*** The Official Elite: Dangerous Thread ***

Man of Honour
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The old thread was enormous, time for a new one.

Although I appreciate it's completely relevant to the discussion, try to keep the insane amount of complaints about the game to yourselves a little bit! Reading the same rants over and over is almost as repetitive as the grind people are complaining about :p

For those of you that want to read the old thread, it can be found here.

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Elite: Dangerous home page: http://elite.frontier.co.uk/
Frontier Developments said:
Frontier Developments has launched a Kickstarter UK project “Elite: Dangerous”.

A High-end, Multi-player Sequel to the Classic Open-world Space Trading / Combat Game Featuring Multi-Player and More to be Released Early 2014.

"This is the game I have wanted Frontier to make for a very long time. The next game in the Elite series - an amazing space epic with stunning visuals, incredible gameplay and breath-taking scope, and also fully multi-player." said Frontier founder and CEO David Braben. "Frontier has been working on this project, in the background, for several years now, building a foundation of technology and tools. Imagine what is now possible, squeezing the last drop of performance from modern computers in the way the previous games did in their days? It is not only a question of raw performance, though of course this will make it a gorgeous and incredibly rich experience, but we are pushing the multi-player networking implementation too."

"Kickstarter is great because as long as we hit the threshold, it commits us to making the game." added Braben. "From where we are now, £1.25M/$2M will get us the minimum game based on our tech and artist-directed procedural generation techniques, but I am of course hoping we can get more than that as it will allow us to be even more ambitious and potentially cover other platforms - the community of contributors will be part of the discussion about the specifics of any such decisions."

We’re absolutely committed to working with you on this development. Please, please contribute in any way you can, and help us spread the word – this is a game we’d LOVE to make!!

Kickstarter Link: http://www.kickstarter.com/projects/1461411552/elite-dangerous
Kicktraq trending link: http://www.kicktraq.com/projects/1461411552/elite-dangerous/#chart-exp-trend

Frontier Developments said:
FAQ- Elite: Dangerous

Can you release “Elite” on the (iPhone/iPad/Console/Mac/Linux/Oculus Rift/Raspberry Pi) platform?
Yes. It would be great. The PC version comes first though, and then we will look at the demand for other platforms. If the game exceeds its target, then there will be scope to increase the number of platforms. We will discuss with the backers in the design discussion forum, and how to address the issues that will arise, but I have every hope that we will cover some or all of these platforms. (Link)


Will you have Newtonian physics in the game?
Yes. The degree of the fly-by-wire to override the feeling of skidding is something we will carefully tune.(Link)


Will I be able to speed up time?
No, not in the sense that “Frontier” allowed you to travel huge distances in a short period of time. Instead we plan to use ‘local hyperspace’ travel. This is because time has to stay locked between the players (otherwise multiplayer doesn’t work). (Link)


Will space be blue?
No, it will be black, with a rich, realistic-looking star field and other background objects. The reason I had the background blue in “Frontier” was so that the planets could be seen as dark against a brighter background – but on some people’s screens it looked awful. It was supposed to reflect the rich mass of background stars. (Link)


Will there be a wireframe mode?
No, not planned at least. It is a fun idea but it would destroy the beauty of the game, but if enough wanted it we could consider it as a special ‘cheat’ – as long as there wasn’t a gameplay benefit to those using it.

How will the Star System named after me work? Will there therefore be five star systems with the same name?
For those who get to name star systems or space stations, the name will be your choice, within reason. It does not have to be precisely your name – it could be your nickname or something else (within reason). So if your name were John Smith, it could be Smithworld, John Smith, Smithy’s Station, JS Station, and so on. Some have asked if it could be named after a relative who is no longer with us. All these things are possible. It should be something that isn’t offensive, or legally we cannot use without permission, or has some other problem (so if your name is Coca Cola, then maybe you might want to use your nickname!). If you are naming multiple systems, then we ask that you choose a different variant – so they are not identical. For the star systems there will be scope for a sentence, appearing on the system information in the game – for example “This system was first discovered by the famous explorer John Smith, who came from Paris, Texas, Earth”. This sentence should be no more than about twenty or so words, and should fit the character of the game, and will be agreed with you. If we cannot agree then a standard sentence (like the one given here) will be used.

Will the game be DRM-free?
Yes, the game code will not include DRM (Digital Rights Management), but there will be server authentication when you connect for multiplayer and/or updates and to synchronise with the server.

How does multiplayer work?
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.

You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!

There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.

We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.

How many craft types will you be able to fly?
At least 15 at launch, and we plan to add more after launch.


Will there be missions? What kind of missions will there be? How will they be generated (procedural or scripted)?
Yes. There will be both scripted and procedural missions. Some missions will be implied rather than explicitly signed up to – ie you will simply encounter something and you can choose to engage or not. An example of this is an incoming distress call or a derelict ship. They might be what they seem, or they might not…



The Kickstarter Video

DB talking about procedural generation with some rather nice engine footage.

Update with Screenshots: Higher res images here
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Some screen captures from the Kickstarter video because I think that they're worth looking at.

The damage modeling on the Anaconda looks awesome:
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An unnamed ship that has a great interior structure shot that looks for all the world like it's designed to be explored (fingers crossed). Possibly a Python?
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Some other very nice artwork - cabin interior and a close up of the asteroid base with a couple of Vipers flying by.

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I'm looking forward to what Frontier can bring to the game, but I'll admit I haven't played since the Vulture was first introduced. I'm pretty sure I'd be lost among my HOTAS button mapping now!

I think I'll dip in again when there's one more bit of content added - what's next on the agenda for PC now that powerplay's out and the Xbox One announcement has been made?

:edit: Just migrated the information from the previous thread's OP in to this thread. I'm not entirely sure how much of it is relevant now to be honest... but it's there.
 
Basically, if you take the mission then the game spawns scenarios based on that mission when you enter unknown signal sources. A pretty poor way if implementing the missions really but I couldn't do any better so I shouldn't moan :p

Cargo example: exit supercruise @ USSs until the game spawns the cargo mission instance. Scoop and return for reward.

Bounty example: exit supercruise @ USSs until game spawns Bounty mission instance. Someone will send you comms, saying they saw the person you're looking for (somehow they automatically know you're looking for that specific person, go figure) in a specific system. Go to that system and exit supercruise @ USSs until the game spawns the bounty mission instance again, and there's your target.

:edit: this is how it was the last time I played... A few months ago!
 
Have played this again the past couple of days, and I ha e to say it has definitely improved. The missions available now are much better than before, with more variety and there are simply much more of them to choose from. Maybe it's just the systems I've gone through, but it is definitely less boring now.

I haven't chosen a side for power
play yet... Who have you guys gone with, and did you have any specific reasons as to why you chose that side?
 
Any specific reason as to why you're ignoring it? I can see why some people don't want to be a part of it, if they're wanting to live a more quiet life especially.
 
The way the wanted system works doesn't really make sense.

I understand that ships theoretically report crimes against them to local law enforcement. Why then, does a wanted ship report a crime against it before a scan is complete, but not when was has been completed? Or does it report it, but the local enforcement are somehow aware that you have or haven't scanned? The answer seems to be "because it's a game", but I don't see why being able to shoot someone that's wanted before you've scanned would make any difference to the game. It would just be a matter of taking a chance, something the game could do with more, not less of.
 
Thrustmaster T-Flight HOTAS X - should be able to get it under £35 and it has enough buttons for you to map it in a way that means you never have you take your hands off the stick, apart from in the galaxy map and when typing comms.

2 in stock at OcUK now https://www.overclockers.co.uk/showproduct.php?prodid=GC-027-Th

There isn't really anything cheaper that'll be good enough, and anything more expensive is generally diminishing returns.
 
This game is infuriating! How the hell are you supposed to raise your combat ranking when there's nothing to shoot at? I've been taking missions where you have to hunt down and destroy a set number of pirates in a given system or destroy one named pirate and not once have I found any pirates before the mission's time limit runs out.

I SC around dropping out at any and all unidentified signal sources I come across and to date I have only come across floating debris and some useless cargo containers. Where the hell are these people I need to kill hiding? I tell a lie, I dropped out at one signal source only to be one-shotted by something that I didn't even get a chance to see, let alone run away.

As for other 'human' players, I haven't seen a single one yet.

The pirate hunting missions have changed a bit since the beginning, from my experience they are now mainly (maybe exclusively?) interdict missions. You'll need to identify which are pirates based on wanted status and faction while in SC.

Also try the nav beacon near the star, there are generally loads of npc ships popping in and out there, some of which are pirates. Whether or not the mission ones saw there or not... I'm not sure. I recall getting credit for mission kills that way in the past but it was a while ago, and my memory is shot.
 
Just going to add my 2¢ to the debate currently going on in this thead.

I'm a pretty big advocate of this game. I don't have a problem at all with Frontier's price model, to me it seems to be very fair and offers good value for money.

I think the biggest problem (and this is where Frontier really dropped the ball) is that the game isn't quite sure what it wants to be.

It started out as a single player game, which is great because it means you can have the player complete epic, galaxy changing quests such as was the case in Frontier: First Encounters.

However then the choice was made to make it an "MMO", except that it isn't really an MMO because there's very little persistence in the in-game universe and only a handful of players in any given instance so the world feels empty.

So we're left with a game which lacks the plot driven content possible in a single player game or the player generated content possible in a true multiplayer game, and I don't really see any way of resolving this other than to admit that they made a mistake and splitting the game into dedicated single and multi player servers.

Yep, all kinds of this. I'm frustrated that in flipping a coin with greatness on either side, they have managed to make it land on its edge. It needs to fall one way, otherwise be forever in this hollow feeling limbo. A fully persistent proper MMO version of what they have created would just be incredible.
 
I know this has probably been done somewhere but it'll be buried.

Snip

Any help would be gratefully received

It's been a while since I played but my advice is don't trade at that stage. Instead, load up with weapons and a warrant scanner, go to nav beacons and collect bounties of wanted pirates. You should quickly have enough to get an Eagle and then a Viper soon after. The sky's the limit after that :p
 
Which is why I got quickly quite bored, something that normally doesn't happen to me! I ended up racking up massive bounties just to encourage a little PvP :p

Wasn't quite enough to keep me hooked though :(
 
If 2.1 now runs better on less gpu ram that would be great.

If someone with a 4GB card played with Afterburner monitoring VRAM usage you'd find out, apart from trying it out yourself that's one of the best ways IMO. I would do it myself but I haven't played in months so downloading the latest installer and setting up my HOTAS again isn't going to happen for a quick check I'm afraid!
 
The annoying thing about being able to do that in a private group is that you do it without any possible repurcussions. You can affect the background sim and if people want to stop you they cant.

They are forced to just do the same thing you are doing in order to do so because they cant physically blockade a trade cg for x y z reasons.

Not saying pvp is key but a station needs components well maybe a rival faction doesnt want you to get those components there. They decide to setup a blockade but cant do **** because people are doing the cg in solo and private groups.

They really copped out having separate shards as they are instead of having a solid and well run security system in place to respond to attacks in higher security systems unless at CG's ofcourse.

This is the only thing I dislike about ED really.

I've got to say I unfortunately agree with all of this. I really wish they hadn't split it up so much, it could have been an amazing experience but just falls short of the mark. Maybe it's my fault for expecting something that was never going to happen, but it doesn't stop me being a little disappointed about what could have been! I hope the other space sims try a different route.
 
[Death];30299808 said:
looks like cobra it is then, thinking i may store my eagle just for some quick bountys to keep cash flow

Swap it for a Viper, much more of a bounty crunching machine. Then upgrade to the vulture :p

The cobra - although awesome in its own right - might feel a little clumsy in combat coming from these ships though.
 
The hardpoint placement on the Viper is (well, was... when I played last, over a year ago!) far, far superior to that on the Cobra. Boom 'n' zoom combat style means that it can punch well above its weight. I preferred it to the cobra by miles, but of course it's impossible to do any worthwhile trading whereas the Cobra is a rares-shuttling force to be reckoned with.
 
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