Well done Frontier!

the intimation I referred to was that the layoffs were solely responsible, which may not be entirely truthful...

It sounds like your reaction was to my comment, however my comment was entirely truthful; I was looking at the numbers posted. FDev's revenues for both years are the same ($47.7M vs $47.3M) yet the recent year is a $4.4M profit while the previous year was a $4.7M loss. Unless some jiggery-pokery is going on that I don't understand (which may be possible as I'm not a corporate accountant) then this means the change in fortune came from a big reduction in expenses, not an increase in revenue (because revenue decreased slightly according to the posted numbers). In the game industry (which I am part of) a big change in expenses YtY is almost certainly about headcount. Without that change of expenses it would have been another year of loss, because revenues were the same.

Remember: FDev numbers are not numbers for Elite, they are numbers for FDev; the entire operation and all their games.

I think 2024 was a great year for Elite, but the comment was about FDev financials. I'm not sure why you assume people are being untruthful.
 
Last edited:
I remember, around the time EDO launched, one of the streams (I think) mentioning that they had budget for a story writing team for 2 years, which, it might be reasonably assumed, meant that it was contracted writers rather than permanent staff.
I don't recall the budget being mentioned, it was that they had the story planned out for the next two years, which roughly seemed to take us up to the Proteus Wave.

The exact specifics of how they chose to stop after that make little practical difference to anyone besides Frontier management- permanent staff being let go, temporary staff not being renewed or replaced, same effect.
 

Ozric

Volunteer Moderator
I did wonder that when I first read it, but I concluded that ARX must represent PDLC for ED, on the basis that I am not aware of any other ways to pay for PDLC in the ED world - or am I missing something?
Odyssey is classed as a DLC rather than an expansion. I don't think the majority of people use the term expansion any more, even though that's what our LEP say.
 
Yes indeed, hopefully the success of the CMS games can continue to make it viable for many years to come. Maybe long enough for me to see development shift back to things I find enjoyable :)

I remember saying on Hutton Radio a few weeks ago, Planet Zoo/Coaster/F1/Thing Manager shows Frontier is so strong with the construction/management sim idea that it seems ripe for appearing in Elite after colonisation is working!

I'm imagining Starport Manager as a separate title, delving into the fine details of running a Coriolis port, outpost, planetary port etc.
Base game should just simulate a port, but a neat trick is if a colony architect could grant private/public control of their ports in Elite :D
Manager has to deal with the factions and their BGS + any edicts from the controlling faction while keeping the port economy going.
Think a bit like Frostpunk 2 there, faction influence in Elite gives them that % council representation in Manager.
Lots of scope to affect Elite, probably just visual at first / profitable ports look obviously more opulent to CMDRs docking there.
 

Ozric

Volunteer Moderator
I remember saying on Hutton Radio a few weeks ago, Planet Zoo/Coaster/F1/Thing Manager shows Frontier is so strong with the construction/management sim idea that it seems ripe for appearing in Elite after colonisation is working!

I'm imagining Starport Manager as a separate title, delving into the fine details of running a Coriolis port, outpost, planetary port etc.
Base game should just simulate a port, but a neat trick is if a colony architect could grant private/public control of their ports in Elite :D
Manager has to deal with the factions and their BGS + any edicts from the controlling faction while keeping the port economy going.
Think a bit like Frostpunk 2 there, faction influence in Elite gives them that % council representation in Manager.
Lots of scope to affect Elite, probably just visual at first / profitable ports look obviously more opulent to CMDRs docking there.
I'd be 100% on board with a space station manager!
 
I remember saying on Hutton Radio a few weeks ago, Planet Zoo/Coaster/F1/Thing Manager shows Frontier is so strong with the construction/management sim idea that it seems ripe for appearing in Elite after colonisation is working!
With a developer that specializes (very successfully) in CMS games, I wouldn't be surprised if eventually Colonisation would evolve into some kind of Planet Coaster: Dangerous.

Emergent gameplay is a huge part of how Elite is, adding to it with extra tools for players to build/manage/create - would be really good. Even with what there is already known about Colonisation - players make plans to build race tracks, some would want to make systems with specific themes, etc.

Tbh, I think that if there is a plan for what's next for Elite (not into way too distant future) then it is not about Ship Interiors or Atmospheric planets or whatever we might obviously expect. To me it looks like - continue with ongoing narrative, release new ships or other assets in a similar way, and if Colonisation has any measure of success - add (and develop) a CMS part to the game. If that is the case, then Terraforming is the next logical step, and that means that Atmospheric Planets are something for that distant future.

In terms of developer experience, possibilities for extra monetisation and continuation with what's worked while experimenting with new features - all of it makes sense.
 
With a developer that specializes (very successfully) in CMS games, I wouldn't be surprised if eventually Colonisation would evolve into some kind of Planet Coaster: Dangerous.

Except, Fdev again rushed a game out the door: Planet Coaster 2 currently has a user rating of 6/10 based on 6,731 reviews on Steam. When will they learn to not rush and release unfinished / unpolished games?

Emergent gameplay is a huge part of how Elite is, adding to it with extra tools for players to build/manage/create - would be really good. Even with what there is already known about Colonisation - players make plans to build race tracks, some would want to make systems with specific themes, etc.

Yes we expected base building and instead got "place facilities on planets". Maybe they can add racing facilities and other themes.

They could release new ships + sell interiors + cosmetics for the interiors = big revenue 💰💰💰. Also release DLC for new planet types.

Tbh, I think that if there is a plan for what's next for Elite (not into way too distant future) then it is not about Ship Interiors or Atmospheric planets or whatever we might obviously expect.

ronburgundy-agree.gif


To me it looks like - continue with ongoing narrative, release new ships or other assets in a similar way, and if Colonisation has any measure of success - add (and develop) a CMS part to the game.

I think there were problems with traditional base building in ED so they changed it to placing pre-designed facilities. System Colonization has too few benefits if all we can do is place facilities and grind materials for it.

If that is the case, then Terraforming is the next logical step, and that means that Atmospheric Planets are something for that distant future.

Terraforming a planet takes centuries. It would require Earth-like, normal atmosphere planets.
 
Last edited:
Except, Fdev again rushed a game out the door: Planet Coaster 2 currently has a user rating of 6/10. When will they learn to not rush out games?
Someday, maybe, hopefully, every time things don't go as planned, idk

Yes we expected base building and instead got "place facilities on planets". Maybe they can add racing facilities and other themes.
I think there were problems with traditional base building in ED so they changed it to placing pre-designed facilities. System Colonization has too few benefits to be interesting long-term if all we can do is place facilities and grind for it.
Reusable code saves costs. It could be easier to adapt existing tools/mechanics for Elite, than create new. From these adapted tools and mechanics - something closer to a base building could eventually evolve amongst other CMS features.

Everything starts somewhere. Step by step it could go further and further, like releasing piece by piece a DLC/expansion iterating on it's features.

In any case, I hope there won't be specific racing or other very narrow-themed facilities, and it would more of free-function structures that players can use/customise for what they would want to use them for.

Terraforming a planet takes centuries.
Then if we start now it would be ready right on time for ELW update XD

Terraforming :
While in most cases these bodies are still decades away from becoming Earth-like Worlds, their systems usually have a Terraforming economy and local stations will demand the types of Commodities necessary to advance the process.
...
In systems where the population size, available resources, or planetary conditions are insufficient to support a full terraforming program, artificial biospheres may be built instead to adapt small parts of a planetary surface for humans.
Also fits with the whole - Colonisation is a feature for Traders and CMS gameplay.
 
Last edited:
Reusable code saves costs. It could be easier to adapt existing tools/mechanics for Elite, than create new. From these adapted tools and mechanics - something closer to a base building could eventually evolve amongst other CMS features.

In the CMS games you can put thousands of little items together to design structures and theme parks (there's no limit on PC). ED is an MMO so I think they ran into technical issues for such deep customization.
 
Last edited:
In the CMS games you can put thousands of little items together to design structures and theme parks. ED is an MMO so I think they ran into technical issues for such deep customization.
Yes, technical issues are inevitable, and there would probably be heavy restrictions on thousands of little items.
 
I still think that the best course for the game, and what many would like to play, would be:
  • On one side: To continue story of the world with direct players involvement. Hopefully Guardians this time, maybe in a form of survived Traditionalist or Salvation+Sentinels (just please, don't do "now we need thargoid weapons to damage guardians" it would be very lame).
  • On the other side: Ship Interiors+EVA, Ship to ship/megaship/installations/derelicts docking/landing, boarding action, rescue & passengers, looting, etc. (see sig). And then there could be a combination of surface sites mechanics with boarding Guardian/Salvation vessels and uploading a virus, and many many other cool & fun activities.

After that Atmospheric Worlds, Terraforming, ELW, whatever.

But with how conveniently falls together - dev experience, game engine, reusable code, Colonisation introduction, what it could lead to for other parts of the game and how it could connect with player for player created gameplay - the theory about Planet Coaster: Dangerous seems very plausible.
 
I've purchased all four. Can you please tell me what I won?

Seriously, try to explain what advantage it brought me so I won the game?
(and while we're at it, what is the shape / nature of that victory?)
0 Credit rebuy?

I also purchased all 4. I think all it proves folks prefer to spend real money instead of grinding for ships. I don't really care, its just an observation...
 
...I'd prefer the DLC in smaller chunks than having to wait for years.

Sometimes things need to be architected/released as an integrated "system".

Buying a Roller Coaster without a Track to run it on is not much use... Same for a track without a Roller Coaster...
 
Colonisation as first step, basebuilding as a paid expansion would be cool. I guess so far the theme of the expansions had been "you don't NEED it, but it has something for EVERYONE", in which case basebuilding on its own wouldn't be enough, but OTOH they also experiment so ¯\(ツ)
 
0 Credit rebuy?

I also purchased all 4. I think all it proves folks prefer to spend real money instead of grinding for ships. I don't really care, its just an observation...

You gotta be joking, right?

0 credit rebuy is winning the game? :)

Re your observation "I think all it proves folks prefer to spend real money instead of grinding for ships", are you aware those ships are not available for in-game purchase yet? And won't be for months. And what grind? With ~20 billion, what do I have to grind? And anyone with a couple of millions? Grind what, for these ships?

You haven't thought enough before typing.
 
0 credit rebuy is winning the game? :)
That does mean that every player is winning...
The starter Sidey is zero rebuy
Winking Cat(?) gave participants of the treasure hunt a free Vulture
Another of the rewards was a free Courier a couple of years ago.
Wasn't a Clipper given away free too? (I missed that one)

I already had 3 zero rebuy ships before buying the 4 new ships... (I'm a winner BIG-TIME I guess!)
 
That does mean that every player is winning...
The starter Sidey is zero rebuy
Winking Cat(?) gave participants of the treasure hunt a free Vulture
Another of the rewards was a free Courier a couple of years ago.
Wasn't a Clipper given away free too? (I missed that one)

I already had 3 zero rebuy ships before buying the 4 new ships... (I'm a winner BIG-TIME I guess!)
You're forgetting the free Anaconda which you get at Hutton Orbital! ;)
 
With a developer that specializes (very successfully) in CMS games, I wouldn't be surprised if eventually Colonisation would evolve into some kind of Planet Coaster: Dangerous.
[...]
"Jumping queue is a crime punishable by death!" 😄

Great so see things are looking up for Frontier again. If this trend continues, maybe a "bigger" paid expansion/DLC could become a possibility again. 🤞
 
Back
Top Bottom