Roadmap leaked??

Well well well... despite my initial skepticism, it looks highly possible that space legs is going to be it.

While its something i hoped FD would do later, after atmospherics and other things, it leads me to hope we will be able to get NPC crew in our cockpits at least.

Also i'm looking forward to the reactions on the Star Citizen forums over this, especially since it has been held up as one of the key features that differentiates it from ED. Like every single time "But we've got space legs so SC better"
 
Well well well... despite my initial skepticism, it looks highly possible that space legs is going to be it.

While its something i hoped FD would do later, after atmospherics and other things, it leads me to hope we will be able to get NPC crew in our cockpits at least.

Also i'm looking forward to the reactions on the Star Citizen forums over this, especially since it has been held up as one of the key features that differentiates it from ED. Like every single time "But we've got space legs so SC better"
Now it will be “But we have atmospheric worlds so SC better”.
 
This leaves a big question mark over Atmospheric Planets .... and why it is not feasible to include them also (if this is true)
 
But ED will have base building, while SC backers will have been sold land claims and base building ships, and still no base building mechanics. So ED better.

Your move :D
Never said I was one of them. I’m quietly waiting for SC to collapse in on itself and for Chris Roberts to flee to a non-extradition country with all the kickstarter money.
 
Excuse me copy-pasta'ing myself from another thread on a very similar topic, but to answer lightspeeds question about atmospheric planets now having a question mark over them, a reasonably lengthy post I made in another thread covers it.

TL;DR of that quote is "space legs will give us players new stuff to keep us busy for a few years while technologies added to the cobra engine through other games like zoo planet are adapted to do a NMS style procedural ecosystem on all atmospheric planets. Doing the ecosystem/atmospheres first on the other hand would leave us with meh! gameplay, basically being more things to scan, shoot and scoop from various vehicles. I think our galaxy will be covered in atmospheric planets populated with ecosystems and biospheres containing flora and fauna, and I look forward to that, but I do not expect to see that until 2022 at earliest. I explain the reasoning behind those suppositions in the quote, of myself from that other thread, below:

I think the long delay for the big launch of the much vaunted revolutionary 2020 update, can only indicate one of three things, "Space legs", "Atmospheres", or both. Only the last option will get unanimous support from the community. By this I mean that if 2020 is "legs", without atmospheric planets, then a large section of the community will tap into the vitriolic brine hydrants and dowse this place with salt. "I dont want any more stupid pewpew - if you want that go play COD" being the sort of sentiment I seen far too often in threads about "legs". Equally so, I myself, and others have asked the question of what would be the point of adding proper atmospheric planets if we are still riveted to out pilots seats of Ship/SLF/SRV? "Oh look more stuff to scan/shoot/scoop", proponents of legs could argue that the current ecosystems within la grange clouds offer nearly all the gameplay, granted without some of the awesome vistas, that we could expect from atmospheric planets without the ability to leave a vehicle.

Personally, I hope its legs, let us get out of the pilot seats and walk around the areas we can currently fly/drive. Visual sset work for interiors of ships and stations would be needed, then new mechanics to utilise those assets. Then we players can be kept busy with this for a couple of years while technologies being put into cobra engine for zoo planet and jurassic world are adapted into procedural ecosystem generation algorithm code. Procedural cities and populaced planets could then be worked on, with a select few hand crafted cities / planets being accessible through permits. Once there is a sufficient pool of urban assets, these could be plugged into a procedural generation algorithm to make a bubble's worth of cities.
 
Excuse me copy-pasta'ing myself from another thread on a very similar topic, but to answer lightspeeds question about atmospheric planets now having a question mark over them, a reasonably lengthy post I made in another thread covers it.

TL;DR of that quote is "space legs will give us players new stuff to keep us busy for a few years while technologies added to the cobra engine through other games like zoo planet are adapted to do a NMS style procedural ecosystem on all atmospheric planets. Doing the ecosystem/atmospheres first on the other hand would leave us with meh! gameplay, basically being more things to scan, shoot and scoop from various vehicles. I think our galaxy will be covered in atmospheric planets populated with ecosystems and biospheres containing flora and fauna, and I look forward to that, but I do not expect to see that until 2022 at earliest. I explain the reasoning behind those suppositions in the quote, of myself from that other thread, below:
Yes.

Also, there's very little (if anything) they could sell in the store for atmospheres, unless its grass cutting equipment (but that requires legs !)
Wheras, for legs .... there's all the existing clothing ... and much much more to come I should imagine !
 
Never said I was one of them. I’m quietly waiting for SC to collapse in on itself and for Chris Roberts to flee to a non-extradition country with all the kickstarter money.
I seriously hope you are wrong, and star citizen does eventually launch and reach its potential. If nothing else, it will keep elite on its toes, as competition enhances the breed. It would also be great to have another game to scratch that space sim itch.
 
Asuming the space legs leak is correct (big if, still), my understanding is that for a big product release (like space legs would be) that has the potential to impact the company bottom line significantly (and therefore the share price) there is an obligation to first inform the market via formal communication channels, and usually FDEV has chosen to do it through the London Stock Exchange AIM RNS where FDEV shares are traded.

I also personally think, based on FDEV´s way to market previous products, that this Elite new era specific content details will only by announced at the exact time (and not a minute earlier or later) that FDEV has decided the marketing push will have its best impact on sales. Now, if we use Horizons as reference this means around 4-6 months before launch or so, depending on the way their marketing push plan has been structured. The discipline in this comes from the fact that usually announcing things outside this optimum window may result in poorer sales results and hurt their interests.

You can also verify the corresponding RNS formal announcement of Horizons to the market, if I remember correctly it was released on the same day Horizons was confirmed at Gamescom 2015 on August 5th.

So, if history is to be repeated, I do not think we will see a new era specific content formal announcement or acknowledgement until you see a formal press release at the LSE RNS first. I may be wrong though.

This link describes the process a bit more.
Well, I've learned something today I didn't know before.
 
Lightspeed - I hadn't thought of the commercialisation aspect of the development plan, but you are probably right, atmospheric worlds will be harder to cash in on...

After scratching my beard for a minute on how to make atmospherics into merchandisable products for the webstore, the best I could come up would be as a network of purchasable DLC's, which would add "training" or "licenses" to your CMDR, so you could have seperate DLC's to buy which would contain "permission" to go into:
  • Gas giants without life forms - presented in game as pilot training
    • base bulding opportunities - both players own bases and NPC projects
    • new settings for missions, new mission types, for example
      • test pilot this new ship into X depth
      • blahdeblah pirate gang are hiding out in this gas giant - find them and destroy them
      • glumpty faction are rumoured to be conducting some advanced research - investigate
      • "As part of our ongoing research we need a brave pilot, in a suitable ship, to carry this probe and launch it at precisely Y depth, followed by another as deep as they dare go, like 99.5% of crush depth kind of deep
    • science gameplay
    • this would make hull tanking very relevant again - more hull, more depth, more rewarding and challenging gameplay
  • Inhabited gas giants - presented in game as further pilot training
    • flaura and fauna to interact with - new rare goods and ultra high grade materials
  • Ice worlds - presented in game as pilot training
    • Scenery
    • Terrain for flying / exploring
    • base bulding opportunities - both players own bases and NPC projects
  • Barren water worlds - presented in game as pilot training
    • vistas, safe atmospheric flying playzone
    • water mining, scooping up and processing water to transport to sell at stations,
      • especially valuable at terraforming economies or planets actively being terraformed
    • base bulding opportunities - both players own bases and NPC projects
  • water worlds with life - presented in game as pilot training
    • submarine flaura and fauna to interact with
    • capture animals / harvest plants, to transport to seed new ecosystems in terraforming efforts
    • base bulding opportunities - both players own bases and NPC projects
  • Terraformable worlds - presented in game as pilot training
    • Terraforming gameplay - new equipment, cargoes (see above) and activities
    • base bulding opportunities - both players own bases and NPC projects
    • Ties into base building mechanics assembling an atmospheric scrubbing plant for example
  • Earth like worlds not settled by humans - presented as permits to access those planets
    • flaura and fauna to interact with - new rare goods and ultra high grade materials
    • capture animals / harvest plants, to transport to seed new ecosystems in terraforming efforts
  • Earth Like Worlds that are inhabited - cities, economies, the world is your oyster here, you could add more content than I want to type about in this setting.
 
Yes.

Also, there's very little (if anything) they could sell in the store for atmospheres, unless its grass cutting equipment (but that requires legs !)
Wheras, for legs .... there's all the existing clothing ... and much much more to come I should imagine !
Building and designing a game around microtransations is wrong!
Selling virtual clothes and such,......buy a Barbie doll and dress it up!
 
Building and designing a game around microtransations is wrong!
Selling virtual clothes and such,......buy a Barbie doll and dress it up!
Or at least do it properly and sell branded merchandise like PlayStation Home in its hey-day.

Thinking about it Elite Feet and base building make an ideal pair for microtransactions: clothing and furniture.... :D

Frontier: that's fine with me as long as we get atmospheric landings at some point please
 
Never said I was one of them. I’m quietly waiting for SC to collapse in on itself and for Chris Roberts to flee to a non-extradition country with all the kickstarter money.
LOL, of course not, i never thought that. I just assumed you were also parodying certain SC backers.
 
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