Community Event / Creation Subtitles for video

In this post I will collect subtitles, created by the community for video diaries.
I want to express many, many, many, many thanks to the pilot Ian Phillips, who is doing a great job listening and converting speech to text from almost every video =)
Hmm... strange photo...
3393912.jpg

And of course, lots of thanks for pilots: ianw, Quietus, Cody, metatheurgist, Bingo Brewster!
 
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Fiction Diary #1

Fiction Diary #1
00:01 *music*
00:07 Hi there, Micheal here, for the first of the Elite dangerous fiction diaries
00:11 in these diaries we will be keeping up to date with what's happening with the stories
00:14 to do with elite and the setting of the galaxy
00:18 and all the really interesting stuff that goes on there.
00:21 So before we get started the first thing I'd like to do is thank three people amongst the authors
00:26 who have been very helpful in putting together the background history for the elite universe
00:31 so I'd like to thank Allen Stroud, Dave Hughs and T. James
00:35 as well as the guys here at Frontier obviously, who are all working hard to put it all
00:39 together.
00:40 Uhhm, we are not quite there yet but we're getting closer and we're already
00:44 engaging with all the other authors as well
00:46 on day to day questions and so forth.
00:51 Uhhm, so what we are going to do in today's diary is just provide a quick overview
00:54 of the major powers in the elite galaxy
01:00 so as far as humans are concerned we are
01:03 the dominant power
01:04 in the galaxy even though we probably occupy less than one percent
01:08 of the total area.
01:10 uh... there are three main powers in existence
01:13 they will all be familiar to players of the previous games so we have the Federation
01:18 and the Empire
01:19 and the Alliance of Independent Systems
01:22 The Empire is one of the three great human powers in the galaxy
01:26 at the time of the game
01:27 it society and politics, political structures very similar to that
01:32 of Imperial Rome
01:34 at the height of it's power
01:37 and the imperials are a very flamboyant people they love to dress up to show
01:41 their -
01:42 to show off their wealth
01:43 and their majesty and glory, so in
01:46 imperial cities you have fine statues and lovely works of art
01:50 even their spaceships are lovely crafted with organic lines
01:55 and clean shapes
01:57 so seeing an imperial battle fleet for example is actually looking at
02:01 a work of art almost
02:02 and of course they're one of the older powers as well, so they can backup
02:06 that might with some real power.
02:10 The Emporer sits at the top
02:12 of the political system
02:14 his word is essentially law
02:17 that filters down through the senators and who are responsible for
02:21 large areas such as planets or even entire star systems.
02:25 Below then we have the patrons
02:29 and so
02:30 they would be sort of equivalent to like Mayors or in charge of a settlement
02:34 or
02:36 in charge of a company
02:37 or you know something significant.
02:39 below that we have the clients so these are important people
02:43 uh...
02:44 then below them we have citizens and they're just the general run of the mill bods
02:49 like you or me
02:50 and
02:52 below the citizens we have children. Children don't -
02:55 they only have the right that their parents give them
02:57 and of course we have slaves. Probably one of the more famous things about the Empire in
03:02 previous games is that
03:03 slavery is legal
03:05 uh... although that being said, slaves have rights.
03:10 uh... so if you a slave, and owning a slave is a status in itself
03:15 but you have to look after them
03:16 and you know, you've got to take good care of them
03:18 so very unlike the slave trade that most people associate with
03:23 it so - the europeans of a few hundred years ago.
03:29 So probably the most important thing about the Imperials as well as their love to show
03:33 off and their flamboyance is the fact that they are very honorable people
03:38 now that doesn't mean that a lot of backstabbing and political intrigue
03:41 doesn't go on
03:43 but it does mean that they will always try and make themselves look in the best
03:46 light
03:47 uh... face is very important, so in their dealings they are very careful about how they
03:51 interact with each other
03:54 So yes, honour and flamboyant probably are the main keywords
03:58 for the Imperials
04:00 The Federation is the oldest of the human powers
04:02 uh... it was first formed as part of humanities expansion into
04:07 space
04:08 and has existed roughly for a thousand years now
04:12 it's uh... federated states at where
04:16 the Federation itself is comprised of states
04:20 and states can be large countries or they can be entire systems
04:25 and it's a very similar political system to that of the united states
04:29 currently
04:31 the society is also very similar
04:34 although you could say that the corporation influence is a lot more overt
04:39 than that of the United States although some of you might think that is hard to believe it is actually
04:43 much more so in the Federation
04:45 so for example during elections and so forth
04:49 uh... companies will be very forthright in who they expect
04:53 their workers and so forth to vote for.
04:56 uh... It is a society of extremes
05:00 there are very rich people and there are also very poor people
05:05 they are very reliant on technology uh... their clothing styles are sort of very
05:10 very simple very egalitarian, their - they like to look good
05:14 but they are nowhere near as flamboyant as imperial citizens would be
05:21 and the third power
05:22 isn't really a power in its own right but is a coalition of independents
05:27 uh... so the Alliance of Independent States in many ways could be considered uh...
05:31 similar to the European Union of today
05:34 way you have have a group of members that
05:39 share some commonality
05:41 but they don't for example have uh... the same power projection as the
05:45 Federation
05:47 and the Empire do
05:49 and
05:50 they won't react in all the same way
05:53 so in the same way that europe
05:55 has problems reacting in a consolidated manner so the alliance
05:58 have had the same issues
06:01 and of course that also means that culturally they're very divided
06:05 and you'll find also that on systems that border near
06:08 uh... empire or federation space
06:12 they will take influences from what's near there
06:17 so as in the Federation, corporations paly a big part
06:21 inside the alliance although again that differs depending on which system you are in
06:26 and some systems are actually completely owned
06:29 by a ruling corporation.
06:31 One of the big differences with the Alliance is their law
06:35 so with the Federation
06:37 and the Empire
06:39 the law is pretty much global within their systems
06:42 within the Alliance there's quite a few variations, so they have some common law
06:47 like slavery, trading in slavery was illegal
06:50 but some things like narcotics are legal in some systems but illegal in
06:54 others
06:55 another example is trading arrive animals
06:58 in some
06:59 systems that's
07:00 very much illegal and you'll be arrested and fined for it
07:04 where in other systems it is perfectly allowable,
07:07 So you're traveling in Alliance space be sure that you're not accidentally
07:10 smuggling something illegal.
07:19 So one of the other thing is that
07:21 we want to do with these fiction diaries is in the Design Decision Forum
07:26 uh... we asked people to
07:28 provider us with questions that they would like us to answer
07:31 so I've taken three here
07:33 and will go through them.
07:36 So the first question is from Carsten.
07:38 Can you tell us a bit more about the roles Thargoids will have in Elite dangerous?
07:43 So the Thargoids are the other major
07:46 power in the galaxy that humans are aware of
07:50 although we don't quite know the extent of their capabilities obviously we've been
07:54 to war with them
07:55 a few times
07:57 and so one of the things we do want to do with Elite dangerous although not in its initial
08:01 release
08:02 uh... is to expand on the story of who the Thargoids are what the they are about
08:07 and how they will interact with humans
08:10 however with the
08:12 first batch of fiction that people are working on at the moment you will start to learn some of
08:16 the secrets
08:17 of the Thargoids
08:19 and they'll certainly be present
08:21 in the game when it starts but they will very much be
08:24 a background encounter
08:26 and so I can't reveal too much the moment but I can tell you that the're all girls.
08:30 Our second question is from JohnP
08:33 and he asks,
08:34 As I understand it there aren't any AI's in the Elite universe, is that because
08:38 they'd been banned or is it simply that it's not proven possible to create a true AI?
08:43 So part of the secret history of the universe
08:48 has been that AI's have been
08:51 created on a few occasions
08:53 and they have proven to be so dangerous that they basically have been banned
08:59 and
09:00 AI's is one of the few things that the Alliance the
09:04 Empire and the Federation will actually work together
09:07 against
09:10 to defeat if they have to
09:12 It is not made public knowledge 'because they don't want people to actually
09:15 work on it but things are kept behind the scenes to make sure
09:20 and such technology never develops.
09:22 That doesn't mean of course that it hasn't
09:26 and it is believed that maybe one or two have escaped into deep space,
09:30 but who knows?
09:31 maybe we shall find out.
09:33 Now the last question is from Nocholas van Rijn, I hope I pronounced your surname correctly,
09:37 if I haven't then please accept my apologies.
09:40 In original Elite many planets were inhabited by non-human alien races: will this be
09:45 maintained?
09:46 So alien life in the galaxy is very plentyful
09:50 uh... however sentient life
09:52 is very rare
09:54 uh... so the various races and types of indigenous life
09:58 that was reported in the original Elite rates are considered dominant species for
10:03 their planets
10:04 but they aren't
10:06 sentient species
10:08 as far as humans are concerned they have only encountered
10:12 a small number of sentient species.
10:15 So there was a sentient race on Achenar which the people who later became
10:18 the Imperials
10:20 wiped out
10:22 There's the alien Artifact that was discovered in the solar system
10:25 that's still a mystery. although we are hoping to start revealing alittle bit more about
10:29 where that came from in the future
10:32 and of course there are the Thargoids.
10:35 So, thank you once again for everyone who is helping putting the
10:38 fiction together. One of the exciting things is we are actually
10:41 working with
10:42 so many new authors, I think we have got thirteen stories
10:46 so I mean that's simply amazing
10:50 uh... so they will contribute to
10:53 the fiction that is Elite,
10:55 so thank you everyone
10:57 and I'll speak to you again soon.
 
Elite: Dangerous Progress Diary #2

Elite: Dangerous Progress Diary #2
0:06 Hello and welcome everybody to the second dev diary since full development
0:09 started on Elite Dangerous umm, very very exciting the team is really coming together
0:14 now we've got more and more people working on the game
0:17 and we’re moving towards lots and lots of new topics some of which we'll touch on now
0:22 so as with the previous dev diary we're gonna structure this round answering
0:25 questions that have come up on the forum
0:27 so I'll get cracking with that straight away the 1st one is from burned2k
0:32 which is "will trade routes in elite dangerous have any continuity with the
0:35 older games"
0:37 now this is an interesting question coz it also throws up the issues with the galactic
0:40 map
0:41 so umm the simple answer is to some extent yes
0:46 but one of the things that I did in frontier was to take as much real data
0:53 but for practical reasons flatten the galaxy
0:56 now unfortunately this brought a lot of real life stars closer to each other than
1:00 they really are in real life
1:04 now um that is slightly problematic not only
1:08 would it have moved their virtual position in the night sky
1:11 but also - I mean it was great for the game because it meant a lot of real life stars
1:14 were in the game
1:16 but we're not doing that now we're returning something that's umm
1:19 a lot more
1:20 close to real life so this will change some of the
1:23 umm distances and more importantly it will change some of the trade routes
1:28 a lot of them it won't change but some of them will change but we'll do our
1:31 best to get as much continuity as we can
1:36 umm I find the wholes galactic map thing very interesting anyway because umm
1:40 as things have moved on we now know of the positions both more accurately and
1:45 also a lot more
1:47 stars than we did
1:49 umm back in around 1990 when I got all the data
1:54 for the galactic map together
1:56 and I think it's important that we move with the times - what’s really interesting though
1:59 is a lot of the
2:00 planets that have been discovered since are already in frontier so that's something
2:04 I'm very proud of if you like
2:06 so hopefully that answers your question - so the next question is from
2:10 SoleSong
2:12 which is "The milky way has two small satellite galaxies, the Magellan Clouds
2:16 will it be possible to travel there"
2:18 So
2:20 I'm afraid the answer for that is... is no
2:24 but if you look at our galaxy
2:26 and look at the typical distances you are able to travel If you
2:31 imagine a full sized screen shot of the galaxy
2:33 even within one pixel
2:35 the amount of traveling you do is prodigious. If you think how far people manage
2:39 to travel in First Encounters and in Frontier
2:44 was absolutely tiny, so
2:48 i think there's no loss there
2:50 the actual, the challenge that we've got is keeping the richness of the
2:53 galaxy for the vast amounts of things you can visit
2:56 my fear would be that there would be
2:58 no real change in doing that even if we allowed it
3:01 so the simple answer is no. Or at least not to start with, you know?
3:06 Saying never is a long time but certainly we have no
3:09 plans to do that at the moment I'm afraid.
3:12 Okay, answering the next question which is from
Username could be Patrick_68ooo if that's easier for translation? --> 3:15 Patrick underscore sixty eight thousand, can't imagine
3:18 where he got that number from.
3:20 Will you be able to track and follow other commanders' hyper space jumps?
3:25 Well yes, I think we've already said that a little bit in the same way you did in
3:29 uh... Frontier
3:30 and in First Encounters. You'll be able to...
3:33 We have several mechanisms... What we're trying to do is bring players together so
3:36 absolutely it's something to do but whether you're traveling with a
3:39 colleague
3:40 uh... and there would even be a benefit to essentially slip streaming through a
3:43 hyper space uh... jump with another player in that you won't have to spin up
3:47 your drive quite the same way is as the first guy did.
3:51 um... We're trying to balance it so that it's not really frustrating. Hyperspace is
3:54 still a way out of combat
3:56 but if the following player wants to take a bit of a risk they can jump into
4:00 the unknown and uh... follow someone.
4:03 So, I think there's a lot of richness in terms of gameplay
4:08 that can result from this, and also in terms of sort of
4:11 combat "on the hoof", if you like, where you're actually traveling, chasing someone,
4:14 especially if if it's the reason you're chasing them is not just because of a random
4:18 encounter
4:19 but because
4:20 maybe you're trying to assassinate them or someone -
4:24 a passenger they're carrying.
4:26 So uh... yes you can and it would be very... There will be rich things to it...
4:31 You may have to buy an add on to make it possible
4:34 but yes we'll be doing that sort of thing.
4:37 So next question is from Marcus
4:40 What difficulties has the team found in updating the visual design of the
4:43 "classic" Elite ships?
4:46 So, with the newsletters we've been covering this little bit uh... we've
4:49 seen some imagery of the Cobra,
4:52 of the Sidewinder, we've also seen
4:55 the Viper Mark Two,
4:57 so that's all moving forward. It's been a challenge because essentially the
5:01 ships in two previous games were carved from blocks of cheese
5:05 with relatively little surface detail. Some surface detail was introduced in
5:09 Frontier, further surface detail in
5:11 uh... First Encounters where we saw things like undercarriages and all that sort of thing.
5:15 We're adding a lot more and we're also understanding the function of it, like
5:18 how do you fill up with fuel, where are all the thrusters.
5:22 I think this has made...
5:24 Hopefully with the imagery you've seen of the Sidewinder
5:26 uh... has made the ships feel a lot more solid you see how you get in and out, you see
5:30 where the hatches are, ladders, all of this sort of thing
5:33 and to me it really makes them feel real real
5:36 when we're designing the ships we're also designing the interiors so we know how big they are,
5:40 we know where you sit when you're flying it,
5:42 all of those sort of things. We know where the cargo goes, so that we can ultimately show
5:47 how the cargo is loaded and unloaded
5:49 So it brings a richness to it that
5:51 embraces the ships as they were before and we'll have some new ship designs as
5:55 well, some of which we've already
5:57 hinted at
5:59 but it also makes it feel real, you know, that some of the video we've released
6:03 of the Anaconda you could imagine walking around that even a very very
6:06 badly damaged one that you you saw in the salvage video,
6:10 that we released during the Kickstarter campaign.
6:14 So, I think we're preserving the feel of the original ships and with some more designs that
6:18 you'll see to come in the next few weeks you'll see that
6:21 again, as we show both small ships and large ships...
6:25 But also it fits with the spirit of the original ship. I think that's
6:28 what's really important. All of the ships should be immediately recognizable. You think "Oh, I
6:32 see, that's what all of that detail meant.".
6:35 So that's all to come. So um... we're obviously very very excited about it.
6:40 Okay final question is from
6:42 WYNDL
6:43 that's spelled W Y N D L uh... I hope that's how you're supposed to pronounce it.
6:48 Will it be possible to dock with capital stroke motherships?
6:52 So um...
6:54 the answer is yes.
6:56 So, the idea, just to sort-of expand a little bit on it,
7:00 we will have various kinds of capital ships both
7:04 uh.. giant freighters
7:06 and also in military ships.
7:09 Each of these, they won't necessarily have the full function of a space
7:12 station the the um... with most of them there won't be artificial gravity inside,
7:17 which obviously won't affect us to start with but you will be able to dock with them,
7:21 you'll be able to repair your ship, refuel,
7:24 and probably a few other things depending on the type of the ship. You
7:27 will also be able to dock with shipyards which will be separate from the space
7:30 stations
7:31 and they will each have different functions uh... you know that you might
7:34 be able to trade but in a very restricted way for example.
7:38 So, we're also planning ship to ship docking, which will be very very simple, where
7:42 you can exchange uh...
7:45 goods.
7:45 So, yes, we're planning for all of this but it won't necessarily... It won't have
7:48 the same
7:50 uh... you know, the the breadth of what you can do when you dock with a normal
7:53 space station.
7:54 So yes we're planning that. Yes uh... there'll be a lot of things you can do, and
8:01 all of that will bring a lot of richness to the game
8:03 so there we go
8:05 so thank you very much for listening
8:06 to this the uh... the second of the full development dev diaries
8:10 and look forward speaking to you again soon. Thank you.
 
Elite: Dangerous Cobra Teaser

Elite: Dangerous Cobra Teaser
0:04 Welcome to this the final dev diary for this amazing kickstar period.
0:07 we've had a fantastic sixty days
0:11 just coming to an end now this we the last video before that uh... process ends.
0:14 Um What you're seeing here is some cobras finally in game this is all in game
0:18 footage
0:19 attacking some anacondas
0:22 what you're seeing here is you see can see the damage that was the first time
0:25 we showed that in game in a different location again come we see here the
0:29 anacondas firing back at us you see the missiles mounting up the damage
0:33 uh... you can see that a large hole has now formed in the side of the anaconda you can see
0:37 inside the hold there
0:40 that we can see the anacondas fighting back there also some vipers they are
0:43 hard to see is because of the rapid movement
0:46 what you can see here is after the battle some of the damage to the anaconda
0:50 This anaconda isn't dead
0:51 but obviously very very badly damaged. You can see steam leaking out
0:55 of pipes you can see smoke uhm fire
0:59 uh... electricity arcing, all of this sort of thing
1:01 and you can see inside what is a um... large cargo hold
1:06 actually to be honest in this one it didn't have cargo in the first place but in
1:09 the final game you will see bits of cargo still remaining in the hold
1:12 although a lot of the cargo will have spewed out during the decompression when the explosion
1:16 happened and will have been scooped up by the attackers. Some will be floating
1:19 around the area ..um
1:22 the hold
1:23 I mean eventually you'll be able to see from inside this. You will be able to walk around
1:26 this you'll see this being unloaded
1:28 this is designed so that all of the cargo tessalate so that they uh...
1:32 touch each other well but there's also room for them to be a uh... off-loaded
1:37 which will happen automatically.
1:41 what you can see is the uh... damage on the ship
1:45 is is quite serious.. uhm.. Obviously thats because this damage is mostly to the
1:48 hold the engines are still ok
1:50 but obviously the shields are down, The ship will cost a lot to be repaired but
1:54 we've already said there will be insurance policies that cover that. We will work out
1:57 the details of how those will work
1:59 but what we're trying to do is get it to such a way that you will be able to
2:02 continue the game but you'll be able to have had this great adventure.
2:07 Now talking some more about this wonderful kickstarter campaign we are
2:11 hugely grateful to all the people who've pledged an amazing amount of money
2:15 we are in a fantastic position now
2:17 uh... work for real starts from now as you can see we have already done a lot towards
2:21 the game which we are
2:22 absolutely thrilled about
2:24 uh... you can see we've shown some of the ship's here obviously a lot more to
2:28 come a lot more to show
2:30 and of course those those cobras who have got their booty they picked up to have to
2:34 return to the space station afterwards
2:36 uh... to cash it in,
2:38 and here we see the first shot of a ship docking.
2:42 A huge thanks to everybody
2:44 it's been a fantastic ride thank you very much.
 
Dev Diary 1

Dev Diary 1
0:04 Here we have an Elite dev diary talking about multiplayer in Elite dangerous.
0:10 What you're seeing here is live gameplay footage captured from the pc
0:13 uh... you are seeng two of us flying live - if you like - I am flying
0:17 the ship ahead, Igor the lead programmer
0:20 is flying the ship that we've got the camera attached to.
0:23 Now this pursuit, I am not fighting back uh... Igor is actually trying to
0:26 kill me uhm but
0:29 being - obviously being fairly gentle because we want to be able to show you some of the things that are
0:32 going on.
0:33 Now there are things about this sequence that uh... clearly you will say "what about this"
0:37 the answer is there's no HUD there's no cockpit view because we are not ready to show those
0:40 yet and the ship trails are placeholder. We're also not showing things like the
0:45 retros on the ship
0:47 uh... which will help show as its turning and all that sort of thing but we are
0:50 just not ready to show those yet
0:53 also there is no sound so you have got to listen to me "rabbiting on". (it means talking)
0:58 So the other thing I that I wanted to talk about is how the multiplayer
1:00 works. So what you are seeing here is uh... two players working across a
1:04 network effectively but also you can choose who the players that you might
1:07 meet are.
1:09 uh... there's has been some mention of that already on the FAQ on
1:12 kickstarter
1:13 but the idea is you can create your own groups so it can have agroup with just
1:17 friends or you can play entirely alone or you can decide to have a free-for-all and
1:20 play with everyone else who wants a free-for-all
1:23 uhm which can be huge numbers of players.
1:26 you can also choose
1:27 the - essentially the rule sets of the game you want to - uhm - create so
1:33 one of the problems with online game play is this one of griefing where someone who has got
1:37 an advanced ship just attacks everybody
1:39 it's trying to find a way to uh... to avoid that
1:43 now we have lots of strategies for that without simply not having in it the game
1:48 because of course the police will come
1:50 people get a bounty on their heads so others will attack them
1:52 uh... now I think that will be self balancing we have a lot of other ways
1:55 up our sleeve
1:56 and for those players who really just want to head down have a single-player experience
2:00 they can also do that.
2:03 Now there is another thing here that I want to mention is uh...
2:07 uh... damage models uh... in original elite and frontier the ships either blew up or they
2:11 didn't
2:12 in elite dangerous we plan to have damage models. So what you see here - in the insert -
2:17 is a picture of the insides of an anaconda. What you will see here, once
2:22 the sort of smoke and debris all subsides, because you will see things spewing out when it's in
2:26 the game
2:27 uhm from this hole and also the odd cargo canister which you can scoop up even from a
2:31 ship that is not destroyed
2:32 because a ship even with this level destruction would still be capable of
2:35 flying.
2:37 Now, you would also be able to come across sort of dead ships, salvageable ships
2:41 if you like, like this that have been
2:43 uh... mortally damaged but where there are still some valuable things that to
2:47 rescue but of course (laugh) they might not be dead it might be a trap
2:51 but that's all
2:52 uh... that will be all part of a gameplay
2:54 and of course you would be able to get such damage repaired
2:58 what you'll be able to do is see in the hole you could see into the interior so
3:01 you'll see the richness of how the ship is put together if
3:05 you like.
3:06 There is another thing that you'll see in this - uhm - video for those who are watching it is
3:10 a heat mechanic concept where as you maneuver more and more rapidly your ship
3:15 gets hotter and your ship gets more visible on radar from a distance because it is giving out
3:19 a whole load of infrared.
3:21 What this means for combat, if combat goes on too long, other people will start
3:25 coming in because they will see you from long range and that
3:29 mechanic will apart from the fact that should make dog fights get more
3:32 interesting also from a third person point of view you see a dogfight
3:35 happening you will want to go over there and join in because it's likely the two
3:39 ships will
3:40 be at a lower state than they were before
3:43 and so uh... that is not
3:46 fully implemented yet in the sense you won't you don't see the thing flaring but you can
3:49 see some of the panels in the ship lifting up to create cooling and that's what's
3:53 being shown here.
3:54 Now there is another thing you'll see here
3:56 which is the weapons I'm sure you've noticed that the weapons are only firing
4:00 from the left, that's because this ship only has one hard point equiped.
4:04 Each ship type has multiple hard points and you can choose with the
4:07 corresponding weight cost what weapons to equip on there whether it's lasers
4:11 whether it is projectile weapons as you see here
4:13 uh... whether it is various types of missiles we have a lot more different types of
4:16 ordnance than in the previous games and that gives a lot of variation in the game.
4:21 You know we obviously have continuous and pulsed lasers becuase we you have to do that anyway
4:25 which essentially have no flight path but go directly to the target.
4:29 So what you'll see here is there is a massing of uh... content in the game
4:33 for all of those on kickstarter I'd also like to give a heartfelt thanks to
4:37 all of those who pledged
4:39 but - whoops hit an asteroid there -
4:42 all of those who pledged and those who haven't pledged yet, it'll be a great
4:45 ride come and join us. Thank you.
 
Elite: Dangerous Dev Diary 3 - Player Roles

Elite: Dangerous Dev Diary 3 - Player Roles
0:07 Welcome to the third Elite Dangerous dev diary
0:10 I'd like to start off by thanking all of those people who have pledged so far the amount of
0:14 supoort for this game is fantastic it's really heartening not just in terms of the
0:18 pledges but in terms of all the support that you have given us on uh... other forums both
0:23 in kickstarter and outside
0:25 and it's great to see the love for this game.
0:28 Now what you see here is live gameplay footage
0:31 what we're doing is we are all flying around you're seeing a convoy of Anacondas being
0:35 attacked by a load of viper mark II's
0:38 and we're watching from one of the viper mark II's also defended
0:42 by other viper mark II's
0:45 Now, I'm afraid I have to record this uh... voice-over separately
0:48 because
0:49 we couldn't concentrate and talk coherently enough while flying the ship and
0:52 uh... getting the message across if you know what I mean.
0:55 Okay so all the attackers here obviously will be tagged as pirates in this
0:59 sector
1:00 for the attack on this convoy if they weren't tagged already
1:02 which means they'll have a high bounty on their head. So the defenders the escorts if
1:06 you like can also perform the role of bounty hunter.
1:10 So each time they managed to kill an attacker whether it is a player or an AI
1:14 and don't forget, for a player they will get a much higher bounty
1:17 that bounty will help supplement their value for the mission. Now of
1:19 course I would hope also there would be a private agreement between the traders
1:22 and the escorts to actually get a share of the profits that the traders make by
1:26 managing to get through towards to what I imagine is quite difficult run.
1:29 It is also quite possible
1:31 that these traders were caught en-route and called you in when you where nto here to start
1:35 with and you came in as an escort for some
1:38 ad-hoc deal made on the phone which could also be broken later of course
1:42 you know depending on whether you honour the deal or not.
1:45 Now what you'll notice here this is the first time we've shown anacondas in live footage
1:50 is that for the larger hard points like we have matched on the anaconda you can fit
1:54 turret guns, turret mounted guns.
1:56 Now one of the things that the people on the anacondas have to be very careful of is
1:59 not shooting their escorts which can be quite tricky when we've got quite a lot of
2:03 ships around here.
2:05 Uh there are I think it's thirty two ships
2:06 thirty two viper mark II's in this scene and
2:10 so its that sheer numbers of ships does make it quite confusing and I think that the
2:14 fact that we are using the same ship type here probably doesn't help.
2:17 So what you see here is effectively four different roles, we've got pirates
2:21 attacking, we've got escorts escorting the traders but also taking the role of
2:25 bounty hunter and the benefits for it
2:28 and then the anacondas themselves as traders.
2:31 One of the things that we want to do with the alpha and beta tests is to
2:35 ensure that no one role
2:37 is a massive generator of cash.
2:39 What I don't want as a game like this is being forced to forever astroid
2:43 mine or whatever it is if there is one way
2:46 of of gaining a lot of money. It's one of the standard things for games's
2:49 So essentially encouraging the enjoyment
2:52 you do that by making sure that no one role stands out
2:55 and to try and balance it that way. Now we absolutely realize people will get very
2:58 good at one thing that's fine but I mean if you get very good at a particular
3:02 role it shouldn't be massively better than if you get very good
3:05 but some other role.
3:07 When in fact what we really want, the best is to be a mix of roles so that
3:11 you don't get locked into any one thing and so that you do multiple things at
3:14 once so you know you might be carrying Princess Lucky to some opening
3:19 ceremony maybe at the mining center on uh... dias world
3:22 and you might as well bring along some Leestian brandy too, because during
3:25 the opening ceremony enertainment goods are much much more
3:29 valuable much more expensive.
3:31 So I would like to finish off by once again thanking everyone as you can see
3:34 we're having a whole load of fun here
3:36 come and join the fun come and be part of the alpha and beta tests if you like
3:40 it's extremely exciting
3:41 and thank you very much those who have already pledged and for those who
3:44 haven't come enjoy us, it will be a lot of fun
 
Elite: Dangerous First Progress Video

Elite: Dangerous First Progress Video

0:07 Welcome everybody to the first video now we are in full development of Elite after the kickstarter
0:12 A great huge thanks to everyone who is already on the campaign. Its fantastic to be here
0:17 and I don't think thats going to change throughout the game.
0:19 We are enthusiastically planning now, working out all the different aspects of development
0:25 The ap for all of the pledge - things like that - is live on now,
0:29 I'm sure everyone has already seen that and we are working on that as we speak.
0:34 So, we have had some questions through the forums
0:37 and the job of this video is to answer 5 of those questions
0:40 so I'll kick that off now.
0:42 So the first question is from M Pat which is;
0:46 'Are there any particular books/films/TV shows and artists that are
0:50 influencing the way the Elite hardware is going to look in-game?'
0:52 Now, to me this is actually a really interesting question
0:55 because for me books / films / art
1:00 - its the atmosphere they convey is the most important thing
1:04 they say a lot of things about the world
1:07 without actually...uhm...it being quite so overt, so
1:12 when you have clear functional imagery you can immediately see from an image or a shape
1:19 how it is going to work, you see doorways, you see hatches, you see grab handles
1:24 I think that is one of the things that really grounds an object in the world.
1:29 things, you know from an Elite point of view things need to be able to dock, to land,
1:34 the interiors need to make sense, so the hatches have to be in a sensible position, windows and all of that sort of thing
1:39 and it is astonishing how much artwork that is out there
1:43 is completely knocked out by those practical things.
1:45 You know, whether it is some of the glorious imagery you see on the books of 60's and 70's sci-fi
1:51 where you have amazing arc shapes and you think 'Well how is that going to land,
1:55 how is that going to dock with another ship?'
1:57 If you look at other things where the windows are presented right at the front
2:02 you say 'Well where would the guys feet go?' It sounds terribly mundane
2:04 but when you come to do an interior for one of these things you realise actually, it doesn't work, it doesn't make sense.
2:10 So to say what sort of - I think to turn it around a little bit what sort of
2:15 science fiction worlds work in the world of Elite
2:20 I think for example *cough* - and I also would like to apologise, I have a bit of a cold
2:24 so if I cough and sneeze on the way through, I'm sorry about that.
2:29 So, science fiction that work, so for me
2:33 the early Star - some of the early material in Star Wars was great.
2:37 It was consistent, you can see this grubbiness, you can see how it worked
2:40 you can see how a ladder would go up to it, I'm talking about things like X-wing fighters, things like that
2:46 The later series of Battlestar Galactica really looked like they would work in some way
2:51 You know it had been designed to work in a real world.
2:57 Now with Elite we have other
3:00 restrictions if you like - requirements so
3:03 we don't have artificial gravity which I know is a
3:07 Sci-Fi staple but what we have tried to do is to
3:10 just stick with things that make sense in science
3:14 apart from hyperspace which we hacv e said is a suspension of disbelieve if you like
3:19 but you don't need gravity in space
3:22 we have concepts like magnetic boots, we have space stations that rotate
3:26 that give you essentially artificial gravity
3:28 but it is artificial in a way that truly works today, its not artificial as in it is not possible.
3:34 So with those sort of things they create design philosophies for the ships
3:40 If you imagine a trading ship
3:43 it will probably spend a lot of its time
3:46 landed either in artificial gravity inside a rotating space station
3:50 or eventually, landed on the surface of a planet where it is the right way up
3:54 so it still makes sense for there to be some sort of general orientation to the ship
3:58 where people walk around inside and you need to have a concept of up
4:02 but also we design it mind the fact that it will spend some of its time in zero G
4:07 so there are some intersting design philosophies that come from that and you will see
4:10 that over the period of development
4:13 So moving on to the next question
4:16 We have a question from RMPG
4:19 I'm not sure how you supposed to pronounce that
4:21 So that'll do
4:22 Which is; "Will the PC and Mac players be able to play on the same server
4:26 [DB coughs] So, I believe elements of this have already been umm answered
4:30 The answer is yes
4:32 Umm, but what's more, you will be able to start playing on a PC and continue on a Mac, that's, as soon as we release the Mac version, which is of course a bit later
4:40 and back again,
4:41 Ummm, the idea is you will be able to interchange your position and you'll be able to play on the same account, so long as you not playing on both ...... at the same time
4:48 We will also hope, with time, to add additional platforms to that mix and you get those additional platforms as part of your, ummm your account....[that] you've already got
4:58 [Waves hand in the air] Which I think is great
5:00 .... Right! Third question from ......."Kfriman" ... or Kayfreeman
5:05 So. When flying with your friends, can you share your nav map information, for example points of interest,.. of where you're heading?
5:14 So ummm, this one is more complex, that answer is also yes
5:18 because I think its important if you're in a multi-player session [and] you wanna go the same route to somewhere
5:24 you're gonna want to be able to share Nav Data, so you both do it together
5:27 Ummm, we haven't worked out how the user interface is going to work
5:31 But clearly, what will happen is, you will connect to each other
5:33 umm, you will either hail them, or you will have uuh already connected uuh over audio
5:36 and you'll be able to send a message, as a sort of, uuh as some sort of attachment
5:44 Ok, question 4, so, this is from "Cutter."
5:46 "Since space travel will be long and boring (at times) due to low fuel or damaged equipment.. will there be time wasting activities equipped to purchase for your ship like Chess, Cards, onboard PC etc.?"
5:59 Now this one, the answer has to be no!
6:02 [DB gestures] you don't design a game to have really long, boring, frustrating sections in it
6:07 [DB giggles] It would be really annoying and, and so the, the answer is, is no, there's nothing to stop you playing ummm on a different window on your PC, other board games, people do things like that anyway
6:18 but really no, umm the whole point of Elite is, we're, we're doing a game that we want to play, that I want to play umm
6:28 I DON'T want the sort of game where I have to occupy myself for hours
6:33 You know, this isn't a frustrating long car journey where kids are going "How many more miles? I wanna stop." you know and all of that sort of thing
6:40 Ummm, NO, the, the whole point with umm Elite Dangerous is you can actually brought in hyperspace, now, that doesn't take weeks, that takes seconds
6:50 Ummm......and the point is
6:53 from a multi-player game, this is how, this is how I want to relax in an evening
6:57 this isn't how I want to do my long car journeys
7:00 Uhhh, we will find ways and we will have mechanisms for ships damaged and all that sort of thing
7:04 Ummm that still wont be long, it might be longer than a few seconds but is not going to be the sort of thing where you play a game of chess, so hopefully that answers, that answers that one
7:14 Ok and finally, the fifth question, which is from Dinbar
7:17 Will there be media such as newspapers in-game?
7:21 So, not as such. Newspapers for me, are from a previous age, if you know what I mean
7:27 There will be newsfeeds that you'll be able to plug into [DB waving right hand]
7:31 and feed and potentially filter
7:32 Ummm but they really wont be presented as newspapers
7:35 Ummm they'll indicate major and minor game's events
7:39 and commentary on them, Saying ohhh you know
7:41 [DB waving hand] King Azziz of such a world
7:44 is now visiting the opening space station
7:46 Uhhh there is a rumour, that you know...., and it will all be able to be linked together
7:50 You'll be able to sift it and go "Ohhh, I wonder
7:52 Cause when you see contracts coming out, that are placed on an un-named person you might want to look to try and see who its for so
7:58 The newsfeeds will form, form a major part of the game play
8:02 but they wont be ummm..... set out as newspapers with lots of ummm padding in
8:06 because I think thats, that ends up ultimately being quite frustrating
8:08 .......
8:11 Ok so those are the questions uhhh for this week
8:13 umm I hope you find that useful
8:15 Once again, apologies for the cold
8:17 and uhhh thank you very much for all the effort that people have been putting on
the design discussion forums
8:22 .. and the other forums, with the game. We've been having a fantastic time
8:25 nailing down some very, very obscure details of the fiction behind the game
8:31 umm.. you know how all the different elements interact with each other
8:34 it, its absolutely fantastic. We're very very excited
8:37 umm and look for to speaking to you next time
8:40 Thank you very much [Picture fades to Frontier logo]
 
Elite: Dangerous Development Plan

Elite: Dangerous Development Plan
0:06 Hello I'd like to start off by thanking everyone who's already pledged to
0:10 kickstarter it's an amazing number of people
0:13 Umm who've already pledged and to those who are watching, you know come and join us
0:16 uh... we're already having fun with this project, it is going to be a great ride
0:20 we're very excited about it this game has to be made
0:23 now uh... what i want to talk about now is the plan for development and also to
0:28 own up and discuss some of the things that we've not been
0:31 discussing
0:32 on the forums up to now
0:34 so ummm
0:35 the first thing is this game is
0:37 has absolutely amazing scope looking forward in time and we've been
0:42 we've been looking at it and how we how we achieve it
0:44 for a long time. Its the sort of game that's that terrifies the pants off publishers
0:49 umm because the scope is so broad
0:51 but having said that we're a long way down the line and achieving what we need
0:54 to do and we've got
0:56 got the foundations already
0:57 and what we're looking at now is how we build on them
1:00 so the idea with this is we've looked at the game
1:04 we've looked at what the game is that we need to be able to achieve what we want we've also looked
1:08 at where it can go after the first release and that's what we've been
1:11 talking about a lot. Now one of the questions people have been asking
1:15 a lot about for example is landing on planets
1:18 Now, yes we're going to have landing on planets but there is a lot of detail
1:22 on that that is really important so for example if you were to then have a
1:26 follow-up question what will be there when you land on the planet
1:29 that's what's being concerning us a lot
1:31 if you imagine every planet when you get down to the surface is just a differently
1:35 colored height map
1:36 that would be very very disappointing even with lovely
1:39 atmospheric effects
1:40 what i want to see down on the planet is, is interesting things cities scapes
1:46 even animals, life, trees uh...
1:50 being a big game hunter, all of the things that we've being very very
1:53 excited about
1:54 for a long time
1:55 we want to be able to realize
1:57 and the amount of work to create those things is so huge
2:01 we want to do it properly what's really important is we do each of these things
2:04 really well
2:07 So,.. that sort of thing will not be included on day one
2:12 we don't want it to be uh...
2:13 a dull experience where you just go down you get essentially exactly same
2:17 experience
2:17 where ever you land
2:18 so when we first release the game uh... you will not be able to go down to the
2:22 planet's surface your ship won't be suitably equipped
2:26 we'll show some sort of re-entry effect but we won't be able to go all the way
2:29 down to planet surface
2:30 but we have designed the game with that capability in mind going forward
2:32 and at a later date we will gradually add uh... more and more functionality to
2:39 allow you to do that
2:40 Again richness will gradually increase
2:43 another example that we've built into the structure of the game
2:45 is ummm ship interiors
2:48 now a lot of people have seen, have seen that we are designing all ships with the interiors
2:51 in mind how the cargo is unloaded and all that sort of thing
2:54 about how damage occurs
2:56 and that's because that another thing that we are doing
3:00 umm again, down the line, is that you will be able to walk around inside your ship
3:05 you'll be able to get out of your ship
3:07 walk around inside space stations other vehicles all of that sort of thing
3:12 Umm we've shown ummm the damage on ship, the damage models, imagine looking at that
3:17 from inside the ship outward seeing your cargo flying out into space seeing the
3:21 flames
3:22 trying to fight them
3:24 umm all of those things that we plan with time they wont be at the first release
3:28 because we want to do them right, we want to do them well
3:31 uh... all of these will be done as updates and I'll talk some more about that in a
3:36 second but the point really is that we want to do it well
3:39 But, the game has to be structured in a way to allow it from the start so we
3:42 designing the ships so that they work that way
3:46 and so that when we come to do it it's not a problem, when we come to show
3:51 all of these elements, walking around the ship
3:53 walking into other people ships potentially, potentially stealing them
3:57 we have got in mind all of the things all of the gameplay the really rich
4:00 gameplay that that entails and
4:04 its, to go back to what I've a been saying right from the start of this kickstarter
4:08 what is the game I want to play
4:09 this is the game I want to play because actually in many ways it doesn't feel
4:13 like a game it feels like a world that I am being brought into and
4:17 with each of these subsequent updates
4:20 we expect that world will get richer and richer
4:23 and more and more of the things that we are excited about
4:26 will be there.
4:27 You know, you will be able to walk around the spaceport you will be able to see
4:31 gold being loaded into someone else's ship
4:33 you will be able to sneak in and hide in amongst the cargo
4:37 all of those things are phenominal gameplay opportunities
4:40 uh... where that ship might actually be a ship of another player
4:44 so just think where that all ends
4:46 You know all of these things I think we need to do right it would be very easy to do
4:50 them very poorly
4:52 and that would be my fear
4:53 so these things will not be there from day one what will be there at day
4:56 one
4:57 is a great game that we have already described where
5:00 all of those things those fantastic things we were doing in Elite in Frontier
5:04 that we love
5:05 will be there it's just the things that we want to extend on we want to extend on
5:09 really well we want them to be compelling
5:12 Now I think that will be compelling
5:14 and that's what all the design discussion forums that we've already
5:16 talked about there at the
5:19 different pledge levels are there for, to do to workout
5:23 which we do first of these things
5:25 if you like each of these are stretch goals and one of the things that we
5:29 looking at doing he's actually saying that
5:31 they won't happen on day one even if we hit the stretch goals
5:35 but they will happen with time
5:37 sometime after release
5:39 and these are other things that will be in the mix including support for other
5:43 platforms. We have already said that we very much like to go on
5:46 uh... other platforms like macintosh in their others too
5:49 um... that are very exciting going forward
5:52 but I think the important thing for me is that we do each section of the game
5:55 right
5:55 uh... we do it in a way
5:57 that doesn't cause problems for the players. We do it in a way that builds
6:01 on what we spent what we've had before
6:03 and to me that's what
6:04 really matters in the game
6:06 uh... thay it is the game that we all want
6:09 uh... and I think this is the way that we achieve that
6:13 uh... this is what makes me really excited it means that
6:19 what can happen with all of these things is they can create unnecessary delays as
6:23 well. We think Oh we can't go on that because that such-and-such a planet
6:26 isn't right yet
6:27 what we can do and I think is perfectly acceptable to do is close off areas
6:31 until we are happy that that's correct. So there is another part of this plan
6:35 these we are planning to reserve
6:38 a percentage, tiny,
6:40 areas of the galaxy
6:41 for future expansion
6:43 we don't even know yet what we're going to put there but it allows us to put a
6:46 whole new exciting things to be discovered
6:49 uh... at a later date.
6:52 If you get there as an exploring player what will happen is just it will say
6:56 oh, you can go here and I'm sure there'll be a lot of people that map these
6:59 regions with time and produce maps of where there is a cut out
7:04 reserved for something exciting in the future
7:08 but ironically that's all part of the excitement
7:10 you know we have that,
7:13 we're planning for that now
7:15 and what we'll do with time as this game builds as it becomes something
7:20 that people want to spend a lot of time in, they will say well it must be
7:23 another race and whats going to be there?
7:25 and of course will be a lot of gameplay that flows from that
7:29 these are the things these are the reasons that I want us to make this game
7:32 these of the reasons that make me very very excited.
7:35 A lot of people here are already part of this a lot of the people here have
7:39 pledged
7:40 very very generous amounts of money and that's really really appreciated
7:44 it's making this project possible.
7:46 A lot of people are watching in the wings, I'm very very excited about that
7:49 too
7:50 come and be part of it. There will be lots of things being one of the original
7:54 kickstarters will be fantastic for you
7:57 we will all be together on the Alpha and the Beta, we will be part of this
8:01 journey come and join us
8:02 it is going to be a really exciting ride
 
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Progress Diary #3

Progress Diary #3
0:07 Hello, welcome to this, another dev diary for Elite: Dangerous.
0:11 um.. and er... thank you for following our progress!
0:14 so um... again starting off with a number of questions but before i go into those
0:18 I am modeling here one of the t-shirts that some people will already have, hopefully
0:22 if you haven't got it yet it will be enroute to you as we speak
0:26 so there we go
0:28 so starting off with KFRIMAN
0:31 will things like repair kits be available
0:34 so you can fix damage while out exploring
0:38 so.. the answer is twofold so yes there will be things that you buy
0:42 that you can use to fix problems with your ships we'll probably call them repair drones or
0:46 something like that
0:47 uh... but also you would be expected to get a ship that is much more reliable
0:51 for exploring, you know, that you will be able to pay a premium
0:55 for things that work better and have longer ranges and things like that so that's how
0:59 we expect to handle it but yes you will carry something else for emergencies
1:04 the next question from OSS133
1:07 will it be possible to own a fleet of ships staffed by npcs and given orders
1:11 to follow
1:12 so they trade trade scout or mine etc ore et cetera
1:17 so the answer is to this, is, at very least for the first game,
1:20 I'm afraid, no.
1:22 So, the reason for that is it very much changes the flavour and the scope of
1:28 the game to be one very much more of
1:30 of resource management where you end up running the game looking at tables
1:34 what we're trying to do is make sure that the most fun activities are also
1:37 the ones that generate the most money
1:39 the problem is if we create
1:41 a sort of what's basically a resource management system where you're managing
1:44 all your ships at the same time you're looking at tables you're saying oh this one's got this
1:48 rate of return
1:49 let's put that one onto mining ore
1:51 you end up being very divorced from the game you're essentially playing the game
1:54 as a spreadsheet
1:55 and that to me is is wrong
1:57 it's not how we've designed the game but also we said at the start we're making a
2:01 game here for ourselves that's not really the game i want to play there
2:05 are other things that do that sort of thing that are out there now
2:09 and that's not how we see it
2:10 I think with time we will add this sort of functionality to some degree but we
2:14 don't want it to be the be all and end all of the game
2:16 I hope that
2:17 answers that question in a
2:19 positive way even though the answer is no if you see what I mean.
2:23 okay next question from ABUELONEMESIS
2:26 will the game contain a full new soundtrack
2:30 so the answer is absolutely yes we also want to make sure that it's a very rich
2:35 soundtrack we're looking into
2:36 things like orchestration there'll be more to come on that
2:39 which we're very very excited about
2:41 when I say a full new soundtrack I'm also imagining it will embrace the obvious
2:45 classic that everyone expects with Elite which is the Blue Danube
2:49 um although it will be
2:51 reperformed from the... I think the best we ever got in the Elite games was uh...
2:56 the Roland version
2:59 of the slightly less bleepy but still very very bleepy soundtrack in the game
3:06 okay... so question four
3:07 from DRWOOKIE
3:09 in the previous games the sidewinder was too small for interstellar travel has
3:13 this been changed for this Elite or will sidewinders be restricted to jumps
3:17 between different planets in the same star system
3:21 now, i'm not sure
3:22 DRWOOKIE where you've got that from
3:24 but certainly in Frontier the sidewinder was jump capable
3:29 uh... call the sidewinder a scout ship and i think it was it was also a
3:33 playable ship it wasn't didn't have a particularly high jump range but it was
3:36 there
3:38 uh... so the the sidewinder will be one of the starting ships in Elite: Dangerous
3:42 and yes it will be jump capable, it will be a very small ship
3:46 they'll be quite cheap to buy
3:48 but it will do it is still what we are calling a general purpose ship it will
3:51 still be able to do
3:53 each of the things that you want maybe not to the degree you want to do it but then
3:56 that's incentive to upgrade it but the the ship is there
4:00 and it will have to the ability to do hyperspace jumps
4:04 right and then the final proper question from
4:08 TINMAN
4:09 How will the cockpits be presented in the first release of the game? Fully 3D or some
4:13 sort of static representation?
4:16 Right so this is something we've been thinking about a lot at the time of the kick-
4:19 starter we didn't really know
4:21 but what we've done is we've modelled some cockpits and have a good feel for them so the
4:24 answer is fully 3D
4:27 and the the principal reason for that is firstly as we're planning to be able to
4:30 move around the ship later it's important we understand the shape and the
4:34 form of the cockpits
4:35 but also the thing that i found most compelling playing around with the game
4:39 is getting the feel of vibration and g-forces of turning and all that sort of thing
4:45 if you imagine
4:46 you're sitting in the seat of anything from a car to a boat to a jet fighter
4:50 I've never been in a jet fighter by the way but I imagine what it's like
4:53 uh... you must get buffeted left and right up and down and all that sort of thing. I've
4:57 certainly been in a small plane and you don't half get thrown around
5:01 but the feeling it gets is that it feels like the plane moves slightly before you
5:05 and that
5:06 the solidity of experience in real life that that that conveys can be conveyed
5:11 in a game
5:12 if you imagine the ship is subject to some sort of
5:15 judderal trauma because you've been just been hit by some weapon
5:19 you expect the ship to to to leap and you to then slightly follow
5:22 behind
5:23 and that gives you a feeling of the direction it came from and all that sort of thing
5:26 that's a very very rich additional
5:29 set of experiences for the player that i think are very important and because it
5:33 enables us to do that that's the reason
5:35 that um.. I want us to do the cockpits in full 3D
5:39 um... as to the details of that
5:41 that will follow during development but it's something that i think
5:44 gives a richness of feel of being there and I think that's one of the things
5:48 that i certainly want
5:49 in a in a ship it makes you somehow feel a lot more vulnerable if you're being
5:52 juddered alongside
5:54 the ship if you know what I mean
5:56 okay then a final slightly more jokey question so I've not counted it as one of
6:00 the the five uh... which is from from several people
6:03 uh... which is where do you get your jumpers from?
6:07 Now i was going to make up some some uh... ridiculous story and the irony is of
6:11 course here it's it is the first uh...
6:13 video where I'm not actually wearing a jumper
6:15 but that's because it's great, you know, spring summer's here in in Cambridge in
6:19 the UK
6:20 and it's got really warm but anyway
6:22 uh... I it's the story where there is some sort of uh...
6:26 uh... maidens on some carribean beach knitting jumpers from chinchilla
6:30 eyelashes but no sadly they're from a british store called Marks and Spencers mostly
6:35 or they're presents for Christmas
6:37 I've always liked jumpers uh... and so
6:39 I'm sure people
6:41 either would tease me about it a lot of people here have teased me about it
6:44 uh... but that's where they come from sorry it's boring but there you go
6:47 if you want to tell people that they're knitted from chinchilla eyelashes that's fine.
6:51 So thank you very much for watching um this video um... I'll see you again in uh...
6:56 around two weeks time
6:57 and uh... of course we're back head down making the game so thank you all very
7:01 much and thank you all the people who've contributed and are paying attention to this. Bye.
 
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Fiction Diary #3
0:08 Hi there. Micheal here for the third Elite Dangerous Fiction Diary
0:13 In today's diary I'm going give you a bit of an introduction
0:16 as to what the set up of the galaxy will be when you start playing the game,
0:19 I'll also be answering a few more questions from the DDF forum
0:22 like I have done in the previous videos.
0:26 So, the....obviously the game is set in 3300
0:31 So lets roll in to something I wrote earlier,
0:33 'Blue Peter'style.
0:37 It is the year 3300 and humanity is entering a new golden age of expansion.
0:41 The invention of the new quick jump hyperdrive has enabled faster travel in space.
0:46 No longer does it take weeks to travel a few light years, now the same journey can be completed in minutes.
0:51 This is bringing rapid expansion to the frontier worlds as the core systems of all factions drive outwards.
0:58 New expansion is also spreading beyond the old frontier.
1:01 Pilots from the Pilot’s Federation lead the way.
1:05 Their new charter and rankings structure rewarding more than just combat skills.
1:09 The expansion is also generating an economic boom, with a new generation of investment seeking and finding new markets and riches.
1:17 Much of human space is at peace; the cold war between the two great factions has thawed somewhat,
1:24 but the potential for a crisis is still there.
1:28 The constant proxy and low intensity conflicts of the previous decades have now reduced in number and relations have stabilised.
1:34 It’s not a total peace; here and there some conflicts still smoulder.
1:39 A new player has made their presence felt. In a short period of time the Alliance has expanded from a handful of worlds to a much larger coalition of worlds,
1:47 united politically for stability. This has forced the older two powers into realising they no longer dominate.
1:55 The independent systems still constitute the bulk of the human inhabited worlds.
1:59 They bring a rich tapestry of cultures and beliefs to the dark of space.
2:03 From these worlds individuals and governments seek opportunities deep in unexplored regions.
2:10 Riches and fame are available for the brave, but the dark side of humanity lurks.
2:14 Pirate gangs are also taking advantage of the new technology. With new tactics and their growing bands of cutthroats and thieves
2:21 they are ever eager to prey on those leaving the safety of the core systems to find a new life on the frontier.
2:27 And far from forgotten, in the far reaches of the galaxy,
2:31 humanity’s old enemy, the Thargoids remain.
2:34 The fragile peace between the two races didn’t last long and far beyond the safety of the navy patrols
2:39 explorers still disappear without trace.
2:41 It is a time of fortune and change. A time of risk and reward. A time for the Elite.
2:50 So that is basically the fiction set up for the start of the game
2:54 Obviously as you start playing the game you will get to know more about what is going on in detail
2:59 So now I am going to answer three questions put by the DDF
3:03 So the first one is from Commandante
3:06 "Approximately how much of the Elite Universe will be known and mapped when starting the game and how much is unknown?"
3:13 Well the easy answer is that
3:15 humanity occupies less than one percent of known space
3:22 and so I think about a 250 light year bubble will be inhabited
3:27 We will also have a sort of border region of about probably 50 to 100 light years
3:32 which is sort of a little bit expolred but not to any great detail
3:36 and then the rest of the galaxy is available.
3:39 There will be some areas that we will keep blocked off now
3:34 and that will be part of the expansions for
3:47 you know encountering new things like the thargoids and so forth.
3:50 the second question is from Snow Ghost
3:52 "Will Galcop make a return after being effectively wiped out somewhere between Elite and Frontier?"
3:57 The answer to that is I'm afraid Galcop is condemed to history.
4:03 Obviously in the time of the original Elite they were a dominant force
4:06 but over the successive games they are no longer relevant in the current time.
4:13 And the last question is from Nicholas van Rijn
4:16 "Are you going to enforce more or less strict lore consistency between narrative products,
the role playing game, and the game universe?"
4:24 Yes, very much so. We are working with the authors to make sure they are using the same guidelines
4:29 and the same fiction that we are with the game.
4:32 Obviously there are some things that you can do in fiction that you can't do in the game
4:36 So a good example of that is landing on planets
4:39 So that is not possible in the initial version of the game, although it is certainly planned for a future release
4:44 but in the fiction there is no such restriction
4:47 but yes the worlds will be consistant.
4:51 So that is it for today's fiction diary.
4:54 I hope you found that interesting and I look forward to speaking to you again in a few weeks.
4:58 Thank you. Bye bye.
5:15 Boom.
5:17 You are going to edit that in now, aren't you.
 
15.11.2012 Elite: Dangerous - procedural generation
0:06 Hello. I'd like to talk about Procedural Generation.
0:09 Procedural generation is one of those technics that I think is not used as much as it could be,
0:14 but is really a piece of magic wherebya vast amount of conten, rich content, can be created
0:21 that yould otherwise take a long time to make.
0:22 So, an example in Elite of how procedural generation worked
0:28 is the whole galaxy was laid out by the computer.
0:32 In other words it drew all the star systems one by one around the galaxy, placed them,
0:38 based on what looked like random numbers.
0:41 So, it would essentially roll a dice and right OK there is a start here,
0:45 roll the dice again, there is another star here.
0:48 and that process would continue until all 256 stars wee in the galaxy.
0:53 When I say 'roll a dice'it would be generating a random number
0:56 and that random number came from what is a called a random number sequence
1:01 So, although the random numbers look random, they would actually be the same each time.
1:06 So, whenever it generated the galaxy it would generate exactly the same galaxy each time.
1:10 So, talking a little bit about how that is done
1:14 You start off with something called a seed,
1:16 so here we have a seed which is the numbers 1, 2, 3, 4
1:22 and then it just adds those together.
1:25 Now this isn't actually the sequence that was used in Elite, it was a bit more comlex one,
1:27 but it shows very quickly you see when you add them together you get the next numbers in the sequence
1:33 and so forth.
1:36 Now, lets imagine taking those numbers and just looking at the last 2 digits.
1:40 So forget the other digits, so here we see there is a seqence going forward.
1:44 To the eye that looks pretty random and actually if you put a lot of analysis tools,
1:49 mathematical analysis tools onto it, it does - it is random
1:52 It has the same properties, even distribution, all that sort of thing.
1:55 Not particularly this sequence which was from a guy called Fibonacci many years ago
2:00 but other sequences have mush better characteristics
2:04 Now, so what Elite is it ran these, and it can run them really really quickly
2:09 for the whole galaxy and it took a tiny fraction of a second to lay out the whole galaxy this way.
2:14 And what you can do is you can is just look in the sequence
2:16 to see which ones are near you and then plot them on a map.
2:19 and that is how it worked.
2:21 Now, it also, as an extension of that we say OK, we have got this
2:26 planet that is at coordinates 25, 76 or whatever
2:30 You say , well what shall we call it? Well you can take the same philosophy to choose its name.
2:35 With Frontier we took that a step further
2:39 The - what happened there is whole star systems were created
2:42 As you go to increase the distance away from the star,
2:44 mass increases and then tails off until you get all the way out towards
2:48 Pluto and distant asteroids and very very cold bodies.
2:54 Now, within that mass is distributed the momentum.
2:58 There is a lot of science, which I won't go into here
3:00 which is why it is distributed the way it is.
3:03 Interestingly we also have within our own solar system
3:06 a number of sub solar systems which have very very similar properties.
3:10 so, for example if you look at Saturn, look at Jupiter
3:14 you will see that again they have a mass distribution around them
3:18 You have Saturn with it's rings which
3:20 everyone believes including me, that they are quite transient
3:22 and there was some body that collapsed and formed those rings
3:25 but nevertheless you have a mass distrubution around Saturn
3:28 which has very very similar ratios.
3:31 What happened with Frontier is I made those assumptions
3:34 and just saw what came out randomly, again using this same technique we have described,
3:39 saw what came out randomly and wether the solar systems looked realistic.
3:42 Now, incredibly they did.
3:45 With Frontier of course it was before a single planet was discovered
3:47 so it is very exiting as we go forward, as more and more
3:51 planets are discovered that real life seems to be getting closer and closer to that.
3:55 I am a huge fan of science fiction films
3:58 and one of the problems that |I thought with Frontier
4:03 and with the First Encouters game
4:05 is the surfaces were marble hard.
4:08 And I think that is a real shame when
4:10 you are talking about gas giants
4:12 like saturn like jupiter like uranus like Neptune What i imagine to be the case
4:16 particularly with jupiter where you've got a very active very colorful
4:20 atmosphere
4:21 is it there would be touring clouds everywhere
4:24 there would be lightning strikes the world is a very very interesting world and it
4:28 would be beautiful fly-in amongst those clouds with spaceships
4:32 so one of the technologies we've been looking at is how do we do that how do
4:36 we generate really rich clouldscapes
4:39 so it's early days yet but here is an example of such a piece of
4:44 technology
4:46 what we're seeing here is again using procedural techniques generating clouds
4:50 on the fly you can feel yourself flying through them
4:52 we can have layers of these we can change the colors but imagine how great
4:56 that will feel
4:57 visiting a system like Jupiter
5:00 You know it doesn't have to be empty, there can be other people there. People getting gas from
5:03 the system and
5:05 because we've already know in both Elite and Frontier you could uh... scoop
5:08 fuel from the surface
5:10 uh... you know gas giants are actually a very good place to do it because it is not quite as hot
5:13 as the sun
5:14 but also of course these techniques can apply to the surface of stops particularly
5:18 cold stars
5:20 like red giants
5:21 and so I think bringing that sort of richness to the world
5:25 that we just haven't yet seen in games I think is very very exciting what it
5:29 would look like
5:30 at what the world would feel like to fly through and just from a gameplay point of view
5:34 tactically to you can lurk in clouds or maybe people can't see you because there are electrical storms
5:39 which make your scanners not work very well
5:42 you know all of those things I think
5:44 are very exciting going forwards
5:47 Now there are plenty of more things we can do from the layout of planets surfaces all
5:50 that sort of thing
5:51 so I think that
5:53 the richness we can bring to the world with procedure generation
5:56 still as a way of helping what artists can do
5:59 is very exciting. One of the issues in fact
6:02 questions that come up a lot with procedure generation is just how good
6:06 the results will be
6:07 and I think that what's in the back of people's minds is whether it'll feel
6:10 very samey (the same)
6:12 uh... now
6:13 obviously that's very possible and it depends how you use it because one of the
6:16 things that I have been saying with this is
6:18 it is a way of augmenting what artists can do and if you think of the procedural
6:22 generation as essentially following the steps in the recipe
6:26 what the artists are doing is providing the ingredients and if the ingredients
6:29 are varied enough then so is the end result.
6:33 So if you compare for example a national park in the USA like the Joshua
6:37 tree national park where you've got
6:39 slightly weird looking cacti
6:41 big bowlders all
6:43 placed around the place in what looks like a very strange way but incredibly
6:46 beautiful
6:47 compare that with say a national park
6:49 in the UK where you have got mature oak trees
6:53 very very different feel to it different color palette how it works different
6:57 shape of the landscape
6:59 they could both be done by the same technique but look completely different
7:02 and it's the content that comes from the artist that makes it feel different
7:06 that's true however it is done wether it is layouts of planets cloudscapes what's in there
7:11 and so
7:11 I think that is what provides the richness and the range and that's what we
7:15 intend to do here so I think used carefully used well
7:18 the results can be really good
7:20 and that's how we plan to do it
 
Elite: Dangerous Progress Diary #4
0:01 *Music*
0:07 Welcome to this Elite Dangerous Dev Diary.
0:09 Things continue to move very fast, they say a week is a long time in politics well it's
0:13 a long time ago in game development too and we have moved forward in leaps and bounds. It's
0:16 very exciting.
0:18 Also summer is here so no jumper on today hopefully you and see any more of my
0:22 infamous jumpers for awhile so let's hope the weather holds.
0:27 Now firstly I'd like to talk about some exciting things going on here
0:30 as backers of Elite Dangerous we want you to be the first to hear the news that will
0:33 directly benefit the game.
0:35 as you know we have always planned to spend much more on Elite Dangerous than was raised by
0:39 the Kickstarter campaign. While we already had this cash
0:42 we're looking to the future to other platforms and to were do we go
0:46 after the game is released.
0:47 So to support our future plans we have taken some investment from a range of
0:51 high caliber investors who share our vision
0:53 in wanting to help us make Elite Dangerous and the tech and tools behind it
0:57 everything it can and should be.
1:00 Going on to star ships now some of you will have seen pictures in the
1:04 newsletter
1:05 of the
1:07 great big imperial cruiser ships
1:09 which I think I'd like to talk a little bit about.
1:13 These are giant ships, giant warships but they're also embassies if you think
1:18 of the periods in the uh... nineteen twenties and thirties
1:22 when HMS Hood toured the british empire
1:27 what actually happened in practice is sort of cocktail parties, meetings happened
1:31 on the ship
1:32 and (sort of)
1:33 relationships were cemented. Dignitaries came on board you know they
1:36 got the red carpet to treatment
1:39 I imagine this sort of thing will happen the empire as well
1:42 where we have these ships which
1:44 are part
1:45 workman-like warship
1:46 part red carpet
1:48 (sort of) embassy
1:50 and its this sort of thing that is fed into the design.
1:53 If for example you look at the back of the imperial cruiser thre is a giant
1:57 circular section
1:59 Now, we have actually looked at these ships entirely from the function you know,
2:03 what bit does what
2:04 and the point is that internally rotates and provides artificial gravity which is
2:09 something that I think
2:10 will still be seen as a huge luxury
2:12 in space travel.
2:14 We said in Elite there is no artificial gravity it's all created or rather
2:18 there is nothing that we don't understand today
2:20 it's all created by centrifugal force where when you rotate something things are pulled
2:24 to the outside and it wil feel like walking normally
2:28 and so that's
2:29 how we see this ship, the ship -
2:31 parts of the ship are extreme luxury but in a warship that seems like a contradiction
2:37 but there are sort of historical precedents for that.
2:40 Okay so now to answer some forum questions
2:43 Firstly we have a question from Shadowcat
2:46 "Are the planets going to rotate and orbit relative to thier sun?"
2:51 So, the answer is yes
2:53 but they will orbit in real time so very slow. We'll have some way
2:57 of being able to see the orbits so they will change successively and you will
3:01 get glorious sunsets and eclipses and things like that
3:04 but you'll be carried around with it if you see what I mean, much as you
3:08 are in practice you know that so it won't particularly
3:10 effect gameplay it would just be something
3:13 that I think is
3:14 lok beutiful if you like.
3:17 So next question from
3:19 Slawkenbergius
3:21 "Will ther be intrusive loading screens when docking with space stations, for
3:24 example."
3:26 Now, I don't know what answer
3:28 you want in the answer is (is is) exactly that
3:32 and absolutely not!
3:35 The whole point with this sort of thing is it must be seamless.
3:40 As you approach the docking bay things will get larger you will gradually see inside, you
3:44 will be able to see other ships
3:47 The might be some sort of communications were you have got to get
3:50 permission to come in. Other places will
3:53 will be much more relaxed and probably much more dangerous
3:56 but essentially there will be no loading screens. You'll see a landing bay, we
4:00 have this working in game already by the way, so thats why I'm
4:03 confident about it
4:04 you land on a pad
4:06 and then you may choose to engage in trading or anything like that but there
4:09 will be no loading to the screens or whatever when you're docking.
4:13 Okay next question from
4:15 Mike Snos
4:18 "Will the ranking system to gain Elite status be expanded upon from the
4:21 previous games?"
4:24 So yes the (the) ranking system to elite status for combat will still be the same
4:30 so we'll have the same ranks but how you get those ranks - there will be some
4:34 changes which I think are being discussed a little already but we discuss a lot more
4:39 going forward
4:40 but there will also be other ways to get elite status. So with the concept of
4:44 elite status
4:46 in other dimensions so uh... trading can get you an elite status as a trader
4:51 and it's really to broaden and encourage other skills into the players
4:56 and also
4:58 the Elite Federation of Pilots is a very interesting group
5:02 because we've expanded that a little bit in the fiction where
5:07 you know they are a group who conduct things because people want the
5:10 services of an Elite pilot
5:12 That's for a future discussion
5:14 uh... but the whole thing feeds in very very strongly in fact into the whole
5:18 title of the game so I'm not going to spoil that.
5:21 A lot of the people on the design formum will know some of this already
5:26 So, excellent. So next question is from
5:28 Markt Jones
5:30 "Will we be able to name our ships?"
5:34 So
5:36 yes
5:39 How much relevance that has other than being something that you can easily
5:43 refer to
5:44 uh... I don't think it will have a lot of relevance in other words things
5:48 like ratings and all that sort of thing you won't be able to just get rid of by changing the
5:51 name of your ship.
5:52 But I think the name of the ship is very important to people so yes of
5:55 course you will be able to name it.
5:58 Okay and the final question from FS3DPete
6:02 "Frontier had NPS's who gave you missions, but they were always one-off.
6:06 Will Elite Dangerous give you a chance to meet the same NPC more than once?
6:10 and will you be able to interact in ways that don't involve the bulletin board?"
6:15 Okay so two questions there so firstly first NPC's, Non Player Characters
6:20 Yes you will be able to meet the same NPC more that once.
6:24 and you'll be able to interact in ways that don't involve the bulletin board.
6:28 So going into that in a little bit more detail, because it is easy just to give that answer
6:32 I mean obviously for some missions you'll have to return to get
6:35 the reward
6:37 for doing that so you would inevitably meet the same
6:40 character more than once but also
6:43 I always felt quite uncomfortable with
6:45 the way in Frontier
6:48 that you could just trade illegal items
6:51 in sort of through the bulletin board or whatever in the full sight of everybody
6:55 In Elite Dangerous we want that to be earned so this is a reward, you get more trusted
7:00 in a place
7:01 and you can build up a reputation in place to be trustworthy trading such
7:05 goods, sort of a bit like, uhm I think it would be - I'm sure
7:08 it would be the case in
7:11 modern times if someone were trading anything illegal here
7:13 you've got to be trusted that you are not a cop (=policeman) or whatever
7:16 and so the same will apply here.
7:21 And ideally you will build up a reputation with a particular
7:24 local faction
7:26 with whom you are trading
7:28 and get a reputation that yes you can
7:30 I don't know, struggle brandy into
7:32 a place where alcohol is illegal
7:34 you know much like a lot of the prohibition in the US
7:38 in the 1930's
7:41 Okay so that's the questions from the forums. Thank youe everybody who posed questions
7:44 There will be more questions coming
7:47 Thank you very much for supporting Elite Dangerous it's a fantastic
7:50 ride we are really going places
7:53 So
7:54 I look forward to speaking you on the next dev diary
7:57 thank you everybody very much
 
Elite: Dangerous Fiction Diary #4

0:07 Hi There, Michael here for the fourth Elite Dangerous Fiction Diary
0:11 In today's diary I'm going to talk about slavery in the Empire
0:17 and provide a bit more information on that and I'm also going to answer a few more questions from the DDF forum
0:24 so starting with slavery in the empire... So, slavery is probably one of the more contentious aspects of the empire and obviously
0:33 there's a lot of negativity associated with the
0:36 act of slavery itself
0:39 but intention with the way that we structured it is that it isn't as immeadiately
0:43 negetive
0:44 as you might think
0:46 how can that be?
0:49 so the first thing is that slavery provides a safety net from
0:54 imperial society
0:55 so that people that have no way of looking after themselves
0:59 and but can still work, for example
1:02 do have the option to selling themselves into slavery
1:05 so one of the interesting things about selling yourself into slavery as an Imperial citizen
1:09 is that you're given a lump sum up front
1:13 aso that people who have gotten themselves into ridiculous sums of debt can usually find some way
1:17 negotiating their way out of it
1:21 obviously for an amount of time
1:24 and that they are required to work to their new owner
1:27 and so
1:29 another of the issues that people commonly raise with slavery is the
1:32 fact that of the conditions that they work in
1:35 Imperial society owning a slave
1:38 has a lot of prestige attached to it
1:40 it also has a lot of responsibility that goes along with it
1:45 so rights kind of flows upwards in soicety but responsibilities
1:50 flows downwards
1:51 but if you own a slave in empire
1:53 then you are required to make sure you look after them very well
1:57 treat them properly and don't overwork them
2:02 it's seen especially the higher up in society you go
2:06 that mistreating your slaves or not providing them with the rights
2:11 they deserve
2:14 it seems a horrible loss of pride if it's found out about then
2:19 others of your peer or above
2:23 will generally look down on you because of this
2:26 doesn't mean say that mistreatment doesn't go
2:30 but it tends to happen away from some of the main centres of Imperial power
2:35 then as I say if you get caught at it than it's a huge loss of face
2:42 so
2:43 another interesting thing about slavery is that
2:46 you can't be forced into slavery if you're in an Imperial system
2:49 that's not quite the same as if you're caputred in battle and you're
2:54 not a citizen
2:55 and you have to choose
2:57 to become a slave but as I say there's reasons for doing so you
3:00 get to have money up front
3:03 this contrasts actually with the Imperial Navy
3:06 which to a similar extent could be compared to a similar role
3:11 in imperial society
3:13 in that it provides a safety net
3:16 for those who don't necessarily have anything else to do they can join the
3:20 navy
3:22 and traditionally learn a trade, see the galaxy, that kind of stuff
3:26 but interesting difference there is that in the navy you don't get
3:31 your bonus until the end
3:33 although they do have this interesting thing where if you sign on for your
3:38 second tour
3:41 each tour being ten years
3:43 but similar to old Roman empire then
3:46 they would have what are called colonising legions
3:49 where you're not just a soldier but your'e also an engineer and you're helping to build up a
3:53 new
3:54 uh... community and colony
3:57 anyway more on the military in another topic
4:02 uh...
4:05 so uh...
4:07 going back to slavery
4:09 uh...
4:10 slaves can be born
4:12 uh...
4:13 into families that are enslaved

so going back to slavery, slaves can be born into families that are enslaved but then the owner of the family has to make sure the child is properly cared for until they reach the age of majority which is usually around 14 or 15 and then are released into society as a free person however quite often they won't have much to go in so it's quite regular they'll apprentice themselves to their masters or sell themselves into a period of slavery or join the military or something siliar.

So again in Imperial society you can trade slaves although the rights remain, just because you sold a slave to someone else the person who bought them has to take the same care of them just as you did and the includes the transportation and that is something we'll be looking into a little bit more in the game design but within the Empire you can't just stick them in a cargo pod, freeze them and transport them, you have transport them with a decent level of care but as I say that is something that is going to be looked into more and is actually a topic for the DDF sometime in the future.

So that was a quick run down on slavery in the Empire, as you can tell or probably guessed, slavery exists outside the Empire, I'm not really going to into that in too much detail but for worlds that are aligned with the Empire you're expected to follow the same laws and provide decent treatment and rights for the slaves but in other places it's not quite so favourable slaves are basically an overworked commodity many of you have been asking if slaves can be resued that is definitely something we're going to be looking into and again will be a DDF topic coming up soon

OK, So onto the questions from the DDF so the first question is from Ollieclark "Will Earth (and the solar system) be part of the Eliteverse and if so is it still habitable/inahbited?" So yes the solar system does exist in the galaxy, it is modelled afet the Milky Way after all so all the stars we are familiar are there it's (mumble) to think Earth has gone through some terrible times severe pollution and poisoning and so forth so it is now habitable but it's actually an enclave for the rich it's nowhere near as densely populated as it is at the memoent Mars has actually become the centre of the Federation government though most of the government and agency buildings are based there

Next question is from Psykokow "can we liberate slaves and will there be various types of slaves?" Well I actually answered that question about two minutes ago but yes we intend that you can liberate slaves and obviously that's not considered a positive thing in all societies in the Empire slavery isn't considered a bad thing at all in the fiction we do have different types of slaves body slaves warrior slaves that kind of stuff but whether we go to that kind of detail in the game isn't determind yet, it's possible but we'll discuss that more when the DDF topic comes up

So the last question is from RobFisher "If I read closely, will I pick up clues about places I can visit in game and things I might do there, that otherwise I might not have discovered?" So the answer to this is a resounding yes So the fiction within the game is certainly intended to provide pointers so if you read newsfeeds you can get clues as to new markets for you to exploit specialists you can visit so you can get that extra power from your lasers and generally we want to provide hints for interesting things for people to discover and hunt down for themselves

What we're also doing is working with the authors we're going to see what from the stories where it makes sense to do so we can include in the game in some way so at it's simplest it might be that you can visit a place where a battle took place in one of the stories has happened and you can see there is a memorial to that event so that's the questions for this diary so thank you very much for watching and I'll speak to you again soon.
 
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