News Feature Requests Update #12 – The Ghost in the Machine

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Feature Requests Update #12 – The Ghost in the Machine

Time to get technical! Well not entirely...In reality this edition is something of a mixed bag of enquiries that I grouped together in a document named ‘Technical’, for reasons now unknown to me.

Be that as it may, within this document was a plethora of interesting and popular inquiries that our dev team were more than happy to provide answers for. So let’s begin!

Several of the questions we received related to whether there would be dynamic simulations for things such as commodity markets, colonisation growth and the in-game political balance. As most of you know these things and more will all be handled by the evolving galaxy and events system, which we hope will make game play much more dynamic and immersive.
Sandy: This will be part of the evolving galaxy systems that will require interaction with the server
Michael: This will be part of the evolving galaxy system.

One thing that some people were curious about was whether players would be able to roll back the evolving galaxy to previous instances in its timeline. For a variety of reasons this will not be possible:
Sandy: No... This would create a nightmare of multiplayer compatibility issues.
Michael: To maintain multiplayer compatibility updates will be managed by the server.

Dynamic content generation, such as NPC missions and distress calls is something that was asked about and we can confirm that these will also be controlled by the event system:
Sandy: Yes this is in the existing design
Michael: Yes, this is part of the current design.

Two questions we received related to the units of measurement that will be used in-game. The first part of this asked whether thruster power would be measured in Newtons (force) or Gs (acceleration). This is a feature that the team are still considering, but would like to provide players the option to display this information in as many formats as possible:
Sandy: There will be various methods of reporting such information. It will likely support many options and the player can choose their preference
Michael: We need to see how it goes, but there will probably be a number of options for displaying this type of information.

The second enquiry about units of measurement asks whether cargo capacity would be specified in terms of volume or mass, requesting that it be volume. The current plan is to create a unit of measurement similar to what currently exists in the world of shipping, which is largely based on volume:
Michael: This might be one of the options we use for reporting cargo space usage.
David: Yes – we need to name the unit of cargo. In maritime shipping today the unit is the ungainly “TEU” (stands for trailer-equivalent unit – ie one lorry load – and a large ship might be 6,000 TEU). We might call it “t” or “ton” for shorthand.

A very specific enquiry we received asked whether there would be some mechanic or effect in-game to represent relativity. This would of course represent a wide range of challenges in itself, for only a marginal amount of benefit. Because of this the answer is no:
Sandy: No – there’s no way to make this work nicely in a multiplayer environment. There will probably be visual indicators of this sort for various things though – red/blue-shift and the like.
Michael: In this case we’d rule game play over realism and say probably not.

Something that was asked, which piqued the interest of our team, was the addition of an ‘Image Enhancement Mode’. This would allow players to observe space in the manner it is represented by things such as the Hubble Telescope, in a rich range of bright colours and deep hues. This was something that the team were open to explore post-initial launch:
Sandy: To be discussed, I’d like to have something like this and quite a bit more besides. This may not be a release 1 feature – but certainly things like this will come available in updates at some stage.
Michael: It’s a nice idea; it probably won’t make the initial release but is something we can investigate at a later stage.

Finally this week is a fairly open request, asking for Elite: Dangerous to have a ‘steep learning curve’. Whilst most people enjoy a challenge and we want to add as much depth to the Elite experience as possible, the team are also aware that the game needs to be accessible to newcomers:
Sandy: To Be Discussed with the Design Decisions Forum. Personally I would like this – but that’s not a universal view.
Michael: This needs to be balanced carefully, we don’t want to scare newcomers away, but we do want the game to provide a challenge after months or even years of play. We expect that the design forum members as well as the alpha and beta testers to help fine tune the learning curve.

That’s it for another week, thank you again for reading! I currently have content for only a few more of these feature requests, so I will be thinking of something else to replace them once the Enquiry Well runs dry. If you have any requests or suggestions as to what sort of things you’d be interested in seeing in a future update please let me know and I will look into making one of them happen.

Thanks again,

Ashley
 
I have a question (please forgive me for not posting it in the right place - feel free to move this post to the correct place for the question) ....

Will I be able to travel at the speed of light?, and if so, could I fly around the universe and thus, go back in time compared to other players who didn't fly at the speed of light around the universe?

(somehow, I suspect the answer may be "No", "No" and "No".) :D
 
Drat!!! ... I so nearly had you :D

But that is interesting ... we will be able to travel at the speed of light ... that raises some interesting possibilities and problems.
 
Re: The Learning Curve. The original game had the absolute best 'throw them in at the deep end' approach to gaming. Launch, fly to new system. Dock.

Re: Alien
I have a question (please forgive me for not posting it in the right place - feel free to move this post to the correct place for the question) ....

Will I be able to travel at the speed of light?, and if so, could I fly around the universe and thus, go back in time compared to other players who didn't fly at the speed of light around the universe?

(somehow, I suspect the answer may be "No", "No" and "No".) :D

Sorta covered by the answer to relativity, since that's what that is.
 
Dock. Oooh that word... I lost countless hours as a kid on the Acorn Electron trying to get my ship lined up appropriately. I probably sent Second Technician Forrester out of the space station dozens of times with his paintset to tidy up the mess that I'd made on the spacestation hull. :) I'll be honest - I used to say out loud things like "Qutiri Control, you are cleared for docking" if I thought my family couldn't hear...

I am a little concerned about a steep learning curve. Due to time constraints I'm likely to remain what can be best described as a "casual player". Earlier suggestions about tunable parameters for shields and and suchlike seem to be ideal in terms of keeping the curve to a manageable level.

Casual players can use the defaults and enjoy the experience. Hard-core players with their joysticks-of-a-hundred-buttons can tweak to expert levels and play to a great deal of depth.

Perhaps the cheaper ship upgrades could have very few options - so as you get richer then you can be more "advanced" in terms of configuration?
 
I had to read twice before I noticed it was David responding on the volume vs mass question. Glad to see it's tending towards volume.

The 'learning curve' question looks like it could be controversial. I'd hope that it was somewhere in the middle. One thing I'd say is that there's never been a game that I quickly gave up on because it was too easy at the beginning. There are a few games I gave up on because they were too difficult and unrewarding. Please no baby food though.
 
Toi, Toi, Toi!

All sounds good, but I think TEU stands for "Twenty-foot Equivalent Unit", being the unit introduced as part of the standardization of shipping containers.
 
The learning curve should be fun to play and never use the word difficult to master but fun and rewarding to take the time to learn it all.

So I would like it to be easy to buy some cargo, plot a course to a nearby location, launch, arrive, sell. Rinse and repeat, with minimal time investment. Early combat like the original basic scanner, see the enemy line up and shoot. The pure basics of the original Elite game.

Now moving on from there to learn the full capabilities of the scanner and advanced scanner, tractor beams, fuel scoops, power allocation, upgrade paths and power requirements for such upgrades etc... should take thought and learning.

So this learning curve should be 2 parts, early basics, easy for anyone to grasp quickly. Honestly to buy, launch, fly from point A to B and dock should be relatively easy (docking can be tricky as in original till you grasp it. Not hard just takes a small learning curve). That will be a huge part for casual gamers and they will enjoy the freedom to travel, buy sell and experience the richness the game offers, yet to see it all, to do more takes some time and can be done slowly. Add an advanced scanner learn it, then move on.

Make the game fun and rewarding never frustrating. So easy to learn difficult to master seems the best path.

Calebe
 
Seems like there are multiple definitions so you are both right

Heres the full list of TEU'S- but maybe the last one is most appropriate :)

TEU Twenty-Foot Equivalent Units (intermodal shipping container)
TEU Technical Escort Unit
TEU Technical Escort Unit (Army)
TEU Treaty of European Union
TEU Tactical Enforcement Unit
TEU Traffic Enforcement Unit (Baltimore Police Department)
TEU Trailing Edge Up
TEU Thermoelectric Unit
TEU Trailer Equivalent Units
TEU Translation Expert Union (English/Chinese)
TEU Training and Evaluation Unit
TEU Test of Economic Understanding
 
Learning curve

I played the original Elite and I liked the learning curve - it was hugely frustrating but hugely rewarding. However it would put some off and we need to grab as many as we can.
My thought would be to have a space station type that has a tractor beam. The markets would not be hugely profitable but it would allow people to travel around
in a limited fashion without the grief of the immediate learning curve
 
Feature Requests Update #12 – The Ghost in the Machine


[/INDENT]One thing that some people were curious about was whether players would be able to roll back the evolving galaxy to previous instances in its timeline. For a variety of reasons this will not be possible:
Sandy: No... This would create a nightmare of multiplayer compatibility issues.
Michael: To maintain multiplayer compatibility updates will be managed by the server.


And what about single player?​
 
Unless you don't want the player base to be much larger than the KS backers, I think you have to make the initial learning curve softer than the previous Elite games.

For those of us who have already been through this process (probably many times now) we know the rewards on the other side but it would be a shame if 50%+ of the potential player base were put off the game in the first 30 mins because it was too hard.

I think you just need to provide decent, basic, optional tutorials though. For example the docking in the original Elite really wasn't difficult once you learnt how to do it - I had a method that could easily be explained, easily followed, required very little piloting skill and if you followed it properly, there was no danger of crashing because you were always perpendicular to docking port and just had to manage the roll.

Perhaps a Not-Played-Tutorial award for those that didn't use it (did it the hard way)?
 
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With regards to docking, there are a lot of people who want the old-stylee manual docking and that doesn't really blend with the "easy to start" philosophy. So, simple solution - you make the starter locations have a decent amount of high-tech worlds (with milk run trade routes and small profits) and you give stations in such systems automated tractor beam docking systems. Less techy systems would not have this, which would bring manual docking (and the purchasable docking computer item) back into play.
 
Unless you don't want the player base to be much larger than the KS backers, I think you have to make the initial learning curve softer than the previous Elite games.

For those of us who have already been through this process (probably many times now) we know the rewards on the other side but it would be a shame if 50%+ of the potential player base were put off the game in the first 30 mins because it was too hard.

I think you just need to provide decent, basic, optional tutorials though. For example the docking in the original Elite really wasn't difficult once you learnt how to do it - I had a method that could easily be explained, easily followed, required very little piloting skill and if you followed it properly, there was no danger of crashing because you were always perpendicular to docking port and just had to manage the roll.

Perhaps a Not-Played-Tutorial award for those that didn't use it (did it the hard way)?

the 'In at the deep end' achievement? sounds like a plan but for that to work it would have to be an account wide thing or you could do the tutorial on one position and earn the badge on another.

there is also the question of implementation: when do you get the award? 5 docks? 10? 20?

/note to self - have a look for a rewards/achievements thread {if results='null' then thread="start"}
 
As the TEU is an inexact unit, it cannot be converted precisely into other units. The related unit forty-foot equivalent unit, however, is defined as two TEU. The most common dimensions for a 20-foot (6.1 m) container are 20 feet (6.1 m) long, 8 feet (2.44 m) wide, and 8 feet 6 inches (2.59 m) high, for a volume of 1,360 cubic feet (39 m3). However, both 9-foot-6-inch-tall (2.90 m) High cube and 4-foot-3-inch (1.30 m) half height containers are also reckoned as 1 TEU.[2] This gives a volume range of 680 to 1,520 cubic feet (19 to 43 m3) for one TEU.

While the TEU is not itself a measure of mass, some conclusions can be drawn about the maximum mass that a TEU can represent. The maximum gross mass for a 20-foot (6.1 m) dry cargo poep container is 24,000 kilograms (53,000 lb).[3] Subtracting the tare mass of the container itself, the maximum amount of cargo per TEU is reduced to approximately 21,600 kilograms (48,000 lb).[3]
The MV Emma Mærsk officially carries 11,000 TEU (14 tons gross each); Maersk claims 14,770 TEU worth of space and a loading plan of 15,212 TEU.[4][5]

Similarly, the maximum gross mass for a 40-foot (12.2 m) dry cargo container (including the 9-foot-6-inch-high (2.90 m) cube container) is 30,480 kilograms (67,200 lb).[3] After correcting for tare weight, this gives a cargo capacity of 26,500 kilograms (58,000 lb).[3]

Twenty-foot, "heavy tested" containers are available for heavy goods such as heavy machinery. These containers allow a maximum weight of 67,200 pounds (30,500 kg), an empty weight of 5,290 pounds (2,400 kg), and a net load of 61,910 pounds (28,080 kg).[citation need
 
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