Elite Dangerous 2018 Roadmap [Regularly Updated]

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Added a comment by Edward Lewis (Senior Community Manager) regarding Beta Periods for the 3.1 and 3.2 updates:

Originally Posted by Edward Lewis (Source)

The Q2 update and the one following that, those are the 2 smaller updates, and they're likely to not have a beta period.
 
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Added an Announcement/Q&A livestream with Steve Kirby (Lead Games Designer) talking about the process of submitting Player Community Goals, which will be accepted again from the 29th of May:

[video=youtube_share;LZK4C_0n-tA]https://youtu.be/LZK4C_0n-tA?t=573[/video]
A text summary by CMDR GTᴜᴋ can be found here.

Dev Comments:

We'll be posting some forum threads up about the new player-submitted CG system in the coming weeks, so if you have outstanding questions, we'll do our best to answer them in the future threads.
 
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Added a section at the bottom of the roadmap with the latest dev comments on highly anticipated features (atmospheric planets, space legs):

Landable Atmospheric Planets
Latest Comments:
  • 2018, January 27th by Sandro Sammarco (Lead Designer):
    Originally Posted by Sandro Sammarco (Source)

    We are currently working on some pretty exciting things in terms of planetary updates, with a lot of new ideas that we would love to add. But it's impossible to talk and give a time when they will be implemented in the game.
  • 2017, June 27th by David Braben (CEO & Founder):
    Originally Posted by David Braben (Source)

    We are continuously working on each element of the game, and improving it, and it is certainly something we are working on (atmospheric planets).
  • 2017, June 15th by Dale Emasiri (former Community Manager):
    Originally Posted by Dale Emasiri (Source)

    Having spoken to our team at E3, atmospheric landings remains something we are still working towards and the whole studio, including David, is very keen to implement. We'd like to be able to give you an idea of the rough timeframe for it, but unfortunately that’s not possible at the moment - we don’t want to make potentially empty promises to you.
  • 2016, May 26th by David Braben (CEO & Founder):
    Originally Posted by David Braben (Source)

    Yes. We have ongoing work on planets, including atmospheres, planetary life, walking about and lots of other very exciting things for the future.
Walking around aka "Space Legs"
Latest Comments:
  • 2018, January 27th by Sandro Sammarco (Lead Designer):
    Originally Posted by Sandro Sammarco (Source)

    The team and I, we all see Space Legs as a feature that we would love to add and that is at the top of our to-do list, but it's something that certainly won't happen during the Beyond season. We will talk more about it later.
  • 2017, March 10th by Sandro Sammarco (Lead Designer):
    Originally Posted by Sandro Sammarco (Source)

    Just to set the record straight, Space Legs and EVA gameplay, that's way off in the future. That's a goal. I've talked to David and it's always been part of his core vision for what Elite really is, even from way back in the day, it's always been about you being a person in a real futuristic setting, not just a ship. However, I think it's also fair to say Space Legs is effectively dovetailing a whole new game into Elite. We take steps towards it, it's our end vision, but we're not there yet, it's a long way off. And when it does, by the time, if we get there, if we manage it, I'm sure we'll have the time to sort out any inconsistencies that need to be sorted out.
  • 2016, October 25th by David Braben (CEO & Founder):
    Originally Posted by David Braben (Source)

    It is of course something we have thought about a good deal. The real challenge with walking around, EVA, etc, is not the fact of doing it - walking around is something we have done in many other games - it is what you do while doing it to make it interesting. We have nothing to announce at the moment.
  • 2016, May 26th by David Braben (CEO & Founder):
    Originally Posted by David Braben (Source)

    Yes. We have ongoing work on planets, including atmospheres, planetary life, walking about and lots of other very exciting things for the future.
 
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Added an in-game event planned for around this weekend (24/05 to 30/05) called Bonus Weekend: Trade & Engineering (trading profits increased and engineering requirements dropped by 1 rank grade):

Hello Commanders,

We’re pleased to announce that, starting from May 24 to May 30, we will be introducing an extended ‘Bonus Weekend’, which will bring temporary but lucrative bonuses to the galaxy!

The bonuses we will activate for this period are as follows:

  • All profits from trading activities will be increased (the amount of profit will vary depending on what you are shipping and where you’re shipping it to. Rare commodities are excluded from this bonus.)
  • The materials requested for engineering recipes will be at one rank below the existing ones (cheapening the current cost of engineering your modules.)
Whether you’re a penniless pauper or a wealthy space-tycoon, it’ll pay to haul this weekend, so dust off your freighters and get out there!

Oh, and if you need a little extra jump-range, the engineers have you covered!

Let us know what you think about the upcoming bonus weekend and if you have any questions, we’ll do our best to answer them!

Dev Comments:

There isn't any ingame information about the 'Bonus Weekend' event just yet because the event hasn't started.

However, I can confirm that there will be an ingame explanation regarding the Bonus Weekend... so keep an eye on GalNet when the event begins! :)

Galnet News Article:

Originally Posted on Galnet - Temporary Tax Freeze Announced

A galaxy-wide suspension of revenue tax has been announced. All three superpowers are supporting the freeze, which will see profit margins for everyday commodities increase.

The temporary alleviation will allow fiscal authorities to complete a much-needed evaluation of galactic taxation.

The news is expected to be warmly received by traders, who will earn more for their goods for the duration of the moratorium.

The galaxy’s independent engineers, who constitute a vital part of the galactic economy, have agreed to support the freeze by offering their designs in exchange for more readily available materials.

The tax suspension will run from the 24th to the 30th of May 3304.
 
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Added a comment by Sandro Sammarco (Lead Designer) regarding possible changes to how healing weapons work:

No ETA or guarantees, but there are a couple of changes we might consider for healing weapons: A rule that prevents a ship from healing and being healed at the same time, a behaviour change to make healing a hostile act/crime as appropriate, and factoring all resistances that can be applied to shields.

Context: Video #1, Video #2.
 
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Added a comment by Will Flanagan (Community Manager) regarding a change to Skimmer Massacre Missions (new cap of 5 missions):

Hello Commanders,

For mission balancing reasons, we have made a change to the Massacre Skimmer mission type: Commanders will now only be able to take up five of these missions types at a time.

This may be something we change in a future update and if it does, we will let you know.

Thanks for your understanding!

Context: Video.
 
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Updated the Focus Feedback Schedule with a delay on the Mining Discussion:

Hello everyone,

Just wanted to quickly update you on the upcoming Focused Feedback threads.

Unfortunately, we have to delay the Mining Focused Feedback thread that was intended for May 28th. We don't have a current date for when the thread will be posted but we will update the main thread with a new date as soon as we can.

In the meantime, we are still collecting feedback on Squadrons and Powerplay proposals and look forward to hearing any additional thoughts on those topics!
 
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Added an announcement by Will Flanagan (Community Manager) regarding the re-opening of Player Submitted Community Goals (Google Form):

Hello Commanders,

We're pleased to announce that player-submitted Community Goals are once again open!

As discussed in the livestream a week ago, we're introducing a new system for Commanders to submit their own Community Goals. For those familiar with how the previous system worked, there have been a few revisions to the system this time around.

We hope that with these revisions, we will be able to make the submission of Community Goals more straightforward for you, and allow the Community Goal Devs to more efficiently manage them. It’s worth noting that we’ve updated the rules and terms for player-submitted Community Goals and we encourage you to read about the new process here before submitting a Player Community Goal.

As the previous submission system is now incompatible with the new system, those who had previously sent in Community Goals can resubmit them via the new process (if they were not previously accepted or rejected.)

We’ve also set up a dedicated thread here for any questions or discussions around Player-submitted Community Goals. We’ll do our best to answer any queries you might have.

We look forward to reading and working with you on your Community Goal submissions!

CLICK HERE TO SUBMIT A COMMUNITY GOAL
 
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Added an Anouncement Thread and a Teaser for the 3.1 Update which is planned to be released on the 28th of June:

Greetings Commanders,

We are pleased to announce that Chapter Two of the Beyond series of updates is right around the corner. In just under a month, you’ll be able to get your hands on the Alliance’s newest Chieftain variant: the Alliance Challenger. We’ve also got a selection of new wing missions, installation interactions, new settlements to explore and, to combat the ever-growing and ever-encroaching Thargoid threat, a cache of new Guardian weapons and technology from the Tech Brokers.

And… you’ll be able to explore it all for yourselves on June 28.

This is the first of the two smaller instalments coming as part of the Elite Dangerous Beyond series of updates, with a larger coming in Q4 of this year, bringing Squadrons and improvements to Mining and Exploration, and much more! If you’d like to contribute ideas and find out more about what’s coming in the Q4 update, please check out our Focused Feedback forums here.

Please find a summary of Chapter Two’s content below.

https://youtu.be/9oFmaPCtEtE

Summary of features:

New Ship: Challenger
The Alliance continue to refine their warships in the face of the looming Thargoid threat. The Alliance Challenger, envisaged as a frontline combat vessel, has stronger armour than its Chieftain counterpart and will be able to soak up a significant amount of punishment.

Wing Missions
First introduced in Chapter One of Beyond, we are introducing a Wing Mining Missions for you and your fellow Commanders to take on!

Installation Interactions
In a similar fashion to the Megaship interactions, which were introduced in Chapter One, Commanders will now be able to scan and interact with Space Installations.
  • Scan – Scanning the installation will allow Commanders to see what they can interact with: Turrets, Comms Arrays and Cargo Bays.
  • Turret hack – Disable turrets protecting other potential hackable points. This will deactivate security measures put in place to protect the Comms Arrays and Cargo Bays.
  • Comms array – Get tradable data from the Comms Array.
  • Cargo bay – Fire a limpet on the Cargo Bay to unlock and steal commodities and materials.

Tech Broker
Tech Brokers will allow commanders to unlock large weapons versions of the existing guardian tech weapons. These Tech Brokers will issue blueprint requests to collect Guardian data as well as materials and then, once delivered, will unlock certain Guardian modules of weapons for purchase. Will you turn you weapons on Thargoid or use them to pirate rival Commanders?

Thargoid
Thargoids continue to be an intergalactic menace! With the Alliance introducing a new ship, the Thargoids intend to up their game too, introducing new Scouts that will buff other Scouts and increase their combat efficiency.

Redacted
* * * ERROR * * *

A full list of details and changes will be available in a changelog at launch.

We’d love to hear what you think about this next instalment of the Beyond series of updates and can’t wait to let you discover all the content ingame!
 
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Added a comment by Sandro Sammarco (Lead Designer) announcing a follow-up thread to the Powerplay Proposal, planned for next week:

Hello Commanders

A quick update.

First, thank you once again for your participation in this thread. Your feedback is greatly appreciated!

Clearly the Open Mode question is important, so we want to spend a good amount of time examining all of the options and collecting feedback before we come to any decision. To reiterate, nothing is set in stone. This is still an investigation.

I will be posting a new, follow up thread next week, I hope you will be able to spare a moment or two to check it out and contribute.
 
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Added a follow-up thread by Sandro Sammarco (Lead Designer) to the Powerplay Proposal discussion, describing a different take on the Open Play change:

Hello Commanders!

There’s been lots of feedback about the Open only aspect of the Powerplay proposal flash topic. Thank you!

Most of the suggested rules changes in the proposal have now received a reasonable amount of feedback to the point where we’re happy we could tweak and move forward with them if the opportunity presents itself, which leaves us with the interesting mode question.

Continuing in the same investigative vein regarding modes, we have another option that we’d like to get your opinion on. It’s a very simple mechanically and we’re interested in how well it stacks up against the current two options: keeping things as they are or making Powerplay Open mode only.

Powerplay Weighted Success

“Powerplay vouchers and commodities have their values permanently reduced if a Commander enters Private Group or Solo mode with them, or acquires them in these modes.”

As a caveat, it’s worth noting that availability of Powerplay modules, which seems to represent a significant portion of concerns, could be made available in some fashion outside of Powerplay. The reason I’m mentioning this is to keep the feedback as focused as possible. What we want here are your opinions on the concept itself rather than secondary effects.

So, have a chew and tell us what you think.

Do you like the idea? What kind of value drop would be suitable between Open and the other modes? How do you think it stacks up against the other options? What issues do you think it addresses and how well? Conversely, what issues do you think it fails to fix or introduces?

As usual, please answer this post only, debate freely in non-sticky posts. And remember, this is still just an ongoing investigation, which is why your feedback is so important!
 
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Updated the Focus Feedback Schedule with a new date for the Mining Discussion (18 June) and a delay for the Exploration/Codex Discussion (pending):

Hello everyone,

We have an update regarding the Focused Feedback forum schedule. The topic on Mining will arrive approximately around the 18th of June and, as a result, we will push back the topic on Exploration to a later date (still pending at this time.)

We apologise for the delay of these topics and hope to have some more information for you soon!

It's a case of that there are ongoing internal discussions surrounding the features, and we want to polish and review them a little more before opening them up for community feedback. We can assure you that those threads are still planned!
 
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Added a scheduled Q&A Panel with multiple Frontier Devs at Lavecon 2018 for 9th of June, at 2 PM BST (other timezones).

Originally Posted by Lavecon 2018 Timetable (Source)

2 to 3.30pm Frontier Developments Panel and Q&A (Main)

Adam Woods (FDev Executive Producer) will be leading a panel with Chris Gregory, Sandro Sammarco and Mark Allen to update you and answer your questions.

Where?
Lavecon Twitch Channel: https://www.twitch.tv/laveradio
Event also hosted on FDev's Channel: http://www.twitch.tv/frontierdevelopments
 
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Updated the 3.1 Content Update section with new info from the Frontier Q&A Panel @ Lavecon 2018 (Timestamp):

New ships
  • The Challenger
    [*=1]The Alliance Challenger, envisaged as a frontline combat vessel, has stronger armour than its Chieftain counterpart and will be able to soak up a significant amount of punishment.
    [*=1]Images: Challenger
    [*=1]Video: Lavecon 2018
  • The Krait
    [*=1]Medium ship from the original 1984 Elite.
    [*=1]Not officially confirmed in the 3.1 update, but possibly teased: Image
    1984 Original:
    PtpLeo0.png

    Frontier Expo 2017:
    [video=youtube;cz5JVeOTv-8]https://www.youtube.com/watch?v=cz5JVeOTv-8[/video]
    e4DSc4E.jpg
    0KrOTt3.png
    fy4dqZn.jpg
Installation Interactions
  • In a similar fashion to the Megaship interactions, which were introduced in Chapter One, Commanders will now be able to scan and interact with Space Installations.
    [*=1]Scan – Scanning the installation will allow Commanders to see what they can interact with: Turrets, Comms Arrays and Cargo Bays.
    [*=1]Turret hack – Disable turrets protecting other potential hackable points. This will deactivate security measures put in place to protect the Comms Arrays and Cargo Bays.
    [*=1]Comms array – Get tradable data from the Comms Array.
    [*=1]Cargo bay – Fire a limpet on the Cargo Bay to unlock and steal commodities and materials.
  • Video: Medical Installation Scanning
  • New Megaship interaction - Escape Hatches
Technology Broker
Thargoids
  • Thargoids continue to be an intergalactic menace! With the Alliance introducing a new ship, the Thargoids intend to up their game too, introducing new Scouts that will buff other Scouts and increase their combat efficiency.
    rsMnApm.jpg
  • New Planetary Settlements: Video
 
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Updated the 3.3 Update (Q4) section with new info from the Frontier Q&A Panel @ Lavecon 2018:

Mining (Lavecon 2018 Timestamp)
  • New in-ring scanning mechanism to work out which asteroids are going to valuable, and what kind of resources are they going to contain (see Sensor Probes in Exploration)
  • We'll be able to find new kinds of deposits:
    [*=1]Fragile deposits on the surface that we'll have to harvest carefully, because a normal mining laser can shatter them completely.
    [*=1]Deposits can also be slightly beneath the surface of the asteroid. They require new tools and equipment for safe extraction.
    [*=1]Ocassionally, we'll need to crack open the asteroid to get the valuable deposits in the middle:
    [*=2]By placing a load of blasting charges around the asteroid in certain locations indicated by the prospect limpet
    [*=2]The prospect limpet will tell us what's inside, where are the structural weaknesses and fissures that we can exploit
    [*=3]Images: Asteroid Core #1 / Asteroid Core #2 / Cracked Asteroid / Frontier Expo 2017
    [*=3]Video: Animation of cracked asteroids
  • Mining will become more dangerous:
    [*=1]Some asteroids might be very dusty and might leave a cloud that obscures our vision and our sensors.
    [*=1]Some asteroids might cointain corrosive substances that can damage our limpets.
    [*=1]Some asteroids can contain volatile substances that can explode.
    [*=1]The danger will be expectable. We'll be able mitigate and predict it to some degree if we know how to use our tools.
  • New things to mine in the less explored areas of the galaxy.
  • Significantly increased rewards for mining.
  • Better support for wings and multi-crew.
  • Still able use the existing mining lasers and gather the resources that way.
  • Focus Feedback Discussion planned to start on the 28th of May 18th of June
Exploration (Lavecon 2018 Timestamp)
  • Sensor Probes (launched from the Detailed Surface Scanner, which will retain its old functionality as well)
    [*=1]Images: Planetary Scan / Planetary Ring Scan
    [*=1]Sensor Probes will travel in Supercruise
    [*=1]When sent towards planets or rings, the probes will follow a partial guided orbit
    [*=1]They have Supercruise assisted flight to allow them to arc towards the target body
    [*=1]When close to the surface, they will deploy a complicated sensor array which will start collating data from a large area
    [*=1]Essentially paint coverage on the body, then the data is all fed back to us
    [*=1]Probes are affected by gravity, which will allow us to do trickshots and be more efficient with covering the surface
    [*=1]Probes can be synthesized
    [*=1]Mechanical rewards for doing a scan better
    [*=1]Every crew member will be able to use it at the same time, including the helm
    [*=1]Appropriate rewards for crew members
  • Eliminate the need to eyeball planets. Be better informed before we travel to a planet.
  • Interesting sites on planets will be marked or mentioned in the Codex (e.g. Thargoid imprints, Guardian relics, fields of brain trees)
  • The galaxy will be seeded with new unique things to find, split in different categories (Geologic, Biologic, Phenomena)
    [*=1]These discoveries can be individual things or the environment itself
    [*=1]These can be beneficial or harmful
    [*=1]Video: Cloud & Lightning Phenomenon
  • The galaxy will be divided in regions to help us plot, locate and log discoveries in the Codex
  • Focus Feedback Discussion planned to start on the 18th of June (Postponed)
Planetary Tech (Lavecon 2018 Timestamp)
  • Improvements to the scatter rocks system, by adding a bigger variety of sizes and scales to them.
  • Improving ambient effects, planetary phenomena, volumetric effects and vapour.
  • Video: New ice shaders
  • Images: Frontier Expo 2017 Concept Art
Improved Lighting Model (Lavecon 2018 Timestamp)
 
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Updated the Mining section with info from a new Focus Feedback thread by Barry Clark (Designer):

Mining 2.0
  • This update to mining will cover new ways for miners to interact with asteroids and gain resources from them. It’s worth mentioning early that this will be an additive update, we will not be taking away any of the current gameplay for miners. The standard mining laser will maintain its functionality on all asteroids, as will the prospector limpet (although this will also be gaining additional functionality).
  • New stuff:
    [*=1]There will be 3 new types of resource “deposits” available to find in rings/belts:
    [*=2]Surface – dense areas of material on the surface of particular asteroids, needing to be carefully broken off to recover
    [*=2]Sub-surface – high-yield deposits that sit just below the surface of an asteroid, requiring blasting charges to dig out
    [*=2]Deep core – an asteroid with a treasure trove of resources at its core, needing to be cracked open to reach
    [*=1]Each of these will provide increasingly better rewards/materials as a return for the increase in challenge and time
    [*=1]Each of these will be distributed within asteroid fields at a tiered rarity; surface being the most common, sub-surface being less so and deep core being the hardest to find
    [*=1]New modules will be available to mine these new deposit types, allowing us to introduce new gameplay based around each
    [*=1]Discovering and interacting with these deposits will be aided by using a new HUD mode called “Analysis Mode” and a new active scanner
    [*=1]Finally, the Prospector Limpet will be getting a small update within analysis mode, to help locate and highlight areas of interest on asteroids
    The idea is to flesh out the role of the miner allowing room to specialise as well as giving options for the more casual mining participant.
  • Hunting Asteroids
    To understand the new concepts, we’ll run through the flow of finding the asteroids with these new deposit types on. They will not be entirely visible when first entering an asteroid field, especially at range, and in most cases they will require some amount of investigation to locate.
    [*=1]Analysis mode
    The first thing to talk about is Analysis Mode, a new HUD mode allowing players to locate these new deposits, as well as granting access to all the new modules and functionality.
    • Every ship will automatically gain this mode, no purchase or module is required to use it
    • Quickly switches between modes, so players can quickly adapt to situations as they arise
    • Will allow space for new HUD elements and avoid cluttering up the current cockpit HUD
    This mode is still somewhat in flux at the moment (it’s a big change), so this is just a preview of the idea. Hopefully we’ll be able to fill in more details at a later date.
    [*=1]Medium range active scanner
    Once in Analysis Mode, the first new mining module is the Medium Range Active Scanner (MRA Scanner). This scanner will allow players to locate deposits within an asteroid field:
    • Available in Analysis Mode
    • On triggering, it will fire out a scanning pulse from your ship, passing over any asteroids within range
    • Any asteroids in range that contain any of the 3 new types of deposit will be highlighted as the pulse passes over it
    • The highlights glow size will be defined by the distance from the ship; the further away the larger, more diffuse the glow, the closer the more focused and precise it will become
    The MRA Scanner is created with an eye to introducing an amount of interpretive game play. Miners should be able to learn to interpret the information in this view, allowing them to become more effective over time.
    [*=1]Prospector limpet changes
    Once a deposit has been located, getting more information and targeting data requires a Prospector Limpet to be used. Firing one into an asteroid will do the following:
    • Deposits and fissures (more on these later) will become targetable by your ship
    • Any deposits will be highlighted and any associated target elements/useful information will become available
    • Current prospector functionality will still be available
    This is the only way to gain extra knowledge on particular deposit types, more on this later.
  • Extraction Process
    [*=1]Deposit type: surface
    Surface deposits are dense outcrops of material that are partially visible on the asteroids surface. These require a new tool in order to crack and collect: the Abrasion Blaster.
    • A hardpoint module, usable in Analysis Mode
    • When active in a fire group, holding the trigger will charge up the Blaster, releasing the trigger will fire off a shot
      [*=1]The shots strength will depend on how long the trigger is held for
      [*=1]Each shot will reduce the health of a deposit by an amount
    • If a deposit gets below approximately 10% health, it will break off
    • If a shot would push a deposit below 0% health, it will be destroyed and the materials will be lost
    For example, if a deposit has only 11% health remaining, firing a high charged shot into it would have a good chance of destroying it (by overkilling it).
    To make this even more interesting, each deposit will have a density value, which affects the damage received per shot:
    • A Prospector Limpet can be used to give a general idea of the deposits density, otherwise it will be hidden from players
    • The shots strength will be multiplied by this density value, meaning denser deposits will take more power to dislodge, and weaker deposits will break off more easily
    • Care should be taken, as certain deposits can easily be destroyed in one shot if the strength is too high
    Assuming destruction is avoided, the material will be dislodged and create a single collectible chunk.
    • Each chunk will consist of only one material
    • They will be a high percentage of that material
    • It will require a refinery in order to produce a cargo canister of that resource
    [*=1]Deposit type: sub-surface
    Sub-surface deposits are materials hidden below the surface of an asteroid, too deep for the Abrasion Blaster to reach. In this case, a Sub-surface Displacement Missile is required.
    • A hardpoint module, usable in Analysis Mode with new HUD elements
    • Firing the missile acts similarly to the Flak Launcher, the button is held until a desired distance is reached, then released to detonate the warhead
    • It will fly the same as a standard flak round until it hits the surface of an asteroid, once it hits it will do the following:
      [*=1]Begin to drill into the asteroids surface
      [*=1]Drill for a set maximum time/to a set maximum depth and then detonate
    • If the player releases the trigger whilst it is drilling, the depth will determine what happens next
    Hitting the surface of an asteroid, directly over a sub-surface deposit, a new HUD display will appear to help guide the player. As long as the trigger is held, there are 3 possible outcomes in this situation:
    • Miss - the detonation hit nothing of use
    • Proximity Hit - the detonation was close enough to the deposit to partially dislodge it, a second proximity hit (or direct hit) will dislodge it
    • Direct Hit - the detonation was spot on and the deposit will be instantly dislodged
    The following is a (very) basic example representation of the new UI:
    ipqCey6.png

    As the missile is drilling down, a bar will move from left to right. If it reaches the far right it will detonate automatically (maximum depth reached). Timing is required to get the resources out in one go, in order to avoid the secondary effects to detonating a Displacement Missile:
    • All sub-surface deposits on an asteroid will have an integrity/health value (we’re still investigating the best way to display this information); the lower the value, the lower the amount of its material that will be retrieved when blown out
    • Detonations inside of an asteroid will lower the health of all sub-surface deposits in it by an amount
      [*=1]If they hit 0% health, they will be destroyed and become unrecoverable
    • The first chunk blown out will always provide the largest return to players
    Successfully dislodging a deposit will shoot out a small number of chunks to be collected. This can be collectible as per surface chunks, but in this case the health value will determine the percentage of the particular material in the chunk, the higher the health, the better the quality of the material that can be collected.
    [*=1]Deposit type: deep core
    The final deposit type is the deep core deposit, this is the rarest and largest form of deposit and is actually more of a cluster of deposits rather than a single instance. It requires players to crack open the asteroid to reach. To do this, Seismic Charge Warheads are required to break it without destroying the deposit inside.
    • This asteroid type will look like a normal asteroid
    • It will have fissures on the surface that must be used to crack it open
    • Using a Prospector Limpet will make these fissures targetable
    Seismic charges need to be fired into fissures and detonated in order to break it open and reach the deposits inside:
    • A hardpoint module, usable in Analysis Mode
    • Holding the trigger will set the level of charge: low, medium or high
    • Releasing the trigger will fire the warhead, as a dumbfire projectile
    • When they strike an asteroid, they will embed themselves into the rock
    • Once a charge hits an asteroid, it activates and a timer to detonation will begin
      [*=1]There are failsafe systems on the charges, hitting something triggers the timer & enforces detonation, so highly dangerous mining charges cannot remain active within asteroid fields
      [*=1]Cockpit warnings will be given to players whenever an active seismic charge is within “danger close” range of their ship
    • Hitting a fissure will cause the charge to embed into the rock, missing will cause the charge to bounce off
    • Targeting the charge will display the time to detonation
    • Any further warheads that are fired into other fissures on the same asteroid will be synched up and detonate at the end of that initial timer
    • (TBD) There will be a way to disarm/render charges inert, using the data link
    Once the timer reaches zero all charges will detonate, and depending on the charge level set & the quality of the fissure, each warhead will do a set amount of structural damage to the asteroid. All warheads will be added together to create a total, which will determine whether the asteroid will break open.
    • Fissure quality can be varied and will only appear once a Prospector Limpet is used on the asteroid
    • Fissure quality will act as a multiplier to the charge strength of the Seismic Charge fired into it
    • WARNING: the detonation of these charges creates a sizeable destruction radius around the asteroid, which will cause heavy damage to any ships caught in the blast
    • There will be supporting HUD elements that will warn the player of the risks and the calculated safety distance.
    To help players judge how many warheads they require to break open any asteroid, a predictive wave-form HUD will attempt to assess the seismic charges effect on the asteroids structure:
    • When the first seismic charge in an asteroid activates, this wave form display will appear
    • Each active warhead will push the wave up based on its destructive value (seismic charge x fissure quality)
      [*=1]The wave will take a small amount of time to settle each time a new charge is set
    • The target is to get the wave within the top (approximately) 10% of the graph; below this amount and the asteroid will not crack, above this and the contents will be destroyed
    Finally, each of these deep core asteroids will have an integrity value, chosen from a range of values for that particular type of asteroid; Icy, Rocky and Metallic. This will be invisible to players, but will create variety amongst the different types of asteroid in the game.

    Not managing to crack open the asteroid will have a negative effect on its integrity, and ruin the fissures used. Details are still to be determined on this, so no more on this just yet.

    Once cracked open, inside will be a plethora of collectible chunks & surface deposits that can be gathered up, and will give by far the most materials out of all 3 of the new deposit types.
  • Images: Asteroid Deposit#1 / Asteroid Deposit #2 / Cracked Asteroid / Frontier Expo 2017
  • Video: Animation of cracked asteroids

Dev Comments:

Re: Outfitting concerns
We're also aware that we now have a lot of modules available in-game and slot numbers haven't been increasing to match, so have been passing round the idea of specific module "racks". The idea being similar to the fighter hangers whereby you buy, for example, a "Scanner Array" which allows players to fit 2-3 scanners to a single slot.

Other than that, we're also keen on focusing ships into specific roles and actions, and encouraging the idea of having multiple ships with different loadouts for different roles. You've already got 'military slots' and 'passenger slots', expanding that idea into mining specific slots, exploration, smuggling, etc. would be a good next step. This would only be for specific ships that are more dedicated to those roles, but would encourage using ships other than the biggest and best.

Re: Generation of deposits
We're still looking into this at the moment, so I can't give any concrete details. Most likely, the smaller deposits will be generated on entering a ring location, but the larger, deep core deposits may have a more permanent positions, based on whether they've been claimed or not. This will depend on certain technical constraints.
Re: Overall mining persistance
Definitely something we're discussing here, there's a lot of issues, both gameplay and technical, that come along with that, so we're holding off on talking about it at the moment. Personally, I'm keen to make players move around to find their big yields.

Re: MRA Scanner/loadouts
It's currently a utility module.

To reiterate what I've mentioned in another thread, we're definitely looking to focus ship more into specific roles, as well as making players think about their loadouts.

We're also considering ideas such as module racks (that allow 2-3 of a particular module type to be fitting to 1 slot, similar to fighter hangers) and slot types (similar to passenger slots), the latter of which can be added to certain ships to push them further into specific roles.
We're still looking at balance and spread of the new deposit types, they won't be on every asteroid. We're treating each of the 3 as being progressively rarer, i.e. surface deposits will be fairly common, sub-surface will be rarer and deep cores will be quite difficult to find. Until we've gotten to the point of balancing this though, we can't confirm anything. Oh and the basic mining laser will be maintaining it's current functionality, but will not be effective on any of the new deposit types.

Re: Multi-crew - we're very keen to make this gameplay available in MC, so we're keeping it in mind when making these new features. There's some other things we're banding around, but can't talk about those right now. Whilst on the note of multiplayer, mining in wings is something we're aware of, but may come through as simple sharing of data.

Re: Synthesis - synthesis will be on the cards for all the new mining hardpoints

Finally, as we rework prospector limpets, we're becoming aware of certain issues, hopefully we can address some of the concerns and make life a bit better when using them. Keep dropping in your feedback on limpets, can't promise anything, but it's good to be aware of the issues.
You will be able to get all of the new modules onto any ship with 3 or more hardpoints, so smaller ships can easily get involved in this new content. Our focus is very much on ships being used in roles, for example having a mining Cobra or a combat Cobra, rather than one ship to rule them all.

Finally, not promising anything, but a fighter with mining hardpoints is something that's on my list, as much for multi-crew as for flying around inside asteroid debris.
These new modules will not require more than one of each to function. The game play for these new deposits is very different from the classic mining laser, where the yield recovered increases with mining power. This is not the case for these newer deposits; multiple Abrasion Blaster's could be useful, but that would increase the chance of damaging/destroying the thing you're after. The others are missiles and more of a precision tool.

Finally, these new deposits will all provide far better yields per resource chunk, so they should be worthwhile investing time in.
 
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Added a livestream about Mining Focus Feedback and Lavecon Recap with Sandro Sammarco (Lead Designer) and Steve Kirby (Lead Games Designer):

[video=youtube_share;52kOyADxK5E]https://youtu.be/52kOyADxK5E[/video]
A text summary by CMDR Golgot can be found here.

Notable Comment:

Originally Posted by Sandro Sammarco (Source)

Will there be a revamp on Unidentified Signal Sources?
One of the things we're looking at (no etas, no guarantees) is a way to make signal sources more deterministic and locatable using exploration gameplay. Effectively removing a lot of the randomness out of them.
 
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Added a comment by Sandro Sammarco (Lead Designer) talking about changes to Friendly Fire coming in the 3.1 update:

Personally, I think there is a difference between a jet hose and a high power beam laser. The consequences of an accident with one may result in an unintentional wash and some angry words, the other might result in murderdeathkill.

The consequences of our actions help dictate how we carry them out. For example, I would suggest that were you hosing your flowerbeds with a size 4 beam laser, you might pay more attention to the location of your children and moderate your beaming if one was to run into the garden.

In Elite Dangerous, you are legally allowed to open fire on ships that are wanted in a jurisdiction. That's a significant privilege. The responsibility of this privilege is that you are also responsible for any attacks against innocent ships. There are ways to minimise mishaps, such as moderating which weapons you use based on who is nearby/getting involved, fitting smart rounds were possible and taking a little more time to check your lines of fire. And sometimes you're just going to get unlucky.

Incidentally, in Chapter Two we are relaxing the friendly fire tolerance against NPC ships, allowing you to deal more damage before an assault crime is logged, which includes hull strikes not automatically causing assault. We're also softening the rules for Gunner in Multi-crew to reduce accidental crimes being committed.
 
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Added 3.1 Cinematic Trailer and more info about The Krait Mk II from a PCGamesN article:

[video=youtube_share;idrnfZ-q4X8]https://youtu.be/idrnfZ-q4X8[/video]
  • The Krait Mk II
    [*=1]A reimagining of a classic that connects conceptually and aesthetically with the ship from 1984s Elite, while offering enough innovation and quality to compete with contemporary rivals in Elite Dangerous. While the Mk II embodies the essence of the original, it’s very much its own ship.
    [*=1]Specifications: Hardpoints: 3 Large - 2 Medium. Medium ship. Multi-crew and fighter bay capable.
    1984 Original:
    PtpLeo0.png

    Frontier Expo 2017:
    [video=youtube;cz5JVeOTv-8]https://www.youtube.com/watch?v=cz5JVeOTv-8[/video]
    PCGamesN:
    GsBq4ab.jpg
    POZ6dnC.jpg
    hwCiLNQ.jpg
 
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