Elite Dangerous, only... better (Fake Patch Notes)

# Disclaimer - This is a humorous attempt at providing feedback. Ergo: Not real. Not real patchy. #

Greetings Commanders!

The April 1st 3307 Patch will bring the following improvements:

Navigation Panel

  • Set Filters now has two new filter entries: 'Personal Fleet Carrier', 'Squadron Fleet Carrier'.
  • Set Filters now has a Select/Deselect All toggle.
  • A new sub-menu between Filters and Galaxy Map has been added, called: Bookmarks. It will list bookmarks defined in the Galaxy Map and provide two actions: plot route, plot route + engage Hyperdrive
Engineering
  • Engineering requiring rare goods have reduced their requested quantities to allow for single trips.
  • All Engineering bases now contain Material Traders of all 3 types (Raw, Encoded, Manufactured).
  • Experimental effects are now available at all remote workshop. Pinning is not required.
  • Randomness of rolls has been removed. Each grade level has a fixed number of rank equal to the grade + 1. Grade one has 2 rank (50%, 100% completed), grade two has 3 rank (33%, 66%, 100% completed), etc.. up to grade five with 6 ranks (17%, 33%, 50%, 67%, 83%, 100%).
  • As a consequence of the grade rank change, a lower rank needs to be 100% completed prior to unlocking the following rank.
Shipyard
  • The 'Use ship' for stored ship is now split into two separate options: 'Use ship and transfer cargo' (old behaviour), 'Use ship without transferring cargo'. Cargo left on a ship will not impact transfer costs.
Outfitting

The outfitting menu has been completely overhauled to reduce the number of submenus and navigational steps.
  • All ships in the current location can be swapped to without leaving the outfitting menu.
  • Module types (hardpoint, utility, core, optional) are now listed as top level tabs, to allow for faster switching.
  • Engineering modification (including grade/level) and experimental effects are listed alongside the module size, class.
  • Detailed information has been reformatted to occupy less screen estate.
  • Stored modules are now displayed in a grid format and can be re-arranged/grouped as the Commander pleases. The grid can be split into custom tabs that Commanders can rename. Visual filters can be toggled.
System Panel
  • The 'Ship' System Panel provides a new option that will open a separate interface (similar to the Galaxy map). The new interface provides access to an overview of the ship's modules (including empty slots). Actions available in the interface will be similar to the current 'Module' System Panel (repair, shut on/off, power priority) but are aimed at easier out-of-combat management of the ship and easier ship info access.

Inventory / Quantities
  • All increase/decrease quantity arrows now will also have a double-arrow allowing to reach maximum/minimum quantities in one button press.
  • Powerplay commodities allocation will only be limited by ship cargo space. The costs will automatically increase by 100,000 credits for each stack exceeded past the allowed allocation.

Thanks as always for your feedback!

o7
 
Cargo left on a ship will not impact transfer costs.
The rest of the post I agree would just be either sensible interface improvements, or make engineering marginally easier for people who don't live in Colonia, but this bit I think might have unwanted side-effects.

A Sidewinder like this https://s.orbis.zone/d1w- costs just 23070 credits, so can be transferred to a relatively nearby station for about 1000 credits, moving the cargo with no risk of piracy or other accidents. You can store 38 ships per station, so that's 608t of transfer capacity - larger than all but three actual trade ships, for under a million credits of ship costs. Rather more tedious too, but that doesn't stop people if there's money to be made.

I don't think they can allow ships to be transferred with cargo aboard without that and related exploits - better might be to allow people to hire at a reasonable daily cost up to 1000t of storage at stations with shipyards, which they can put cargo in while switching ships (or for other purposes, for that matter).
 
The most annoying mechanic Elite Dangerous has to offer. I don't see them changing it.
The thing is its utterly meaningless these days. Six years ago it was a clumsy timegate / credit sink, whereas today credits are like water- not to mention why should you pay for doing someone else's job? Its like Uber Eats drivers buying the food people order and getting a small % if they manage to deliver it. When the CMs talked about re-balancing I asked for this to be changed- so that allocation amounts are less clickclickclickciclkccikcccckcklclclclick and something sensible (or simply remove them) for fort materials, and that you actually get paid for delivery (so you can make money).
 
# Disclaimer - This is a humorous attempt at providing feedback. Ergo: Not real. Not real patchy. #

Greetings Commanders!

The April 1st 3307 Patch will bring the following improvements:

Navigation Panel
  • Set Filters now has two new filter entries: 'Personal Fleet Carrier', 'Squadron Fleet Carrier'.
  • Set Filters now has a Select/Deselect All toggle.
  • A new sub-menu between Filters and Galaxy Map has been added, called: Bookmarks. It will list bookmarks defined in the Galaxy Map and provide two actions: plot route, plot route + engage Hyperdrive
Engineering
  • Engineering requiring rare goods have reduced their requested quantities to allow for single trips.
  • All Engineering bases now contain Material Traders of all 3 types (Raw, Encoded, Manufactured).
  • Experimental effects are now available at all remote workshop. Pinning is not required.
  • Randomness of rolls has been removed. Each grade level has a fixed number of rank equal to the grade + 1. Grade one has 2 rank (50%, 100% completed), grade two has 3 rank (33%, 66%, 100% completed), etc.. up to grade five with 6 ranks (17%, 33%, 50%, 67%, 83%, 100%).
  • As a consequence of the grade rank change, a lower rank needs to be 100% completed prior to unlocking the following rank.
Shipyard
  • The 'Use ship' for stored ship is now split into two separate options: 'Use ship and transfer cargo' (old behaviour), 'Use ship without transferring cargo'. Cargo left on a ship will not impact transfer costs.
Outfitting

The outfitting menu has been completely overhauled to reduce the number of submenus and navigational steps.
  • All ships in the current location can be swapped to without leaving the outfitting menu.
  • Module types (hardpoint, utility, core, optional) are now listed as top level tabs, to allow for faster switching.
  • Engineering modification (including grade/level) and experimental effects are listed alongside the module size, class.
  • Detailed information has been reformatted to occupy less screen estate.
  • Stored modules are now displayed in a grid format and can be re-arranged/grouped as the Commander pleases. The grid can be split into custom tabs that Commanders can rename. Visual filters can be toggled.
System Panel
  • The 'Ship' System Panel provides a new option that will open a separate interface (similar to the Galaxy map). The new interface provides access to an overview of the ship's modules (including empty slots). Actions available in the interface will be similar to the current 'Module' System Panel (repair, shut on/off, power priority) but are aimed at easier out-of-combat management of the ship and easier ship info access.

Inventory / Quantities
  • All increase/decrease quantity arrows now will also have a double-arrow allowing to reach maximum/minimum quantities in one button press.
  • Powerplay commodities allocation will only be limited by ship cargo space. The costs will automatically increase by 100,000 credits for each stack exceeded past the allowed allocation.

Thanks as always for your feedback!

o7
That's definite proof you don't work for FDev in any way whatsoever. 😂
 
The rest of the post I agree would just be either sensible interface improvements, or make engineering marginally easier for people who don't live in Colonia, but this bit I think might have unwanted side-effects.

A Sidewinder like this https://s.orbis.zone/d1w- costs just 23070 credits, so can be transferred to a relatively nearby station for about 1000 credits, moving the cargo with no risk of piracy or other accidents. You can store 38 ships per station, so that's 608t of transfer capacity - larger than all but three actual trade ships, for under a million credits of ship costs. Rather more tedious too, but that doesn't stop people if there's money to be made.

I don't think they can allow ships to be transferred with cargo aboard without that and related exploits - better might be to allow people to hire at a reasonable daily cost up to 1000t of storage at stations with shipyards, which they can put cargo in while switching ships (or for other purposes, for that matter).
Yeah, didn't think about the trading by-pass.
Very curious to see how Odyssey deals with it as we can leave a ship behind and take a taxi... 29th of March might tell.
Block transfer of non-empty ships? Remote sale? Plenty of options really...

Station storage is obviously something many would love and was mentioned in a video by D2EA when the 'taxi' out of station was first announced.
It was the primary reason I bought an FC.
 
Its like Uber Eats drivers buying the food people order and getting a small % if they manage to deliver it.
Shh, don't give them ideas!

Very curious to see how Odyssey deals with it as we can leave a ship behind and take a taxi.
Yeah, there's a lot of stuff around Apex I'm very curious about, as it - like FCs - does seem to break a lot of the original assumptions about what players can and can't do.
 
The rest of the post I agree would just be either sensible interface improvements, or make engineering marginally easier for people who don't live in Colonia, but this bit I think might have unwanted side-effects.

A Sidewinder like this https://s.orbis.zone/d1w- costs just 23070 credits, so can be transferred to a relatively nearby station for about 1000 credits, moving the cargo with no risk of piracy or other accidents. You can store 38 ships per station, so that's 608t of transfer capacity - larger than all but three actual trade ships, for under a million credits of ship costs. Rather more tedious too, but that doesn't stop people if there's money to be made.

I don't think they can allow ships to be transferred with cargo aboard without that and related exploits - better might be to allow people to hire at a reasonable daily cost up to 1000t of storage at stations with shipyards, which they can put cargo in while switching ships (or for other purposes, for that matter).
Eh, Credits aren't a big deal though.
The sheer amount of Tedium in that would put it worse than Robigo Running in Solo, which already is safe enough to practically afk during.

Might mess with Comm-- wait no, Solo. Such an exploit isn't a blip on the radar.
 
Eh, Credits aren't a big deal though.
The sheer amount of Tedium in that would put it worse than Robigo Running in Solo, which already is safe enough to practically afk during.

Might mess with Comm-- wait no, Solo. Such an exploit isn't a blip on the radar.
You would think that the extreme tedium in exchange for guaranteed success, when it's not exactly hard to have fun and make money, would make it too much trouble to do, but then hundreds of players decided that the way to play was to spend twenty minutes rapidly relogging to pick up missions, followed by an hour flying in a straight line supercruise to hand them in, because it paid out quite a bit more than most other earning methods and didn't require thinking.

(And this was years before fleet carriers, when even a single billion credits would take a while to find something to spend it on)


If you were to use T-9s rather than Sidewinders, you could transfer around 30,000t/hour between stations in perfect safety, at a cost of under 200cr/tonne for short-range transfers. If you were transferring Silver at a sustainable profit level of 16k/tonne, that would make you 480 million credits per hour. Given that this method would be both more reliably profitable than anything else in the game, and requires no skill, thousands of players would switch to it, and complain about how grindy the game was if you wanted to make any real money. Best not to include that temptation...
 
The 'Use ship' for stored ship is now split into two separate options: 'Use ship and transfer cargo' (old behaviour), 'Use ship without transferring cargo'. Cargo left on a ship will not impact transfer costs.
imagine if i was rich, filled up like 10 type 9 shieldless holds with gold, flew to where i wanted to sell it and transferred them without any risks for a small fee for massive profit. no need for fleet carriers any more. rest of it i would like to see implemented.
 
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