News Elite Dangerous - 2.4 and beyond

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.
 
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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.

or a science officer npc crew person (possibly tied to the extra scanner as well)...... the higher the rating of the crew person the more likely they are to spot stuff at a better range.

so the base scanner with no crew, you have to fly all around the inside of the "blue" line to scan a planet, but with a skilled science officer using it whilst you pilot, they can examine the data and pinpoint stuff from further away, which means you can fly around it much faster.

perhaps really advanced ones can even highlight planets which "CMDR there is a strange reading i cant work out on this moon, we may want to go in to do a high resolution surface scan" at the point of doing even the basic "detailed surface scan.

other stuff a science officer would be good for would be to increase the speed of the detailed surface scan and the range... (bassically stuff thje engineers probably do now, but imo it makes sense for an npc science officer to be doing it when actually on your ship looking at data rather than some weird grease monkey who you give some gems to.)

(this could be expanded, geologist crew who help you find better roids in a ring, and do things like make a note of all roids you have depleted, or looked at and chose to ignore , and who help you get the most out of your extraction, hell or even DO the mining if you choose to fly your SLF and protect your ship instead - albeit not as efficiently as if we do it, engineers who get a bit more out of your PPs and engines + FSD, or helping repair damage, , gunmen who can improve accuracy of weapons and tune your weapons keeping them tip top
 
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.

Done that, found 14 haystacks, oops I mean volcanic sites. Given the search technology we have at the moment it's easily possible for a single player in a fast ship to do a full surface scan of a body under 200km in radius in probably around 10 or 15 hours. Once it gets larger than that you would need a team, maybe up to the 500-750km radius point it would be possible for 5 or 10 person team. For small bodies I would settle for a much faster surface exploration ship and wider angle surface scanner, that's quite achievable in the game now.

Ok don't get me wrong, I want more things on planets, and the really large planets, several thousand kms+ in radius definitely need some sort of orbital scan even if only to give you a general idea of location, but small bodies are easy, give me a hint something is there and I will find it. But there are so many competing things different players want in the game how do you prioritise them? I doubt if FDEV even imagined the amount of time and effort people were going to put into exploration when they first launched the game so it seems to be a neglected area. Post 2.4 is supposed to flesh out existing game features, I hope this includes exploration.
 
Its like Frontier smudge all new content over very long months or even year. Again.[alien]
Give people who grinded all stuff something more to do, but not like your average grind.
 
Do you think Thargoids will be able to destroy stations/outposts?

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.
 
Do you think Thargoids will be able to destroy stations/outposts?

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.
 
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.

All good points, thanks.

We will see what will happen, personally i hope will not be only "interdiction" events by Thargoids.

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 :)
 
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 :)

That would require more involved combat scenario mechanics and CGs? Something we've not really seen happen in 2-3yrs?

We've arrived at the only time we can have an first alien attack/invasion, and over the past 1-2yrs I would have expected to have seen gameplay elements added which could then be leveraged to make this event more interesting. eg: Mechanics to allow a CMDR to escort a convoy of ships through an asteroid field while being attacked by hostile forces. Ideally allow some NPC wingmen who could then be given simple commands. Roll onto the Thargoids, and this mechanic can now be leveraged to protect civilian ships fleeing a system.

But I'm bemused how little we've seen being added over the past 1-2yrs... So it's going to be an interesting couple of months... (or not as the case may be)
 
Sigh.

I just want to be able to fly into the atmospheres of all the planets I see that are safe to do so, and land there and have a look around. I want much, much more geological variation. Sights to me gasp. Right now it's just too samey. Even my recent addition of VR doesn't make up for the lack of geological variation.
 
Agreed. I love the look of those highly volcanic worlds and would be happy to land on a basalt/lava world with massive outpourings of gas rather than a full atmosphere. Anything more than rocky desert really.
 
Thoughts on bringing the "Dangerous" back into Elite

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.

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 :D
 
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 :D
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 :(
 
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 :(

Whaaaaat? You wish for content that does not primarily consist of undocking, cruising through a multitude of loading screens and through supercruise a lot and finally docking again?!

How could you! This is not in Elite's 30 year+ legacy (just like guilds, competent social and communication features, competent PvE game design and more useful and elaborate scanning mechanics than pointing and holding a trigger for 15 seconds to get... nearly no useful info at all)! It's unnatural! It's not realistic! It's not sumulation! It does not fit into a universe with realistic ship and module transfer loading times enjoyed and fiercly defended by enthusiastic pretend space people in their mancaves.

You instant gratification kiddie, you. [haha] :rolleyes: Next you're telling me that 15 minutes to half an hour of loading screens to get to any sort of content is not a reasonable free time proposition and Frontier might do well to take a hard look at how basic travel is designed and how much loading screens you should shove down your players' throats between them and getting to play the bits that make a game. That is, if they want the game to get out of the mancave pretend space person niche it currently comfortbably sits in?


On a less cynical note: I'd highly welcome structured mission content that does not play out in supercruise and in loading screens for 80% of the time. Elite's strength for me is the normal flight model. Pity the game puts emphasis on everything, except for that flight model with its missions. There's still RES bounty hunting an CZ. But both are as structured and well designed as a pub brawl in endlessly spawning pretend space ships, so...
 
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Do you think Thargoids will be able to destroy stations/outposts?

For obvious reasons I think it would be tricky.. (personally I'd love to see stations being destroyed, stored ships being lost, and all the carnage that entails. I want to watch the Galaxy burn... but I know others would lose their minds)

I'd be happy if we can 'defend the bubble'. Thargoid attacks can happen anywhere, but if enough of them are destroyed in a system, the attack rate drops and that system becomes safe again for traders, passenger ships, newbies etc. For a while...

If a system is attacked and we don't fight back, the stations can be damaged and most services cease - bar the Shipyard so Cmdrs can get their ships out of there. We 'lose' the system.
 
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.

Ooh a roadmap! That will be something I am looking forward to very much. About time this appeared and I hope the roadmap covers the next few years of development????
 
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