People are setting themselves up for disappointment
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People are setting themselves up for disappointment
Great work! Loved it!With the Big Reveal scheduled for tonight, it's my last chance to post this, so..
Just for fun I counted the various suggestions in the first few pages of this thread, under OP's categories, before the discussion diffused somewhat. Where the same poster suggested n alternatives I scored each suggestion as 1/n, then tallied the scores.
The clear winner (but see below) was base building with around twice the count of its nearest rival (more, if the variations are counted).
Anyway, the scores:
The remaining option, Something Else, would win by far if the various ideas were combined. Ideas with multiple advocates were:
- Base building, mining resources: 13.5 ( 12 x 1 + 3 x 1/2 )
- Base building variations:
- as dynamic economy mechanic : 1
- procedurally buit by Powers : 1
- in VR: 1
- as prep for new planet types DLC : 1
- Hunt procedural alien wildlife / New planet types and biomes: 7.83 (6 x 1 + 3 x 1/2 + 1 x 1/3)
- Ship interiors: 2.83 (5 x 1/2 + 1/3)
- EVA outside a ship in space: 1.33 (1 + 1/3)
- Deep NPC interaction with AI voices: 1 (1 x 1)
- On foot VR mode: 1.83 (1 + 1/2 + 1/3)
- Guild system for player groups: 0.5 (1 x 1/2)
The remainder, with single proponents:
- Ground Thargoids 4 x 1 + 1 x 1/2 (one stipulated: on Thargoid turf)
- Cats: 2 (2 x 1)
- Racing: 2 (2 x 1)
- Ship customisation: 2 (2 x 1)
- Bobbleheads: 2 (2 x 1)
- Gas giant mining 2 ( 1 x 1 + 2 x 1/2)
- Anti-aliasing 2 (2 x 1)
- Enhanced exploration/research 2 (2 x 1)
Two of OP's categories received no support that I could discern:
- Mass slaughter of engineers
- NPC crews
- System colonisation
- In game support tech
- Procedural community goals
- Ships going backwards
- Cockpit star targeting from any distance
- Space bureaucracy
- New mission type
- PMF replacement
- Beer
- Cap ship boarding w/ missions
- Stats tweaks & Arx inflation
- Cheese
- Colony ships game loops
- Binoculars
- New living aliens
- HUD options
- Orbitals
- Surface mining
- Ship NFTs
- Ship loadouts
- Bike/hoverbike
- Free/recycled mats
- In-game comms improvements
- Shorter FC jump times
- In-game forum combat
- Wormhole travel network
- Companion sim game
- Sonic SRV safety improvements for pedestrians
- Extra extra large titans
- Play as Thargoid with graffiti powers
- Something creating (even) more salt
- Something to complain about
I haven't posted any guesses myself iirc, but I'll throw my hat in the ring at this point, taking my cue from the early roadmap given in Elite Dangerous Newsletter #29 with
- Procedural cities on planets: 0
- Station management: 0
- Combat and other interactions with other players and AIs in the internal areas of star ports
The remainder, with single proponents:
- Mass slaughter of engineers
- Ships going backwards
- Beer
- Cheese
- In-game forum combat
- Sonic SRV safety improvements for pedestrians
- Extra extra large titans
- Play as Thargoid with graffiti powers
- Something creating (even) more salt
- Something to complain about
I do agree with that with one caveat, that it is plausible that this new feature was an intended reveal built into the development of the Odyssey expansion. If so, that does open up a few suggestions that otherwise would be out of scope for this announcement. We shall see later today!I am always happy to have my expectations shattered, but my expectation is that it will be nothing of the sort of DLC-sized large fantasy feature poeple have been hyping themselves up to.
I do agree with that with one caveat, that it is plausible that this new feature was an intended reveal built into the development of the Odyssey expansion. If so, that does open up a few suggestions that otherwise would be out of scope for this announcement. We shall see later today!
I think that's the only one I'm pretty certain it won't be, unfortunately. But hopefully one day!I'm still hoping for ship interiors - in derelict spaceships stranded in space. And the fourth ship is a salvager.
What people are hoping is (reddit+youtube+forums)With the Big Reveal scheduled for tonight, it's my last chance to post this, so..
Just for fun I counted the various suggestions in the first few pages of this thread, under OP's categories, before the discussion diffused somewhat. Where the same poster suggested n alternatives I scored each suggestion as 1/n, then tallied the scores.
The clear winner (but see below) was base building with around twice the count of its nearest rival (more, if the variations are counted).
Anyway, the scores:
The remaining option, Something Else, would win by far if the various ideas were combined. Ideas with multiple advocates were:
- Base building, mining resources: 13.5 ( 12 x 1 + 3 x 1/2 )
- Base building variations:
- as dynamic economy mechanic : 1
- procedurally buit by Powers : 1
- in VR: 1
- as prep for new planet types DLC : 1
- Hunt procedural alien wildlife / New planet types and biomes: 7.83 (6 x 1 + 3 x 1/2 + 1 x 1/3)
- Ship interiors: 2.83 (5 x 1/2 + 1/3)
- EVA outside a ship in space: 1.33 (1 + 1/3)
- Deep NPC interaction with AI voices: 1 (1 x 1)
- On foot VR mode: 1.83 (1 + 1/2 + 1/3)
- Guild system for player groups: 0.5 (1 x 1/2)
The remainder, with single proponents:
- Ground Thargoids 4 x 1 + 1 x 1/2 (one stipulated: on Thargoid turf)
- Cats: 2 (2 x 1)
- Racing: 2 (2 x 1)
- Ship customisation: 2 (2 x 1)
- Bobbleheads: 2 (2 x 1)
- Gas giant mining 2 ( 1 x 1 + 2 x 1/2)
- Anti-aliasing 2 (2 x 1)
- Enhanced exploration/research 2 (2 x 1)
Two of OP's categories received no support that I could discern:
- Mass slaughter of engineers
- NPC crews
- System colonisation
- In game support tech
- Procedural community goals
- Ships going backwards
- Cockpit star targeting from any distance
- Space bureaucracy
- New mission type
- PMF replacement
- Beer
- Cap ship boarding w/ missions
- Stats tweaks & Arx inflation
- Cheese
- Colony ships game loops
- Binoculars
- New living aliens
- HUD options
- Orbitals
- Surface mining
- Ship NFTs
- Ship loadouts
- Bike/hoverbike
- Free/recycled mats
- In-game comms improvements
- Shorter FC jump times
- In-game forum combat
- Wormhole travel network
- Companion sim game
- Sonic SRV safety improvements for pedestrians
- Extra extra large titans
- Play as Thargoid with graffiti powers
- Something creating (even) more salt
- Something to complain about
I haven't posted any guesses myself iirc, but I'll throw my hat in the ring at this point, taking my cue from the early roadmap given in Elite Dangerous Newsletter #29 with
- Procedural cities on planets: 0
- Station management: 0
- Combat and other interactions with other players and AIs in the internal areas of star ports
I'm thinking it might be settling unpopulated systems, eventually establishing many mini-Bubbles around the galaxy. It would be a significant undertaking and credit sink, so it might take a sizeable coordinated effort by experienced players to get started in a new region. Arf said we'd have more reason to explore, so maybe that's it.
Well done?And the winner is:
Pretty close indeed.
I was really hoping for this too... Well done FDEV!
Soon™So when is it happening?
Sorry for my ignorance, but could anyone please point me to a link (there is one somewhere, isn't there?) where I could watch a recording of the announcement to find out what was actually said about the new thing? I've tried looking at the top sections of this forum as well as googling, but both to no avail.
Hired for that phase.Hi All
Okay, so about this new feature. first off...Colonisation Carriers, Depot ships and other connected paraphernalia!
Watching the Livestream my first impressions were on the face of it was pretty straightforward...but!...after some consideration I realised this was maybe a trifle naive because this was how I saw it.
Let me explain further. My first reaction went something like this....
Colonisation Carriers, player owned.
Again hired.Depot Stations, Player owned.
Possibly I thought it might be that the system had to be fully discovered and we bought the license.The system criteria whereby this colonisation takes place will be a system which is first discovered by the player, who then starts the process of the colonisation mechanics.
In other words colonisation can only be attempted in this particular system when ALL the bodies in that system are discovered / scanned and consequently have that Cmdrs.' name credited to them. (open question).
I think we get to decide which system within constraints including but not limited to uninhabited and distance from an inhabited system.Just imagine for now that the system in question here meets these requirements. How does a 'First Footfall' also affect the other requirements?...does that player have to complete this function for all the landable planets / moons in that system as well?
Does 'mapping' all mappable planets constitute another requirement.
I then thought, hang on!... how much actual control over these features does a single player have. Some or None of the above might be the case.
Some control by the player could be measured as a percentage, can the player have 100% control, or is it say perhaps 50%, with the rest of that percentage being under the control of the game (As in Frontiers).
I think they will get names like Roanoke Ark Ship B, and maybe they will be one shot vessels designed to be broken up to establish the colony if they don't just return to base to be hosed out and rented to the next bunch of wanabees.If there is no control attributed to the player, for example, Frontier decide which Systems are to be Colonised, Frontier decide where a Depot is to be placed and Frontier decide which player or players can contribute to the colonisation of that system, either by the mission structure or some other means. That leads me to think the CC will be controlled using the present mega ship format.
I'm just throwing questions and ideas about here, as I'm starting to think that on the face of it the Colonisation Feature generally (imho) is a great idea, and I can see some interesting gameplay being created because of it.
Chuck in the new PP features to add some 'spice' (as in let PP have some impact on colonisation) which could produce some real time struggles between the colonisers and the major powers as well as the players supporting either one...or both!.
We have very little information at present, but initially (As I see it) it will depend on ...1. Can a player 'buy' a CC? or 2. Is the CC going to be a PP Faction owned asset. (I would imagine then there would be roughly 12 of them if that's the case, or even more).
Player owned would also mean that the CC's could also be functional for players who generally play in solo (in the first instance), that is to say a player need not consider the other 2 game modes, but obviously the solo player will probably be forced to consider this at some point if their colonised world (or in the process of being colonised) is attracting the interest of the Factions and their supporters.
Anyhow, if other posters here have some other thoughts or ideas on this coming feature let's 'av 'em!...I'd like to know what other people think, especially the role of the Colonisation Carrier, how it will (or not) be a player owned Asset. Incidentally, it's been dubbed as the Colonisation Carrier, but what is it's proper designation?...Carrier, Ship or something else?
Actually if the Frontier Devs are perhaps reading this, a Question!...Just WHAT is it's official title of this humungus vehicle in space?...
Jack![]()