A week or two back a poster linked to an article from last year in PC Gamer, titled "The Ambitious Future of Elite: Dangerous".
http://www.pcgamer.com/david-braben-on-the-ambitious-future-of-elite-dangerous/
One year on, it's probably an interesting exercise to read again these future plans as spoken by David Braben. I'm sure some of the reasons why Elite feels lacking for me currently were due to articles such as this one, which described a much more integrated world with emergent possibilities which don't really/can't really exist yet in the game.
Some of the quotes:
Mining has been enhanced for 1.3, giving rise to high yield/high pay sites with new minerals and a nice drone collection system- but I haven't heard or experienced anything about any kind of 'gold rush' scenarios as of yet. I also haven't tried mining in ED, so can't say how unique these sites are, and whether they could interest enough players to a specific system. Talk of food and equipment being in demand is unlikely since supply/demand isn't modelled very well ingame yet.
Never experienced communicable diseases out in space or had a USS investigation turn into a misson. But this is something which could be developed as time goes on without too much trouble, probably.
Manipulating/messing with the market seems impossible currently, and nowhere does the game suggest a way or reason for doing so. Automated missions which trigger on market events sound great, but it's hard to know if or when these might occur. As the markets don't fluctuate all that much, the times when things get out of balance enough to trigger missions restoring balance would be very rare.
(I look forward to developments of this aspect of the game, as simple trade runs will start to have meaning outside of your bank balance. Again, lack of true supply/demand is hobbling trading in ED- trading feels irrelevant because it exists simply as something for you to do in order to make money, or spend time doing as an 'experience'. It has no further effect ingame- outside of CGs and PP missions. This is a problem of integration/coherence at a very fundamental level).
Systems all still feel the same. Hoping PP will address this, perhaps via Control Effects or something similar.
Players in Wings sill can't share the bounty from missions as far as I know, I may be wrong. But they can share bounties in CGs- so it doesn't seem like an impossible fix (we're getting there)
Very underdeveloped currently, and I can't think of any decent examples within my own experience.
So yeah, this was stuff which was mentioned about a year ago- but the descriptors in the title give good context... 'ambitious', and 'future'. I don't mean to suggest that FD have lied to players. The future could still be some way off, and plans always change to some degree. I hope the ambitions are still there to realise some of the things mentioned above. Also we have new content which was never really hinted at before, Powerplay being one example. Yet the comments by DB above had formed in part my assumed ideas about the game and what it is all about... flying around, bumping into interesting things which lead into missions, a supply/demand economy which shapes systems and which players can use to their own advantage, missions which tie seamlessly into the economy, etc. Really, an integrated world in which fun/emergent possibilities can take place. The dynamism of PP is a good sign, but I don't know if there will ever be enhancements to how the economy/markets function... which would be a shame.
I love the idea of 'bottom up' world shaping... making sure stations have enough of what they need to produce goods, etc. Strong local economies would make systems more worthwhile for PP exploitation or control. Badly managed or neglected systems would have the opposite effect. Both outcomes could be controlled or heavily influenced by players, just doing what they normally do.
Cheers!
http://www.pcgamer.com/david-braben-on-the-ambitious-future-of-elite-dangerous/
One year on, it's probably an interesting exercise to read again these future plans as spoken by David Braben. I'm sure some of the reasons why Elite feels lacking for me currently were due to articles such as this one, which described a much more integrated world with emergent possibilities which don't really/can't really exist yet in the game.
Some of the quotes:
You might get the occasional gold rush, which changes the status of a particular place. Players will be running in to try and get some of the gold that's been discovered in some outlying system. But what else will happen is that a whole raft of other things will be in demand. The need for food and equipment will skyrocket.
Mining has been enhanced for 1.3, giving rise to high yield/high pay sites with new minerals and a nice drone collection system- but I haven't heard or experienced anything about any kind of 'gold rush' scenarios as of yet. I also haven't tried mining in ED, so can't say how unique these sites are, and whether they could interest enough players to a specific system. Talk of food and equipment being in demand is unlikely since supply/demand isn't modelled very well ingame yet.
There are also things that can turn into missions. If you come across a shipwreck, there could be a lot of things behind it. You could search it and find something interesting, but it might also be a trap. Or it might be that there's something very bad indeed there, whether it's a disease that later gets spread, or something that's a threat to your ship. But you won't know which one of those it is without investigating.
Never experienced communicable diseases out in space or had a USS investigation turn into a misson. But this is something which could be developed as time goes on without too much trouble, probably.
A load of players will get together and all buy food at the same time to drive the price up or down and manipulate the stock market. So we'll be putting in automated mission generation that will trigger when that happens. That feels natural. There will be advantages to co-operating with other players to break the system and mess with the stock markets.
Manipulating/messing with the market seems impossible currently, and nowhere does the game suggest a way or reason for doing so. Automated missions which trigger on market events sound great, but it's hard to know if or when these might occur. As the markets don't fluctuate all that much, the times when things get out of balance enough to trigger missions restoring balance would be very rare.
(I look forward to developments of this aspect of the game, as simple trade runs will start to have meaning outside of your bank balance. Again, lack of true supply/demand is hobbling trading in ED- trading feels irrelevant because it exists simply as something for you to do in order to make money, or spend time doing as an 'experience'. It has no further effect ingame- outside of CGs and PP missions. This is a problem of integration/coherence at a very fundamental level).
You can set a filter to say you only want to go through systems that have a reasonable level of law enforcement, so there's less chance of being attacked. But that might mean that your route ends up being longer.
Systems all still feel the same. Hoping PP will address this, perhaps via Control Effects or something similar.
These may seem like traditional single-player missions, but they can quite easily involve other players. You can contact your friends and say that this is going to be really hard, can you help me with this? And you can share the spoils once it's done. So there are official missions, but you might also get a message from another player asking for help escorting a ship through dangerous territory
Players in Wings sill can't share the bounty from missions as far as I know, I may be wrong. But they can share bounties in CGs- so it doesn't seem like an impossible fix (we're getting there)
The emergent missions you stumble into while exploring are the most fun, when something comes up that you can take advantage of. That can be very exciting.
Very underdeveloped currently, and I can't think of any decent examples within my own experience.
So yeah, this was stuff which was mentioned about a year ago- but the descriptors in the title give good context... 'ambitious', and 'future'. I don't mean to suggest that FD have lied to players. The future could still be some way off, and plans always change to some degree. I hope the ambitions are still there to realise some of the things mentioned above. Also we have new content which was never really hinted at before, Powerplay being one example. Yet the comments by DB above had formed in part my assumed ideas about the game and what it is all about... flying around, bumping into interesting things which lead into missions, a supply/demand economy which shapes systems and which players can use to their own advantage, missions which tie seamlessly into the economy, etc. Really, an integrated world in which fun/emergent possibilities can take place. The dynamism of PP is a good sign, but I don't know if there will ever be enhancements to how the economy/markets function... which would be a shame.
I love the idea of 'bottom up' world shaping... making sure stations have enough of what they need to produce goods, etc. Strong local economies would make systems more worthwhile for PP exploitation or control. Badly managed or neglected systems would have the opposite effect. Both outcomes could be controlled or heavily influenced by players, just doing what they normally do.
Cheers!
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