Roadmap from FD?

I keep seeing people discussing the "roadmap" of Elite Dangerous however I have yet to be able to find this roadmap. All I have been able to find is a player imagined one of sorts. So is there an official one from FD that I can look at to see what might be coming in the future?
 
okay so there really isn't a "roadmap" of sorts just the ideas of what they would like to do in the future?
 
We asked for a roadmap but the Developers said "That's not something we want to make public at this time".

If you Google "Elite Dangerous FAQ wiki" that page sets the general scene for going forwards and you'll notice some things have already been done.

If I was being cynical I'd say they don't want to make the roadmap public because people will be idiots on the internet and complain when real life changes the plan.
If I was being optimistic I'd say it's because they've got some amazing stuff they want to do launch events on and surprise us with.
 
Do you mean this reddit one?

Elite Dangerous Roadmap: https://www.reddit.com/r/EliteDangerous/comments/3ic031/elites_10_year_roadmap/

Year 1 - Space
Multiplayer Wings
Powerplay/Faction Play
Community Goals
Year 2 - Horizons - Airless Planets
Features as already announced
Basic Crafting - e.g. adjusting weapons/engine stats
Landing on airless moons and bodies
Inc. Thargoids incursions into normal space
Year 3 - Space Legs
In Ship & Dock areas
Personal Hanger
First person combat
Exploring derelicts etc
also Player managed 'powers'
Multiple characters allowed
Year 4 - Atmospheres
Flying in atmospheres / Landing on atmospheric worlds without life or cities
inc worlds mid terraforming with associated infrastructure
Flying through and around clouds
'Cloud Cities' in gas giants
Space Elevators
Atmospheric flight only ships
More realistic sun corona
Solar research ship that can get closer to stars
Mining clouds
Weather / Lightning / Aurora
Also - new procedural / customisable ship designs
Year 5 - Planet Life
Landing on planets with life but no landing near or entering large cities
Full range of life
Varied procedural Biomes based on science and environment
e.g. takes account of micro climate at that location
Hunting, Trading and Collecting life
Collect personal cabin Pets! (inc trumbles!)
Conservation (Eco terrorist attacks on hunters / miners)
Exploration
Science Missions
Reward for discovery (al a No Mans Sky)
Some non-technology native intelligent species
think Ewoks!
Basic barter system with natives
Trading collected indigenous artefacts
also Fully Explorable Stations
Owning cabin in stations
Year 6 - Cities!
Fully Explorable Cities on planets
Faction Territories/Countries on planets
Wars/conflict between these factions
Owning and managing stations
Building depots / outposts in space and on land
Year 7 - Species
Introduces a couple of PLAYABLE species!
Also New economy. Everything fully self craftable / tradable including auction house
also Head up display improvements (option to view the universe in various non-visible light)
e.g. in radio spectrum. This will make space a lot prettier without breaking realism
Year 8 - Subterranean
Caves, surface mining
Improved 'geology'
Scan for sub surface minerals
Then mining them
Full Realistic Mining
Landscape deforms based on quantities of materials removed.
Size and density of Asteroid fields reduce with mining
Open cast and deep mines
Sub-surface cities
research stations
geo-thermal energy
military bases
Settlements in the sides of canyons, mountains and craters
Ability to for our character to 'climb' when exploring first person on surfaces
Year 9 - Underwater
Underwater Life / Cities / Ships etc
More life to survey / hunt / collect etc
also Mega Structures such as orbital rings
Year 10 - Witch Space (Thargoids)
Playable Thargoids!
A whole new domain of sub-space
Thargoid mega structures / cities in witch space
I put this last as I'd rather see the normal domains of the galaxy complete before they invent new ones.
Year 11 - Ring World civilisations discovered in far corner of galaxy :)
fully explorable ring-worlds
part of a Large scale invasion of an advanced species from Andromeda
Year 12 - Full moding of your own galaxy content
FD starts selling the raw galaxy engine (the stellar forge) for use in other games such as Star Wars, Star Trek and Star Gate
Also we take the fight back to Andromeda having reverse engineered their technology.
Year 14 - ED Universe. Player owned galaxies ;)
This is should be really easy to do btw.
All we need is the Galactic Hyperdrive back and the a new 'seed' for each galaxy.
 
This was released 27/7/2014 so its almost 2 years old. Its from newsletter 29.

We have regularly said that depending on the level of success of Elite: Dangerous we intend to continue expanding it with new content and new features.


We plan to follow that same incremental development philosophy that we’ve done throughout our Alpha and Beta phases, and continue to significantly enhance the game via further expansions post-launch.


We do intend to release small, free updates after launch, but expansions that include significant new features and content will be charged for separately. For example, our current roadmap is to add (in no particular order):

-Landing/ driving / prospecting on airless rocky planets, moons & asteroids
-Walking around interiors and combative boarding of other ships
-Combat and other interactions with other players and AIs in the internal areas of star ports
-Accessing richly detailed planetary surfaces
-Availability of giant ‘executive control’ ships to players


http://us2.campaign-archive2.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=1824c0b05a

Edit: People should go through the old newsletters, lot of stuff that sounds amazing but haven't made into the game so far. There is pictures concept of characters players and other stuff. You can see the early plans for stuff they have added to elite dangerous and what they said those would be long before releasing them and compare that to what the update/feature have actually turned out to be on release.
 
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very cool, thank you everyone that replied. Hopefully they get the continued support as some of the "features" on a few of those lists sound awesome even though they are years away.
 
Do you mean this reddit one?

Elite Dangerous Roadmap: https://www.reddit.com/r/EliteDangerous/comments/3ic031/elites_10_year_roadmap/

Year 1 - Space
Multiplayer Wings
Powerplay/Faction Play
Community Goals
Year 2 - Horizons - Airless Planets
Features as already announced
Basic Crafting - e.g. adjusting weapons/engine stats
Landing on airless moons and bodies
Inc. Thargoids incursions into normal space
<snip>

You neglected to include the disclosure statement on the bottom of the reddit post:

LanceDBrown said:
pps ... all the above is pure speculation in case that wasn't obvious! Feel free to submit you own versions of the 10 year roadmap.

I quite liked Kiggsworthy's reply to it:

kiggsworthy said:
Thanks for posting this. I don't agree 100% with the specifics but the broad strokes. yes.

Basically the way I think about it is more in terms of like the actual stepping stones / building blocks they are putting in place right. So it is definitely very similar to yours. For instance for Horizons they have built the tech to procedurally create a full planet down to detailed terrain. One could easily see with 2 years of building on top of that they could have weather systems and atmospheric effects on top of that terrain. Another year after that you could easily believe they will have the tech to procedurally populate the terrain with more earthlike features from plant life to rivers etc all procedurally generated based on real science, erosion, tree lines, etc.

The part I really don't know about is the 'legs' stuff. I definitely see them letting us get out and walk around our ships, and hopefully space stations and ground stations. I don't know how I feel about the first person combat thing though. It's not an FPS game. I mean I wouldn't be upset if they added it I just wonder if that's the direction they are going. I would be happy if we never got to 'walk' on planets and could only drive shrug.

Edit: I just want to say that Horizons really invigorated in me a deep appreciating for FDev and the trajectory of Elite. Game developers make ridiculous promises all the time, especially on kickstarter. An entire galaxy? Every star, every planet? And you can land on all of them? Even lush worlds with cities? Give me a break, that's not possible, it's not realistic.

Unless you build it, one piece at a time, one year a time. Letting people play what you've built as you go. And you build the right building blocks, in the right order, such that 5 years in everything combines together to actually deliver that vision. That is the only way such an ambitious game could ever be created. And that is exactly what Fdev is doing. Anyone that doesn't see that, and balks at the idea of having to pay $40+ for these expansions, is shortsighted and stupid, IMO. You are never going to get a game this ambitious for $60, ever. You either pay $60 a year, or you pay $15 a month, or you get ready to start pumping money into an in-game economy and buy your Anaconda for $500 real money. You pick. I think $40-60 a year, for MEGA huge expansions, is the BEST possible situation, and again, the only way such an ambitious vision could ever become reality.
I am in for the long haul.
 
who says it cant be 15 years if they have to move to eve online type subscription or other income sources if it continues to be popular.

or who says development of these ideas cant be quickened up if income is better than expected.
 
who says it cant be 15 years if they have to move to eve online type subscription or other income sources if it continues to be popular.

or who says development of these ideas cant be quickened up if income is better than expected.

All we know for sure is what we have now and what FD have committed and started to build in the next version (2.2). Everything after that is speculation and subject to change.

However, I doubt they would change to a subscription model for Horizons seeing as people have already purchased it. It could be changed for season 3 perhaps?
 
Can you imagine this community if FD DID publish a roadmap:

Roadmap does not mention dinosaurs: Community up in arms because someone wants purple dinosaurs and that isn't listed in the roadmap!

Roadmap lists it will include 'x' gameplay module, schedule for Q1 2019: Community is split three ways:
(1) - Those who don't want module 'x' introduced and have threatened to hold their breath and stomp their feet until any mention is removed from the roadmap
(2) - Some of the community don't mind the idea of module 'x' but with some subtle yet totally unrealistic changes. And if those changes aren't made they will hold their breath and stomp their feet until those changes are incorporated.
(3) - And lastly, there will be a group that are excited about module 'x', but want it incorporated before Christmas 2016, even if it is depended on changes that aren't due to two more years. And of course, if they don't get the new module by Christmas 2016, they will hold their breath and stomp there feet!

Anyway, if FD did provide a roadmap, what would this community have to speculate on, no more wild ass guesses on what is in the next release, no "a mate whose second cousin mows the lawn for a guy who knows a programmers at FD said .....".

To be honest, I like being surprised at what is coming up, not knowing means less disappointment when things get delayed.
 
As much as I love ED I don't think it will make it past season 3 unless they do something major to make the game stand out above all the other upcoming Space Games....
 
As much as I love ED I don't think it will make it past season 3 unless they do something major to make the game stand out above all the other upcoming Space Games....

Meh.. I think time is on ED's side, though. At least we have a game now that we can play which is fully functional.

No Man's Sky is due out soon (unless it gets bumped again) and will be awesome for explorers but isn't going to appeal to many others. On the other hand Star Citizen will appeal to the more combat focused but it's going to be years before it's ready to go live. I know they say later this year but it will be quite a miracle if that happens considering everything in that game is hand crafted. If you look at some videos of alpha gameplay you'll start realise how much work there is yet to do. I'm not bagging the game, just saying it has a long way to go yet.
 
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I'd expect most features on the lists above to come at some point as they've always been in the timeline from initial kickstarter concepts! With any MMO game the community will dictate features and progress via forums, moaning & groaning and how things play out in game with various releases.

Elite is miles ahead of Star Citizen for a fraction of the price and by the time Star Citizen goes to release Elite will have most of the same features. I think a big problem in this community is people thinking we have loads of content now and not realising they are supporting a UK company on a long term project and David Braben is a very excitable fellow who like a lot of players wants his big universe full of fun NOW.

I don't really put No Mans Sky in the same category as Elite now as it's not really multiplayer and it's not really faction, combat or evolving galaxy focused. I created a post a while back saying I think this Elite will dominate and be the big player in space sims just as the original 80s game was.

We just all have to be patience, keep spending our money and wait to see how glorious the game becomes. I'm not worried about profit and funding because worse case Frontier could try and get bought out by someone else, sell off Elite or even go F2P with micro transactions or skins, ships and other variables.

One thing I will say is I thought planet landings were years away and the basic job Frontier have done with Horizons is amazing!
 
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I'd expect most features on the lists above to come at some point as they've always been in the timeline from initial kickstarter concepts! With any MMO game the community will dictate features and progress via forums, moaning & groaning and how things play out in game with various releases.

Elite is miles ahead of Star Citizen for a fraction of the price and by the time Star Citizen goes to release Elite will have most of the same features. I think a big problem in this community is people thinking we have loads of content now and not realising they are supporting a UK company on a long term project and David Braben is a very excitable fellow who like a lot of players wants his big universe full of fun NOW.

I don't really put No Mans Sky in the same category as Elite now as it's not really multiplayer and it's not really faction, combat or evolving galaxy focused. I created a post a while back saying I think this Elite will dominate and be the big player in space sims just as the original 80s game was.

We just all have to be patience, keep spending our money and wait to see how glorious the game becomes. I'm not worried about profit and funding because worse case Frontier could try and get bought out by someone else, sell off Elite or even go F2P with micro transactions or skins, ships and other variables.

One thing I will say is I thought planet landings were years away and the basic job Frontier have done with Horizons is amazing!

That's all good and well.
But whatever one thinks about NMS or SC, the suspicion that ED could loose a portion of it's player base to them (be it permanently or temporarily) isn't unreasonable.
No reason to doomsay of course, afterall they'll both be sufficiently different to ED, but certainly not the time for complacency or arrogance either.
Once released (with NMS out in 3 weeks) they are direct competitors. FD will be acutely aware of this.
For us as players/customers that should be a good thing (in theory anyway), with competition hopefully leading to an increase in quality and/or a decrease in price.
 
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That's all good and well.
But whatever one thinks about NMS or SC, the suspicion that ED could loose a portion of it's player base to them (be it permanently or temporarily) isn't unreasonable.
No reason to doomsay of course, afterall they'll both be sufficiently different to ED, but certainly not the time for complacency or arrogance either.
Once released (with NMS out in 3 weeks) they are direct competitors. FD will be acutely aware of this.
For us as players/customers that should be a good thing (in theory anyway), with competition hopefully leading to an increase in quality and/or a decrease in price.

Of course the ED player base will be cut when NMS is released in Aug. No matter how go a game is, if a new game comes along in the same genre of course you will get people trying it out. Same thing IF (and I think it is a big IF) SC is every released. But I have faith in FD and ED and the two new games will be found wanting and a good percentage of those that left ED will come back to something they are familiar with and that they know works
 
Of course the ED player base will be cut when NMS is released in Aug. No matter how go a game is, if a new game comes along in the same genre of course you will get people trying it out. Same thing IF (and I think it is a big IF) SC is every released. But I have faith in FD and ED and the two new games will be found wanting and a good percentage of those that left ED will come back to something they are familiar with and that they know works

I haven't invested in, let alone played, either of them. So i can't know if they "will be found wanting", that's an opinion on your part based on your personal preferences, but fair 'nuff.;)
They may for some, and for others they may be exactly what they miss in ED. I'm thinking about the explorers in particular here.
But yes, of course there will be those returning to ED after having tried NMS for a while. Some will not. And some will play both.

As a side note, and not belittling your own approach, i'm done with "faith" when it comes to game companies, and long before ED.
 
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damn you damn you damn you.... Now you made me thing about the Design Decision Files and it makes me sad. If anyone can look me in the (virtual) eye keeping a straight face and claim the "forum dads" should NOT still be asking FD to stick to these design decisions, well the mind boggles. Below is the game I helped fund.

Exploration
https://forums.frontier.co.uk/showt...-need-eyes-to-see!-Revised-Explorers-in-Elite

Players explore to build up the details on their galaxy map

When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system


Players can use scanning equipment and probes to detect systems and record new hyperspace routes

Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Heatmap data might be ambiguous, creating skill based gameplay where the player learns to interpret the readings they recieve
Different equipment can determine the quality of heatmap data
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping

Wingmen

https://forums.frontier.co.uk/showt...t-try-a-thing-Revised-Wingmen-Elite-Dangerous

BASICS
Wingmen in Elite will provide players with the ability to, for a price, protect themselves with AI companions. For a limited period, these companions will escort the player and aid them by attacking aggressors. Players will need to be careful who they hire though, some will follow the letter of the law, others may decide that you are a juicy target, betraying you when you least expect it.

HIRING
Hiring a wingman will work in the following way:

Wingmen will be advertised through the bulletin board system present at all stations. The number and type available will be determined by the development and wealth level of that system.
High development = increased chance of high quality wingmen appearing.
High wealth = a greater number of wingmen appearing.
An AI wingman can be hired for a limited period to act as allies. The price will be determined by the distance/location the player needs escorting to and the quality of the wingman on offer (more on this further down).
There will also be a max. duration on the contract, calculated from the distance needed.
Both the destination location and the max duration will be stated on the bulletin board before the player commits to the hire.
Player’s with an active bounty or wanted criminal status in that system will only be able to hire wingmen of a criminal persuasion. See Criminality.
They will stay with the player until the destination has been reached, the length of the hire has expired, or until they have been forced to eject/been killed.



ESCORT BEHAVIOUR
Once hired, wingmen will fly in formation around the player, attempting to follow them wherever they go and defending the player from aggressors.

The following rules apply to their behaviour:

Wingmen will retaliate against unprovoked or illegal attacks against themselves and the player.
They will always have enough fuel to follow the player’s hyperspace/FSD jumps.
Whenever the player enters a station, they will patrol in nearby space and wait for the player to exit again.
A maximum of two wingmen slots are available per player.



AI COMMANDS
Once a wingman is hired, for the sake of communications, it is considered part of a group with the players. Players can then use the communications panel to issue simple orders to all available wingmen. These include:

Hold Fire – don’t attack or fire upon any targets
Fire at Will – open fire on any valid targets
Wait – stop where they are
Follow – fall back into formation around player
End Contract – end the contract prematurely and cease escort.



QUALITY
Not all wingmen are created equal; each will have their own quality value that determines their ability and ship type. The player’s faction relationship at the location of hire will define the quality of the available wingmen.

Multicrew

https://forums.frontier.co.uk/showt...na-come-out-dead-”-Ship-Crews-Elite-Dangerous

Basic Ship Crew Functionality

Crew are either human or mechanical
Mechanical crew are not sentient – they are basically specialised robots capable of carrying out specific activities
Crew have a service contract
The service contract describes the remuneration package
Remuneration is defined as a credit salary (which may be zero based on circumstance) per time period
In the case of mechanical crew the remuneration package describes the maintenance schedule which must be paid for and carried out when docked
Crew can be acquired at docks or through missions and events
Once obtained, a remuneration package is automatically deducted from the commander’s credit account at the beginning of each time period; pay is in advance
At any time crew service contracts can be terminated
Terminated crew will disembark at the next habitable dock; the commander is reimbursed for any time not served
Mechanical crew that are terminated will become cargo canisters
If no cargo space is available they will be dismantled (the commander will be warned)
Mechanical crew in cargo-form do not require maintenance, and can be activated (re-hired) at any time
Failure to follow the maintenance schedule for mechanical crew increases the chance of malfunction
Crew have a type that determines how they may be used:
Gunner: rated to operate turret weaponry
Engineer: rated to repair internal modules
Pilot: rated to pilot vessels
Marine: rated to repel boarders (requires ship internals update)
Each ship has a maximum number of crew slots for each type
When crew slots are filled the commander has access to a number of benefits based on crew type:
Gunner: turret weapons are more accurate and can switch targets to make opportune attacks; the more gunners available, the more turret weapons can gain these benefits at the same time
Engineer: damaged modules will be repaired; the more engineers available the more modules can be repaired at the same time.
Pilot: the commander can initiate defensive manoeuvres, chase target and travel to location orders
Marine: marines will automatically engage ship invaders (requires ship internals update)
Crew have an ability level; this determines the effectiveness of their actions:
Gunner: ability determines the accuracy increase
Engineer: ability determines the speed of repair
Pilot: ability determines the quality of flying
Marine: ability determines combat effectiveness (requires ship internals update)



We think this covers at a very basic level what a commander should expect to get from a crew. However, this feature has lots of potential for increased scope should it be deemed worthwhile.
 
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