News Feature Requests Update #7- This is my ship...

Status
Thread Closed: Not open for further replies.
Feature Requests Update #7- This is my ship. There are many like it, but this one is mine!


It kind of goes without saying but in a game set in space, your ship is pretty important! A lot of the enquiries we got related directly to how players interact with their ships and what capabilities would be available to them. So this week we’ll sort through them and hopefully provide you some more insight into what we have planned.


Controls

So straight off the bat, a lot of people wanted to know if there would be a ‘proper’ cockpit view in Elite: Dangerous and I’m happy to confirm that this will be the case. Unfortunately there isn’t much I can tell you to expand on this, but hopefully we’ll have more to share with you in the coming months.

During the Kickstarter campaign we confirmed that there would be a Fly-by-Wire flight system used in Elite: Dangerous, but as a follow-up to this news were several enquiries about whether there would be multiple flight models that were tailored for different levels of skill and experience. Whilst we hope to add ways for newer players to modify the complexity of the flight system, this is unlikely to take the form of completely different
flight models:
Sandy: This doesn’t work with multi-player particularly well. There will almost certainly be different levels of Fly-By-Wire ‘helpfulness’ but the flight model itself will not be fundamentally different.
Michael: To be decided, it is unlikely that we’ll have different flight models, but options as part of the fly-by-wire system that can be turned on and off are likely. We’ll get more into detail with this in the alpha and beta tests for balancing. We want flight to be much more accessible, but also contain nuances that can be used by expert pilots.
A powerful memory from the original Elite is of course the difficulty of docking with a space station without a docking computer, and some people were interested to see if Elite: Dangerous would give players a modern rendition of this experience. Although the team want to allow manual docking to take place, they don’t want it to be nearly as difficult or as punishing as it is in the original game:
Sandy: Manual Docking is in the existing design; the level of damage on failure though is yet to be decided.
Michael: You can manually dock your ship, we’ll see about the damage it causes. We don’t want the game to be frustrating, but ramming a station should have consequences.


Modules and Upgrades

Of course, your ship choice is not the only decision that a player has to make. Each ship will have a range of modules and available upgrades for players to choose from, which will change the capabilities of your ship. One enquiry was whether spare modules could be carried in cargo and if there would be a range of different ‘quality’ modules, from generic brands to high quality models:
Sandy: Yes – specific content to be decided.
Michael: Yes we want there to be a progression for specific modules.
A similar enquiry also asked if players would be able to upgrade the software on their ships, to could improve things such as scanners and combat systems:
Sandy: Yes – specific details undecided – but scanning & exploration will require something of this sort. Details need to be discussed.
Michael: Yes, although this requires further definition, but will be guided by the needs of the game.
Another enquiry that was related to the software of a player’s computer asked whether ships would have on-board programmable computers; this feature is not a part of the current design for Elite: Dangerous.

Deployable structures were another thing that the community was extremely curious about. Questions ranged from the ability to deploy communication satellites and exploration probes, to mining bots and ‘trade mules’. Whilst we can confirm that there will be deployable structures, we have not yet finalised what the full range of these will be:
Sandy: There will be player-deployable structures, not sure about com-sats specifically but there may be exploration probes of sorts in the game – the specific details are to be discussed.
Michael: There will be player deployable structures; it is unknown at the moment if this includes communication satellites. Exploration Probes maybe, we will investigate this during development.


Extras

Another feature that was eluded to but never explicitly confirmed was that players could own multiple ships if they wish. This feature will be in Elite: Dangerous, although you will only be able to pilot one at a time of course.

In regards to whether ships will degrade and be subject to mechanical breakdowns, this is a possibility. We already know from the design proposal for hyperspace travel that hyperdrives can malfunction and of course ships will show cosmetic signs of wear over time. But this may also be expanded to include other parts of your ship degrading and requiring repairs:
Michael: Needs further design, but some ship degradation is likely to occur and will need repair. This will need to be balanced to allow long range exploration.
David: By paying extra for equipment, mechanical breakdown would occur much less.

Finally this week is an idea that I have seen come up several times in the past few months on the forums, and that is the idea of having a crew that needs to be kept satisfied for your ship to perform optimally. Whilst not all ships would be large enough to necessarily warrant a crew, this is an idea that the team are keen to explore further:
Sandy: Needs a separate discussion, but at the moment I think that something like this will be available.
Michael: We need to look into this.


That’s it for another week, we have received a huge amount of requests and enquiries about Elite: Dangerous so we’re still just skimming the surface of things we have to share with you as development continues. Thanks again for reading and look out for update #8 the same time next week!

Thanks, Ashley
 
Thanks for another xlnt update Ashley - I am already on my second reading. :cool:

Re: docking - I don't remember it being difficult to dock once you learnt the technique but I agree it was a very steep learning curve with harsh penalties for failure.

The first docking computer, before insta-dock (Amiga?) was also very slow. (I used to manual dock at high speed and hit docking comp button at the last second).

Equipment degradation seems (to me) to have been used in MMO games to generate/drive a player economy but I still think it would work for ED - I like the idea trying to judge when to replace/repair often used (or battle damaged) items and ships.
 
Last edited:
All goes in a good way. The different levels of Fly-By-Wire 'helpfulness', as in F1 games.

Have several ships that's really great. Good it will work hard to have several, and rent parking in space stations.

For the rest, it is inspired by Frontier Elite II, and much more refined.

Just great!
 
Last edited:
Thanks for the update.

I hope the flight model really allows for significant improvement as we develop our skills as pilots. One of my all-time favourite games is F-Zero GX, as the control system was nuanced and challenging, and took months to truly master. Some described it as 'twitch-based', but those were generally people who weren't very good at the game, as it's more about developing the art of Zen fllying. If you twitch, you're generally already dead.

I'd hope to see this hold true for some of the zippier fighter ships, allowing us to use our super-skills for flying at speed through debris-fields - leaving anyone who tries to follow to do a David, and crash into an asteroid. Obviously a Panther Clipper would handle rather differently, and the skill involved there would be more along the lines of parallel parking.
 
Exploration probes already make me think of The Empire Strikes Back (this is a good thing). It really is all quite exciting.
 
Once mastered, docking was a satisfying end to a journey, but could also be extremely frustrating if a tiny mistake caused the loss of a few tons of cargo.
Once I bought the docking computer, I still manually docked now and then for the experience.
What would be quite nice is to reward a good clean manual dock with preferential berthing bays where selling prices are slightly better and rarer items/missions might be available.
 
All I want is a Fer-de-Lance equipped with some kind of 'hunter probe' searching an asteroid belt for bounty hiding from my beam laser.

I'm keeping everything crossed we'll see that monster of ship back in the new game!
 
Last edited:
Hi, you say no "on-board programmable computers", but would it be possible to let users up-load small mp3 files to customise the alerts/announcements/greetings of their ship in the cockpit - like you can with the Windows 'Sounds' section?
 
Hi, you say no "on-board programmable computers", but would it be possible to let users up-load small mp3 files to customise the alerts/announcements/greetings of their ship in the cockpit - like you can with the Windows 'Sounds' section?

'You've got missiles :)'
(or maybe the worms chap 'Incoming !') :p
 
Absolutely, whatever you fancy. Something borrowed from the web, leached off a favourite recording or self recorded. Rather than open up the programme to find the sound files, put them in one easy access place and let the user personalise their ship. Could be done with simple colouring too – I would think? Maybe not give your ship a graphic artwork job, but say change a base ‘black’ to a shade of red or something (the OS palette). :cool:

Microsoft managed this from at least Windows 95. :rolleyes:
 
Custom cockpit image upload

If there is a cockpit view, it would be great if there was a small bitmap space that we could load a custom image... you know like a scanned postcard, or photo of someone.

Would be even cooler if we could load an SVG image with URL links (SVG support embedded links). Then we could either make a custom cockpit with our own controls or, more likely, just add some buttons for favorite links to star maps or community boards.
 
It would be something to read when docked? :) I’m not up on programming, but I imagine it quite feasible to allow you to drag and drop various controls, gauges and indicators, and show or hide various as you can with a toolbar? Equally, allow you to select one of several skins to use for most gauges and indicators – say clock dial, digital or colour segment. And then the colours to be used. :eek:

And, if you place any of these in the nominal ‘dash’ area they are solid colours. But, if you place them in the screen area – to give a ‘head-up display’ – they take on a semi-transparent backing. ;)

Further to my comments on mp3 files, also allow players to load or link to some music files on their computer for docking, battle, etc or just cruising. :cool:
 
You are talking about a LUA type scripting apporach like WoW... or implementing a webkit solution that allows for customizable approach to UI by using webcomponents, like the Planetary Annihilation guys are doing.
 
You are talking about a LUA type scripting apporach.
"I only ride 'em, I don't know what makes 'em work."

as long as I can use mouse and keyboard, i'm happy :)
Good illustration for multiple control interfaces. I prefer keyboard and joystick with minimal mouse use for navigation. :) Everyone should be catered for, inc. pad users. ;)

How about holographic motion sensors, it's only one up from touch-screen isn't it? :eek: :D
 
I'd be happy to load a picture of my dog, and have a link or two off game. Additional LUA logic could be very nice though.

If they were going to get exotic though, the .exe could double as a data server for the local network and I could have a tablet showing me trade prices / local news while my main screen is the cockpit.
 
:) Hadn’t heard that one, but maybe a bit laid-back? :) The idea being you could use whatever you fancy, or the default, or nothing.

I think I might include
http://youtu.be/k2VhB7vaZI0
and
http://youtu.be/u95E__3TSN0
and
http://youtu.be/_al9owcieHQ

and among my battle anthems
http://youtu.be/0WzG64syKHA

and, and, probably a few phrases from the Duke :eek:
http://youtu.be/Tajzkf82GQQ

A bit of work with Audacity or similar, and I’d be greased and ready to kick a*s* :D


ps. open each in their own window and play all together - keep clicking on the Corvette :eek: :D
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom