News Gamescom 2016: Day Three - Complete

Brett C

Frontier
<div class="field-item even" property="content:encoded"><p>Day three of Gamescom 2016 is complete! You can watch the livestream back on our official YouTube channel, but keep reading on to find out about some of the highlights we spoke about over the two livestreams.</p><h1><u><strong>Quality of Life</strong></u></h1><h2><strong>Starports – Keeping Up Appearances</strong></h2><p>Starports across the galaxy have been built for different purposes. Whilst some serve as simple trade hubs, others were built to support large scale enterprises. </p><p>After the launch of the Guardians (2.2), you’ll notice a wider range of character in starports across the galaxy. Population size and economic market are now represented by bespoke architecture at a grand scale.</p><p>For example, when arriving at starports in systems focused on the production of agricultural goods, you might see vegetation being grown in vast hydroponic incubator towers, the verdant light of the foliage creating a colourful contrast to the metallic structures around it.</p><p>Alternatively, at a starport dedicated to servicing those who are wealthy beyond reason – those with the resources to take the best the galaxy has to offer, you’ll encounter ultra-modern towers soaring out from the port ground level, statues lining artificial lakes, and other, equally extravagant decorations.</p><p>Contrasting sharply with such extravagance, are starports dedicated to the refining of resources. Here you can expect to find huge machinery smelting vast quantities of metal – you can see the metal being heated up, stretched then cooled.</p><p>These awesome structures – and more – await your discovery.</p><p><u><a href="https://www.youtube.com/playlist?list=PL7glm5rbPHKxuw8GaFsCKgXB5jPNqJhdn"><span style="color:#FFA500">See the livestream VOD for more information on these starport variants.</span></a></u></p><p> </p><h2><strong>The Bigger Picture - Planetary Maps</strong></h2><p>Your ship computer will see an upgrade with regards to the planet view in the system maps. Previously you would zoom in closely to a particular planet and see a grid that represented the planet you were looking at. </p><p>Now, in the system map you can zoom all the way in to a planet and it will show a 3D representation of that exact planet with the surface details included. You will be able to see interesting geographical features from afar, then land down on those exact locations if you choose too.  </p><p><img alt="" src="https://forums-cdn.frontier.co.uk/images/media/D3-1.png" style="width:90%"></p><h2><strong>The SIN broker </strong></h2><p>The SIN broker is a new contact at Starport Services in low security systems. The SIN broker will let you pay off fines, claim bounties and hand in combat bonds that relate to any systems and jurisdictions, not just the system you’re in. </p><p>This will save your time, as you won’t have to go back to the original systems to pay off fines or claim bounties. However, it comes at a cost – there will be a fixed percentage increase on the fines, and a fixed decrease on the bounty and combat claims.</p><p><img alt="" src="https://forums-cdn.frontier.co.uk/images/media/D3-3.png" style="width:90%"></p><h2><strong>Starport Services Layout Change</strong></h2><p>Starport Services has received a refresh, and Commanders will be able to navigate menus much more efficiently than before. See the images below for some examples.</p><p><img alt="https://forums-cdn.frontier.co.uk/images/media/D3-StptVars.png" src="https://forums-cdn.frontier.co.uk/images/media/D3-StptVars.png" style="width:90%"></p><h2><strong>A new Look for Hyperspace </strong></h2><p>The star you’re approaching during hyperspace will now appear to grow larger as you approach it, increasing the level of immersion… the visuals in hyperspace have been improved too making for an overall better experience.</p><p> </p><h2><strong>System Information - Should I stay or should I go?</strong></h2><p>When locking on to a system and engaging your FSD, your ship’s computer will now give you some quick information about the system you’re jumping to. It will tell you its security level, and if applicable its relevant state. This info is given to you before the countdown timer appears, allowing you to make a quick decision about whether to jump there or not.</p><h2><strong>It’s Full of Stars</strong></h2><p>In Guardians 2.2, Neutron stars and White Dwarfs now have the potential to generate enormous electromagnetic fields, accelerating out vast amounts of visible radiation in beautiful, funnelled emissions, as the star rotates at an extraordinary rate.</p><p>These emissions are also incredibly dangerous, putting massive strain on your frame shift drive should your ship pass through them (don’t even think about dropping from super cruise near them!), though you are able to temporarily boost jump range by harnessing this energy.</p><h2><strong>Installations</strong></h2><p>Get ready to encounter new structures in space – installations.  These buildings cover a range of facilities, from comms arrays to unauthorised hideouts to prisons, and more.</p><p>As well as making for great backdrops to meet up with other Commanders, expect appropriate traffic, from traders, to pirates to military vessels, as well as the chance to locate and collect tasty materials and cargo.</p><h2><strong>It’s a mysterious place, the Milky Way</strong></h2><p>There’s so much more out there that we haven’t even touched on in these livestreams… puzzles to solve, mysterious abandoned structures, geographical marvels and ancient sites. We’ll leave these for you to find Commander. Good luck out there.</p><p> </p><h1><strong>Special Delivery - Ship and Module Transfer</strong></h1><p>At the launch of The Guardians (2.2), Commanders will now be able to move their ships from one starport to another throughout the galaxy.  </p><p>If you desperately want to change in to your Anaconda, but then realise you’d otherwise miss a key Elite Racers event if you don’t get your Eagle, then you can now head over to Starport Services, and have the ship transported to where you are via the Shipyard menu.</p><p>There’s a fee based on the ship to be transported and how far away it is from your current position. The more expensive the ship and the further distance, the higher the cost, but transportation is instantaneous .</p><p><img alt="" src="https://forums-cdn.frontier.co.uk/images/media/D3-ShipTrsfr.png" style="width:90%"></p><p> </p><p><strong>Don’t Throw It Away</strong></p><p>You now have access to module storage facilities via the outfitting services. You can store any type of module for free. However, port regulations require your ship to be functional at all times, so if you want to store a core module like the power plant, you must pay a mandatory charge that covers the fitting of a basic replacement module. </p><p>In addition, storage services are able to transport modules to any starport outfitter, allowing you to recover modules from any port that has this service. As with ship transfer, there’s a fee for module transportation based on distance and module cost.</p><p>Managing and maintaining a fleet has never been this slick.</p></div>
 

Slopey

Volunteer Moderator
(mod hat off)

All wonderful news, except for "but transportation is instantaneous" - I really hope the team have a look hard look at that insta-teleport mechanic and introduce a delay. On one hand we've got stars getting larger in hyperspace to "increase immersion", and on the other, we have immersion breaking (and game breaking in some cases) insta-teleport.... :/
 
Thanks for posting these summaries each day, Brett. Very much appreciated!

Was there any word on being able to set waypoint coordinates on a planetary body? Something that might allow the user to navigate to surface coordinates for things like barnacles with greater ease?
 
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Insta transportation should be delayed by actually travel time from the location to the destination. It will make it more beliveble. Maybe even have to hire a transport NPC crew to transfer it. Yeah thats how it should be done :)
 
(mod hat off)

All wonderful news, except for "but transportation is instantaneous" - I really hope the team have a look hard look at that insta-teleport mechanic and introduce a delay. On one hand we've got stars getting larger in hyperspace to "increase immersion", and on the other, we have immersion breaking (and game breaking in some cases) insta-teleport.... :/

I have to agree. Whilst I can see the player RL benefits, I too think it breaks the immersion of the game, time is important in ED and as such it should be respected. Next they will be insta-transmitting expo data.....
 
I have to agree. Whilst I can see the player RL benefits, I too think it breaks the immersion of the game, time is important in ED and as such it should be respected. Next they will be insta-transmitting expo data.....

Yeah INSTA TRAVEL sounds BAD, just put a "tranport order" in the comms tab, or in the Transactions menu (you can play with the timer as the E.T.A.) . I think it should be something like:
- up to 50LY = 1,5 hours,
- Up to 100Ly = 5 hours ,
- Up to 300LY = 1 Day ,
- Above 300 LY (jaques or something else) = Ly * 5 Min.And Cap it to a Week max...

I think TIME SCHEDULE should be more compeling problem for transportations then the Price tag for the service (I mean a guy that has a CORVETE, would hardly consider 1M Insta travel a BAD deal)... On the contrary.. he would fly an ASP drop in a station and BOOM 200 Ly in 3 minutes for a expense of 1M in my 500M ship... Sounds more like an exploit then an actual game idea
 
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Yeah INSTA TRAVEL sounds BAD, just put a "tranport order" in the comms tab, or in the Transactions menu (you can play with the timer as the E.T.A.) . I think it should be something like:
- up to 50LY = 1,5 hours,
- Up to 100Ly = 5 hours ,
- Up to 300LY = 1 Day ,
- Above 300 LY (jaques or something else) = Ly * 5 Min.And Cap it to a Week max...

I think TIME SCHEDULE should be more compeling problem for transportations then the Price tag for the service (I mean a guy that has a CORVETE, would hardly consider 1M Insta travel a BAD deal)... On the contrary.. he would fly an ASP drop in a station and BOOM 200 Ly in 3 minutes for a expense of 1M in my 500M ship... Sounds more like an exploit then an actual game idea

I disagree. I suggest a transfer time of a few minutes:

50LY: 30 seconds
100LY: 1 minute
200LY: 2 minutes
etc.

The transfer from Jaques would thus take 220 minutes, or 3.6 hours. I think that's reasonable - it's faster than flying there yourself, yes, but that's where the money cost comes in too.

This makes it still rather quick to get a ship to your location without completely breaking the immersion and turning it into an instant teleport. You could show the ETA in a message and maybe even have the ship dock at the station so you can SEE your ship being brought in.
 
<div class="field-item even" property="content:encoded"><p>Day three of Gamescom 2016 is complete! You can watch the livestream back on our official YouTube channel, but keep reading on to find out about some of the highlights we spoke about over the two livestreams.</p><h1><u><strong>Quality of Life</strong></u></h1><h2><strong>Starports – Keeping Up Appearances</strong></h2><p>Starports across the galaxy have been built for different purposes. Whilst some serve as simple trade hubs, others were built to support large scale enterprises. </p><p>After the launch of the Guardians (2.2), you’ll notice a wider range of character in starports across the galaxy. Population size and economic market are now represented by bespoke architecture at a grand scale.</p><p>For example, when arriving at starports in systems focused on the production of agricultural goods, you might see vegetation being grown in vast hydroponic incubator towers, the verdant light of the foliage creating a colourful contrast to the metallic structures around it.</p><p>Alternatively, at a starport dedicated to servicing those who are wealthy beyond reason – those with the resources to take the best the galaxy has to offer, you’ll encounter ultra-modern towers soaring out from the port ground level, statues lining artificial lakes, and other, equally extravagant decorations.</p><p>Contrasting sharply with such extravagance, are starports dedicated to the refining of resources. Here you can expect to find huge machinery smelting vast quantities of metal – you can see the metal being heated up, stretched then cooled.</p><p>These awesome structures – and more – await your discovery.</p><p><u><a href="https://www.youtube.com/playlist?list=PL7glm5rbPHKxuw8GaFsCKgXB5jPNqJhdn"><span style="color:#FFA500">See the livestream VOD for more information on these starport variants.</span></a></u></p><p> </p><h2><strong>The Bigger Picture - Planetary Maps</strong></h2><p>Your ship computer will see an upgrade with regards to the planet view in the system maps. Previously you would zoom in closely to a particular planet and see a grid that represented the planet you were looking at. </p><p>Now, in the system map you can zoom all the way in to a planet and it will show a 3D representation of that exact planet with the surface details included. You will be able to see interesting geographical features from afar, then land down on those exact locations if you choose too.  </p><p><img alt="" src="https://forums-cdn.frontier.co.uk/images/media/D3-1.png" style="width:90%"></p><h2><strong>The SIN broker </strong></h2><p>The SIN broker is a new contact at Starport Services in low security systems. The SIN broker will let you pay off fines, claim bounties and hand in combat bonds that relate to any systems and jurisdictions, not just the system you’re in. </p><p>This will save your time, as you won’t have to go back to the original systems to pay off fines or claim bounties. However, it comes at a cost – there will be a fixed percentage increase on the fines, and a fixed decrease on the bounty and combat claims.</p><p><img alt="" src="https://forums-cdn.frontier.co.uk/images/media/D3-3.png" style="width:90%"></p><h2><strong>Starport Services Layout Change</strong></h2><p>Starport Services has received a refresh, and Commanders will be able to navigate menus much more efficiently than before. See the images below for some examples.</p><p><img alt="https://forums-cdn.frontier.co.uk/images/media/D3-StptVars.png" src="https://forums-cdn.frontier.co.uk/images/media/D3-StptVars.png" style="width:90%"></p><h2><strong>A new Look for Hyperspace </strong></h2><p>The star you’re approaching during hyperspace will now appear to grow larger as you approach it, increasing the level of immersion… the visuals in hyperspace have been improved too making for an overall better experience.</p><p> </p><h2><strong>System Information - Should I stay or should I go?</strong></h2><p>When locking on to a system and engaging your FSD, your ship’s computer will now give you some quick information about the system you’re jumping to. It will tell you its security level, and if applicable its relevant state. This info is given to you before the countdown timer appears, allowing you to make a quick decision about whether to jump there or not.</p><h2><strong>It’s Full of Stars</strong></h2><p>In Guardians 2.2, Neutron stars and White Dwarfs now have the potential to generate enormous electromagnetic fields, accelerating out vast amounts of visible radiation in beautiful, funnelled emissions, as the star rotates at an extraordinary rate.</p><p>These emissions are also incredibly dangerous, putting massive strain on your frame shift drive should your ship pass through them (don’t even think about dropping from super cruise near them!), though you are able to temporarily boost jump range by harnessing this energy.</p><h2><strong>Installations</strong></h2><p>Get ready to encounter new structures in space – installations.  These buildings cover a range of facilities, from comms arrays to unauthorised hideouts to prisons, and more.</p><p>As well as making for great backdrops to meet up with other Commanders, expect appropriate traffic, from traders, to pirates to military vessels, as well as the chance to locate and collect tasty materials and cargo.</p><h2><strong>It’s a mysterious place, the Milky Way</strong></h2><p>There’s so much more out there that we haven’t even touched on in these livestreams… puzzles to solve, mysterious abandoned structures, geographical marvels and ancient sites. We’ll leave these for you to find Commander. Good luck out there.</p><p> </p><h1><strong>Special Delivery - Ship and Module Transfer</strong></h1><p>At the launch of The Guardians (2.2), Commanders will now be able to move their ships from one starport to another throughout the galaxy.  </p><p>If you desperately want to change in to your Anaconda, but then realise you’d otherwise miss a key Elite Racers event if you don’t get your Eagle, then you can now head over to Starport Services, and have the ship transported to where you are via the Shipyard menu.</p><p>There’s a fee based on the ship to be transported and how far away it is from your current position. The more expensive the ship and the further distance, the higher the cost, but transportation is instantaneous .</p><p><img alt="" src="https://forums-cdn.frontier.co.uk/images/media/D3-ShipTrsfr.png" style="width:90%"></p><p> </p><p><strong>Don’t Throw It Away</strong></p><p>You now have access to module storage facilities via the outfitting services. You can store any type of module for free. However, port regulations require your ship to be functional at all times, so if you want to store a core module like the power plant, you must pay a mandatory charge that covers the fitting of a basic replacement module. </p><p>In addition, storage services are able to transport modules to any starport outfitter, allowing you to recover modules from any port that has this service. As with ship transfer, there’s a fee for module transportation based on distance and module cost.</p><p>Managing and maintaining a fleet has never been this slick.</p></div>

Only two years late. :)

Soon (tm). :)
 
I also agree that ship summoning shouldn't be instant. Total immersion breaker. Otherwise why bother with any science in the game at all ?
Pay the fee, and have an NPC pilot (or autopilot) bring it to you in the time it would take the CMDR to do it - even with greater efficiency and speed but just not instant.
If the ship cannot be transported (long distance and no fuel scoop) then too bad - or the NPC docks at stations to refuel.

I think the only reason it is instant is because it's the easiest and quickest solution. But having your ship arrive after a period of time (all simulated until after a delay your ship enters the desination system much like recalling your ship on a planet) and then dock or land where the CMDR is, is a far better mechanic.

Otherwise how do you explain the possibility of instant transport ? Teleport pads ? Then why can't we use them instead of flying to other stations ?
 
How about giving scoopable info about the next star in route?

You can plot routes with only scopable stars on 2.2 just mark the right stars and BANG! :)

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I disagree. I suggest a transfer time of a few minutes:

50LY: 30 seconds
100LY: 1 minute
200LY: 2 minutes
etc.

The transfer from Jaques would thus take 220 minutes, or 3.6 hours. I think that's reasonable - it's faster than flying there yourself, yes, but that's where the money cost comes in too.

This makes it still rather quick to get a ship to your location without completely breaking the immersion and turning it into an instant teleport. You could show the ETA in a message and maybe even have the ship dock at the station so you can SEE your ship being brought in.

Yeah i maybe got a little over the time ... but i imagine as a delivery company, they dont ship it instantly but with some delay. Plus i think that any of these values means that you can dock there and in the other day have your ship waiting for you FEELs like time in the game is also passing while youre out of it... so you CANT have your ship Imediate, or maybe the jump range of the ship also can be part of the ETA calculator.... so an ASP/ANACONDA would be fast to get to you, but CORVETES and VULTURES take time....
 
You can plot routes with only scopable stars on 2.2 just mark the right stars and BANG! :)
.

Yeah, however if there is no route because of your filter, it will fill in the blanks with non-scoopables. That's the way I understand it, and it's an issue with exploring on the edges of the galaxy, and between the spiral arms where stars are sparse.
 
Personally I'm not a fan of this at all. You should have to manage your fleet yourself. To just be able to go somewhere and say "oh I really should have brought my anaconda on this jaunt - oh well, I'll just summon it - ah - here it is!"

Yuk - yuk, and double-yuk.

Do it yourself you lazy bunch of incompetents! <joke>. Half the fun of this game is pretending - and the simulation. If I screw up then so be it - I've gotta fix it. ED is getting a little bit too carebear for me.
 
Yeah, however if there is no route because of your filter, it will fill in the blanks with non-scoopables. That's the way I understand it, and it's an issue with exploring on the edges of the galaxy, and between the spiral arms where stars are sparse.

I think they will NOT ploute the route if theres no way around... but this is a better question than MOST of the questions they've been reading on the lives...
 
Everything in this list has me extremely excited......but I too am unhappy with the instantaneous nature of ship and-to a lesser extent-module transport.

For ship transport at least, I would probably accept it being instantaneous if you could only do it at a station that sells ships of the same kind in shipyard (making it more of a replacement than the original ship in Lore term). However the ideal for me is to have some kind of time delay based on how far you are from that ship. It doesn't have to be exactly as long as it would have taken if you had flown there yourself, but it should be somehow related to it!

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Instant travel doesn't sound bad to me at all. It's about time Frontier gives casual games a break.

I'm a casual gamer, & I find the potential immersion and game breaking nature of instant transportation to be awful! Having it take a reasonable time to get to you will still be a massive time saver for casual gamers, & its not like you can't be doing other stuff whilst you wait for it to get there.
 
I'm a casual gamer, & I find the potential immersion and game breaking nature of instant transportation to be awful! Having it take a reasonable time to get to you will still be a massive time saver for casual gamers, & its not like you can't be doing other stuff whilst you wait for it to get there.

So you don't find things like instantaneous replacement of 160-ton engine in your Cutter immersion-breaking?
Insta-transport is probably the best thing that will come in 2.2. Less flying through empty space, more actual game.
 
Seeing the details of 2.2 and then foolishly watch the Star Citizen 3.0 stream, I felt pretty depressed about Elite Dangerous near future
 
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