Elite: Dangerous

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there's a frog in my snake oil
With Elite launching into a chilly zone of low updates soon, I'm kinda pleased to see the community still posting playful **** on a regular basis . I'm kinda amazed it endures as a community at all, given the game's lacks and idiosyncrasies.

May they sustain the game to its mythical big update . And prevent the more moribund 'no excitement' crowd from dominating design discussions in the meantime









Plus yeah, all the crazy mock ups of dream additions, nerdy trackings of alien expansions towards the human bubble, stuff about the long now. All good. (Well, ultimately a sign that everyone's seeking enjoyment outside the game too . But still, kinda engaged...)

Think things will get sour over the next 6 months, but yeah, kinda amazed the game's buzzing at all in some ways
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Virtual Reality chatter on a movie site? Got endless amounts of it here. Reviews over here



there's a frog in my snake oil
Another cute launch trailer then. All CGI-ed up with nowhere to go...



The reality of all those fancy fireworks is probably just another fetch quest in a giant space haystack, with some new weapons at the end, and some new aliens to pew with them. (I like that they've finally settled on some definitive looks for the permanent characters though. Even if they'll probably change them again with the next proc gen tweak of the NPC creator )

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Handy big overview of the features / changes HERE.

TLDR pretty tricky, but essentially:
  • Planets less beige, more varied. No gameplay change.
  • Megaships now have criminal passtimes (steal the data / cargo), and NPCs to match in the location (thieves / police)
  • Wing Missions very basic. ('Delivery, collect, massacre and assassination'). Can see co-op assassinations possibly being fun at least.
  • Crime & Punishment now: Your ship gets the bounty, you just get a reputation, (added next patch, you can pick up 'faction wide' uber bounties too). That's the short story
  • Materials for crafting now have much bigger caps, and the 'crafting' is more determined.
    (Just to annoy, the barter guys who'll swaps mats are split into 3 types though. Get travelling )

And then just a load of filters and frippery and grand opportunities to buy voicepacks. Now't earth shaking. (But hey, if they can slip in some new actual gameplay templates for Wings / Megaships etc with each minor Q2 / Q3 update maybe there's some sugar there worth dropping in for. God I'm a dreamer )



there's a frog in my snake oil
Just had a really enjoyable session. Didn't actually want to stop

It was a mixture of 2.4 additions stacking up with the 3.0 stuff. Some cool moments were:
  • Finding a new 'under construction' style station
  • Just chilling out listening to Galnet lore while descending on a 'whole new grey' pimped up planet.
  • Actually finding a novel installation in every single system I dropped into, often with either some local in game activity, or the start of a trail leading to something nearby. (This may have been chance - I'm out in the Bemuda Triangle style backwater near Merope which is actually the hub of all activity...)
  • Trying out the new installation-scan mechanics. Best one was sneaking around a darkened off-grid station finding audio tapes until I got chased off by security. Simply assessing the wrecks of alien-riddled megaships was cool too though.
  • Finally following the breadcrumbs of a 'listening post' to find a new megaship, with little scraps of lore building up along the way.







Here's a vid of me side-booping an alien by a ravaged megaship. (Also features stunt crashes...). I"ll probably add a few other quick snippets which show off some of the new features. (I just slung this up as I think the alien scan of the megaship might be new behavior).



EDIT: Station under reconstruction. (Came in late 2.4 apparently)




there's a frog in my snake oil
Here's a cruise through some of the 3.0 stuff:



-Audio Galnet + New planetary terrain
-New 'chose your reward' payoffs.
-Scanning megaships & installations. Interacting with some bits and pieces.
-stuff looking pretty

The audio Galnet is actually kinda neat. It seems to be defaulting to some kind of 'history channel' at the moment . Although it appears you can filter it to play the latest news in various ways, or at least select a playlist. Not sure I'll be doing that, but I like this Encyclopedia Galactica version

The final bit is a 2.4 breadcrumb trail that led me to the smashed up alien infested ship above

A cool bit that's not included was my attempt to sniff around the station which chased me off. It was kinda neat how dark it was with the new lighting. I had to turn my own headlights on and ferret into corners to scan the nodes, which required you to get close. They dished up some audio story, and a breadcrumb trail to what I assume is the old Guardian sites.

So old material in some cases, but at least it's starting to stack a bit in terms of bespoke content, and the new scan mechanics shows promise for future use...



there's a frog in my snake oil
Just a little thing, but I stumbled on a station in a ring, orbiting a cheekily red planet, and it was one of those new 'under repair' ones:







All mainly cosmetic. But hey, cosmetic is what the game does best . Nice to feel like it's at least changing things up a bit though. (Every system I've dropped into has had something novel to recommend it so far. Probably chance, but I think they've upped the odds of that happening just a touch. It's welcome )



there's a frog in my snake oil
Day 3: Can't find anywhere to change my gear out in the Bemuda Triangle of the Pleiades. Hopping madly over battered stations to reach functioning but under-stocked ships. On the plus side, liking all the planets I meet along the way...







Fall into doing passenger missions with the kit I've got. Find my first black hole. It scares me with its hide and seek via distended light. Makes me forgive the 12 minute drive the mission locked me in to :/

Explore an entire destroyed Imperial fleet while a friendly Tharg makes whale noises and scoops up escape pods. It is disturbing...

Get bored of trying to scan the node buried stupidly deep in the ship. Flip out. Don't crash for a change...



I love/hate this game

(Possibly now at a 53/47 ratio. So that's something )



there's a frog in my snake oil
Oh I should really have put this here:



I'm on a mad run of pitching ideas to make the game better, now FDev are in some weird brewing period before the bigger Q4 additions (which are pitching Exploration improvements as a big strand).

The above is mainly a solution to the uber-tedious 'fly for 10 minutes to that secondary star' issue, but one that would hopefully add a big slice of gameplay too.

Fun discussions evolved, after much pimping, which is what I wanted . (I recommend my rant here . Some of the 'time-vs-reward' guys really are odd... :/)

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As a bonus, here's a flambouyant bit of space nerdery that I'd love in the game too:



^^^Click the giant plasma filled magnetosphere to journey like Juno...^^^



there's a frog in my snake oil
When ED is good it's good



Just had a blast taking on a Thargoid in a variety of ill-advised ways

It's weirdly visceral zooming passed its damaged 'petals' in VR, as you line up a sneaky triple rocket salvo on its flank. Then warning shots fly past your canopy, and you look left to see the defensive swarm turning on you like an enraged school of fish, its spread-out shots grazing just behind your desperate escape manoeuvrer....

Fricking space dreams

Add in an array of tactical choices that you can experiment with, and your mate barrelling in to rescue you, or you running a last ditch distraction to allow him to regroup, and this is proper gaming fun. (To the extent that some of the outrageous grind that you did to get the some of the weapons melts away. A bit... )

Details details...

WARNING: "Sun Tzu's Take on Aliens" spoilers below
So in the end we only managed to get it to its most enraged state, and knock out one heart, but we're getting better. Given my friend rocked up in a FAS (a medium ship with the thinnest shields imaginable), and I'm in a tiny fast 'distraction' Courier that can pop at a moment's notice.... could have been worse

Our main strategy was mobility, but with most of the weapons being 'fixed' that made for some real conundrums for choosing your shots, and meant we had to buy each other time to use the new hull-healing limpets.

My healing beam proved pretty useless as his shields went down under one swarm salvo, although I did spend one assault purely chasing down the swarm itself and picking them off. There's a technique in there somewhere...

We probably need to man up and risk a bigger ship, but trying different ways to survive and cause carnage was fun in itself



there's a frog in my snake oil
Lavecon Sneak Peaks:

Some genuinely tasty core improvements lined up for Q4:

Mining:



- Visual variety (& eyeballing possibilites?)
- Mystery new mechanics for shearing off surface 'delicates' + sub-surface ones
- Detonating giant volatile rocks. Scan them to find weak points. Try and place right amount of charges in best places. Hope variables like kicked up dust, toxicity, and extra volatility don't do you in. Risk/Reward that's more than just preserving your limpets finally

Exploration:



- The surface scanner can fire probes in Supercruise. You can curve their approach, and they're also affected by the gravity of the planet. Via trick shots you can hit the opposite side of the planet. Idea is to 'paint' the whole body without having to fly around it etc, revealing all the POI.
-More discoverables to be added on planets and in space. Including space lightning...


Art:



Universal Shader looks like it adds.

Ice on ice planets getting fancied up.

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In current game news:

Am now tackling Thargs with my mate in two massively engineered Anacondas. We are still losing (and nearly losing all my earnings in the process). But it is fricking great

[Only issue is that I still refuse to grind out the top weapons :/]



The People's Republic of Clogher
Thank goodness for that. I've totally fallen off the Elite horse the last few months.
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"Critics are like eunuchs in a harem; they know how the Tatty 100 is done, they've seen it done every day, but they're unable to do it themselves." - Brendan Behan



there's a frog in my snake oil
Thank goodness for that. I've totally fallen off the Elite horse the last few months.
There is no shame in putting Elite out to pasture for months at a time

They are def fattening up the calf though, to go Biblical on my metaphors. Q4 looks meaty. And in theory there's more to come on Exploration & art stuff etc.

What's cool about the updates is they slot into various shallow niches that need filling. Both add to co-op options. Both introduce an element of skill & risk/reward gameplay. (Although we'll see how they actually pan out. The probe stuff risks just being a mini-game that gets old quick - but the fact it'll vary depending on the size of the planet & its gravity gives me a bit of hope for nuance )

I've always had a soft spot for mining, but it definitely needed more skill and more actual risk. Beyond humping stuff home in a shieldless T7 out of pure greed

PS: If you fancy taking on one of the lower Thargs co-op style it is genuinely a blast. Well up for it. You'll need to hike out to the Pleiades though. And frankly, engineer the **** out of your ship



The People's Republic of Clogher
Ooooh, I've never touched the Thargoid stuff so would be well up for it. Thing is, I have a funny feeling that I've done one of my periodic save deletes on the PC version - I only really play the game on PS4 these days - so would more than likely be rocking up in a Cobra.



there's a frog in my snake oil
Ooooh, I've never touched the Thargoid stuff so would be well up for it. Thing is, I have a funny feeling that I've done one of my periodic save deletes on the PC version - I only really play the game on PS4 these days - so would more than likely be rocking up in a Cobra.
Haha, ******. I never could do the wipe thing . Just the idea of re-accessing the higher tier Engineers gives me dread :/. (Plus I still have a laundry list of ships I'd like to buy . And I've only got one rebuy for my 'Conda as it is...)

That's cool though, there's a couple things that could work. The really painless option is I fit my Conda with the anti-swarm guns and you multicrew over and take out the swarm with the turret function. (Or try to, you have to time the explosion of the charge as it nears them). Then you could head to the launchable fighter and just distract the hell out of the Tharg

Having some risk on the line is cool too though. More hair-raising when that green beastie starts turning his face to you

Cobra's fast enough to toy with them. Think you can get its boost speed over 400 right? You might want to do the devil's dance and unlock some Engi shield upgrades, or shield boosters. And maybe dirty drives if you need more oomph. That's a road to perdition, but you'd have a slim chance of surviving that way . And it's a lot more fun to have your own lead on the line...



there's a frog in my snake oil
Aye, I'll get back to you.

Shame there's not cross platform play. I've got a nice little fleet on my PS4 save.
Yeah crossplay could really address the fragmented community issue.

(Although they've started tip-toeing towards 'bigger rewards for Open' with PowerPlay, which is the way they should go IMO. I like playing all modes, but the extra risk in Open deserves rewards, and would drive more fun interactions).

Cool, I can only play with voice chat very rarely, so this will need some juggling, but let's do it



there's a frog in my snake oil
Well, I've got a Cobra that I'm slowly upgrading so I'll get back to you in a few days.
Hah cool. God speed. Leave some room for hull reinforcements, you'll need them too . And keep an eye out for experimental AX weapons, they're the ones that can tickle Thargs.

If you decide to sully yourself with Engineer schmoozing here's a list of who's good for what. Because why would that be in game



there's a frog in my snake oil
MINING CHANGE DETAILS FOR Q4:

Big ole info dump on what they're thinking for Mining. One of the approaches sounds not much more than a 'golf swing' while flying, but the rest sounds potentially solid

(Well, this bit in the vid suggests we might get some cool scanner visuals with the sub-surface ones, so maybe it is all cool. Something like my mad late-night scribbled pitch on the scanning at least? )



HITTING THE MOTHER LODE
Hello Commanders,

For this Focused Feedback topic, we’ll be looking at an update for mining.

When I say mining, I’m talking specifically about asteroids found in belts and rings. Currently, the extent of mining is shooting a big rock with a mining laser, so we’re looking to improve the activities available to those wishing to mine.

Bear in mind that there won’t be any concrete detail on numbers here, and everything here may be subject to change as we develop the feature. This particular focus will be more about describing potential mechanics and ideas than anything else.


MINING 2.0

This update to mining will cover new ways for miners to interact with asteroids and gain resources from them. It’s worth mentioning early that this will be an additive update, we will not be taking away any of the current gameplay for miners. The standard mining laser will maintain its functionality on all asteroids, as will the prospector limpet (although this will also be gaining additional functionality).

New stuff:

There will be 3 new types of resource “deposits” available to find in rings/belts:

- Surface – dense areas of material on the surface of particular asteroids, needing to be carefully broken off to recover
- Sub-surface – high-yield deposits that sit just below the surface of an asteroid, requiring blasting charges to dig out
- Deep core – an asteroid with a treasure trove of resources at its core, needing to be cracked open to reach

Each of these will provide increasingly better rewards/materials as a return for the increase in challenge and time
Each of these will be distributed within asteroid fields at a tiered rarity; surface being the most common, sub-surface being less so and deep core being the hardest to find
New modules will be available to mine these new deposit types, allowing us to introduce new gameplay based around each
Discovering and interacting with these deposits will be aided by using a new HUD mode called “Analysis Mode” and a new active scanner
Finally, the Prospector Limpet will be getting a small update within analysis mode, to help locate and highlight areas of interest on asteroids


The idea is to flesh out the role of the miner allowing room to specialise as well as giving options for the more casual mining participant.


HUNTING ASTEROIDS

To understand the new concepts, we’ll run through the flow of finding the asteroids with these new deposit types on. They will not be entirely visible when first entering an asteroid field, especially at range, and in most cases they will require some amount of investigation to locate.

Analysis mode

The first thing to talk about is Analysis Mode, a new HUD mode allowing players to locate these new deposits, as well as granting access to all the new modules and functionality.

Every ship will automatically gain this mode, no purchase or module is required to use it
Quickly switches between modes, so players can quickly adapt to situations as they arise
Will allow space for new HUD elements and avoid cluttering up the current cockpit HUD


This mode is still somewhat in flux at the moment (it’s a big change), so this is just a preview of the idea. Hopefully we’ll be able to fill in more details at a later date.

Medium range active scanner

Once in Analysis Mode, the first new mining module is the Medium Range Active Scanner (MRA Scanner). This scanner will allow players to locate deposits within an asteroid field:

Available in Analysis Mode
On triggering, it will fire out a scanning pulse from your ship, passing over any asteroids within range
Any asteroids in range that contain any of the 3 new types of deposit will be highlighted as the pulse passes over it
The highlights glow size will be defined by the distance from the ship; the further away the larger, more diffuse the glow, the closer the more focused and precise it will become


The MRA Scanner is created with an eye to introducing an amount of interpretive game play. Miners should be able to learn to interpret the information in this view, allowing them to become more effective over time.

Prospector limpet changes

Once a deposit has been located, getting more information and targeting data requires a Prospector Limpet to be used. Firing one into an asteroid will do the following:

Deposits and fissures (more on these later) will become targetable by your ship
Any deposits will be highlighted and any associated target elements/useful information will become available
Current prospector functionality will still be available


This is the only way to gain extra knowledge on particular deposit types, more on this later.


EXTRACTION PROCESS

Deposit type: surface

Surface deposits are dense outcrops of material that are partially visible on the asteroids surface. These require a new tool in order to crack and collect: the Abrasion Blaster.

A hardpoint module, usable in Analysis Mode
When active in a fire group, holding the trigger will charge up the Blaster, releasing the trigger will fire off a shot

- The shots strength will depend on how long the trigger is held for
- Each shot will reduce the health of a deposit by an amount

If a deposit gets below approximately 10% health, it will break off
If a shot would push a deposit below 0% health, it will be destroyed and the materials will be lost


For example, if a deposit has only 11% health remaining, firing a high charged shot into it would have a good chance of destroying it (by overkilling it).

To make this even more interesting, each deposit will have a density value, which affects the damage received per shot:

A Prospector Limpet can be used to give a general idea of the deposits density, otherwise it will be hidden from players
The shots strength will be multiplied by this density value, meaning denser deposits will take more power to dislodge, and weaker deposits will break off more easily
Care should be taken, as certain deposits can easily be destroyed in one shot if the strength is too high


Assuming destruction is avoided, the material will be dislodged and create a single collectible chunk.

Each chunk will consist of only one material
They will be a high percentage of that material
It will require a refinery in order to produce a cargo canister of that resource


Deposit type: sub-surface

Sub-surface deposits are materials hidden below the surface of an asteroid, too deep for the Abrasion Blaster to reach. In this case, a Sub-surface Displacement Missile is required.

A hardpoint module, usable in Analysis Mode with new HUD elements
Firing the missile acts similarly to the Flak Launcher, the button is held until a desired distance is reached, then released to detonate the warhead
It will fly the same as a standard flak round until it hits the surface of an asteroid, once it hits it will do the following:
- Begin to drill into the asteroids surface
- Drill for a set maximum time/to a set maximum depth and then detonate

If the player releases the trigger whilst it is drilling, the depth will determine what happens next



Hitting the surface of an asteroid, directly over a sub-surface deposit, a new HUD display will appear to help guide the player. As long as the trigger is held, there are 3 possible outcomes in this situation:

Miss - the detonation hit nothing of use
Proximity Hit - the detonation was close enough to the deposit to partially dislodge it, a second proximity hit (or direct hit) will dislodge it
Direct Hit - the detonation was spot on and the deposit will be instantly dislodged


The following is a (very) basic example representation of the new UI:



As the missile is drilling down, a bar will move from left to right. If it reaches the far right it will detonate automatically (maximum depth reached). Timing is required to get the resources out in one go, in order to avoid the secondary effects to detonating a Displacement Missile:

All sub-surface deposits on an asteroid will have an integrity/health value (we’re still investigating the best way to display this information); the lower the value, the lower the amount of its material that will be retrieved when blown out
Detonations inside of an asteroid will lower the health of all sub-surface deposits in it by an amount
- If they hit 0% health, they will be destroyed and become unrecoverable
The first chunk blown out will always provide the largest return to players


Successfully dislodging a deposit will shoot out a small number of chunks to be collected. This can be collectible as per surface chunks, but in this case the health value will determine the percentage of the particular material in the chunk, the higher the health, the better the quality of the material that can be collected.

Deposit type: deep core

The final deposit type is the deep core deposit, this is the rarest and largest form of deposit and is actually more of a cluster of deposits rather than a single instance. It requires players to crack open the asteroid to reach. To do this, Seismic Charge Warheads are required to break it without destroying the deposit inside.

This asteroid type will look like a normal asteroid
It will have fissures on the surface that must be used to crack it open
Using a Prospector Limpet will make these fissures targetable


Seismic charges need to be fired into fissures and detonated in order to break it open and reach the deposits inside:
[list][*]A hardpoint module, usable in Analysis Mode[*]Holding the trigger will set the level of charge: low, medium or high[*]Releasing the trigger will fire the warhead, as a dumbfire projectile[*]When they strike an asteroid, they will embed themselves into the rock[*]Once a charge hits an asteroid, it activates and a timer to detonation will begin
- There are failsafe systems on the charges, hitting something triggers the timer & enforces detonation, so highly dangerous mining charges cannot remain active within asteroid fields
- Cockpit warnings will be given to players whenever an active seismic charge is within “danger close” range of their ship

Hitting a fissure will cause the charge to embed into the rock, missing will cause the charge to bounce off
Targeting the charge will display the time to detonation
Any further warheads that are fired into other fissures on the same asteroid will be synched up and detonate at the end of that initial timer
(TBD) The will be a way to disarm/render charges inert, using the data link


Once the timer reaches zero all charges will detonate, and depending on the charge level set & the quality of the fissure, each warhead will do a set amount of structural damage to the asteroid. All warheads will be added together to create a total, which will determine whether the asteroid will break open.

Fissure quality can be varied and will only appear once a Prospector Limpet is used on the asteroid
Fissure quality will act as a multiplier to the charge strength of the Seismic Charge fired into it
WARNING: the detonation of these charges creates a sizeable destruction radius around the asteroid, which will cause heavy damage to any ships caught in the blast
There will be supporting HUD elements that will warn the player of the risks and the calculated safety distance.


To help players judge how many warheads they require to break open any asteroid, a predictive wave-form HUD will attempt to assess the seismic charges effect on the asteroids structure:

When the first seismic charge in an asteroid activates, this wave form display will appear
Each active warhead will push the wave up based on its destructive value (seismic charge x fissure quality)

- The wave will take a small amount of time to settle each time a new charge is set

The target is to get the wave within the top (approximately) 10% of the graph; below this amount and the asteroid will not crack, above this and the contents will be destroyed


Finally, each of these deep core asteroids will have an integrity value, chosen from a range of values for that particular type of asteroid; Icy, Rocky and Metallic. This will be invisible to players, but will create variety amongst the different types of asteroid in the game.

Not managing to crack open the asteroid will have a negative effect on its integrity, and ruin the fissures used. Details are still to be determined on this, so no more on this just yet.

Once cracked open, inside will be a plethora of collectible chunks & surface deposits that can be gathered up, and will give by far the most materials out of all 3 of the new deposit types.


To keep things sane, we want you to post specific issues that you think of in the issues thread and suggestions in the suggestions and support thread. This is also the place to comment if you feel the feature is in general, an improvement.

If you can think of specific details that are not described but that you think are important, pop these requests in the detail requests thread!

We’ll let this topic stew here for a while, at least a week, but it will very much depend on the feedback.
link

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SHIP SPECIALISATION:

Just some bonus chat on ships becoming more specialised if/when the different roles get more depth: Mining / Explo, & possibly Smuggling:

Re: outfitting concerns -
We're also aware that we now have a lot of modules available in-game and slot numbers haven't been increasing to match, so have been passing round the idea of specific module "racks". The idea being similar to the fighter hangers whereby you buy, for example, a "Scanner Array" which allows players to fit 2-3 scanners to a single slot.

Other than that, we're also keen on focusing ships into specific roles and actions, and encouraging the idea of having multiple ships with different loadouts for different roles. You've already got 'military slots' and 'passenger slots', expanding that idea into mining specific slots, exploration, smuggling, etc. would be a good next step. This would only be for specific ships that are more dedicated to those roles, but would encourage using ships other than the biggest and best.

Re: generation of deposits -
We're still looking into this at the moment, so I can't give any concrete details. Most likely, the smaller deposits will be generated on entering a ring location, but the larger, deep core deposits may have a more permanent positions, based on whether they've been claimed or not. This will depend on certain technical constraints.
link



there's a frog in my snake oil
Behold, another highly norty hint at Legs...



Which definitely, definitely aren't in 3.1... Let alone 2018...

The team and I all see Space Legs as the feature we will love to add and are at the top of our specification, but it's something that will not happen in the Beyond season. We will talk more about it later.
Translated Sandro - Jan 2018

Fun to see the (probably not in-engine) 'baby steps' anyway. That panel flip for the seat is probably a design WIP. And the rising platfrom has been in the game for years