News Feature Requests Update #8- To Infinity, and Beyond!

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Feature Requests Update #8- To Infinity, and Beyond!

As the Newsletter is delayed by a week I feel duty-bound to bring you a more sizeable feature update this week and this particular subject is a bit of a beast. As many of you will have divined from what we have discussed so far, we’re hoping players will be in Elite: Dangerous for the long haul. This game isn’t being designed as a 10 hour romp through space, to be discarded after a weekend’s play through. We want to continue to expand and refine the game for years after release to make it as deep and enduring an experience as possible.

Many of the feature requests that we received during the Kickstarter are features that we plan to implement post-release, or are in the realm of what we’d like to do. Hopefully this update will give you a better idea of the scope that we have for this project in the long term.
With that said and done, let’s start looking at some of these requests!



First and Foremost...


There are of course some updates that we have already announced will be coming. The most notable and anticipated of these is of course seamless planetary landings. Whilst it wouldn’t be sharing anything new with you to confirm this feature post-launch, I can confirm that we hope to implement it within a year of release, if possible:
Sandy: Definitely yes. Hopefully (barring issues) within the first year post-release
Michael: Yes, we’ll be looking to add landings in updates after the game’s intial release. We’ll provide more details nearer the time.

Modding tools were another big request that we received for future updates. Giving players the chance to author their own scenarios and missions, or create completely new content would enrich the game even further and create completely new communities around the game. For this reason modding tools are also planned for the future, although not until much further down the line:
Sandy: Yes we would like to but definitely not until a number of updates have gone out. Probably as part of update 5 or later.
Michael: We do want to support modding, but as this requires considerable support this will be some time down the line.

The other big expansion that will be prioritised post-launch is the ability for players to walk around outside of their ships. A request that is related to this is for stations and ships to have diverse and interesting interiors. One of the main reasons for delaying the inclusion of this feature past release, other than time constraints, is to make sure that we do it justice. Naturally this means assuring that the environments that you can explore will be as interesting as possible:
Sandy: Yes – although this will be part of a later expansion (you won’t see interiors in this sense in release 1) except as a cut-away view in a shop window or something similar.
Michael: Yes, this is intended as a feature in a future expansion when you can move about your ship and stations.

A planned extension of the ‘walk-around’ update that has been asked about is whether players will be able to board other players’ ships and even hijack them. The answer to this is yes:
Sandy: Yes – this is part of the ship to ship boarding design. This is not part of release 1 as it will require the ship interiors update.

There were also a few other smaller features that were enquired about, which we can confirm are a part of our future plans.

Docking with larger ships
Michael: Yes, but not in the initial release.

Cloud cities (Like Empire Strikes Back)
Sandy: Yes – something like this (mining outposts in Jovian atmospheres) will be possible. This may not be a release 1 feature though.
Thargoid homeworld
Michael: Thargoids will be in the galaxy, but more will be discovered in a future expansion.

Living planets with NPCs and wildlife:
Sandy: Yes, as part of the planetary landing update.

Planetary aircraft/landing vehicles for travelling around planets
David: Yes, once we support planetary landings


To Be Considered...

Many of the feature requests we recieved either crossed paths with things that the team had already thought about, or proposed features that we had not yet considered. With emmersion and freedom being so important to the experience of Elite: Dangerous the team were extremely receptive to all of these suggestions.

A feature that I would personally be a large fan of, which was requested during the Kickstarter, was cooperative play on one ship. The idea of playing with your friends as part of a single crew is also a feature that the team is keen to explore post release, so may be seen further down the road:
Sandy: This has been discussed extensively and is something we would like to do.
Michael: This is something we’d like to look into in the future, but is not for the initial release.

Another enquiry that was quite popular was the ability for players to be able to build their own ships, space stations or even buildings at a later stage. Again, this is something that we’d like to do but would take a huge amount of consideration and time to fully implement:
Sandy: You will be able to make certain modifications to your ship, but certainly we will not have player build ships/stations/buildings in release 1. This will happen – but the specific timing and content is up for discussion.

Player settlements and home worlds were another thing that people were curious about. This was actually one of the features that our team had not yet though about, but were keen to explore further:
Sandy: Can discuss it – current design hadn’t considered this. This can be raised in a separate meeting as part of a later expansion
David: We will consider the ability to rent some storage space to store things the player has found but doesn’t want to sell. This will have a specific location – which might be considered a ‘home world’.

A slightly more unusual enquiry that we received was for the inclusion of underwater ships. Perhaps surprisingly, this is actually something that has been thought about by the team also:
Sandy: This could be possible and has been thrown around as a notion at various points. If this is done – it will be after the landing on planets update – probably its own separate update.

Whilst Thargoids are a staple of the Elite series, many of you were curious if we would be introducing new races in Elite: Dangerous and whether there would be an opportunity for players to make ‘first contact’. This is one of many major events that we are considering for the game, so whilst it is unlikely that you can make first contact at launch, it is possible that it will be added as an event at a later stage:
Sandy: This has been discussed at various points; specific details need to be worked out though. If it’s done it will be an update or in-game event.
Michael: Not in the initial version, but it may become an event down the line.
David: Also need to consider this would be a major game play moment if it happens.

Here are a few of the other requests that we’ve received, which may be considered for future expansions:

Organic ships
Sandy: We could discuss this as part of an expansion somewhere down the line. We don’t currently plan to have organic ships/tech available.

Playable carrier-class ships:
Michael: Maybe in a future expansion, but not in the initial release.

Generation ships
Michael: Generation ships are one the mysteries in the galaxy, we may explore them down the line but they’re not part of the initial release.

More factions
Michael: The major factions will remain the same as the previous game. New ones may get added over time.

So that’s it for this week’s edition, hopefully it has given you plenty to chew through! I will be back with another feature requests update next week and you can also expect the 4th Newsletter on Wednesday as well. There are a variety of topics that I can readily use for the next feature requests update, including controls, audio, story, technical and universe. If there is any specific topic from these you’d like to see then let me know!

Thanks, Ashley
 

Ian Phillips

Volunteer Moderator
Hi Ashley,

I am planning (along with many others i think) to update my computer closer to the release date and would be interested whether there are any system requirements that are known at the moment. It might enable me to spread the effort over the year instead of splurging money in one go.

Thanks

Ian
 
Underwater ships? Egads! :eek:

Do Frontier Developments plan to design any missiles to go with these submarine ships which operate under water? If so, will you rename the underwater missile something apt like "torpedo"? Will laser cannons still work under water? What will drive the ships under water? Will we have to turn off our hyperdrives and keep a couple of oars handy in the cargo hold for those submersible moments or is there a water-jet-drive function planned or propeller mechanism attached? Will we need to keep some SCUBA gear handy in case of emergencies? Do the underwater ships also come with an optional periscope? What about a special sound-effect for when you enter the water calling out, "DIVE! DIVE! DIVE!" like in the movies? Then perhaps another sound-effect saying, "Blow ballast!" when surfacing (What ballast?) or the James Bond movie theme tune like when he drives the Lotus out of the water onto the beach in The Spy Who Loved Me. Maybe also you could make it so a pic of Jurgen Prochnow displays on the console for the duration that the ship is under water. Of course, while under water we'd have to hear the sound-effect of the SONAR while it's emitting pulses of sounds and listening for echoes, or other hydroacoustics, for a more realistic submerged effect. Will this be an active or passive SONAR?

<edit> Will we be able to use our fuel scoops for some opportunistic fishing?
 
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Nice wee update, thank you. :smilie:

Reading between the lines, it sounds like the planetary landing and walkabout expansions will be separate - is that confirmed? It will be a little strange to be able to land on these cool planets and not go for a wander but personally I'm still glad that SPL will be first. The teaser of the procedural clouds and imagining the nuances of atmospheric flight (and combat!) sell that to me more.

I'm hoping some features of the walkabout expansion are optional in some way... I don't want to play an FPS within Elite and the thought of repeated boardings fills me with dread to be honest! :p
 
My opinion is the opposite of my learned friend above. I would be ecstatic to see FPS elements within Elite. I've always wanted to see Elite expanded into a sandbox sim that crosses the genres. I'd love to see hand-hand combat and car chases being played in the same game as a truly open-ended space sim, all set in a rich universe. It's what Elite IV HAS to be!

Given the probably diversity of opinion on this, maybe control of this feature could be included amongst the Player Groups as currently being discussed. If you don't want to include the FPS features then they can be switched off.

I am intrigued by the idea of "player settlements". I am very interested in the concept of towns or cities that are home to players as well as NPCs. Imagine docking at the space station, taking a shuttle to the spaceport, hiring a car and driving to see your mate at his house, filled with his achievements and award and screenshots. It would be very immersive.

It also raises something of a suggestion. Would it be possible to include careers on the planet in a future update? If one doesn't want to necessarily fly a ship their whole life, they could "retire", store the ship and go to the planet to live, getting a job as a cop, ground military, shopkeeper, cleaner, paid assassin, whatever. The boundaries are limitless (although computer memory requirements might be an issue).
 
Hi Ashley,

I am planning (along with many others i think) to update my computer closer to the release date and would be interested whether there are any system requirements that are known at the moment. It might enable me to spread the effort over the year instead of splurging money in one go.

Thanks

Ian

We dont have any system specs yet I'm afraid. We will make sure to announce them though as soon as we do.

Nice wee update, thank you. :smilie:

Reading between the lines, it sounds like the planetary landing and walkabout expansions will be separate - is that confirmed? It will be a little strange to be able to land on these cool planets and not go for a wander but personally I'm still glad that SPL will be first. The teaser of the procedural clouds and imagining the nuances of atmospheric flight (and combat!) sell that to me more.

I'm hoping some features of the walkabout expansion are optional in some way... I don't want to play an FPS within Elite and the thought of repeated boardings fills me with dread to be honest! :p

I'm afraid I don't know whether they'll be part of the same expansion or not. My opinion is that they probably wont be, but that is far from official and we probably wont have much to share with you regarding post-release updates until the game is launched I imagine.
 
Thanks Ashley, great update... and does NOTHING to quell the excitment... I think I may need a replacement bladder come the alpha release..
 

Minti2

Deadly, But very fluffy...
Agree great update, to me i was not expecting so much future expansions on such a big scale when i first joined up for ED, but you sure know how to excite us, and i really love that you said years to come in regards of gameplay.

I have no issues with Ed getting diverse in its scope, as long as the main space trade,action stuff is there for those who want nothing else.
That's fine, but for me personally bring it on for those of us wanting more in-depth scope for ED, also the modding tools features hopefully later can only be good. :)
 
Reading Ashley's excellent Feature Requests Updates reminds me very much of all the games in the X series. Now I know some don't like to talk about the X series, but it is a space sim, and it developed over many years.

When it began, with X Beyond The Frontier, the number of sectors were relatively few and there were six races (Argon, Boron, Teladi, Split, Paranid and Xenon). There were a few different ships for each race, and a few stations. You could dock inside stations.

Over the years and sequels, Egosoft refined the game, expanded the universe, expanded the number of races, increased the number of ships and stations and improved the graphics.

To me, this compares with what Frontier have planned. On the initial release, it will be basic. Probably just flying from system to system. But over time, the universe will get bigger, there will be more ships. More stations. More races. More features.

Just my opinion and how it looks to me.
 
My opinion is the opposite of my learned friend above. I would be ecstatic to see FPS elements within Elite. I've always wanted to see Elite expanded into a sandbox sim that crosses the genres. I'd love to see hand-hand combat and car chases being played in the same game as a truly open-ended space sim, all set in a rich universe. It's what Elite IV HAS to be!

Who you calling friend, buddy!? :p ;)

What you describe isn't a space sim, it's "Sci-Fi Life", version 15! ;) Ultimately, yes, it will be cool when you can do anything and everything in a game. But approaching this as Elite (space exploration/trading/combat) and branching out, where can it best deliver new and great experiences? FPS is everywhere, but I'm not sure how many space sims there are where you can fly down into a planetary atmosphere with procedurally generated surfaces and clouds/weather to try and lose someone chasing you, or to even the odds if your ship is more adept in an atmosphere?

The walkabout will be definitely be cool for a lot of people too (even though I'm not so keen), and flows from the "space sim" just as naturally as planetary landings ("why CAN'T I walk around the station?"), but there's just so much of that out there now that it's not really exploring anything new IMHO.
 
One topic I'm interested in is how worlds will be designed implemented. In the procedural generation video, David Braben talked briefly about how you could generate a medieval landscape by placing castles on hills.
  • Will you attempt to design worlds with the appearance of having realistic infrastructure, pertaining to their economy type (industrial, agricultural, mining colony, etc.)? So different distributions of power-stations, agriculture, factories, sewage works, air and water-recylcling plants, office blocks, homes etc. Or will bulildings be pretty generic, so there's no outward clue as to what a building does.
  • Will it be a very closed-door galaxy, with only a tiny handful of buildings you can enter, or will we one day be able to explore inside each and every building? Is this even a 'maybe one day' possibility, or will it definitely not be on the cards at all?
 
Feature Requests Update #8- To Infinity, and Beyond!

As the Newsletter is delayed by a week I feel duty-bound to bring you a more sizeable feature update this week and this particular subject is a bit of a beast. As many of you will have divined from what we have discussed so far, we’re hoping players will be in Elite: Dangerous for the long haul. This game isn’t being designed as a 10 hour romp through space, to be discarded after a weekend’s play through. We want to continue to expand and refine the game for years after release to make it as deep and enduring an experience as possible.

Many of the feature requests that we received during the Kickstarter are features that we plan to implement post-release, or are in the realm of what we’d like to do. Hopefully this update will give you a better idea of the scope that we have for this project in the long term.
With that said and done, let’s start looking at some of these requests!



First and Foremost...


There are of course some updates that we have already announced will be coming. The most notable and anticipated of these is of course seamless planetary landings. Whilst it wouldn’t be sharing anything new with you to confirm this feature post-launch, I can confirm that we hope to implement it within a year of release, if possible:
Sandy: Definitely yes. Hopefully (barring issues) within the first year post-release
Michael: Yes, we’ll be looking to add landings in updates after the game’s intial release. We’ll provide more details nearer the time.

Modding tools were another big request that we received for future updates. Giving players the chance to author their own scenarios and missions, or create completely new content would enrich the game even further and create completely new communities around the game. For this reason modding tools are also planned for the future, although not until much further down the line:
Sandy: Yes we would like to but definitely not until a number of updates have gone out. Probably as part of update 5 or later.
Michael: We do want to support modding, but as this requires considerable support this will be some time down the line.

The other big expansion that will be prioritised post-launch is the ability for players to walk around outside of their ships. A request that is related to this is for stations and ships to have diverse and interesting interiors. One of the main reasons for delaying the inclusion of this feature past release, other than time constraints, is to make sure that we do it justice. Naturally this means assuring that the environments that you can explore will be as interesting as possible:
Sandy: Yes – although this will be part of a later expansion (you won’t see interiors in this sense in release 1) except as a cut-away view in a shop window or something similar.
Michael: Yes, this is intended as a feature in a future expansion when you can move about your ship and stations.

A planned extension of the ‘walk-around’ update that has been asked about is whether players will be able to board other players’ ships and even hijack them. The answer to this is yes:
Sandy: Yes – this is part of the ship to ship boarding design. This is not part of release 1 as it will require the ship interiors update.

There were also a few other smaller features that were enquired about, which we can confirm are a part of our future plans.

Docking with larger ships
Michael: Yes, but not in the initial release.

Cloud cities (Like Empire Strikes Back)
Sandy: Yes – something like this (mining outposts in Jovian atmospheres) will be possible. This may not be a release 1 feature though.
Thargoid homeworld
Michael: Thargoids will be in the galaxy, but more will be discovered in a future expansion.

Living planets with NPCs and wildlife:
Sandy: Yes, as part of the planetary landing update.

Planetary aircraft/landing vehicles for travelling around planets
David: Yes, once we support planetary landings


To Be Considered...

Many of the feature requests we recieved either crossed paths with things that the team had already thought about, or proposed features that we had not yet considered. With emmersion and freedom being so important to the experience of Elite: Dangerous the team were extremely receptive to all of these suggestions.

A feature that I would personally be a large fan of, which was requested during the Kickstarter, was cooperative play on one ship. The idea of playing with your friends as part of a single crew is also a feature that the team is keen to explore post release, so may be seen further down the road:
Sandy: This has been discussed extensively and is something we would like to do.
Michael: This is something we’d like to look into in the future, but is not for the initial release.

Another enquiry that was quite popular was the ability for players to be able to build their own ships, space stations or even buildings at a later stage. Again, this is something that we’d like to do but would take a huge amount of consideration and time to fully implement:
Sandy: You will be able to make certain modifications to your ship, but certainly we will not have player build ships/stations/buildings in release 1. This will happen – but the specific timing and content is up for discussion.

Player settlements and home worlds were another thing that people were curious about. This was actually one of the features that our team had not yet though about, but were keen to explore further:
Sandy: Can discuss it – current design hadn’t considered this. This can be raised in a separate meeting as part of a later expansion
David: We will consider the ability to rent some storage space to store things the player has found but doesn’t want to sell. This will have a specific location – which might be considered a ‘home world’.

A slightly more unusual enquiry that we received was for the inclusion of underwater ships. Perhaps surprisingly, this is actually something that has been thought about by the team also:
Sandy: This could be possible and has been thrown around as a notion at various points. If this is done – it will be after the landing on planets update – probably its own separate update.

Whilst Thargoids are a staple of the Elite series, many of you were curious if we would be introducing new races in Elite: Dangerous and whether there would be an opportunity for players to make ‘first contact’. This is one of many major events that we are considering for the game, so whilst it is unlikely that you can make first contact at launch, it is possible that it will be added as an event at a later stage:
Sandy: This has been discussed at various points; specific details need to be worked out though. If it’s done it will be an update or in-game event.
Michael: Not in the initial version, but it may become an event down the line.
David: Also need to consider this would be a major game play moment if it happens.

Here are a few of the other requests that we’ve received, which may be considered for future expansions:

Organic ships
Sandy: We could discuss this as part of an expansion somewhere down the line. We don’t currently plan to have organic ships/tech available.

Playable carrier-class ships:
Michael: Maybe in a future expansion, but not in the initial release.

Generation ships
Michael: Generation ships are one the mysteries in the galaxy, we may explore them down the line but they’re not part of the initial release.

More factions
Michael: The major factions will remain the same as the previous game. New ones may get added over time.

So that’s it for this week’s edition, hopefully it has given you plenty to chew through! I will be back with another feature requests update next week and you can also expect the 4th Newsletter on Wednesday as well. There are a variety of topics that I can readily use for the next feature requests update, including controls, audio, story, technical and universe. If there is any specific topic from these you’d like to see then let me know!

Thanks, Ashley

i want, no,NEED this to run on an xbox! any version of xbox PLEASE!
 
I think what we're looking for here is a sort of actually good Battlecruiser 3000AD or better yet Universal Combat. Derek Smart is a controversial figure within this particular segment of gaming, love him, or loathe him, I personally respect what he tried to do with that game. To be honest, I think for me, he failed. I have universal combat and the idea of the game occasionally flares up my imagination and I fire it up. I can play for a while, but eventually there's something about the gameplay that bores me.

That said, I respect what Derek Smart succeeded in doing. A lot of what I see requested here reminds me of UC. I hope to see many of these post-release updates done and done well and the team of ED can do worse than to aim to do well what UC tried so hard to accomplish.
 
"A Planned extension of the 'walk-around' That update is about has-beens Asked Whether players will be ble to board other players 'ships and even hijack' em."----- That I don't like. But I hope that there will be security for the spaceship is inviolable. ----- "Cloud cities (Like Empire Strikes Back)" ----- Super! ----- "Thargoids will be in the galaxy, will be more goal Discovered in a future expansion." ----- I hope, perhaps, find beautiful Thargoïds stellar systems. With space stations, the economy, government ... ----- "Planetary aircraft / landing vehicles for traveling around planets." ----- There is already the "Interplanetary Shuttle" :)) ----- "We will consider the ability to rent some storage space to store things the player does not want has found purpose to sell. This will have a specific location - which might be regarded a 'home world'." ----- Very interesting, to build a war chest. In case of hard blow. ----- "We want to continue to expand and refine the game for years to After release make it as deep and enduring an experience as possible." ----- It is sweet to hear.

:)
 
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Lestat

Banned
Underwater ships? Egads! :eek:

Do Frontier Developments plan to design any missiles to go with these submarine ships which operate under water? If so, will you rename the underwater missile something apt like "torpedo"? Will laser cannons still work under water?

<edit> Will we be able to use our fuel scoops for some opportunistic fishing?

Well Laser Just focus light now light and liquid do not get along to well. So my guess is small Torpedo like weapons.

Now about the fuel scoop. It would be nice to Mount that shark in your ship Cabin:p
 
Modding tools were another big request that we received for future updates. Giving players the chance to author their own scenarios and missions, or create completely new content would enrich the game even further and create completely new communities around the game. For this reason modding tools are also planned for the future, although not until much further down the line

Extensive modding tools is quite demanding, but it would be nice if there could be some kind of simple mission creation possibilities for the players from early on. Let's say you got killed by the same pirate over and over, wouldn't it be cool to place a bounty on his head? :D
 
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Next update: question about controls

Hi Ashley,

Thanks for the update. Good to hear FD is in it for the long run... I plan to play this game for a while as well.

If you are going to talk to the team about controls can you mention/ask the following:
- to what extend will the game support different kind of input devices? Besides an XBOX Controller I have a Saitek X52Pro which will work if the game supports keyboard input(doh!) I can setup the keymappings myself. But it might work better if you really put effort in it to support it by defining a proven/tested keymapping. Also the little screen that comes on the gashandle could receive some info on radio frequency or other important info (FS-X does something similar).

- Also I'd like to know what kind of on screen control views are currently under consideration. Will there be a 3D cockpit which you can pan (using a HAT switch for instance). Will there be different function screens that can be layed out to my own liking (I'm using 3 monitors so I've got some pixel real estate to spare :) How will we be confronted with the market where we sell our goods? Will the location where we custmize our ship be in a different window that can be undocked from the main screen? etc. etc.

Thanks for your input.
 
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