Elite Dangerous: Odyssey Q&A - Interface and NPCs

Pilot AND his ship.
Until now we got the ship, with odyssey we'll get the pilot too.
Elite is a space opera, not just a flight simulator.
I think you are wrong. Elite is (or it was up until now - older games included) a space ship simulator with trade/mission elements (the pilot part; I didn't mean the simulation like in Sims or in FPSs). But again - it's not like I'm AGAINST combat in suits. I think the game should focus on something else tho' or at least it shouldn't be prioritised in development.
 
I think you are wrong. Elite is (or it was up until now - older games included) a space ship simulator with trade/mission elements (the pilot part; I didn't mean the simulation like in Sims or in FPSs). But again - it's not like I'm AGAINST combat in suits. I think the game should focus on something else tho' or at least it shouldn't be prioritised in development.
Which is fine, but going back to the original plans Braben had for ED and the images and designs in the Digital Art Book (from 2016?) it was always part of their plan. It's their game, I think it's what they intended.

Of course we may never get all the things they intended.
 

o7 Commanders!

We’re back with a brand new selection of answers from developer Gareth Hughes to your Elite Dangerous: Odyssey questions.

This week we’ll be covering the topics of Interface changes and NPCs.

Interface

Q: Will night vision, or a light be available on the HUD?
You will be able to upgrade suits in many ways, night vision and lights are just two of the upgrades available. More on this in the future. All suits have a torch by default though so you’ll always have some way to see.

Q: Does the player’s radar show players and NPC's before combat? If so, do they change to indicate relationship?
Yes, much like in space the RADAR displays information regarding players around them and their current state.

Q: Can we officially call the 2nd icon in on the display "Tigger mode"?
Yes! Bounces away

Q: Will the HUD be customisable? (I.e. different colours for the visually impaired)
The interface won’t be customisable for Elite Dangerous: Odyssey though we will of course be taking feedback on board regarding accessibility.

Q: Can players turn parts, or all of their HUD off?
No, the HUD whilst on foot, will be as essential to getting around as it is in space.

Q: Can we hide from other player’s radar?
We are still in the process of reviewing how PVP and the HUD will work so we can’t confirm an answer on that just yet.


Odyssey NPCS


Q: Will we be able to use NPCs as a team in Combat? Or just other players?
Combat zones will be a mix of both computer AI characters and players on both sides.

Q. Do on foot NPCs spawn per instance or is there some sort of permanence, if so is it timed like space POIs or permanent?
Settlement AI is spawned based on the settlement theme and state. Star system factors will also affect the AI difficulty, so the BGS can also have an effect.

Q. Does oxygen level impact combat ability and does this apply to NPCs as well?
If your suit loses power, its life support will shut down causing the suits emergency air supply to be used. If the emergency air is fully depleted then you will start to asphyxiate, making aiming and locomotion more difficult. Loss of suit power will also stop you from using your assisted jump and your audio will change, lowering awareness of what is happening around you.

This does not affect AI as they will use consumable batteries to recharge their suit when required.


Q. How does energy level impact combat ability, is it just about your shield generator and do NPCs have the same energy constraint too?
Energy levels are critical to combat as this powers your shields. This supply is not infinite so know when and where to activate your shields will be key.

Q. Can NPCs get into NPC vehicles or ships for combat or are those treated separately?
On-foot NPCs do not get into vehicles. They can deploy from dropships.

Q. Do on foot NPCs chase you?
Yes, if given reason NPC’s will pursue you!

Q. Is combat AI scripted for the new settlements or is the AI clever enough to adapt itself to open terrain or other obstacles?
AI will actively investigate areas, report findings, use cover and communicate to call reinforcements.

Q. Any information on the scope of line of sight for the AI?
AI line of sight will be governed the same way the player's is.

Q: Will NPC's engage in combat without player input?
If you are wanted – NPC may engage you without provocation.

Q: Will Oxygen levels affect NPCs?
AI will not be affected by Oxygen levels the same way a player is.

Q: Will NPC's have different states depending on the time of combat (i.e. Will they be asleep if a player attacks at night)?
NPCs won’t have time of day states, so they’ll be ready to fight back no matter what time of day.

Q. Will we see ground combat between NPC factions like we do in Conflict Zones?
Yes, conflict zones will be a mix of AI and players.

Q. Will you consider adding Superpower navy armours for ground combat (i.e. NPCs wearing imperial/federal uniforms/armour, or such armour being available to players)? It could prove to be a very potent world-building tool.
We are always looking at what customisation option players would like to see in game.

Q: Will there also be some kind of on-foot System Authorities?
Yes – OMNIPOL – they are often kitted out with the best gear, so if they turn up make sure it’s not for you!


That’s it for this week. We’ll be back next week with a new set of answers for your Odyssey questions!

o7
Where to respawn after dying on foot ?
 

o7 Commanders!

We’re back with a brand new selection of answers from developer Gareth Hughes to your Elite Dangerous: Odyssey questions.

This week we’ll be covering the topics of Interface changes and NPCs.

Interface

Q: Will night vision, or a light be available on the HUD?
You will be able to upgrade suits in many ways, night vision and lights are just two of the upgrades available. More on this in the future. All suits have a torch by default though so you’ll always have some way to see.

Q: Does the player’s radar show players and NPC's before combat? If so, do they change to indicate relationship?
Yes, much like in space the RADAR displays information regarding players around them and their current state.

Q: Can we officially call the 2nd icon in on the display "Tigger mode"?
Yes! Bounces away

Q: Will the HUD be customisable? (I.e. different colours for the visually impaired)
The interface won’t be customisable for Elite Dangerous: Odyssey though we will of course be taking feedback on board regarding accessibility.

Q: Can players turn parts, or all of their HUD off?
No, the HUD whilst on foot, will be as essential to getting around as it is in space.

Q: Can we hide from other player’s radar?
We are still in the process of reviewing how PVP and the HUD will work so we can’t confirm an answer on that just yet.


Odyssey NPCS


Q: Will we be able to use NPCs as a team in Combat? Or just other players?
Combat zones will be a mix of both computer AI characters and players on both sides.

Q. Do on foot NPCs spawn per instance or is there some sort of permanence, if so is it timed like space POIs or permanent?
Settlement AI is spawned based on the settlement theme and state. Star system factors will also affect the AI difficulty, so the BGS can also have an effect.

Q. Does oxygen level impact combat ability and does this apply to NPCs as well?
If your suit loses power, its life support will shut down causing the suits emergency air supply to be used. If the emergency air is fully depleted then you will start to asphyxiate, making aiming and locomotion more difficult. Loss of suit power will also stop you from using your assisted jump and your audio will change, lowering awareness of what is happening around you.

This does not affect AI as they will use consumable batteries to recharge their suit when required.


Q. How does energy level impact combat ability, is it just about your shield generator and do NPCs have the same energy constraint too?
Energy levels are critical to combat as this powers your shields. This supply is not infinite so know when and where to activate your shields will be key.

Q. Can NPCs get into NPC vehicles or ships for combat or are those treated separately?
On-foot NPCs do not get into vehicles. They can deploy from dropships.

Q. Do on foot NPCs chase you?
Yes, if given reason NPC’s will pursue you!

Q. Is combat AI scripted for the new settlements or is the AI clever enough to adapt itself to open terrain or other obstacles?
AI will actively investigate areas, report findings, use cover and communicate to call reinforcements.

Q. Any information on the scope of line of sight for the AI?
AI line of sight will be governed the same way the player's is.

Q: Will NPC's engage in combat without player input?
If you are wanted – NPC may engage you without provocation.

Q: Will Oxygen levels affect NPCs?
AI will not be affected by Oxygen levels the same way a player is.

Q: Will NPC's have different states depending on the time of combat (i.e. Will they be asleep if a player attacks at night)?
NPCs won’t have time of day states, so they’ll be ready to fight back no matter what time of day.

Q. Will we see ground combat between NPC factions like we do in Conflict Zones?
Yes, conflict zones will be a mix of AI and players.

Q. Will you consider adding Superpower navy armours for ground combat (i.e. NPCs wearing imperial/federal uniforms/armour, or such armour being available to players)? It could prove to be a very potent world-building tool.
We are always looking at what customisation option players would like to see in game.

Q: Will there also be some kind of on-foot System Authorities?
Yes – OMNIPOL – they are often kitted out with the best gear, so if they turn up make sure it’s not for you!


That’s it for this week. We’ll be back next week with a new set of answers for your Odyssey questions!

o7
Can we go out of ship in space ?
 
Q: Will the HUD be customisable? (I.e. different colours for the visually impaired)
The interface won’t be customisable for Elite Dangerous: Odyssey though we will of course be taking feedback on board regarding accessibility.

Q: Can players turn parts, or all of their HUD off?
No, the HUD whilst on foot, will be as essential to getting around as it is in space.
I think that is very disappointing. Elite needs more customisation, not less.Lacking the ability individually tweak different elements of the hud, through at least colour and size is a glaring mistake.
 
I think that is very disappointing. Elite needs more customisation, not less.Lacking the ability individually tweak different elements of the hud, through at least colour and size is a glaring mistake.
I get peoples desire to change the colours, I do, but tweaking different elements, sizes etc, I don't really get. It's not really important is it?
 
I personally find it laughable that FDev is so hell-bent on not giving us HUD customization that they haven’t even gotten around to making any colorblind support. Pains me to have friends who love the game but can’t play cuz thy can’t make out color differentials on important stuff.

I'm colour blind and am having a hard time imagining what could possibly be considered game-breaking about Elite Dangerous use of colour, even envisaging someone with an extreme (and exceedingly rare) case of fully monochromatic vision.

Enemy ships on the radar are readily identifiable even if you take the image and convert it to greyscale, because the red contacts are a very different luminosity. Friendly are a little trickier to differentiate from neutral, but it's a very mild disadvantage and I've honestly never felt it impacted me noticeably at all.

Don't get me wrong, a colour blindness mode would be very helpful, but "can’t play cuz thy can’t make out color differentials on important stuff" is a hard one to wrap my head around. To me it smacks of people looking for something to complain about.
 
But you actually can turn off the cockpit HUD already...



That is not at all an answer to the question. The question is not which factors influence what kind of NPCs you may find at a base, but whether the NPCs there have some permanence between instance transition, game modes (open/private/solo) or simple relogging.



So this will be the ground combat equivalent of NPCs spamming shield cells and chaff forever? Just great.



Again missing the point of the question. Of course NPC won't be able to shoot you through walls and obstacles, the question is whether line of sight affects their perception, see how games like Deus Ex or Cyberpunk handle stealth with regards to NPCs seeing or hearing you.
When devs do a rhetorical dodge like this, I think it's generally safe to assume it would have been the "bad" answer.
 
Very interesting answers and new informations! Thank you, Team!
But this one (two exactly) looks unfair.

Q. Does oxygen level impact combat ability and does this apply to NPCs as well?
If your suit loses power, its life support will shut down causing the suits emergency air supply to be used. If the emergency air is fully depleted then you will start to asphyxiate, making aiming and locomotion more difficult. Loss of suit power will also stop you from using your assisted jump and your audio will change, lowering awareness of what is happening around you.

Q: Will Oxygen levels affect NPCs?
AI will not be affected by Oxygen levels the same way a player is.

So If you make some mess in the settlement and NPC will pursue you and you will decide to be funny guy and run on foot and make a laugh "you will never get me, you will never get me", he will always get you, because you will loose power and oxygen and pursuer will not.

I feel this sentiment. It bugs me because as far as I know, ship NPCs largely follow the same rules players do. Although, there is one important question I have regarding NPCs: will their weapons follow the same rules ours will (reloading, overheating*, running out of ammo)? I honestly think we need more in depth info on the suits themselves (we already know there are different types, but what sets them apart from one another?) and individual suit functions (like the power draining ones outside of what we already know). What ultimately I want to know more about is outfitting, upgrading, and consumables*. With all the "we are still discussing blah blah blah, we will have more details later" makes me think that either they are just being their usual sketchy selves OR we are going to be immensely disappointed with the final (most likely bug ridden, mile wide/millimeter deep) product.

*weapon overheat and consumables (for players) has not been confirmed afaik
 
I suspect this is just a pre-Alpha review. One would hope/assume that player input during Alpha/Beta will decide the final outcome. I have said, numerous times, that we need way more Stealth Gameplay in Elite Dangerous, beyond the Silent Running mechanic.

Odyssey was announced in June 2020 and we're STILL only being shown pre-alpha footage...I know Covid is making things difficult and caused the delay but I feel like after 6 months we would have see a more recent build by now. I mean, the third Dev Diary came out IN MID DECEMBER still showing pre-alpha footage. Even though it seems like they've been working on it since at least mid-to-late 2019.
 
I get peoples desire to change the colours, I do, but tweaking different elements, sizes etc, I don't really get. It's not really important is it?
Tuning down things that aren't important for what you do (over the top in your face icons such as "drop supercruise" or hiding the text of what material you pick up behind a shader telling you picked something up...), changing the crosshair, making things smaller so they're not obscuring important parts of the screen during combat... Maybe it's not important to you, but it shouldn't be that hard to think of reason why it might be important to someone.
 
Tuning down things that aren't important for what you do (over the top in your face icons such as "drop supercruise" or hiding the text of what material you pick up behind a shader telling you picked something up...), changing the crosshair, making things smaller so they're not obscuring important parts of the screen during combat... Maybe it's not important to you, but it shouldn't be that hard to think of reason why it might be important to someone.
Okay, so I can see all sorts of things might be important to someone, but are they worth doing? Compared to the gameplay things the dev team are presumably working on?

I suspect the best we could ever hope for with ED would be changing hud colours sometime in the future.
 
I suspect the best we could ever hope for with ED would be changing hud colours sometime in the future.
I was quite surprised they confirmed that the HUD in EDO is not configurable. I guess that makes it consistent with the existing HUD, but given the consistent demands for the option over the years in the base game I would have though they might want to avoid the same thing for the next 5 years. Ah well.
 
Okay, so I can see all sorts of things might be important to someone, but are they worth doing? Compared to the gameplay things the dev team are presumably working on?

I suspect the best we could ever hope for with ED would be changing hud colours sometime in the future.
Customizability enables a wider range of people to enjoy your game, so if you want to keep people onboard then yeah it's pretty worthwhile. Like how many people would drop this game immediately if Frontier dropped HOTAS support and disabled rebinding of controls? HUD configurations and UI/UX issues are just like this, and game devs ignore them at their peril.
I think a better question to ask is what is the benefit that Frontier gains by failing to include customization and accessibility options? That's the tradeoff to consider, not what they gain by adding it.

Companies like Nintendo will often lock all of their controls to one configuration and offer zero customization of HUDs, difficulty, keybinds, or anything of that sort. What they gain in exchange is the opportunity to hone their game mechanics and user experience to a razor's edge, ruthlessly cutting any content which might not appeal to their target market, endlessly refining and optimizing everything else to hold the player's hand and be as broadly accessible and appealing as possible.

That's not the kind of game Frontier is making; it's probably not the kind of thing they will ever be capable of making; and if they were capable of making it they still wouldn't have the market dominance to get it into the mainstream. Elite is for sure never going to be a Nintendo-style authored experience, no matter how many tutorials or mandatory popup windows Frontier adds; it will remain a large, open-ended, tangled experience of interacting systems in which the player is expected to "make their own experience." This type of entertainment hinges on the player being the author of their own journey. It hinges on it A LOT. Customizability of the HUD, being able to use VR or not, being able to play with a Joystick or a Hotas or some custom rig you've built in your garage; these are things Elite needs to support in order to facilitate this kind of self-directed play.
 
Question from my side, will we be able to use smoke grenades to create cover and even use colored one's to prepare a place in a settlement for an Air strike? >_> or even place a beacon on foot so a wingman can find us in the system?

also what about grenadier modules for the suit? i want my Backmounted Grenade launcher <3
 
Wow. I just reached the planetary exploration scene in Alien: Isolation (not even the newest of games), and if Odyssey would come even close to this both by planetary atmosphere (yes, both meanings) and hud, then I'd be totally sold. At least for really really unhealthy planet types :)
 
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