News The Engineers Beta Release Date and Elite Dangerous 1.6

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The reason Scoopy is you have used them all up and why your shields are draining or already dropped. You have used it all every time so that is why they invented the high energy transfer lasers to help charge shields. In other words it is a game and to make co-op play a bit more friendly and exciting adding this in helps, and as for NPC's it really can change how you play the game. Remember you have to get the healing lasers crafted not everyone will have them. Your primary target against NPC's may just become the 'healing' ship first if you can find it. As for aiming for the capacitor well it will be a gimballed laser, of course if you use chaff you lose the beam.
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Calebe

I appreciate your patience :)

I hope this release also includes teraformable earth like worlds which are like, really rare, and when you shoot them with a tera forming laser, they almost instantly turn into a completely different earth like world.
 
Not entirely true, just perhaps we are constrained by the energy requirements and current technology and not needing shields from lasers. I.E. necessity is the mother of invention.

Air stops x-rays of certain wavelengths.

Magnetism deflects (or attracts) ferromagnetic material. ED lore already includes magnetic shoes and landing pads that auto-center ships.

If you have enough mass, you can curve space, as evidenced by gravitational lensing around galaxies. Essentially what the FSD drive is modelled around lore-wise. So laser shields could utilize some part of FSD technology that could affect both light and matter.

and...

... And?

However, I did use the word 'known' :)
 
I really do want to be positive; I dislike pointless forum whining, and I'm disappointed in myself for the extent to which I've participated in it. However, that doesn't mean all complaints or worries are not legitimate.

I have a love-hate relationship with metagaming. I really LOVE metagaming things. Getting an extra edge because you've put in the time and effort for proper planning is something that makes me really happy. But at the same time, maybe in part because of that, I realize how much metagaming can ruin a fun game and how limiting it can be.

And I really hope we see some indication that FD is seriously considering how much extra strength a strong healing ability can give to meta-focused setups, and the degree to which that would inevitably influence the rest of the game.

Granted; we don't know much at all about it at this point. But my fear is that if it's a enough of a heal to please those who really want space-clerics it is inevitable that it will end up with a new meta based on having healers, and it almost inevitable for that meta to be very powerful against those not toeing the new line. If it's not strong enough to result in a new meta, everyone who really wants space-clerics is going to feel cheated.

I'm not worried about changes. I'm worried about unanticipated swings in player mindset, requiring swings in design to cater to that mindset, brought on by changes. Especially when changes are made not fully considering just how thoroughly metagamers can and will meta their game, and how all their theorycrafting inevitably bleeds out into the playerbase at large, changing the game for everyone.

Metas will always exist. They are not the problem. Their relative strength is. That is what needs to be kept in mind and mitigated when designing, and "healing" is such a powerful concept in a combat-heavy game, it really requires very careful consideration, especially when it's added in after the fact.
 
I've tried to stay away from how stupid a "healer spaceship" sounds, from a sci-fi point of view, but oh my goodness so much YES! >_<

/grumpy enough that I end up deleting half my posts in self-censorship. I really don't want to be negative, but it's hard right now.
I wonder how difficult it will be to get a healing laser and what things will have to be given up other than a weapon slot, to have one. How many players will pursue this? Will NPC's have them (not likely). Will we be able to gain one as loot after destroying a ship that has one??? <- hint on looting FD.

This type of announcement (healing lasers) is a reason FD should bring back the spirit of the Design Discussion Forum. There is already a lively debate going on but IT IS TOO LATE. This is one idea FD should have realized would be questioned by the folks that love the more true to science parts of the game. Sometimes presentation is everything- we have shield cell banks, maybe this could be a shield modification instead of a laser modification and require management of absorbing or deflecting mode.

2.1 is delayed to help FD polish existing stuff. But they could delay all of season 2 for that. Will healing lazors be another mechanic to revisit?
 
I really do want to be positive; I dislike pointless forum whining, and I'm disappointed in myself for the extent to which I've participated in it. However, that doesn't mean all complaints or worries are not legitimate.

I have a love-hate relationship with metagaming. I really LOVE metagaming things. Getting an extra edge because you've put in the time and effort for proper planning is something that makes me really happy. But at the same time, maybe in part because of that, I realize how much metagaming can ruin a fun game and how limiting it can be.

And I really hope we see some indication that FD is seriously considering how much extra strength a strong healing ability can give to meta-focused setups, and the degree to which that would inevitably influence the rest of the game.

Granted; we don't know much at all about it at this point. But my fear is that if it's a enough of a heal to please those who really want space-clerics it is inevitable that it will end up with a new meta based on having healers, and it almost inevitable for that meta to be very powerful against those not toeing the new line. If it's not strong enough to result in a new meta, everyone who really wants space-clerics is going to feel cheated.

I'm not worried about changes. I'm worried about unanticipated swings in player mindset, requiring swings in design to cater to that mindset, brought on by changes. Especially when changes are made not fully considering just how thoroughly metagamers can and will meta their game, and how all their theorycrafting inevitably bleeds out into the playerbase at large, changing the game for everyone.

Metas will always exist. They are not the problem. Their relative strength is. That is what needs to be kept in mind and mitigated when designing, and "healing" is such a powerful concept in a combat-heavy game, it really requires very careful consideration, especially when it's added in after the fact.

When SCBs were the meta it was still possible to do more damage than scbs could heal and take down ships using scbs. And everyone were worried about pp modules but all that died in 1 hour after players got their hands on them.
 
... And?

However, I did use the word 'known' :)
Acknowledged and agreed... you got me there.

And... saying I can come up with other examples of exotic possibilities (but probably will always be in the realm of sci-fi); but really don't want to put in the effort at the moment.
 
So I guess, if I play solo and stop using Horizons, then apart from the odd NPS suddenly magically healing, I will, at least, be in a galaxy that makes some semblance of sense.

I guess I'll have to see what the other new features are when beta arrives but this does not bode well.
We already know a lot of the new features and there should be a bunch of fixes. Or maybe you mean other new features not yet announced?

I'm excited by pretty much everything I've heard so far (even if they haven't coded everything I want yet ;)):

  • Making BGS much more apparent but through in-game presentation
  • Faces on mission givers
  • Tier 2 persistent NPC (mission givers only at first I assume)
  • Bookmarks on galactic map (not sure if they will work on system maps)
  • Tracks on planets
  • Mission fixes and additional work on missions
  • graphical fixes and updates
  • Loot and crafting- although particulars not out yet I am interested in Loot a lot more than crafting
  • more info on Aliens and barnacles hinted at...
  • an update to the Outfitting screens (wonder about that...)
  • collapsible configuration menus (needed that for a while, or tabbed categories, still need a keyboard map on-screen to stop over-writing bound keys- that is a basic)
  • What am I forgetting that is known?

- - - - - Additional Content Posted / Auto Merge - - - - -

Yet an other newsletter without actual ne.... BOOM HEALING LASERS.
Yeah, I was just thinking, why didn't they put this in the newsletter first.

I have no doubt someone will read this thread and then tomorrow complain there is no new news in the newsletter when FD repeats this news.
 
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We already know a lot of the new features and there should be a bunch of fixes. Or maybe you mean other new features not yet announced?

I'm excited by pretty much everything I've heard so far (even if they haven't coded everything I want yet ;)):

  • Making BGS much more apparent but through in-game presentation
  • Faces on mission givers
  • Tier 2 persistent NPC (mission givers only at first I assume)
  • Bookmarks on galactic map (not sure if they will work on system maps)
  • Tracks on planets
  • Mission fixes and additional work on missions
  • graphical fixes and updates
  • Loot and crafting- although particulars not out yet I am interested in Loot a lot more than crafting
  • I'm probably forgetting something ...
  • more info on Aliens and barnacles hinted at...
  • an update to the Outfitting screens (wonder about that...)
  • collapsible configuration menus (needed that for a while, or tabbed categories, still need a keyboard map on-screen to stop over-writing bound keys- that is a basic)
  • What am I forgetting that is known?

Well, I'll take bookmarks on the galactic map, tracks on planets, improved missions depending on what "improved" means and graphical fixes. However, a galaxy full of healers, clerics, wizards and perhaps deities and +4 chaotic shields would tip the balance rather unfavourably for me.
 
I have no doubt someone will read this thread and then tomorrow complain there is no new news in the newsletter when FD repeats this news.

Why would they?

There seems to be more of the good stuff coming tomorrow:

In the next three week’s Newsletters (starting this Friday) we’ll be going into both 1.6 and The Engineers, with articles written by Executive Producer Michael Brookes about all of the new features coming to the game, artwork, in-game images and much more.
 
We now retrieve communication on progress.

This is welcome. Much appreciated. Thanks FD ! Best wishes for this update.
 
Ok that thing looks kinda interesting.
Hopefully it adds more "roles" to the gameplay then, support, longrange, and whatever else you can imagine.

just...please explain how the ranking system works after the rework. you said several times now that you want to split the major faction rank from minor faction missions...but how will it work then?
 
Oh joy you just added the holy trinity in to ED, this is going to be a nightmare, that laser is now going to create healers. You'll now have wings of HRP and shield booster tanks, Glass cannon DPS ship builds and healer ships that recharge shields. I have to say I'm very worried how this will work considering your also beefing up the AI. I can see AI wings being way to overkill unless they start having to manage heat and loose their cheats that they have had to give them a fighting chance against players before the improvements.
 
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One thing comes to mind can only one ship recharge another ar a time with one laser or its open to abuse.

For example a Cobra Mk3 using four recharge beams in a wing two are full healers the last is a Anny with heavy weapons would be practically unstoppable. Or even a Corvette etc.

If its more than one laser at a time then it will be abused like mad and will be the SCB fiasco all over again.
 
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