Update 2.2: Even more light, and nearly no shadow at all!
If I'd go just by the list of already announced features for 2.2 (and FDs presentations at GamesCom aren't even finished, yet!), the upcoming release of the "Guardians" update would easily win the Gold medal for most promising update in the two year history of ED for me:
This is a massive list, not just of extremely often requested features (More risk vs reward for explorers in form of updated neutron stars!! CQC environments in the main game!!! Shipyards!!!! Security Level "front and center"
) and great QoL improvements (Module storage! Selling your remaining vouchers anywhere for a fee!!) but also the the stuff I have been looking forward to the most: NPC crews (still can't believe they budged and we don't just get multiplayer crews! Anyone remember our fights here at the forum, telling FD that NPCs are at least as important as multiplayer crews for the community? Well, they listened!
), Passenger missions and Ship transfer!
And with the recent events, the one point that really irked me a lot - instant ship transfer - has been resolved as well!
So the only, very minor complaints - really just nitpicking - that remain are:
So, all in all, I am very much looking forward to 2.2 without worrying, thanks to FD overthinking its initial decision about ship transfers being instant!
The feature list of 2.2 shows how much FD is listening to the demands of fans: nearly all of the stuff announced has been requested in the forums numerous times! So, kudos to FD for listening to their fans! [up]
Lets becautiously optimistic about "The Guardians"! 
If I'd go just by the list of already announced features for 2.2 (and FDs presentations at GamesCom aren't even finished, yet!), the upcoming release of the "Guardians" update would easily win the Gold medal for most promising update in the two year history of ED for me:
- Ship launched fighters (including an awesome looking start sequence from the fighters bay)
- NPC crew!!!
- additional geologic features on planet surfaces
- overhauled looks for neutron stars including awesome sounding new high jump mechanics (risk vs reward!) for explorers
- Passenger (bulk and VIP) missions!
- The beautiful Beluga Liner
- Tourism spots around the galaxy!
- CQC environments in the main game
- Capital ship yards
- Module storage
- Ship transfer
- New paintjobs for fighers, ships and SRVs
- New customization kits for additional ships
- Security state of the targeted system being visible on the HUD (congratulations to Captain Kremmen! Your two year long fight has finally been successful
)
- Route filters for all kinds of system properties (security level, star class, economy type etc.)
- Planet models being visible in the system view!
- "Shady" contacts offering to clear your fines or buy your bounty vouchers - for a price!
- Beautiful, additional station interiors (tourist, refinery, high-tech and agriculture all look awesome!)
- The new independent "Taipan" fighter (very cool design, IMHO)
- Overhauled port services UI
This is a massive list, not just of extremely often requested features (More risk vs reward for explorers in form of updated neutron stars!! CQC environments in the main game!!! Shipyards!!!! Security Level "front and center"
And with the recent events, the one point that really irked me a lot - instant ship transfer - has been resolved as well!
So the only, very minor complaints - really just nitpicking - that remain are:
Ship transfer will be instant. This is the one big design mistake they shouldn't do with ship transfer, IMO. Screwing up the price for transfers wouldn't have such a big impact on the gameplay, neither the presence or absence of large carriers actually transporting our ships. But making transports instantaneous bereaves the game of one of its greatest assets: the feeling of the scale of the huge galaxy! Just in the name of "gameplay reasons trump everything else". But I think this decision actually isn't a gameplay improvement, but much rather a gameplay degradation. It will hinder FD to implement something like leaving cargo in docked ships in the future, for example, because otherwise players could just magically beam those docked goods around the galaxy along with their ships.- Printing your own fighters in your fighter bay: while the actual fighter gameplay looks awesome, IMO, the decision to let the player re-print lost fighters doesn't sit well with me. I understand that the devs want to reduce the barrier of actually using the fighters if they are to precious, but replacing them this easily diminishes their value too much, I think. While on the Distant Worlds expedition, knowing I had only two SRVs in my hangar made me value and care for them much more, it created a much larger attachment towards them than if I'd have had an unlimited amount of SRVs.
- The CQC environments and the new capital shipyards look absolutely stunning, but reducing them - functionality wise - to just some glorified nav beacons with tunnels is wasting a great opportunity, IMHO. I think these should have at least some basic station facilities, like a commodities market or the option to refuel and repair your ship. I would so much love to dock at these new locations! The way it is now, they are little more than painted asteroids, which is a shame! Even the much smaller outposts offer some real space port functions, so preventing players from docking at CQC stations or shipyards is a missed opportunity!
So, all in all, I am very much looking forward to 2.2 without worrying, thanks to FD overthinking its initial decision about ship transfers being instant!
The feature list of 2.2 shows how much FD is listening to the demands of fans: nearly all of the stuff announced has been requested in the forums numerous times! So, kudos to FD for listening to their fans! [up]
Lets be
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