IF Space Legs, Atmospheric Planets and Base Building are not part of New Era...

The New Era is entirely a prison focused expansion. You will have to live and endure all the horrors of an interstellar prisoner. When you are transferred to a prison ship for the first time The New Era truly begins.

What's more scary than elites npcs? Facing down a group of them down in the showers while you swing a mop to keep them at bay, which happens when you accidently dropped your void soap. Emergent Content....

Space legs will only be featured in prison portion of the game play, the rest of the game will be as is.





This was all a joke.
 
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That's painfully obvious.

What worries me is the possibility that the design process involves a roulette wheel, a feature for every number and a few spins of the wheel. Must have kept hitting the '0' recently.

I’d always suspected they drew features out of Sandro’s beige hat.


That's what you get for posting off your phone with auto-correct on :D

With a size 16 ring finger and a size 26 thumb ((US Ring sizes, EU sizes are just made up), I feel this pain regularly. :cool:
 
with such a "big" manpower of roughly 80 developers working at this project for more than 2 years, what would you expect or wish to see as an alternate content release?

a system to refer people to government-provided healthcare plans.

an electronic political caucus app

retooling the game for micro transactions and loot boxes.
 
When you are transferred to a prison ship for the first time The New Era truly begins.
Borrowing pretty heavily from the Elder Scrolls formula here.

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I can live with that. I think.
 
Yeah, not convinced myself. Maybe though if it was sold as version 2 and all existing commanders got a heavy discount and the previous version wasn't sold any more..
Can't see it happening. They have already said it's an expansion to the current game. I can't see it being anything other then atmoapheric landings or Elite Feet.
 
If it were true that combat ships are ostensibly better than multirole ships at combat, why do so many people use multirole ships in combat?

The answer is simple: they can be outfitted and engineered to do the job brilliantly.

The Krait MkII... the Python... the Anaconda... hell, even the Phantom. These can be turned into PvE and PvP combat beasts. The fact that combat ships have restricted military slots and marginally heavier hardpoints isn't really helping them perform significantly better, especially since so much of it comes down to the individual pilot's skill. So just get rid of the restrictions and have ships. Let us work with those ships, free of prescribed intention, and allow us to make our own fun.

Not to derail the thread, but restricted slots are something that has always bothered me. They removed passenger cabin restrictions. Good call. Did doing so obliterate the Saud Kruger line? Of course not. Removing restricted slots from combat ships and allowing them to be re-purposed is no different. In my opinion.

I would actually like that a lot. Especially because of all the 30 something ships, half of them are currently worthless for anything other than combat. Unlocking the military slots would suddenly create a lot more options for everyone.

Like you said, unlocking the passenger locked slots from the Saud Kruger ships has done a lot more good than harm, the same would certainly happen with the unlocking of military slots.
 
I would actually like that a lot. Especially because of all the 30 something ships, half of them are currently worthless for anything other than combat. Unlocking the military slots would suddenly create a lot more options for everyone.

Like you said, unlocking the passenger locked slots from the Saud Kruger ships has done a lot more good than harm, the same would certainly happen with the unlocking of military slots.
You would just be turning combat ships into multirole ships. Better then the current multirole ships. Then there would be a call for a buff for the multirole ships. Personally, I don't think that's the way forward. I would remove the slots entirely and rework how defensive modules work.
 
You would just be turning combat ships into multirole ships. Better then the current multirole ships. Then there would be a call for a buff for the multirole ships. Personally, I don't think that's the way forward. I would remove the slots entirely and rework how defensive modules work.

Not necessarily, they would still mostly have crap jump ranges and small fuel tanks.
 
You would just be turning combat ships into multirole ships. Better then the current multirole ships. Then there would be a call for a buff for the multirole ships. Personally, I don't think that's the way forward. I would remove the slots entirely and rework how defensive modules work.
You could do that, yes.

As to the point about turning combat ships into multirole ships - I don't think it makes them better multirolers; no moreso than multirole ships can already handle combat. It's an awkward delineation that makes no sense to begin with. A ship is a ship. If anything, multirole ships already prove this point perfectly.

Either have combat ships, cargo ships, exploration ships, etc, without any multirolers or just have ships that we outfit for different things. As it stands, the multirole ships just do everything as well or better than all the specialized ships. Which is why multirole ships dominate the ownership charts according to INARA.
 
Here there is a big IF, because tbh all discussions about Legs and Base Building come from an unofficial leak and, even worse, atmospheric planets is purely players speculation.
So what IF the New Era of Elite Dangerous is about none of the three?

Let's prepare ourselves to a B-Plan: with such a "big" manpower of roughly 80 developers working at this project for more than 2 years, what would you expect or wish to see as an alternate content release?

I want atmospheres but I doubt that will happen. What I expect, if I had to bet, are things nobody really is hyped about. Some sort of not really thought through crap they think will make people buy more tatt from the store. So I suppose base building on airless moons / planets (they can sell fish tanks, digital Lava lamps and carpets). Maybe at a stretch Braben got an Eve account and decided a player driven economy might add something.

I predict disappointment, since nobody has a clue what it will be (think Gnosis or Vertical slice); what people are thinking is probably better than what is coming.
 
You could do that, yes.

As to the point about turning combat ships into multirole ships - I don't think it makes them better multirolers; no moreso than multirole ships can already handle combat. It's an awkward delineation that makes no sense to begin with. A ship is a ship. If anything, multirole ships already prove this point perfectly.

Either have combat ships, cargo ships, exploration ships, etc, without any multirolers or just have ships that we outfit for different things. As it stands, the multirole ships just do everything as well or better than all the specialized ships. Which is why multirole ships dominate the ownership charts according to INARA.

Or just remove the concept of 'roles' altogether and all ships are just, you know, ships.

What makes them suited for a role is their general layout. The current 'multiroles' only exist because we have specialized craft to start via locked slots. Nixing locked slots and using modules to determine roles makes more sense, given Elite ships are designed with a 'plug and play' attitude anyways.

Balancing a ship then becomes less about roles and more about its core attributes, which should have mattered in the first place: armor, mass, agility, shield, etc. Instead of trying to balance something as convoluted as slot quantity and size, reduce the formula down to just core modules and their base stats. Then, leave it to min-maxxers to find "the best" ship for whatever (as they did with Python, for example) and the rest of us to just build the ship we like.

I really want to explore in my Chieftain. I love the look for it and its lighting. Even with unlocked slots, it's range would be decent but far from great. Most of your multi-roles would still excel because the majority of unlocked slots are still size 5 or smaller. Most of what makes multi-roles good at what they do is the fact they have multiple size 4 or larger slots.
 
You could do that, yes.

As to the point about turning combat ships into multirole ships - I don't think it makes them better multirolers; no moreso than multirole ships can already handle combat. It's an awkward delineation that makes no sense to begin with. A ship is a ship. If anything, multirole ships already prove this point perfectly.

Either have combat ships, cargo ships, exploration ships, etc, without any multirolers or just have ships that we outfit for different things. As it stands, the multirole ships just do everything as well or better than all the specialized ships. Which is why multirole ships dominate the ownership charts according to INARA.
That's the thing, they don't do better in their price class compared to a specialised ship. Sure a python is better then an eagle, but it costs far more and is much bigger. Ships designed for combat are generally better at combat in their price range. And the same goes for trade ships.

What I would have preferred is that certain ships had modules built in. Passenger ships have some passenger cabins as standard, trade ships have cargo racks as standard, combat ships have offensive/defensive measures as standard and they can't be removed, they are built in and are not optional. The multirole ships don't excel at anything but are reasonable capable at doing anything. Just not as good as the specialised ships.

My main issue is that all the ships will end up being the same in their class range and the only difference is how they look. That to me doesn't give me choice, in reality it would reduce choice. You get one ship, there is no point in getting another as its pretty much the same apart from its looks. Give the ships a niche and then you have a choice. Do I use the multirole ship that can fight off pirates for some trade or mining but with a bit less cargo, or do I risk going for the credits in a specialised cargo ship. There you have a clear choice.
 
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I see it bit differently:

End 2015 Horizons was released.
Then the big team moved to other games and a small team (B-team) developed the rest of Horizons.
End 2017, 2018 a small part of A-team started New Era pre-production while B-Team kept working on Beyond for the complete 2018.
Second half of 2018 the complete A-team with new devs (roughly 80 devs in total) started the full production of the New Era. In 2019 part of B-Team moved to New Era too, leaving a minority of B-team on the small and poor quality updates that we had in 2019.
That's a lot of assumptions there.
 
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