Elite: Dangerous - updates!

Guys you seen that?
I have informations and… Well, apart walking inside the ship this update is bringing this game much closer to the reality of… that other one.

I’m so curious.

Also, sode news starting 27th October every Elite base game will be granted free of charge the previous update with all features included.

1 Like

yep it looks like they are giving horizons out free to all base game owners, I suppose it makes sense to get everyone upto a base level, for the next series of updates

1 Like

If this did not cause them to drop VR support, I would have given it a ‘meh’.
But it did so I give it a big resounding ‘BOOOH!’

I also consider it a waste of dev effort which should have gone towards making atmospheric flight, more planet classes approachable, etc.

Spacelegs was the bottom item on my wishlist for elite.

Booh.

Really? That happened? It was the only part of elite that didn’t make me want to cry

Wait, wait, wait.
There’s some disinformation and some truth in that.

First Odyssey don’t just bring spacelegs BUT a complete restructuring of the planetary tech to allow atmospheric flight.
Initially only light atmosphere eventually all of them.

No confirmed Gaseous planetary flight yet.

Ice planets complete redesign with a much improved realism all over the place.

Yes, there will be no actual VR, BUT it’s not that you have to remove the headset- the game will be projected, non 3D, inside the visor.

Eventually VR for space legs is supposed to arrive but at a later moment.

This might very well be, BUT it was touted during Elite Kickstarter and it was actually REALLY sought after by the cast majority of the player, in one form or another.

I guess that Spacelegs was a good way to implement/introduce a more refined planetary tech for atmospheric planets.

with the VR and 2d screen, I wonder if it will still work as a head tracker, so you can still “look around” but just in a 2d world and use mouse and keyboard for movement.

1 Like

Yes, confirmed.

Why not whole hog VR then? gah. I am still majorly disapointed. And I don’t give a duck for what the vast majority of the playerbase wants. The majority of humanity is dumb as a bag of hammers.

The only upside of this, imo, is twofold: as our Italian brother mentions, it’s the beginning of atmo tech. So yay! Second, I see new talking heads. That means the nincompoops who gave us the glorious missions, powerplay bovine excrement and the utterly mediocre CQC thing are gone. New peeps, new chances. Let’s see what ways these guys can find to produce something thoroughly bland.

Elite. I used to burn so enthousiastically for this game. Such potential. So much of it left to rot. Such lack of direction beyond the genius spark that lit it off. The basic flight mechanics, the visuals, the galaxy sim and most of all the sound design are true genius. The gameplay mechanics are so mediocre.

1 Like

Couldn’t of said it better myself. I WANT to like it. I’ve tried to like it. I really have given it more than I would of any other game. But I just can’t…

alpha date 29/3/21…

3 Likes

They are dropping VR? It was the only thing that made me want to play it?

3 Likes

MY BIRTHDAY! YAY!

NOTES:
Settlement Variation:
27 unique settlements
6 different themes: Agriculture, Industrial, Extraction, Tourism, Research, Military
Latter have unique building types, that can facilitate unique mission types.
More generic missions work across all types.
BGS factors like minor faction ownership.

NPC responses:
Guards or civilians are the two main types.
Settlement doesn’t have a ‘hive mind’. If you’re detected doing something illicit, the message has to be radioed out to the wider settlement. There’s a window of lower, local response.
Pointing weapon at them prompts warning at first
Will ask you to stop for a scan if they see something suspicious, and don’t like it if you flee. The scan will pick up on existing criminality. (Scanner works same for us).
Civilians etc will tell you to ‘get out’ in prohibited areas as a warning. Rather than ‘instant fail state’

Building Gating:
Gating to some of the buildings.
The arc cutter is one way in.
The number on the door (3) was the required authority level to access.
Could clone authorisation by scanning an NPC that has it.
The AI don’t like you doing it, so you have to be sneaky. (NB if you’re scanned with a cloned ID, they’ll spot that).
Expensive authority override consumable buyable. (NPCs don’t like even seeing it in action - it’s illegal)

Disabling Defences:
Pulling the power core takes all defences offline.
You can target alarms, defences etc specifically, at certain consoles.
If you gauge patrol routes etc, or use stealthy suit and weapon mods like silencers etc, you can get to those consoles.

Some other mission types:
Sabotage is a mission type. Messing up a mining production line etc.
Some missions have ‘don’t get caught’ or ‘no killing’ requirements.
Trying to give missions direct from NPC mission givers more ‘flavour’.
Reboot and restore missions: (see prior notes)

Player death:
If you’re on foot and don’t have a ship, you respawn at nearest port.
If you have a ship you get the choice of port or ship. If your ship is parked up on planet surface you’ll get pushed to space for the respawn. If it’s at a station you’ll spawn in it there.
Anything in your backpack is lost on death. IE loot etc.

Suit management & Survival
Different things pull on suit’s power.
Life support for air.
Shield (pretty power hungry when turned on, although depends on suit).
Some tools use suit power.
Survival starts to become a thing you consider. Rarely in settlements, because you can breath + recharge in buildings.
Extreme temperatures use up energy as suit battles them.
Can take physical damage almost immediately in some extreme environments. Some planets ruled off limits. It’s possible to disembark in area that’s ‘acceptable’, but quickly find yourself in extreme environment due to planetary rotation etc.

Miscellaneous:
TTK: Very variable. Quality of gear / quality of NPC opponents etc.
Physical multicrew helps co-ordinate missions like this / be in the same place
Premise for combat = same as ships (see prior notes)
Auto-land on surface possible now (confirmed)
Front Line Solutions: Arthur likes it, but doesn’t say anything about what it involves.
Gareth wants alpha feeback on: The economy, bounty values, trespass fines etc. Things that feel right to them in test environment but may feel different when live.
Bruce says star reflections on helmet glass, panting as run, builds up to decent effect.
That planet was half a G, which they only realised when a grenade went further than expected. Said it affected jumping etc too.
You can go into any of those buildings, peak through windows, see what the NPCs are up to. All one instance.
Keen to stress this is just one locale version, of one aspect of EDO, and in total it adds up to a lot more.

2 Likes

only for the ground sections, from what I have read, your VR headset will become a flat screen for the on foot sections and revert to full 3d for ships and grond vehicles, unknown if head tracking will still work though.

3 Likes

Sort of reminds me of a squad sized PlanetSide 2 ish game:

1 Like

I loved planetside2. Never had any friends who played though so I always had to Lone wolf it. Great fun though

1 Like

Yes, that’s the gist of it.

1 Like

From Wikipedia: " PlanetSide 2 … is able to support thousands of players in continuous large scale conflict on a single map."

(sigh), if only ED could do that, rather than crashing whenever there is more than about 2 dozen ships in an instance :roll_eyes:

1 Like

In fairness Planetside used to slow to a CRAWL when the map was very populated. Especially if the tanks, mechs etc were out in force.

Thank goodness, that makes more sense

3 Likes