What's the Brand New Feature for ED in 2024?

I think many of the good folks here want all the architecture and interiors of Star Citizen, the procedural fauna and lush nature of No Man's Sky, some may even want the massive epic all-out battles of Eve Online, and all of that in the semi-realistic galaxy of Elite. Where is the Elon Musk with the money to buy and bind them all, who will create the only space sim we ever need :D
 
I was just watching a buckyball race video and thought how about adding deep dust on some planet surfaces in scales varying from puddles and ponds up to large lake equivalents.

Obviously being dust they will not support the mass of a ship or SRV but would only really cause dangerous overheating when the radiators were far enough below the surface.

You might not be able to walk through them but could drive through, overheating aside, but visibility would be an issue.

Yes I know it is basically another fluid with all the issues that go with that.
 
I think many of the good folks here want all the architecture and interiors of Star Citizen, the procedural fauna and lush nature of No Man's Sky, some may even want the massive epic all-out battles of Eve Online, and all of that in the semi-realistic galaxy of Elite. Where is the Elon Musk with the money to buy and bind them all, who will create the only space sim we ever need :D
That's what everyone wants. But as a former modder, I'll always disagree with what can and can't be done. Creating ship interiors is no more complicated than creating any other object and has been done for decades, of course, I'm not talking about how SC does it... I don't think it's necessary, you can just simulate an internal instance and hide the loading screens. On a procedural world like NMS, they've done it with much less monetary and human resources than Frontier has and on EVE online, you're talking about very old technology, which shouldn't be such a big problem today.
 
That's what everyone wants. But as a former modder, I'll always disagree with what can and can't be done. Creating ship interiors is no more complicated than creating any other object and has been done for decades, of course, I'm not talking about how SC does it... I don't think it's necessary, you can just simulate an internal instance and hide the loading screens.
You're ignoring the rapidly altering vectors of inertia for a manoeuvering ship. Also we'd be in zero gravity. Trying to move around such an interior without getting badly injured or killed would be challenging at best. Certainly very hard to model, especially with penetrative combat damage from outside, and tryin to correlate people and objects inside with the outside players' ships/attacks.
 
You're ignoring the rapidly altering vectors of inertia for a manoeuvering ship. Also we'd be in zero gravity. Trying to move around such an interior without getting badly injured or killed would be challenging at best. Certainly very hard to model, especially with penetrative combat damage from outside, and tryin to correlate people and objects inside with the outside players' ships/attacks.

Yeah the system Mutilador is referencing is used for static ship interiors like the ones in star wars online, they don't actually move in a coordinate space, the ship would have to be landed somewhere in a static coordinate system for it to work, or the actual generated interior would need to be stored as a completely separate instance on a different server, and how you would get that to work with a ship that is flying around and maybe being attacked and damaged is anyone's guess. No, the interiors that players want and expect are exactly those sorts of interiors in Star Citizen. Well maybe not exactly the same, we would expect them to actually work properly and not just keep dumping people out into space.
 
Yeah the system Mutilador is referencing is used for static ship interiors like the ones in star wars online, they don't actually move in a coordinate space, the ship would have to be landed somewhere in a static coordinate system for it to work, or the actual generated interior would need to be stored as a completely separate instance on a different server, and how you would get that to work with a ship that is flying around and maybe being attacked and damaged is anyone's guess. No, the interiors that players want and expect are exactly those sorts of interiors in Star Citizen. Well maybe not exactly the same, we would expect them to actually work properly and not just keep dumping people out into space.
Actually as long as it dumps uninvited out into space I could be fine with that.
 
As far as how technically difficult ship interiors are, I'll just say that judging by the implementation from the people who make everything look difficult is going to give a skewed impression.

X4 has walkable ship interiors, accessible while the ship is in motion and combat (and sure, it handwaves with actual artificial gravity, rather than special boots, but that's not a technical matter, that's just what flavour of handwave your audience will accept) and I've never fallen through any of them in a few hundred hours of play. It's not a technically difficult thing to do if you set up your coordinate systems properly - and indeed Elite Dangerous also already does it, with the station concourses in a rotating station being in the same instance as the ships inside and outside the station (and the instance itself moving and rotating around the star system, for that matter) and all the relative positions being calculated just fine.

(There are reasons other than technical difficulty I'd prefer Frontier to work on something else - I never found the X4 interiors added much to the game either - but they should certainly be well within Frontier's technical capabilities to implement at all, with the strongest evidence being "they already have, what do you think you're sitting in when you fly your ship?")

You're ignoring the rapidly altering vectors of inertia for a manoeuvering ship. Also we'd be in zero gravity. Trying to move around such an interior without getting badly injured or killed would be challenging at best.
Our passengers (and live cargo, for that matter) already survive all this - without complaining, even the grumpy ones! - even if we don't get to see them doing it, so clearly the Magnetic Boots are capable of not only simulating normal gravity in free-fall but also counteracting arbitrary vectors of inertial force.

(That or the sole difference between Economy and Luxury passenger cabins is the softness of the packing foam lining the inside of your transportation pod and whether you get a local anaesthetic for hooking up the life support tubes. It's possible.)

Certainly very hard to model, especially with penetrative combat damage from outside, and tryin to correlate people and objects inside with the outside players' ships/attacks.
Allowing arbitrary damage to interior elements from an exterior attack certainly would be time-consuming to do all the models, but also probably unnecessary - the existing ship interiors implementation provides an alternative: have the attacks stop at the edge of the hull, converted to module damage if they hit the right bit of hull, represent the module damage more abstractly than keeping track of where each shot precisely went when viewed from the inside. Your canopy always looks the same at 42% integrity no matter how it got there, and no matter how accurately someone lines up that railgun shot it can't actually hit you even with the canopy gone.
 
(That or the sole difference between Economy and Luxury passenger cabins is the softness of the packing foam lining the inside of your transportation pod and whether you get a local anaesthetic for hooking up the life support tubes. It's possible.)

^^^
This has been my headcanon ever since passenger missions were added, and I’ve long assumed that our actual cockpit chairs are more like the StarDreamer capsule from FE2 and FFE, which feeds us lots of performance enhancers to stay lucid during high-g maneuvers, than what we see in game.
 
I think we're far enough in the future for significant gene modding to make humans a more resilient spacefaring species. No need for tubes and chemicals. Or do people think blue hair is natural? :p
 
Our passengers (and live cargo, for that matter) already survive all this - without complaining, even the grumpy ones! - even if we don't get to see them doing it, so clearly the Magnetic Boots are capable of not only simulating normal gravity in free-fall but also counteracting arbitrary vectors of inertial force.

Oh I don't think that's the same thing at all, those things are just temporary data attached to the account name so nothing we do in the ship will affect them, actual, to use a SC term, "physicalised objects" (yes it's a horrible term), like other players and even yourself moving around are probably a little harder to implement.
 
their network connections will need to be figured out.
So a bit like the Mass Effect relays in concept too*…

… does it include “You may run into angry stuff on the other side”?

*Not saying this as positive or negative, in that universe they are like that as well, with the opposite end of the connection unmapped unless found without prior activation.

Some people who are against any sort of “fast travel” style mechanism in Elite may not be happy with the idea though. At the same time, it would merely lead to well-explored pockets of space around those points. So, I dunno.
 
So a bit like the Mass Effect relays in concept too*…

… does it include “You may run into angry stuff on the other side”?

*Not saying this as positive or negative, in that universe they are like that as well, with the opposite end of the connection unmapped unless found without prior activation.

Some people who are against any sort of “fast travel” style mechanism in Elite may not be happy with the idea though. At the same time, it would merely lead to well-explored pockets of space around those points. So, I dunno.

I would be happy with that as long as the exit may drop you randomly into unsurvivable space at times, say outside the galaxy too far away to get back. Or maybe it just drops you somewhere on the other side of the galaxy and not take you back, so you have to be willing to explore to get back, or suicide I suppose and lose any data collected from there. The problem with fast travel is when people start using it, as you say, to just jump from one population area to the next, I mean really it just turns these two locations into a disconnected "the bubble," so why not stay in the bubble itself? I mean really if it was just one jump to Colonia then Colonia becomes part of the bubble and nothing special at all.
 
Hi All :)

One thing or statement that was previously mentioned about the 'new' feature in one of the livestreams was basically this..."A feature never before seen (or attempted?) in Elite before".
Was this statement broadly referring to Elite Dangerous, Horizons and or Odyssey, or did this statement also refer to the Elite franchise in it's entirety...in other words does this also include previous titles, as in Elite Frontier, Elite Frontier 2 and Elite First Encounters?

I personally find the actual statements slightly ambiguous, as in one sense it could mean either ' never before seen or attempted' in the current games, or 'never before seen or attempted' in the whole history of Elite.

Knowing what was actually meant by those statements would lead me (and probably others) to a better understanding and a more focused but more importantly realistic expectancy of what might be contained in the 'new feature'....maybe! :)

Jack :)
 
I personally find the actual statements slightly ambiguous, as in one sense it could mean either ' never before seen or attempted' in the current games, or 'never before seen or attempted' in the whole history of Elite.
Maybe they have adopted marketing from the makers of that other game, who reckon networking is something never attempted before in gaming, or keeping a project in alpha for 12 years?
 
Oh I don't think that's the same thing at all, those things are just temporary data attached to the account name so nothing we do in the ship will affect them, actual, to use a SC term, "physicalised objects" (yes it's a horrible term), like other players and even yourself moving around are probably a little harder to implement.
Certainly - I was referring here to the lore implications of being able to walk around a ship under ridiculous G-forces as if nothing was happening: it's fine, our passengers do it all the time, there's obviously some magic handwave tech which makes it all possible and we'll all feel better if we don't ask questions about what it is.

In terms of the mathematics involved, though, walking around the interior of a moving ship is no more complex than walking around the concourse on a Coriolis (or even sitting in multicrew together on a ship) - VR players can already move their viewpoint around the cockpit freely, which is the same calculations needed to move any physical object around the cockpit or other interior ship area. (Also the same calculations required to have our free-cam maintain a position and orientation relative to the outside of the ship during flight)

(Challenges in terms of "what would you do inside?" and "is this going to require a lot of new and re-done artwork?" are probably rather more significant than a bit of routine vector maths)

One thing or statement that was previously mentioned about the 'new' feature in one of the livestreams was basically this..."A feature never before seen (or attempted?) in Elite before".
That's from a while ago (unless they said it again, which they may have) - it was said before Update 13.

In terms of things never seen in either Elite Dangerous or any of the other games in the series, then solely in Update 13 it might refer to:
- the update being released with a cutscene intro
- the application of an anti-Guardian field to an entire system
- the ending of a CG through the destruction of the station offering the CG
- the placement of a planet-side POI a substantial fraction of the size of the planet in display size
- the implementation of moving objects detectable from outside their current system
- the implementation of moving objects able to pass between systems without hyperspace

Or, it might have referred more broadly to the "Aftermath" story starting in Update 13, which has had further things - the Thargoid war per-system layer with its growing list of new features being the most obvious - never before seen in Elite Dangerous.

They never did say exactly which of those things they meant.

Really, it's not a very useful way to narrow things down: almost by definition any release that's not pure bug fixing will include something not previously done in Elite Dangerous and probably therefore not in the previous games either. (Now, if they did specifically say they were bringing back a feature from one of the previous games, that would be a lot of information, because there aren't many of those left)
 
So a bit like the Mass Effect relays in concept too*…

… does it include “You may run into angry stuff on the other side”?

*Not saying this as positive or negative, in that universe they are like that as well, with the opposite end of the connection unmapped unless found without prior activation.

Some people who are against any sort of “fast travel” style mechanism in Elite may not be happy with the idea though. At the same time, it would merely lead to well-explored pockets of space around those points. So, I dunno.
It wasn't meant 100% seriously, rather in the series of pipe dreams taken from other games or science fiction themes. But who knows what the developers come up with, just taking a few pot shots at what the surprise might be. I share your concerns in this particular case (SCO already feels immersion-breaking for me, although practical and wildly popular.)
 
At this point I'm just hoping that whatever never-before-seen new feature FD is planning to reveal soon gets hit out of the park popularity wise & execution wise.

The timing is perfect ,if momentum builds, being this close to Christmas so it's a great opportunity to get the old players back and recruit many more new players too.

The same wish applies to PP 2.0 as well, a double home run is exactly what we need right now.
 
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