to have an interdiction module fitted to pursue assassination targets after 1.3 then?
 
Thanks for the update

There is one part which confused me a tad:

There will also be a bonus in created minerals or metals when mining at resource extraction sites.

So to clarify, this means that if you got to a RES (which is obviously more dangerous than an asteroid field) you will get an artificial bonus with the amount of minerals one asteroid can give out?
 
Curious- with the next batch of ship will we reach the point when one of the new five ones will be given to alpha/beta players for free?

I haven't forgot about that! :D
 
This^^ please!! We need a reason to tempt people to head off into the unknown, rare and extremely valuable ore would be ideal.

But is it realistic? Minerals in game should be based on Stellar Forge creation of systems using known principles. What justification is there for an uber rare mineral just because it is outside of 500 LY bubble around Sol? Maybe heavier metals near the center of the galaxy due to the more active stars or near past super-nova remnant sites would make sense.

Then again, it's just a game so I suppose this type of manipulation would be OK. Same rationale as Hutton Orbital- no incentive to make the long trek there so why do it?
 
Agreed. I think a good step in the right direction would be to make USS global for the whole star system. They would be like conflict zones. Everyone can see (or discover) them and go there .And after some time they disappear and others pop up.

The way they are implemented right now it is simply too obvious that they are just random encounters individually generated for every player.
Even with persistence, there's a place for USSes as indicators that something unidentified is occurring. It might be a battle, it might be a rendezvous, it might be a trap. I'd like to see players dropping out of supercruise into normal space actually *creating* an USS that others can find, and for them to be either proximity based (i.e. they pop up if you get close enough) or discovery based (i.e. using a scanner). For things like assassination targets, they should be present even when the hunter isn't there, which would add something of an edge to the mission. Someone might get there before you, and if you're not quick enough your mission may fail. Rather than being lumped into categories (WSS, SSS, etc.) a scanner could show you more information about that signal, such as number and class of ships present, etc. Or just an actual signal that you have to learn to interpret.

There's clearly a lot that could be done with signal sources, but the more interesting stuff requires true persistence. I hope we see at least the beginnings of this in 1.3, as it's sorely lacking at the moment.
 
Regarding assasination targets or people to find I agree, and there can be other mission types not tied to USS in any shape or form. Other than that? USS indicates there's something in space.

Something in space, yes - one of half a dozen things. And there are a gazillion trillion of them. Set speed at 30km/s and you'll trip over them endlessly.. Space is not empty, it's chock full of people just sitting around waiting to be consumed as content. The mechanism is weak. If, as I said, they're much rarer and offer truly random encounters then the mechanism will be doing its job (IMHO). As per Michael's update, there are much better ways to present mission based content and it's coming, thankfully. Hopefully it's just a first step.
 
Awesome information Michael! I have to say, THANK YOU for doing these dev updates! This and the newsletter is all I can think about during the week, waiting patiently for new information on this amazing game. I think I'll enjoy the changes to assassination missions, any chance we are getting mission chains in 1.3? regarding the prospect drones drones, are they able to scan multiple asteroids? Are they used up after scanning a single asteroid or can you re scoop them? Why a drone vs a scanner of some sort to offload module slot usage?
 
Beyond that we will have low and high intensity resource extraction sites. At low intensity sites there is lower output for mining, but also a heavier system authority presence and lower pirate presence. For the high intensity sites this is reversed, so is more dangerous with more pirates and less security, but also greater rewards for mining there.


Michael

So what happen if I drop in the middle of a ring and not in a RES ? How will this be calculated ?
 
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