Elite Dangerous 2018 Roadmap [Regularly Updated]

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Added Patch Notes for Update 3.2.1 from a thread by Paul Crowther (Community Manager):

Hi all,

We will be taking the galaxy servers down Thursday the 6th September from 8AM (BST). They will be down for approximately 10-40 minutes.
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Fixes and Improvements

Ships
Alliance Challenger, Chieftain & Crusader
  • Fixed various visual issues with hardpoints.
Lance Guardian Fighter
  • Addressed an overheating issue when firing
Weapons & Modules
  • Fixed large missile racks being unable to resupply ammunition using synthesis
 
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Updated the 3.3 Update (Chapter Four) section with news on the Implementation of a dedicated mission server and a 10% increase of credit payouts for all missions, from a thread by Will Flanagan (Community Manager):

Greetings Commanders,

In the next chapter of Beyond (3.3), we will be implementing and migrating mission data to a new separate server. While this mainly affects the back-end of the game, you will see some changes to missions in-game.

As it currently stands, missions are on a shared server with other elements of the game. This has the risk of problems with missions causing outages and stability issues for the rest of the game if there are technical hiccups.

So, what benefits will we see by moving missions to their own separate server?

  • Any issue (generated by missions) which can cause a server outage or stability problems will no longer result in players disconnecting. Instead the missions will be unavailable for a period of time.
  • If such issues do occur, the previous servers will be able to act as a back-up, offering better opportunities to recover game content as quickly as possible.
  • We may see a slight decrease in mission board loading times.
  • Missions will now be consistent across game modes (Solo/Open/Private Group).
It's also worth noting that, as a result of a dedicated 'mission server', there will be a removal/significant reduction of the method of refreshing mission boards by logging in and out of the game ("board flipping"). While we understand that this is a practice utilised by some* players, this was never the intended use of the mission system.

Even though there is a small number of players doing this, we will increase the credit payout of missions (by 10%) across the board so all players using the mission boards as intended will see a net profit. As a result of this, some mission reward choices will see boosted influence, reputation and rank gains. As always when it comes to missions, we will continually review and balance them where needed.

Ultimately, this is a healthy step for our overall servers and game experience.

If you have any questions or would like to share your feedback with us, please post below!

*we found that only 2.8% of daily online players were using the mission system in this way.

Dev Comments:

Hi everyone, thank you so much for the feedback you have provided thus far. I wanted to jump in and answer a few questions and discussion points raised:

Will we be increasing the amount of mission options so that players have more choice?

We won’t be increasing the amount of missions spawned initially. We will however be reducing the time it takes for a mission board to spawn new missions from 15 to 10 minutes. This means that players should overall see more variety and it won’t take as long for new missions to appear on the board.

Is there a possibility of adding a ‘refresh’ button if all available missions aren’t suitable?

We won’t be adding a refresh button at this time. It’s important to note that missions are shared between players so it could be frustrating if another player refreshed the mission board just as another player spotted one they wanted.

Will this see the return of the large cargo transport missions with high payouts?

Could you clarify which missions you mean? But this change does not impact the functionality of the missions themselves.

Can we get filters to find the type of missions we want to do?

You can filter the list currently. If you mean will it be possible to have a mission board spawn a specific type of mission based on player input (for example, choosing to spawn only cargo delivery missions), this is not currently planned.

How will this effect missions based around state changes (i.e. massacre missions) where the state may have changed in one instance (War) but not another?

This is an avenue we’re exploring but have no confirmed changes at this current time. It’s our goal to make the missions that spawn in each state make sense, but not overwhelm the entire board. As with a lot of mission development, it’s an ongoing iterative process.

Is it possible to separate wing and solo missions into different categories?

We are not separating Wing Missions into a different category at this time, but in the next update (3.3), you should see fewer Wing Missions spawning per board. We are trying to balance the right amount for all player types, and as said before, it’s an ongoing process.

Worried we’re focusing on the symptom of board flipping, not the cause (Not a great enough of interesting mission options rather than payouts)

We are trying to address all of the reasons players felt they need to use “board flipping”. As we said in the original post however, this is a small percentage of the player-base. We are listening to your feedback and trying our best to provide players with missions that suit their playstyle wherever possible.

Thanks once again for the feedback and keep it coming!

Hello everyone,

I wanted to clarify the mention of 2.8% percent of daily online players "board flipping" in the OP. The vast majority of our daily active players are using the mission board, and of those, it is only a small number who are actually "board flipping" (2.8%). This figure is based on daily active users using the mission board specifically.

To reiterate, the implementation of a dedicated mission server is not to remedy "board flipping", but to bring about much greater server stability and reduce crashes, and the removal "board flipping" is a side effect of these improvements.

As always, we welcome your feedback on the mission system in general and how it can be improved in future.
 
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Updated the 3.3 Update (Chapter Four) section with new information on the Exploration Improvements from a thread by Will Flanagan (Community Manager):

Hello Commanders!

We're going to be shaking the format up slightly for the final main topic of discussion surrounding some of the major features of Chapter Four of Beyond. We're soon going to be revealing more details about the next update, so for this post, we'd like you to share all of your questions and comments in reply to this thread, and we'll try to respond to as many as we can!

In this post we’ll be presenting just some of the improvements coming to exploration in the next update. There's a number of benefits that we are aiming to bring in with this exploration overhaul which we've listed out below, with more detailed explanation underneath.

Benefits of Exploration Improvements

  • Make exploration more involved: By introducing a process we aim to make exploration feel more meaningful, making the results more satisfying and rewarding.
  • Replace flying time with gameplay: We want to reduce the amount of time you have to spend flying to a planet just to discover it. The only time we want you to fly to a planet is because you want to visit it as there’s something there you want to see or do. Ultimately that will make exploring planetary bodies and getting first discoveries in a system quicker and more engaging at the same time.
  • Remove Random USS Spawning: You will now be able to use your skill to locate signal sources rather than rely on luck. you will have the ability to identify a USS from anywhere in the system and then explore and discover these locations.
  • Reduce the time to find planet surface locations: You will now be able to employ game play to make searching out interesting surface locations/POIs quicker and more interesting rather than flying across the planet in low orbit.
  • Improve multiplayer exploration: With both of the module upgrades we are making sure that wings and multi-crew are supported.
  • Holistic System:The improvements to exploration mechanics tie together not just new discoveries, but mining, missions and signal source location in one package.
  • All new "First mapped": You'll be able to add a first mapped across any planet within the galaxy, including within the bubble. Giving all players that have joined the game since it's launch even more opportunity to make their mark on the galaxy.

Check out the full details below.

The Discovery Scanner

Because explorers ply their trade far from civilized space, we’ve decided to not add new module requirements. Instead, we’re improving the discovery scanner and detailed surface scanner so Commanders can jump right in as soon as the update is released, without having to spend time traveling back to a port to purchase new gear.

When you activate the discovery scanner you will now be taken to an all-new scanning interface and view. In this augmented camera view you are able to interrogate the system using new functionality of the scanner.


The process still starts with the “honk” (system scan), though its usage is now the start of a more engaging process (if all you did before was scan for some credits, don't worry, the scan still awards credits.)

The system scan now returns an aggregated display of how energetic the electromagnetic emissions are in the system. Signals are sorted on a low to high scale by their apparent energy. For example, emissions from rocky clusters will appear at the lower end of the scale, hot gas giants at the upper range. This information requires some interpretation as signals can overlap.

You are able to tune the focus of your sensors to a particular point on the scale, making emissions from objects at this range much clearer, at the cost of filtering out signals returned from bodies not emitting at this range.

As you move the view around, you are aiming your discovery scanner sensors. To aid you, the discovery scanner view also features a repeating sweep of gravitational disturbance detected in the system. You can use this sweep to narrow your search for stellar bodies, as well as start your search around the star's orbital plane, which is revealed by the initial system scan.

Emissions that come close enough to your view’s focus are represented by signature patterns around a central reticule. If you are tuned to the correct point on the energy scale the signal will show as a symmetrical pattern clearly showing the direction towards the origin of the signal, allowing you to locate it. The further away your energy tuning, the more distorted and asymmetrical the pattern becomes, hiding the precise direction and location.

Once you have a candidate origin, you can use the scanner to reconstruct a massively zoomed in view. If you aimed precisely enough, you will discover the stellar body. If there are a number of stellar bodies in relative close proximity to your focus, you may need to repeat the process to isolate individual signals.


As you locate and identify stellar bodies their emissions are filtered out, instead becoming markers on the energy range, making it easier to find the remaining bodies. It's at this point in that you will gain the “first discovered” tag, rather than having to physically visit the planet (you still need to sell the data at a port to gain the tag). All current first discovered tags will remain.

Importantly, when you uncover a planet using the discovery scanner, as well as being informed of the resources available on it, the presence of unusual locations, such as Guardian sites, will also be revealed. However, their precise location won’t be shown until you have mapped the planet with the detailed surface scanner.


Unidentified Signal Sources

Along with the Exploration update, we are improving the way that USSs work. USSs will now spawn throughout the entire system when you first enter it. This enables you to use the new exploration tools to find USSs throughout the system, not just in the area around you. You can still interrogate nav beacons to find the locations.

Whilst USSs do still have a decay time, the timers have been increased to allow you time to find and fly to the ones you are interested in. The decay time is also now displayed when targeted. Signal sources still obey rules determining where they can appear within a system, and mission critical signal sources will still be highlighted to differentiate themselves once located.


The Detailed Surface Scanner

Again, this module will not be replaced. Instead, the detailed surface scanner gains the ability to launch micro sensor probes in supercruise. You will use these probes to “map” a planet’s surface and locate resource hotspots in its rings.

These flight-assisted probes are launched via a new aiming interface when activating the detailed surface scanner. The probes will arc towards a planet’s surface and when close enough will “display” sensor coverage over a large area. Once enough of the surface has coverage, the probes will collate and report their findings. To map rings around a planet you need to hit each ring with a single probe.

To allow for skilled play you can aim probes away from the planet, allowing them to arc around it, potentially letting you hit the surface on far side of the planet. If you aim too far away, the probe will fly right past and miss, but by using mass and size information displayed on the HUD you will be able to lob probes and get full coverage without having to fly around the planet.

You will be able to synthesise micro-probes for the detailed surface scanner, but the better aim you are, the less probes you will need to get complete coverage.

When you do achieve this, any unusual locations will be revealed to your ship’s navigation systems. So no more eyeballing an entire planet to find those brain trees!


First Mapped By

We are also adding a new opportunity to get your Commander's name immortalised in the game with the new 'First Mapped By' tag. The first person to successfully map a planet to 100% and sell the resulting data at a port, will be awarded this tag. This also applies for planets that have already got a 'First Discovered' tag as well.


Multi-Crew

As part of the exploration update, we are making sure that multi-crew members can use the discovery scanner and detailed surface scanner at the same time and all discoveries are shared among crew or wing.

This allows wings or commanders in multi-crew to engage in exploration together, each earning credits and exploration rank and making the process more efficient.


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We'll be revealing more details about Beyond - Chapter Four in the coming weeks and we can't wait to show you, but in the meantime, please post your feedback regarding Exploration in this thread and we'll try to respond to as many queries as we can.

This particular thread is not an area for debate between community members – it’s fine to read what others have put, but try to ensure your posts are directed at us rather than your fellow posters.

Important: 3.3 Beta is expected in the coming weeks!

Dev Comments:

Hi Whitmann, we don't have our synthesis recipe nailed down at the moment. We are currently working with a ship's holding around a couple of hundred probes. It's important to note that scanning a planet varies based on size of the body and aiming skills of the pilot.
The initial 'honk' will just reveal the entry star. As you use the to explore, more stellar bodies will be revealed as you find them, which will then populate the system map.
You can now use the discovery scanner to find them no matter where they are in the system. It's important to note that you still discover USS, CZ etc if you fly close to them in supercruise.
Will there be new contents of signal sources?
Yes.
USS will continue to spawn at set intervals, each one has a timer as well which denotes when it will expire.

We are considering upgrading all discovery scanners into a single discovery scanner and removing the lesser versions from the game. Those players who have already purchased scanners above the basic level would receive compensation.
The DSS is a supercruise only module, we are balancing the range at which it can be used to make it a satisfying experience.
It will give you the exact location of persistent POIs. The more transient, smaller POIs such as a collection of skimmers will not be located by the surface scan.
We will be maintaining an Engineering option on the DSS, the new upgrade will provide it with a larger probe capacity.
The probes work by impacting on the surface of the planet, you are not attempting to get them into an orbit.
The intention is that the energy distribution should provide explorers with information they can interpret to help identify if specific body types exist in a system.
USSs are still Commander specific, however you can still use wing beacons to allow friends to join you.
The data you currently earn from the existing Discovery Surface Scanner (DSS) is provided when using the new Discovery Scanner mechanics. The new DSS will provide the player with surface scan data, which currently does not exist in the game. This allows the player to get the first mapped tag on their discoveries.
The USS will be finite, but we plan to have more that one or two at any one time. The USS do decay, they only last for a certain amount of time, and the remaining time is displayed to the player. More USS will spawn and appear over time.
SRVs do not support multicrew at this time.
The DSS has internal storage for the probes, like ammunition.
 
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Concerning Planetary Tech, only the Ice Planets have been post poned. All the rest is not delayed yet (volumetric effects, phenomena, rock system etc.)

Greetings Commanders,
...
During this process, we have made a decision to adjust the focus of content that were previously planned for the Chapter Four update, adding some significant new gameplay, but it also means some other aspects will have to change. This means that some elements of content such as Ice Planets (which many of you will have seen some fantastic progress updates from LaveCon earlier this year) and Fleet Carriers for squadrons will not be coming as part of the Beyond – Chapter Four update. Some of the technology from the ice planets specifically will be used within our wider and global visual upgrade, so there will still be general improvements, but not everything we originally envisaged...
 
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Added new comments by Will Flanagan (CM) and Adam Waite (Designer) regarding the next Q4 related Livestream and Exploration feedback:

Hello there!

The next livestream will be on 4 October (possibly the next installment of the Big Bug Hunt), and the livestreams in the following weeks will be focused on Beyond - Chapter Four. More details announced soon.
Hello everyone,

Just wanted to give you an update on where we are on the topic of Exploration.

We’ve been reading through your feedback and taking it on board. Currently, we’re discussing and exploring a few options based on your feedback, but we don’t have anything to announce just yet.

Thank you for all of the comments so far.
 
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Added another comment by Will Flanagan (CM) regarding Q4 Update livestreams:

Hello,

In the coming weeks, we'll be showing all of the content that was presented to the community guests yesterday. We'll also be hosting a series of deep dive livestreams where we'll be showing all of Chapter Four's features in greater detail (with developer guests!)

We don't have any dates to announce to you right now, but keep an eye on our forums (and our social media pages) for information about those livestreams!
 
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Added comments and impressions by community members who visited Frontier HQ on the 27th of September for a 3.3 Update Presentation and Q&A:

Reddit thread with multiple comments compiled by CMDR Zorrito (/u/Golgot100)

Comprehensive comment by CMDR Vingtetun:

Along with Alec and a few others mentioned here, had the privilege to attend yesterday.

Frontier dedicated 5 of their team for the entire day to presenting many of the changes and improvements coming to the game in the next release.

It was by no means a polished puff piece for streamers, it was a detailed exposee and q&a on the content, with senior staff on hand asking questions of us, feedback on what was good and what needed work or improvements. There was very little of the 'it is on the roadmap for later' and an awful lot of 'let me just go and ask that part of the team' where we got into detail and provided constructive feedback on the new items we have seen already in live stream but also things they will be revealing over the forthcoming weeks.

They took away extensive notes from a broad range of the audience based on how their communities would react to certain elements, where the areas of improvement were wanted and how the new mechanics would affect people's gaming time.

Our questions weren't dodged, they weren't cagey about their answers and no, wasn't the community team presenting. They were there but the presentation was done by the team doing the doing not the talking about, if you see what I mean.

Whilst some streamers were there, others of us were representing chunks of player groups or event/content creators for in game fun.

Stuff we CAN talk about at the moment:
Exploration. Works nicely, looks great, really makes you feel like you are working to discover things and not just honk jump magic wand discovery.

The mining things that were first talked about at Lavecon have come along really nicely. Once again, there is a lot more to do whilst mining. I reckon people will enjoy it.

The lighting changes shown at Lavecon... Was nice to see it in action on a 'live' build and not just screenshots. Once again, think once people get into beta, they will be pleased with it.

Shout out as usual to the sound team. Got a big round of applause at one point. Couple of times we all shushed each other so we could just listen.

The stuff we can't mention yet as it isn't public. A huge amount of work and thought has gone into it all, am looking forward to getting my teeth into it both testing in beta and in final live release. Lots of the regular grumbles have been addressed.

It really is a large body of work. Took 6 hours to fully showcase the lot and there is still more we didn't get see. We over ran by over an hour on their plans as we were asking so many pointy questions and debating their answers. A number of the visitors put some STRONG pressure on frontier on various matters on behalf of wider player audience.

To the question earlier about the 'feel' in the office.... quite a few of the team members dropped their heads in to say hi, some of them were new faces had not met or seen on live streams before. There is a good vibe about the office there, happy looking staff (we quizzed one and the answer was 'even better now that the food isn't as bad as it was at the old office ;-) ). Delicious sandwiches btw.

For the record, yes, the numbers of people working JUST on ED are what they say, their other games were on other floors and no, jobs like HR and finance etc staff weren't part of that number,.It was all people actively working on Elite. Compared to my last visit, they arent kidding when they say the team has never been bigger. The sweeping improvements and changes have satisfied me that they havent been idle in the last year of the free 'Beyond' update.

All in all, and I appreciate there will be lots of 'but why wasn't xxx person invited', and realise I am lucky to have been invited. Am hoping we did you lot proud in terms of shouting loudly about things we are all passionate about, was great to see huge progress and my goodness am I going to have to set aside a whole day just to read the patch notes. Can't wait to get my teeth into it all.

Video by Obsidian Ant:

[video=youtube;O4k11qBwOQE]https://www.youtube.com/watch?v=O4k11qBwOQE[/video]
 
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Added a 3.3 Beta date: 30th of October, a 3.3 Beta Teaser and a schedule for the 3.3 Content Reveal Livestreams from an announcement by Will Flanagan (CM):

[video=youtube;66w7kWrMJuk]https://www.youtube.com/watch?v=66w7kWrMJuk[/video]​
Hello Commanders,

With much anticipation, we’re pleased to announce that the beta for Chapter Four will be available to all PC Elite Dangerous and Elite Dangerous: Horizons players on Tuesday 30 October!

In order to focus the public testing on specific aspects of Chapter Four, we will be unlocking different content over a number of different weeks. You can find out the schedule that content will be added to the beta here:

a7fd4f74-d072-11e8-a8d5-f2801f1b9fd1.png

We are expecting beta milestones to go live on the Tuesday of each week. However, we will update you in the News and Announcement forums as each update is made available.

As always we welcome your feedback on our dedicated beta and bug report forums. These reports, and the data provided, by these beta tests are incredibly valuable and useful in the development of Elite Dangerous. You can find a breakdown of Chapter Four’s features below:

Exploration

The Analysis Mode with the improved Exploration Discovery Scanner and Detailed Discovery Scanner, is a game-changing, brand new way for all Commanders to explore the Milky Way galaxy. After the initial scan of the system, you will then be able to tune your scanners to find stellar bodies and other phenomena. Unidentified Signal Sources and conflict zones will also appear as dotted lines within this mode, allowing you to easily track down interesting or important things within the system. Not only is this new system a more realistic, satisfying and engaging exploration experience, but now you will be able to make more informed decisions on where to look next, and you will be more rewarded for your time spent exploring. Commanders will now have probes at their disposal to map the planetary surfaces, and planetary rings, in detail, to locate points of interest and leave your mark on the galaxy in a different way.

All of the above, in addition to the new in-game codex where Commanders will see a new way of recording their findings in both a collaborative and individual way, are just a few things coming with the changes to exploration. We're barely scratching the surface here with the changes to exploration, so make sure to tune in to the livestream on 18 October, to find out more.

Mining

Asteroid belts and planetary rings are about to get very busy. New tools and mechanics will provide a fresh, exciting and lucrative mining experience for all Elite Dangerous Commanders. Using new exploration mechanics, miners can investigate rings to locate the best spots to start their mining sessions, and then the best specific asteroids to probe and excavate for rewards. With the right amount of skill and expertise, the new Abrasion blaster, Sub-surface displacement missile, and Seismic charge launcher, will provide some exciting and explosive results.

Want to go deeper with these features and learn more about mining? Tune in to the livestream on 1 November, to find out more.

Squadrons

Squadrons is a new in-game way of uniting like-minded Commanders to support factions of their choice, take part in Community Goals together and compete for top spots in seasonal leader boards. New communication tools, including in-game chat channels, will help you blaze trails together, and leave your Squadron's mark on the galaxy.

Learn more about Squadrons in our livestream on 30 October.

...and more!

There's a number of other huge changes coming to Elite Dangerous, including visual improvements, background simulation updates, and (yet to be revealed) cockpit interface changes, and other features that we can't wait to tell you about.

Prior to the introduction of the content on the beta, we’ll be hosting a number of deep-dive livestreams with developer guests, where we showcase the content and you have the chance to voice your questions and comments.

The Chapter Four content reveal livestreams will be on the following dates:
  • Exploration, Codex and Visual Improvements – 18 October (19:00 BST)
  • BGS and Scenario Interactions – 25 October (19:00 BST)
  • Mining and Squadrons – 01 November (19:00 GMT)
  • The Ships – 8 November (19:00 GMT)

If you’re not able to catch the streams, don’t worry! We will be posting a recap of the all the content unveiled shortly after each livestream.

We can’t wait to see what you think!
 
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Added the first 3.3 Content Reveal Livestream and an official Summary Thread for Exploration, Codex and Visual Improvements:

[video=youtube;rtmmmP_waf4]https://www.youtube.com/watch?v=rtmmmP_waf4[/video]​

Hi Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the content discussed, read the notes below from designer Adam Bourke-Waite and Executive Producer Adam Woods.

Remember that all of these changes will be featured in the beta out in October and could be subject to change.

COMMUNAL DISCOVERIES

Thanks to feedback from the exploration community, we’ve made an important change in how exploration data will be shared across all Commanders.

Once any Commander has discovered and sold data about any stellar body, every single Commander’s ship computer will be updated no matter where you are in the galaxy, giving you the basic information for those bodies once you enter the system. This information is similar to the data you currently receive from an initial system scan; many populated systems will provide more data including the name of the bodies.

UPGRADED SCANNERS – FULL SYSTEM SCANNER

Opening up Analysis Mode will give you access to the new and improved tools that will allow you to fully explore a star system. The process is incredibly intuitive and engaging, and is best-described visually. With that in mind, if you are able to, please watch the gameplay demonstration from the Exploration livestream.

The process, in brief, is as follows (the following will be similar to the in-game help tools):

  • Initiating the Full Spectrum System will identify and analyse various signals from the system you are in
  • Once processed these are added to the Filtered Signal Analysis bar towards the bottom of the screen
  • At this point you will also be presented with the orbital plane of the system, many of the stellar bodies you are looking for will be located on, or near to, this plane
  • As you move the view of the system around, you will notice highlighted areas, these are signal fields. Investigate these fields to locate the source of the signals shown in the Filtered Signal Analysis
  • You can tune in to signals on the Filtered Signal Analysis bar.

  • Tuning into the correct region of the bar is essential when locating the source of signal fields in the system.
  • The further to the right of the bar you tune, the more intense the signals you are looking for. For example, larger objects such as Gas Giants have more intense signals, while smaller signals such as Unidentified Signal Sources are smaller.

  • When tuning, the signal patterns will appear on-screen. These patterns also represent the kind of signals that can be found in this region of the Filtered Signal Analysis.
  • As you move the reticule around the screen and get closer to a signal field, you will notice patterns appearing around the reticule.

  • If you are not correctly tuned into a signal these waveforms with appear scattered and random.
  • If you are very far from the correct tuning area, these waveforms will not appear at all.

  • When tuned correctly, the pattern will match those found above the Filtered Signal Analysis, and will be symmetrical, pointing towards the origin of the signal.

  • Once you get close enough to a signal, a circular marker will appear.

  • If the marker appears as a dotted circle you are not tuned to the signal correctly.

  • Once tuned, you can zoom in, this will locate the origin of the signal.

  • In more congested systems, it will zoom in to a secondary level where you can continue to search for the signal.
  • This process can occasionally require zooming in multiple times, your current zoom level is shown on the left hand of the screen. You can zoom out at any time.

  • Once you find the origin of signal, you can zoom into it and be presented with additional information.
  • As you find the signals, they are filtered out and a marker is added below the Filtered Signal Analysis.

  • Different signals or body types have different markers.
  • The system also tracks the percentage of stellar bodies that have been located in a system.

UPGRADED SCANNERS – DETAILED SURFACE SCANNER

Using the above tools will allow you to find everything in the system without having to fly towards it. If you find something worth investigating, whether that’s an Earth-like world or a mineral rich planetary ring, you can fly towards it and use the Detailed Surface Scanner to map the planet (or ring) and get a satisfying '100% completion' for mapping the body, as well as a bonus credit reward.

  • Commanders can fire probes that detonate in a low orbit around the stellar body.

  • The gravity and mass of a body affects the trajectory of the probe, and the on-screen information will adapt to help you aim your shots.
  • After receiving community feedback, these probes are unlimited and do not require synthesis to restock them.

  • These probes send out a wave that maps part of the surface.

  • If you fire a probe in to a ring around a planet it will highlight areas of a greater chance of containing a mining motherlode. We will be covering that in a future livestream.

  • To map an entire body, you will need to fire several probes at different locations on the body.

  • A horizon point indicator will help you know if you’re going to hit the front or back of the body, with a button that lets you toggle your view and see if you’ve hit the desired location.
  • Another indicator will also note if you are hitting a ring or miss the body entirely.
  • An efficiency bonus will be rewarded if you manage to map the body in a certain number of probes or less; that number appears clearly on-screen.

  • Once 90% of the body is mapped, it is considered complete.
  • If you are the first person to map a planet and sell the data, you will get a first-mapped bonus.
  • If you have mapped planet on which you’re able to land that contains points of interest such as Thargoid Imprints or Guardian Ruins, Settlements, or Wrecked Ships, they will appear as targetable markers. These markers are permanent and will remain on the planet for you, even if you leave the system and return.

OTHER THINGS TO FIND

  • Points of Interest - When using the Full System Scanner you will be able to track signals that are not stellar bodies. These other signals will display the location of Unidentified Signal Sources, Conflict Zones, and more. These signals are shown as dotted circles in order to differentiate them from stellar bodies. Once you zoom in on them (as detailed above), you will then be able to lock on to it in order to locate it in Supercruise.
  • Mission - Missions will now have specially coloured pips and markers to help you differentiate them from other signals.
  • Unidentified Signal Sources - In Beyond - Chapter Four Unidentified Signal Sources have also been updated. Rather than being a constantly spawning set of signals, the system now spawns an entire set of them when you arrive. These will remain in the system for a certain amount of time and Commanders will have a timer that indicates how long it is before they disappear. These signals will also persist when you leave for another system and come back, as long as it is within the visible timeframe.

LEAVING YOUR MARK AND MAKING MORE MONEY

As mentioned earlier, these new tools are engaging and intuitive to use, and you will be able to earn the same amount of credits as you currently can, at a faster rate. The first discovered bonus has been increased significantly, and First Mapped is a brand new way of making extra credits. If you are the first to discover a stellar body, or completely map a planet, your name will be listed as the person responsible for doing so.

If you are the first to fully discover and map the system to 100%, you will receive an additional bonus of credits.

MAPPING WITH FRIENDS

In Multi-crew, anyone in the crew will now have access to the Full System Scanner and the Detailed Surface Scanner (only the gunner is able to use this module). Whilst exploring in a wing, as long as you are in the same system as the wing, you will share the data you have discovered.

A NEW WAY OF LOOKING AT THINGS

The Orrery view is a new way of looking at a map of the system. This schematic view will display the relationship of orbits and position of the planets. It is a 3D representation of the system with wireframe planets and it is a fascinating way of seeing how the star system you’re exploring works.

THE CODEX

The Codex is a new way to track your findings and progress in the Elite Dangerous galaxy, as well as keep up to date with the lore and learn about the latest news.

Commander

The Commander page is where you can find information about your in-game statistics, a session log of your activity and an archive of audio and text logs.

  • Home Page - In the home page of the Commander section, you'll find a full length picture of your Holo-me avatar, your current Elite ranks and their progress and an overview of other quick reference Commander stats.
  • Session Log - The session log tracks certain in-game activities based on the already existing player journal.
  • Statistics - The statistics page is a neater, clearer and more concise way of displaying information that was previously found in the right-hand panel of your cockpit.
  • Archive - The archive is your very own library, a collection curated by your discoveries. Any audio and text log you uncover across the galaxy (such as those found from abandoned settlements, Generation ships and other points of interest) will be added here. Audio logs in the archive can also be added to your playlist for easy listening while out exploring in the black!

Discoveries

Within Discoveries section, the galaxy has been broken down in to 42 regions. Each region has information detailing the stellar bodies, geological/biological entities and civilisation contained within them.

Within each system, there are variety things for you to discover, such as stars, terrestrials and gas giants - and even more!
  • In each of these will be a list of types which you can select to view more information.
  • As you find new types within that system they will be added to The Codex.
  • There is also additional information such as the largest, smallest or the coldest stellar body found (for example).

The Codex also has ‘Rumoured’, ‘Reported’ and ‘Discovered’ states.

  • Rumoured - If an item is listed as rumoured that means there is a possibility of finding it within that region.

  • The Codex has been filled with ‘rumoured’ discoveries in each region to give you an initial breadcrumb trail to follow.

  • Reported - When a Commander finds the rumoured item in question, it then shows up as ‘reported’ in the Codex, and update everyone’s Codex . If you then find it, and scan it, that will then become ‘Discovered’ in your codex.
  • If you’re hoping to be an intrepid explorer and find things that haven't been discovered, you can - and set off that cycle of Rumoured, Reported, Discovered!

The 42 regions are huge, and there is a lot to be uncovered, the initial ‘rumoured’ items are just the very beginning in getting you exploring out in to the black.

While you’re out there making incredible discoveries and earning credits you’ll be inspiring other explorers to follow in your wake!

Knowledgebase

The Knowledgebase is your hub for brushing up on Elite Dangerous lore!

  • It contains articles detailing the history of the Superpowers, key figures and characters, organisations and other key powers within the galaxy.
  • It's also the place for information about the Thargoids and other articles of historic importance.
  • These articles are accompanied with vocal narration that can also be added to your playlist.

VISUAL IMPROVEMENTS

Due to the new in-game lighting system, Commanders will experience brighter stars, and darker deep-space.

  • We’ve also added colour grading that supports the feel of our different locations in space and enhances the mood of the gameplay.
  • You can now explore through the new volumetric fog effects in rings with striking god rays, and experience light diffusion through the thick nebulous clouds.
  • With a host of new scanning tools in exploration you’ll see plenty of new visual effects and an exciting new night vision pulse that will help you navigate on the dark sides of planets and in the darkest rings.

COCKPIT NAVIGATION IMPROVEMENTS

A new streamlined layout and a few key changes will make navigating the cockpit interface and in-game menus easier than ever!

  • Transactions - You are now able to apply filters to your transactions tab, so you will be able to isolate whether you want to see such things as your missions, passenger contracts, combat bonds, bounty claims and any fines or bounties you have incurred.
  • Contacts - Contacts now has a context sensitive button that allows quicker access to commonly used actions such as ignoring materials and commodities to scoop and requesting docking.
  • Target - We have streamlined the sub targets and cargo tabs in to one single location now called ‘Target’. After the relevant scans this will now show a target’s sub-targets and manifests (cargo, passengers etc).
  • Comms. Panel - The comms panel now includes a new social tab that encompasses any multi-crew options, any pending invites (wing, multi-crew, friends), and information on any online friends.
  • Squadrons - The Squadrons tab has been added. Please tune in to our later livestream on Squadrons to learn more about this.
  • Home - The ‘Home’ tab contains your ranking information, important information about balance, rebuy cost, notoriety and the ship you’re in. It contains quick access to various features such a GalNet, Holo-me, The Codex and Squadrons. The playlist quick play buttons are also contained in this tab.
  • Fire Groups - Fire groups are now assigned with letters rather than numbers to remove any confusion between fire groups and primary and secondary fire buttons.
  • Ship - The new contextual vehicle (SRV or ship) tab replaces the functions tab with ship functions, pilot preferences, and statistics for the vessel that you’re in.
  • Status - The new status tab now lists information on local system factions, your reputation with the super powers and the Power you are aligned with, a summary of your current session log, your financial information, and any permits you currently have access to.
  • Playlist - The new playlist tab allows you to create your own personalised playlists from the various audio content, including audio logs and GalNet news.

Tune in to our next livestream (on 25 October) centered around new Scenario Interactions and the Background Simulation changes coming in Beyond - Chapter Four!
 
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Added the second 3.3 Content Reveal Livestream and an official Summary Thread for Background Simulation and Scenarios:

[video=youtube;VCy1ZYjLvdQ]https://www.youtube.com/watch?v=VCy1ZYjLvdQ[/video]​

Greetings Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the features discussed, read the notes below from Executive Producer Adam Woods and Senior Designer Adam Bourke-Waite.


Please note this is part two of four livestreams, for more details click here.

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. The factions that inhabit these system battle for influence over the population and control of the starports, installations and outposts. Player actions can push these factions into various states; such as economy, security, health and influence. With concerted effort players can help grow a faction's economy, destroy its security status, or help win a war.

As part of Beyond - Chapter Four, we're making a few changes to the Background Simulation that will have a big effect on how you will manage and spread your faction's influence across the Milky Way.

Multiple States

  • From Beyond - Chapter Four onwards, factions will no longer be limited to a single state. Instead a faction could be in multiple states per system.
  • For example, rather than being in 'War' across all of the systems the faction is present in, the faction will only be at war in the single system in which the war is taking place.
  • This new change means that the faction can also be in several different states at the same time. A faction could be in many different states, such as Bust and Civil Unrest.
  • The Background Simulation is woven into the fabric of the galaxy, and so this change will impact everything from USS spawning to mission spawning. The systems your faction is present in may very well change up!
  • The addition of multiple states means that managing an intergalactic empire will come with increased challenges. In order to make this more manageable we’ve added additional feedback to the game that should make interacting with the Background Simulation easier to understand.
  • 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.

State Categories

We've broken a number of faction states into the following categories:

  • Economic status - reflects the wealth of a system.
  • Security status - reflects the safety of a system.
  • Conflict - based on the system influence and represents the control of the assets and population in a system.
  • Movement - based on influence and our new Happiness value these states determine the movement of a faction between systems.
  • Other - Anything not included in the above, and reserved for future states that we are not ready to talk about!
A faction can have one state from each of these categories active at a time in each of the systems it’s present in.

Please find a summary of most of the states that will be coming in the Beyond - Chapter Four update (this information will also be available in-game):

  • Lockdown - When a faction experiences a lockdown, the security rating of the system it controls temporarily increases and the system’s wealth temporarily decreases. Bounty hunting activity can shorten the lockdown period.
  • Boom - Boom is usually the result of consistent trade profit and completed trade contracts. When a faction experiences a boom, the wealth of the system it controls temporarily increases, and trade missions completed in the system have double the effect on influence.
  • Bust - When a faction experiences a bust, the wealth of the system it controls is temporarily reduced and the faction’s influence is temporarily diminished. Trade actions do not contribute to boom while a bust is active.
  • Civil War - Civil wars occur when factions compete for control of major assets, such as starports. When a faction is involved in a civil war, the standard of living, development level and security level in the system it controls are temporarily reduced.
  • Civil Unrest - Civil unrest is the result of illegal activity. When a faction is affected by civil unrest, the standard of living in the system it controls temporarily decreases, as does the system’s wealth.
  • Famine - When a faction is affected by famine, the standard of living in the system it controls temporarily decreases. Combat activity has no effect on influence while a famine is active. Completing food-related trade missions can help bring a famine to an end.
  • Outbreak - When a faction is affected by an outbreak, the standard of living in the system it controls temporarily decreases. Combat activity has no effect on influence while an outbreak is active. Completing medicine-supply missions can help bring an outbreak to an end.
  • Election - Elections occur when two factions with a similar political structure resolve a conflict over ownership and influence within a system.
  • War - Wars occur when a faction invades a star system controlled by another faction. For the duration of the war, the standard of living, wealth level and security level in the disputed systems are reduced. Combat activity between the two warring factions determines the outcome of the conflict. If neither faction succeeds in dominating the other, the war ends in a ceasefire.
  • Expansion - Expansions occur when a faction successfully maintains a degree of influence over a happy population for a specified period of time. Expansion is costly, so when a faction expands, the wealth and development level of the system it expands from are temporarily reduced.
  • Retreat - Factions are considered to be in retreat if their level of influence within a system drops below a certain level. If the faction’s influence remains low for a total of five days, the faction must leave the system entirely. If the faction manages to increase its level of influence, it remains in the system.
  • Civil Liberty - The faction is enjoying a period of stability within this system, resulting in widespread happiness among the local population. Bounty hunting activity can help sustain the civil liberty period.
  • Investment - The faction is enjoying a period of economic good fortune within this system, resulting in widespread happiness among the local population. Trade activity can help sustain the investment period.

Economy and Security

  • For Economy and Security states we’ve added two new player-facing elements:

  • Security Status - represented via a marker moving along a bar. As the marker enters certain sections of the bar, the faction moves into the related state.
  • Economic Status - also represented via a marker moving along a bar. As the marker enters certain sections of the bar, the faction moves into the related state.
  • Both can be found on your right-hand status panel and also in the Squadrons Allegiance page (which we will be talking about in the Squadrons livestream).

  • As Commanders perform various in-game actions and activities, such as trading or completing missions, they will push the marker along one of these Security and Economic bars.
  • Each area on the bar represents different states and when the marker reaches these areas, the faction will adopt that state.

  • The center of each bar is a 'no state' region which represents a neutral state.
  • As the marker on the Economic bar is pushed upwards, the faction can move into Boom and then Investment. The other end of the Economic bar consists of Bust and eventually... Famine.
  • The Security bar consists of Lockdown, Civil Unrest, and a new state called Civil Liberty on the positive end. Civil Liberty represents a period of safety and freedom for the faction's population.

Conflict and Movement

  • Movement states are based on Influence and work in a very similar way to how they did previously.

  • For example, if a faction loses the majority of its influence, it can enter into a Retreat state.

  • Conflict states trigger in the same way but winning a conflict has changed. This is explained in greater detail below.

Conflict changes

  • Wars, Civil Wars and Elections will now freeze the influence of both factions involved.
  • The conflict between the two factions will be resolved weekly, following a process of winning victories on a daily basis.
  • To claim a victory, players need to complete relevant missions handed out by their faction and take part in the newly revamped Conflict Zones.
  • You can find information on how your faction is doing during the war, and the assets it has on the line, in the status panel.

  • This information can also be found in the Squadrons Allegiance page.

  • At the end of a week, the side that has won the most days wins the war!

Expansion

The new States have also influenced the way in which Expansion works.

  • Expansion is a faction-wide concept and takes the following into consideration:

  • The percentage of Influence of the faction per system.
  • The Happiness of the faction within that same system.

  • Happiness is a new concept and is based on the states that are active within that system.

  • For example: a faction that has Civil Unrest, War and Bust occurring is not going to be the happiest, while a faction experiencing Civil Liberty and Boom will be much happier.
  • To increase your faction's happiness, you need to defeat negative states and push your faction towards positive ones.

  • Large factions, with lots of influence across many happy systems will be more likely to gain the Expansion state.
  • A faction in Expansion after a certain amount of time will attempt to expand from the happiest system that faction is present in. Therefore, you will be better able to coordinate your expansion efforts to ensure which system you want to expand from.

It's worth noting that some of the gargantuan factions, led by a handful of people, will need to scale up their group in order to manage their existing holdings. With these changes, maintaining widespread factions will pose an added challenge, but we've introduced improved in-game BGS feedback to help coordinate your group's efforts.

Other

  • There are chaotic and unpredictable states that can occur. These states, much like the real-world parallels, are out of your control. One of these states is Outbreak, a faction in outbreak will suffer negative economic and security effects, as well as many of the faction's population becoming unhappy.
  • Further information on all the factions' active states can be found in the right-hand panel.

Megaship and Installation Population

For Beyond - Chapter Four, we've introduced a vast number of new Megaships and Installations.

  • Some of these Megaships will have set routes (moving on the weekly tick) and when in a new system, will be under the protection of the controlling faction.
  • If a Megaship jumps into your faction's system, you should look after it because if it is attacked, your faction will feel negative Background Simulation effects.
  • Installations have also been added. These are static assets that once assigned to a faction can be fought over during conflict states.

Scenarios

Scenarios are new and enhanced versions of the Unidentified Signal Sources (USS) and fixed events that you may already have encountered. They are random events that can occur across the galaxy, providing you with additional opportunities to blaze your own trail the way you want to.

  • Each Scenario is fully voice-acted, by a range of different actors.
  • They feature bespoke UI, providing you information on what you need to do to engage with a Scenario and the rewards you will receive for doing so.
  • There are specific Background Simulation (BGS) rewards for successfully completing a Scenario; such as increasing the security status of the faction involved.
  • Some of the new and enhanced Scenarios include:

  • Assisting distressed or stranded pilots.
  • Engaging with new, fluctuating objectives in the new and improved Conflict Zones.
  • Attacking or defending Megaships and Installations.
  • Providing aid and assistance to damaged Megaships.
  • ...and more!

-------------------------------

If you missed our recap on Exploration, the Codex and Visual Improvements, check the thread out here.
 
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Added the third 3.3 Content Reveal Livestream and an official Summary Thread for Mining and Squadrons:

[video=youtube;2lsah4HX4LQ]https://www.youtube.com/watch?v=2lsah4HX4LQ[/video]​

Greetings Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the features discussed, read the notes below from from Executive Producer Adam Woods, Senior Designer Adam Bourke-Waite and Senior Designer Barry Clark.

Please note this is part three of four livestreams, for more details click here.

Mining

In Beyond - Chapter Four, asteroid belts and planetary rings are about to get very busy. New tools and mechanics will provide a fresh, exciting and lucrative mining experience for all Elite Dangerous Commanders.

Using new exploration mechanics, miners can investigate rings to locate the best spots to start their mining sessions, and then the best specific asteroids to probe and excavate for rewards.

With the right amount of skill and expertise, the new Abrasion blaster, Sub-surface displacement missile, and Seismic charge launcher, will provide some exciting and explosive results.

The information below is a short summary of all the new tools that Elite Dangerous miners can equip themselves with for hunting down those motherlodes!


New and Upgraded Tools

  • Detailed Surface Scanner - Aside from mapping the surfaces of planets (as seen in the Exploration livestream), the Detailed Surface Scanner can also be used to identify mineral hotspots within planetary rings. Commanders can fire probes into the rings, which will then clearly display the areas worth investigating on your screen.
  • Pulse Wave Analyser – Upon arrival within a ring, firing this module will send out a pulse of energy that will highlight any asteroids that have lucrative deposits on them.
  • Prospecting Limpet – In the new Analysis Mode, if a Commander fires a Prospecting Limpet at an asteroid, you will be able to see the highlighted location of all the deposits on it, making it easy for you to target and exploit those specific areas.
  • Mining Laser - The standard mining laser will maintain its functionality on all asteroids. If Commanders enjoy mining as it currently is, they can continue doing so.
  • Abrasion Blaster – A new hardpoint module with which Commanders can shoot at Surface Deposits, breaking them off for collection. Whether you do it manually, using the cargo scoop, or with limpets, you'll be able to collect the resources at your leisure.
  • Sub-surface Displacement Missile – This new hardpoint module is used for harvesting Sub-surface Deposits. Described as a 'drill on the end of a missile', this digs in to the rock at the point of impact. The cockpit interface will then show the displacement missile travelling through the rock. Holding down the trigger and releasing at a the optimal time displayed by the interface will allow you to recover valuable sub-surface minerals.
  • Seismic Charge Warheads – Certain asteroids, as identified by the fissures discovered on their surface, can be completely broken apart to reveal a treasure trove of resources. Commanders will place Seismic Charges within the fissures at a particular charge level.

  • The cockpit interface will give you an idea of how much destructive power the charges will hold, and Commanders will have to be careful to not go too far above or below that threshold, at the risk of losing valuable materials.
  • A countdown for all the charges will display on screen, so Commanders are limited on the amount of time they have to set up the perfect controlled explosion.
  • These charges can also be detonated sooner by the Commander if desired.

Squadrons

Squadrons have been designed for Commanders who want to band together and organise themselves in-game. This might be to play together, or to focus on certain types of gameplay such as bounty hunting, Community Goals, or furthering the agenda of a faction. The aim of Squadrons is to support and augment multiplayer organisation and combined effort in-game!

The Elite Dangerous community have created so many incredible out-of-game ways to organise how they play Elite Dangerous in player groups, and we would never dream of removing or replacing those systems, but Squadrons offers something for any type of player.

If you form a Squadron that is looking to engage in activities such as dominating the leaderboards, taking on the Thargoids, or spreading your faction's influence, the in-game squadron tools are designed to help you in these pursuits. That said, if you have a service-providing player group, such as the Fuel Rats, the Squadron tools can be used in addition to the systems you've already put in place outside of the game supplementing the activity you already engage in. Using the tag tool (see below), players will be able to find Squadrons who have a similar play style to their own, so you might just pick up a few new recruits. As with all features in Elite Dangerous, we can't wait to see how our amazing community engages with what we've created.

Remember that there are thousands of players who may be new to the Elite Dangerous galaxy, or may not engage in the forums or out-of-game activity as much as others, so your searchable Squadron page will be something of an advert for them. Commanders will be able to team up with their friends, and make new friends in-game. In this sense, Squadrons is bringing all types of Commanders together in a way that has never been done before.


See below for a detailed description of what you can do with Squadrons in-game, and how you'll utilise the tools.

Creating a Squadron

  • Commanders can create a Squadron for the cost of 10,000,000 credits.
  • During the creation of a Squadron, they can set the following:

  • Squadron name: This has to be a unique name that cannot be changed once the Squadron is created.
  • Squadron ID: A 4-character indicator for your Squadron.
  • Tags: Each Squadron will be able to select a few tags from a wider list, which includes:

  • PvP
  • German Language
  • Open
  • Explorers
  • Weekends
  • Li Yong-RUI
  • ...and more!

  • Superpower Affiliation: Set during or after the creation of a Squadron. Choose one of the following: Empire, Federation, Alliance or Independent. As long as a power or faction affiliation has not been set the Squadron's superpower affiliation can be changed at any time.
  • Power Affiliation: Choose one of the Power figures. Set during or after the creation of a Squadron, and once set, it cannot be changed.
  • Faction Affiliation: This is the faction that your Squadron is affiliated to. Set during, or after, the creation of a Squadron, and once set, it cannot be changed.

  • Once all of these values have been set, the credit fee is paid and the Squadron is created!
  • The Commander who creates the Squadron will be automatically assigned as the Squadron Leader.

Managing a Squadron

Once the Squadron has been created, Commanders will be able to manage the structure of the Squadron, as well as set in-game announcements to coordinate the Squadron's efforts.

  • The max membership limit for Squadron is 500.
  • There are five default ranks (including Squadron Leader), with permissions set by the Squadron Leader for each rank. The following ranks are:

  • Leader
  • Senior Officer
  • Officer
  • Agent
  • Rookie

  • The Squadron Leader can also customise the rank names to fit their Squadron's lore and terminology.
  • As well as rank names, rank privileges can also be customised, these privileges include:

  • Remove a Commander from the Squadron
  • Invite a Commander to the Squadron
  • Set internal and public statements.
  • Create squadron bookmarks
  • Allow applications and invitations to the Squadron.
  • Kick Commanders from the Squadron.
  • Has access to officers' chat channel.

Squadron Communication

One of the most important features that is being introduced with Squadrons is the ability for groups of Commanders to communicate with each other. Squadron facilitates this with the following features:

  • Group Comms – A new feature that will be used by Squadrons is group comms, this will add channels and other functionality to the chat panel. When a Squadron is created, the Squadron channel and the Squadron officer channel (which is only available to Officers and the Leader) are automatically created and any Squadron members are added to the relevant channels. This allows Squadron members to communicate regardless of where they are in the galaxy.
  • The Feed – The Squadron feed panel (which becomes available once a Commander joins a Squadron) will have a list of automated posts that are added to a feed. This feed will provide essential feedback on the Squadron and their activities. For example when a player joins the Squadron a message will automatically be added to the feed. Those members with the correct privileges will also be able to add an internal statement to the feed, the latest statement will always remain stickied to the top of the feed.

Finding and Joining a Squadron

  • If a Commander accesses the Squadron page on the right-hand panel, and are not in a Squadron, they will have the option to search for one to join.
  • Using the same fields as listed above (under Creating a Squadron) the Commander can search by name, or the tags that are important to them and will receive a list of Squadrons based on that criteria.

  • The Commander will also be able to look at a set of Squadron statistics, or read the Squadron's public statement, and use this to decide which Squadron they want to apply to.

  • Once the Commander finds a Squadron they like, they can send an application. This application will include a small amount of text that can be edited before sending. Applications will also include some information on the Commander (such as highest Elite rank, for example).
  • The Squadron Leader (and additional members with relevant privileges) will be able to see a list of all Commander applicants and, at this point, accept or decline the application.

  • This option to invite will also be available on other areas of the HUD where Commanders can select other Commanders, for example a Commander’s friend list.

  • Once approved by the Squadron Leader, the Squadron applicant will be welcomed into the Squadron!

Leaving a Squadron

  • Commanders can leave a Squadron at any time.
  • If a Squadron leader chooses to leave a Squadron then they must first pass the leadership mantle onto another Commander.
  • If all members leave a Squadron then it will be disbanded.

  • The only time the leader can leave and not pass on the mantle of leader is when they are the last member to leave (and the Squadron is disbanded).
  • If a member leaves the Squadron, they will be able to apply to join another Squadron at any time.

Squadron Leaderboards

  • Every Squadron will automatically be entered into seven new Squadron Leaderboards.
  • These leaderboards compare the combined efforts of the Commanders within each Squadron against other Squadrons.
  • Each of the different leaderboards are based around different activities, these are:

  • Combat rank, earning Elite combat rank points.
  • Exploration rank, earning Elite exploration rank points.
  • Trade rank, earning Elite trade rank points.
  • CQC rank, earning Elite CQC rank points.
  • Powerplay, the combined merits of all Squadron Commanders.
  • Anti-Xenos leaderboard, the combined pilots federation bonds submitted by all the Squadron's Commanders.
  • Political, a score earned by supporting the squadron's aligned Faction. This score is based on the faction's size, influence levels and happiness ratings.

  • The leaderboards are run as three month long seasons. At the end of a season the winners are declared. In the next season, everyone starts again from zero.
  • The top three Squadrons in each leaderboard at the end of a season receive a dashboard trophy, with gold for first, silver for second and bronze for third.

Squadron Allegiance

  • Squadrons can align themselves with both a Faction and a Power. Choosing either of these also sets the squadrons superpower allegiance to the relevant superpower.
  • Once either is set, the squadron has access to the squadron allegiance page and additional information is shown on the faction's homepage.
  • The new squadron allegiance page features both a link to the squadrons alligned power and greatrer information on their affiliated faction.

  • The squadron allegiance page shows similar information to the cockpit status panel for the chosen faction. However, it shows this for every system the faction is present in.

----------------------------------------------------------------------------------------------------------------------------​

If you missed our recap on Exploration, the Codex and Visual Improvements, check the thread out here.
If you missed our recap on the Background Simulation changes and new Scenarios, check the thread out here.
 
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Added 3.3 Beta 2 Patch Notes:

Hello Commanders,

Please find the beta patch notes for the second week of beta.

Squadrons

  • Players can now create a Squadron (for a credit fee), or browse existing ones to join from the right hand cockpit panel
  • Play style tags can be used when creating a Squadron, and as a filter when browsing existing ones
  • Squadrons can be aligned to a Superpower, Power and a Faction

  • Squadron allegiance page allows in depth data on chosen Faction

  • Squadrons can take part in the various leaderboards, and compete for the top spot
  • Squadron feed tab in the Comms panel lists certain events, as well as Public and Internal posts
  • Squadron management tools (applicable to certain ranks):

  • Invite Commanders to join
  • Kick lower ranked members
  • Promote/demote lower ranked members
  • Change lower ranked privileges
  • Create posts
  • Accept applications
  • Set if the Squadron is accepting new members
  • Join in the Leader text chat channel

Mining

  • 3 new mining processes added (in addition to the standard mining laser process):

  • Surface Deposits - material deposits that can be found on the surface of asteroids
  • Sub-surface Deposits - material deposits that can be found below the surface of an asteroid
  • Fissures - setting the correct 'Seismic charge' into fissures will split the asteroid apart, allowing the deep core materials to be mined

  • 4 new mining tools added to outfitting:

  • Pulse wave Analyser - a scanner used to pinpoint the correct asteroid once in a ring
  • Abrasion Blaster - used to break off surface material deposits from asteroids
  • Sub-surface Displacement Missile - Allows recovery of sub-surface material deposits from asteroids
  • Seismic Charge Launcher - Allows recovery of deep core materials by splitting the asteroid apart

Bug fixes and Improvements

This update includes numerous fixes for various issues that have been discovered and investigated during the development process, and we'll be introducing additional fixes in the next beta update.

AI

  • NPC ships (military archetype only) should use the reboot/repair option when drives are at 0%

Audio

  • Fixed missing background chatter when near surface bases

Cockpit UI

  • Updated descriptions on where to hand in or pay off transactions in the transactions tab

Codex

  • Fixed descriptions becoming out of sync, and showing a previous selection
  • Decreased the time it takes for images to appear

Comms

  • Added extra feedback to the chat channel tab when the player receives a message

Conflict Zones

  • Fixed Superpower icons not appearing when choosing a side to fight for
  • Ensure faction details are shown in info panel when a CZ is targeted
  • Fixed misspelt word "Captain"
  • Fixed issue where objectives would fail to promptly appear after choosing a side

Crashes/Stability

  • Fixed crash that could occur whilst using FSS mode
  • Fixed crash that could occur during ship reboot/repair
  • Fixed crash that could occur when opening the Codex
  • Fixed crash that could occur when clearing a save
  • Fixed a crash that could occur when exiting the Galaxy Map
  • Fixed a softlock that could occur whilst loading in to the game
  • Fixed a crash that could whilst in analysis mode
  • Fixed soft lock that could occur when exiting Galaxy Map and returning to the Codex
  • Fixed crash that could occur when opening the system map
  • Fixed crash that could when dropping into planetary rings
  • Fixed crash that could occur whilst the using the Codex
  • Fixed crash that occur when loading in to the game
  • Fixed crash that could occur when switching screen resolutions
  • Fixed crash that could occur when plugging in a controller
  • Fixed a crash that could occur as a player joins a Multicrew ship that is near a volcanic POI
  • Fixed crashed that could occur when fighting a Hydra
  • Fixed crash that could occur when switching between a mothership and fighter

Crime and Punishment

  • Ensure contacts tab is correctly updated after using the Kill Warrant Scanner

Engineers

  • Balance pass on the High Yield Shells engineering special

Exploration

  • Fixed issue with the default Keyboard and Mouse and Classic Keyboard Only control schemes in FSS. Also added additional key bindings for the tuning on keyboard for both of these.
  • Added separate controls for the SAA mode third person camera controls so that they can be bound differently
  • Fixed issue with camera positioning resetting incorrectly when zooming out in FSS mode
  • Switched the Discovery Scanner to a built in module, that is fitted to all ships. This frees up a slot for players to use. Refunded credits too
  • Fixed mismatched temperature readings between FSS and System Map
  • Ensure button icons are used (where appropriate) in the help screens
  • Can now correctly hand in codex data at the Authority Contact for credit reward
  • Fixed some stars flickering when zoomed in
  • Fixed scanned rings not storing their scanned state correctly
  • Removed non-accessible tabs from the comms panel whilst in FSS (text communications will still come though)
  • Added a fade to black when transitioning to FSS mode and back to cockpit
  • Fixed the 'Open Codex' shortcut when player has made a discovery
  • Added a background to the body data when zoomed in to one
  • Reduce aliasing of scanned ring effect
  • Can no longer see planet scan grids when changing zoom level in FSS
  • Reduced wobbling of orbit lines in FSS

General

  • Removed superfluous 'Threat Level' UI appearing

Guardian Sites

  • Corrected some obelisk symbols to match what the object actually requires
  • Tweaked Guardian material drop rate, in an effort to make it more balanced across the different rarities

Krait Mk.II

  • Balanced the dirt/scratches on the cockpit glass

Lighting

  • Fixed some situations where the lighting can be overly bright for a few seconds (when exiting some screens)
  • Removed pops in lighting that occur when going to/from supercruise

Material Trader

  • Fixed value being reset to 0 after scrolling to top of the page

Night Vision

  • Players can now turn night vision on/off using the bound key in supercruise and the SRV
  • No longer able to see other players night vision effect
  • Stopped displaying ships night vision whilst the player is in their SRV

Orrery

  • Tweaked distance at which the orbit lines fade out
    fixed a a bug where names were not appearing correctly
    Fixed navigation marker overlapping

Outfitting

  • Fixed livery filters not working

Player Journal

  • Include info on Faction Happiness– in Location and FSDJump events (§4.8,§4.12)
  • Status.json flags indicate if in Analysis mode, and GUI focus shows if in Orrery, FSS, SAA or Codex view (§12)
  • Fixed bug in MissionAccepted and MissionCompleted for donation missions, where the “Donated” key was written twice, one with a string, once with an int (§8.21,§8.22)

Powerplay

  • Corrected Aisling expansion instructions

Render

  • Fixed Lagrange cloud particles and volumes glitching their positions
  • Fixed mining lasers not leaving decals on asteroids
  • Fixed tiling in hi-res screenshots due to lensflares
  • Fixed "Brown Screen" when exiting to main menu and re-entering game whilst parked in an SRV on a planet
  • Motion blurred SRV wheels no longer visible in the livery

Server

  • Added server support to try to get Commanders back into the game after triggering a 'Commander Data' error if their 3.2 ships had more than one FSD Interdictor module equipped.
  • Fix Technology Broker and Material Traders being incorrectly unavailable from Station Services
  • Refined FSS signal types for signals that didn't come from stellar bodies
  • Fix a faction simulation crash when a faction retreats after losing an invasion
  • Fix the player faction submission form to stop offering starsystems that include a rare commodity in its starsystem suggestions
  • Allow faction conflicts to end in a draw if a faction loses 4 days but wins the other 3 days by a huge margin
  • Trigger a new inbox message when a Commander reaches their third Elite non-CQC career rank to tell them about the new decal in outfitting
  • Fix conflict zones, megaships and installations spawning in locations with the wrong frames of reference

SRV

  • Fixed incorrect aiming reticule sometimes appearing in the SRV

Stellar Forge

  • Corrected Sednas position on it's orbit
  • Corrected the positions of the three ports around Earth
  • Fixed Moon GD 319 1 A intersecting ring of planet GD 319
  • Fixed some Class V gas giants being overly bright pink

VR

  • Fixed Neutron star cones only appearing in the left eye of the HMD
  • Fixed FSS help screens not appearing in VR
  • Ensure the system scan intermediate zoom background is limited to the overlay grid region (should make intermediate zoom levels more comfortable on VR)
  • Probes should fire based on the targeting reticule instead of the direction you are looking
  • Popups in the orrery view should now be fixed in space, and not follow the camera
  • Ensure bodies discovered with the FSS are centered
  • Corrected oversized icons in orrery view
  • Improvements to head look control when using the orrery
  • Capped the frame rate whilst on the main menu to 90fps, to stop HMD's overheating

Weapons/Modules

  • Fixed the Short Range Composition Scanner displaying its current scan state in the modules panel, which was resulting in a truncated string

Notable Change:

  • Switched the Discovery Scanner to a built in module, that is fitted to all ships. This frees up a slot for players to use. Refunded credits too.
 
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