Perhaps a new scanner should come into play that can pinpoint POIs on the planet from space. The current surface scanner only advices what the planet surface is.
If we could scan for POIs from the ship flying low over that planet - maybe more people would land on them. But then again - what for?
If FD put something on some planet without any hint it might be there, than good luck anyone would find it. They should know, they designed the game, they know how many systems there are and how many rocks we can land on, did FD forget, we live ~80 years, not 8000 to scan whole Galaxy? Or that they build and improve ED for a living, but people dont and have to live and work.
Do you think Thargoids will be able to destroy stations/outposts?
Do you think Thargoids will be able to destroy stations/outposts?
Do you think Thargoids will be able to destroy stations/outposts?
I don't have any inside info on this but I suspect yes. Otherwise they wouldn't be that scary.
I suspect we'll get cut-scene events showing the aftermath of battles? Will we see stations under blockade, with CMDRs actively able to take part in the events, trying to break the blockade, run it, evacuate civilians? Unfortunately I doubt it... We've instead had development time invested in multi-crew and sun glasses.
Most unlikely. Without proper beta testing I can't even imagine they'll wreak havoc in any form, at least not in the beginning. Personally I don't expect much more than some fear mongering in the beginning.
I just hope the life stream on coming Thursday will provide some serious infos and not just another CQC event with developers.
Define what you mean by destroy.
It'll be very difficult for FDev to completely destroy any station that has a Shipyard in case a commander has their ship(s) stored there.
You also have to think of the commanders logging into Elite to find their last known location now being devoid of a space station and them not being able to buy / source sufficient fuel to jump to a neighbour system.
What is more likely is for one or two non shipyard stations to 'disappear' in a system that has alternate bases to land at, with the station being replaced by an area of wreckage.
I can also see stations with shipyards being replaced by reduced stations. Possibly a new Coriolis model with large damage areas that don't get used when you come into land. Akin to something like a Coriolis, with it's 40+ landing bays dropping to something that has 2 Large, 2 medium bays only.
You need to think what would work within the confines of an uncontrollable user community. Whilst you cannot legislate what they can do, FDev could at least constrain their activities.
Very good point, maybe a solution could be some sort of CG where we have to defend a station and if we lose all the stored ships will be "automagically" evacuated to an apposite rescue megaship.
I know, i know, i'm dreaming
Greetings Commanders,
It’s a very exciting time to be part of the Elite Dangerous galaxy. On June 27 we will welcome even more Commanders to the galaxy with the PlayStation 4 launch. These new players will join the ranks of our already incredibly active, passionate and dedicated community.
Since the launch of Elite Dangerous: The Commanders a number of weeks ago, we’ve received messages from members of the community eagerly awaiting details about the 2.4 update and the future of the game. I’m pleased to be able to share with you a little more detail on what’s to come in the short term and slightly longer term with Elite Dangerous.
2.3.10
The first thing I’d like to share with you is that we will be adding another point update on June 27, this will be for all platforms and will include a number of bug fixes, and stability and networking improvements. This includes the much-requested Anaconda cockpit appearance change and will also introduce greater security for multicrew hosts to be able to disable or limit crew members’ specific activity.
One large element of this point update is a number of “under the hood” fixes which are designed to improve stability and performance, particularly on planet surfaces. This means that we will be looking to run a beta for 2.3.10. However, we do understand that with this being a point update with a number of less visible improvements, it won’t have as many new features to play test. Nonetheless, this testing is very important to make sure the game works as we would expect. Due to the wider and more global nature of this small point update, we will be making the beta open for all and we would welcome your support in joining and spending a few hours playing and helping to ensure the update is as good and stable as it can be.
We’ll have more details on the beta, and exactly how it will work shortly.
2.4 – “????”
Back at EGX in 2015 we showcased the headline features that would be coming to Horizons. However, there’s always been an extra little update, a mystery if you will, that has yet to be revealed.
We’ll be providing a little more information about the update to the community and the press during E3 on June 12th and 13th. We’ll be hosting special community livestreams and activity so stay tuned for more news and updates as we get closer to the date.
I can, however, tell you that this update will be slightly different to previous ones - content will be revealed over time rather than all being available on day one. Additional pieces of exciting content will surface over the coming months as the narrative progresses.
Beyond
So with the Horizon season of expansions coming to a close, what is beyond 2.4 I hear you ask? Well, it certainly isn’t the end of this amazing journey… we’re only just getting started!
Our awesome dev team are dedicated to continuing to build and improve the Elite Dangerous experience with an exciting long term vision in mind. We’re happy to be able to confirm that the next major updates following 2.4 will focus on core gameplay, existing features, quality of life and other improvements! We’re delighted to be investing a considerable amount of development and effort into making the core gameplay experience even better for our fantastic community or players.
We’ll be sharing more news on that content and our roadmap at a very special event coming later in the year - more details on this event will be released in the weeks after E3.
On behalf of the entire Elite Dangerous team, thank you for your continued support. We are very excited to embark on the next part of the journey together as we continue to make Elite Dangerous an even more fantastic game and experience for our incredible community of players.
Those combat scenarios are the kind of thing I've been hoping would appear for years. They could be leveraged for missions, Powerplay Tasks and indeed CGs.Hi everyone,
I have not used the forum before so please let me know if I am doing this in the right thread at the right spot to get a good discussion going, feedback from Fronties Devs. If there is an existing roadmapt or collection of gameplay concepts currently actively being investigated- please point me to it. First of all I am a big space game fan since the 90s and I do like Elite (logged over 1,600 hours now) so these are some honest thoughts about improving the experience. Let me get straight to the point:
In my mind "Dangerous" -> Excitement -> GamePlay. Since me and many other players dont feel very excited or in Danger when playing Elite anymore, I would venture to say its do to the lack of engaging Gameplay. 3 Pillars on how to address this
Normal Space, Wing Play (multiplayer), Missions
Let me Explain:
Normal Space
Spending Life in frame shift land is convenient to travel quicky but dull when it comes to engaging game experience. Building a scenario around being interdicted and then shot at is just to one dimensional. So, we need more scenarios in Normal Space- an example with the return in mind: Lets say a station within a star system gets blockaded, effect: when attempting to FSD to the station you get pulled out of FSD far away from the station -> 100- 150kms. This would create a playground in normal space of say 15-20 minutes time to travel from where you dropped out of FSD to the station if uninterrupted. This space could be filled with: passive defenses (mines, gun emplacements, sensors, buff waypoints [regenerate shields, armor]), active defenses (thargoid ships trying to keep you from reaching the station)
Wing Play
specific modules with multiplayer in mind
in order to make wing play interesting it would be helpful to create very specific modules that take up most of the space within a given ship and make it necessary to work in a group: A few examples:
- very long range sensors: ~100 kms, requires above described large playgrounds in normal space that cannot be short cutted through FSD. AWACs style craft that can identify all waypoints, enemy targets over a long distance and notify everyone else in the wing (maybe even designate targets and paint them for all other wing members)
- Shield Booster: ability to project a larger shield around a group of ships flying in very tight formation. Needs a partner ship to complete the arch (at least 2 ships in the wing must have this module). This field can get whittled down over time maybe requires specific weapons to do so, maybe the field could protect against thargoid mines or other such assets in the new large playgrounds in normal space
super stealth: sacrifices all other modules (weapons, shields for permanent very low heat signature state). Could be used to scout ahead and quietly maneuver through mine fields enemy lines to sabotage specific new defense grids. Very effective for smaller vessells that already have a low heat signature
group finder
there will have to be a group finder function to basically look for a wing based on your ships role equipment (not a hard dependency but would be useful to share what you can bring to the table in terms of special modulues configs)
my targets target button
In order to really perform tactical combat one not only needs a " what target is my wingman attacking button" but a "who is attacking my wingman/ friendly NPC button" or as it is known in many other MMOs: my targets target button (independent of it being a wingman or not)
Missions
Combat
- Escort Missions
- escort freighters, explorers across multiple star systems
- escort them in system through an interdiction buble in mormal space ~100km filled with mutli waypoints, potentially through an exchange in mid space of cargo between two vessells
- Repair missions
repari massive capital ships, convoys or stations. The repair bit could be under trading but they would need an escort as combat
- attack massive convoy/capital ship= multi stage location battle
stage 1: locate the convoy
stage 2: set an interdiction ambush (new module- fake signature SoS signal)
stage 3: destroy escort
stage 4: disable main vessell (new module)
stage 5: dock with vessell to extract cargo or passengers -> timer (special module) cou
- sabotage
fly your cloaked vessell deep into enemy space and approach a major enemy vessell over 100kms in real space filled with patrols, mines and sensors. Use Special limpets
on very short distance to place charges/ spy equipment
Trading
- Blockade Runner
take your trading vessell filled with relief goods through 150 kms of real space facing an enemy blockade, mine fields and stationary emplacements. Navigate the waypoints with your escort (combat and scouts)
- power mining
specialization between wing members (special modules): more powerful mining lasers, more powerful limpets (collecting and prospecting), large cargo hold for delivery, better refineries (again special modules take a lot of place need to specialize within the wing) better revenue sharing
- Multi Star System/ Stage Trade missions
- Exchange of goods mid space (needs special module, part of mult stage trade mission)
Exploring/Recon
- behind enemy lines
combine stealth and exploring (low heat signature, specialized scanning module). Try to get as far into Thargoid teritory as you can. Multi waypoint scanning in normal space around fortified planet, multi stage including scanning ground targets on planet surface.
- long distance exploring
- Community goal exploring: space sectors or proportion of planet surface- solve riddles in ruins and advance through the levels
Sorry for the long post but was trying to summarize all my thoughts over the last years of playing Elite
Those combat scenarios are the kind of thing I've been hoping would appear for years. They could be leveraged for missions, Powerplay Tasks and indeed CGs.
They would help PvE and also give the possibility to be used to orchestrate PvP for those interested. eg: A Wing of CMDRs defending a convoy/ship/location, while another Wing of CMDRs attacks.
And of course, many of them could probably be rebadged to be applied to the Thargoids. eg: Defending a convoy of passenger ships fleeing a system.
Alas, over the past 2-3 years we've had basically no development of this nature And why we've had developments like Mulit-Crew in its place I don't know
Do you think Thargoids will be able to destroy stations/outposts?
Do you think Thargoids will be able to destroy stations/outposts?
We’ll be sharing more news on that content and our roadmap at a very special event coming later in the year - more details on this event will be released in the weeks after E3.
October October October......