Beyond – Chapter Two Release Date

At 2:00pm on the 31st May 2018 Frontier announced the release details for Chapter Two of the Beyond series as well as a short teaser trailer. You can see them below or on the official forum here. The relevant pages on this website have been amended to reflect the new information.

“Greetings Commanders,

“We are pleased to announce that Chapter Two of the Beyond series of updates is right around the corner. In just under a month, you’ll be able to get your hands on the Alliance’s newest Chieftain variant: the Alliance Challenger. We’ve also got a selection of new wing missions, installation interactions, new settlements to explore and, to combat the ever-growing and ever-encroaching Thargoid threat, a cache of new Guardian weapons and technology from the Tech Brokers.

“And… you’ll be able to explore it all for yourselves on 28th June.

“This is the first of the two smaller instalments coming as part of the Elite Dangerous Beyond series of updates, with a larger coming in Q4 of this year, bringing Squadrons and improvements to Mining and Exploration, and much more! If you’d like to contribute ideas and find out more about what’s coming in the Q4 update, please check out our Focused Feedback forums here.

“Please find a summary of Chapter Two’s content below.

Summary of features:

New Ship: Challenger
The Alliance continue to refine their warships in the face of the looming Thargoid threat. The Alliance Challenger, envisaged as a frontline combat vessel, has stronger armour than its Chieftain counterpart and will be able to soak up a significant amount of punishment.

Wing Missions
First introduced in Chapter One of Beyond, we are introducing a range of new Wing Mission types for you and your fellow Commanders to take on!

Installation Interactions
In a similar fashion to the Megaship interactions, which were introduced in Chapter One, Commanders will now be able to scan and interact with Space Installations.

  • Scan – Scanning the installation will allow Commanders to see what they can interact with: Turrets, Comms Arrays and Cargo Bays.
  • Turret hack – Disable turrets protecting other potential hackable points. This will deactivate security measures put in place to protect the Comms Arrays and Cargo Bays.
  • Comms array – Get tradeable data from the Comms Array.
  • Cargo bay – Fire a limpet on the Cargo Bay to unlock and steal commodities and materials.

Tech Broker 
Tech Brokers will allow commanders to unlock large weapons versions of the existing guardian tech weapons. These Tech Brokers will issue missions to collect Guardian data as well as materials and then, once delivered, will unlock certain Guardian modules of weapons for purchase. Will you turn you weapons on Thargoid or use them to pirate rival Commanders?

Thargoid
Thargoids continue to be an intergalactic menace! With the Alliance introducing a new ship, the Thargoids intend to up their game too, introducing new Scouts that will buff other Scouts and increase their combat efficiency.”

Focused Feedback: Mining

On the 25th May Frontier announced the Mining Discussion for focused feedback has been delayed.

Hello everyone,

Just wanted to quickly update you on the upcoming Focused Feedback threads.

Unfortunately, we have to delay the Mining Focused Feedback thread that was intended for May 28th. We don’t have a current date for when the thread will be posted but we will update the main thread with a new date as soon as we can.

In the meantime, we are still collecting feedback on Squadrons and Powerplay proposals and look forward to hearing any additional thoughts on those topics!

Player Submitted Community Goals

Frontier will be re-opening CG submission process on the 29th May (TBC). Submissions won’t be via the forums, but by a form with templates to fill out via the website. In the future this form could be implemented into the Frontier website, but at the moment it will be via Google documents. Frontier will then look at submissions by types of submission to select ones that they want to implement. There are no new types at the moment, but with some of the mechanics being re-visited in Q4 they will be looking at improving exploration CG’s. They are hoping to do one or two a month. Player run community events will continually to be run separately. Only successful CG applications will be contacted about their submission being accepted. If you wish to see details about how to fill in the form, and further details you can watch it by clicking the link, here. Further information will appear on the Frontier forum shortly.

Live Stream – Community Goal Submissions

On the 17th May 2018 at 7pm (BST), Frontier will be discussing Community Goal submissions during a live stream.


“Hello everyone,

“Player-submitted Community Goals will be coming back very soon! We’re changing a few things up, so join me and, Principal Designer, Steve Kirby to talk about the old system, the new system, why we’ve changed and how it works!

We’ll be going live tomorrow night (17/05) at 7PM (BST).

Tune in here

“See you there, Commanders!”

Beyond: Focused Feedback – Powerplay

At 12:58pm on the 15th May 2018 Frontier opened up the feedback forum to possible changes to Power Play. You can see Sandro Sammarco’s suggestions below and contribute to the discussions here. These suggestions will be reflected on the The Future? “It’s on the list….” page in due course.

“Hello Commanders!

“As well as having a good old chew on Squadrons, we’re loading up a side order for the Focused Feedback Forum, because, frankly, we want to get more feedback! Importantly, this is an additional topic and does not replace the line-up announced earlier for Squadrons, Mining and Exploration.

“We’re considering a package of tweaks to Powerplay and we’d like your thoughts on them. Note that this is not a fait accompli, just something we’re investigating.

“The concept behind these changes is not to completely change Powerplay, but address a few important issues as efficiently and nicely as possible. Some of these changes are subtle, others very significant. The idea is that as a whole they form a rounded update that provides improvements to the core experience of Powerplay.

“As a flash topic, this will be the only thread, so all relevant replies can live in it. Please use the headings listed below with your replies to make it easier for us to process the thread, and of course, please remember the golden rule: your replies should be to us only. Feel free to debate with each other in non-sticky threads.

“What we’re looking for are your thoughts as to the ramifications of these changes based on the way you involve yourself in Powerplay, both positive and negative.

“With that in mind:

POWER PLAY PROPOSAL

Preparation Cycle Split

The first half of the cycle is available for preparation
• The second half of the cycle locks the current preparation values and enables voting

Vote to veto preparation

• Each player can vote to veto or support each preparation
• If a preparation ends the cycle with more veto votes than support votes it is removed from preparation
• Voting requires minimum, rolling time spent pledged and active for a power, somewhere into rank 2

Reasoning: these two changes in tandem are meant to make it easier to prevent bad systems from being prepared with minimal effort. Rather than use consolidation, which must be chosen blind in terms of both the final preparation for systems and the final resting place for the consolidation marker, here Commanders are voting on a fixed list and can choose precisely which systems they want to attempt to veto.

Vote to withdraw from system

• Each cycle players can vote on the 5 least profitable systems, to withdraw or support
• At the end of a cycle if a system has more withdraw votes than support votes it is removed from the power’s control
• Voting requires minimum, rolling time spent pledged and active for a power, somewhere into rank 2

Reasoning: currently there is no way to lose a bad control system other than hoping or colluding with opposing powers that it will end up being forced into turmoil. We think this vote is a legible and relatively safe way of allowing powers to shed chaff, as only systems that at a base level would be unprofitable would be eligible for withdrawal.


Profitability modifier applied to votes and preparation successes

• A system’s base profitability modifies preparation votes, withdraw votes and preparation successes
• Votes and successes for profitable systems are increased by a factor of 10

Reasoning: we think this modifier acts as another barrier against internal sabotage, forcing the saboteurs to work many more times harder to get the same effect as a Commander who has the power’s interests at heart.

Guaranteed undermine if 100% more than fortification

• A control system that is undermined by 100% more than the fortification value will be undermined even if the fortification trigger has been successfully met

Reasoning: We feel that Powerplay rules tend towards stagnation and status quo, which is not something we intended. Despite all the effort in the world, a power that fortifies enough, against values set by the game rather than in opposition to attack, can remain safe. This change allows sheer force of effort (or numbers) to guarantee systems end up being undermined, making deficit more likely. And to stop this happening, a power must directly compete against its enemies.

Overhead removal and slight increase to distance cost modifier

• Overhead upkeep costs are removed making a system’s base profitability static
• Distance modifier to upkeep is increased to maintain some sense of expansion “gravity”

Reasoning: Overheads are a way to prevent rampant expansion of powers. However, the cost is very high, as they cause an unavoidable amount of uncertainty when calculating CC at the cycle change, as well as just being another level of complexity. We think it would be better to remove them, increase the distance modifier to upkeep a bit, and live with powers that can expand more, as with the other changes in this package we hope that the result will be much more direct attack and dynamism caused by powers fighting each other.

Ethos Override 

• Ethos is only checked for the control system and the power
• If the power and controlling faction share the same superpower the power is always strong against the faction

Reasoning: this is a fairly straight forward override to ensure that – for example – Federal powers are always strong against federal factions. The other part of this change, to focus ethos on the control system only, is to make the process legible and focus Commanders in the same place, increasing the chance of conflict.

Missions give Powerplay successes

• Missions for factions in a system that share a power’s superpower award a number of Powerplay successes when completed
• The mission type determines how many successes are given
• Successes can be applied to expansion, opposition, fortification and undermining

Reasoning: one of the complaints of Powerplay is the limited actions available to support your power. We think that liking, in a very simple manner, missions for aligned factions and Powerplay successes allows Commanders increased variety in an efficient manner. The idea is not to replace the standard Powerplay activities, but to compliment them.

Open only

For clarity: Open only is being considered for Powerplay. Not anything else. Also, Open only would still be limited to platform, so no instanced crossplay.

• Powerplay contacts are only available to players in open
• Powerplay vouchers and commodities are destroyed if a player enters solo or private groups

Reasoning: We’ve saved the biggest change for last, as making Powerplay Open only goes way beyond the remit of a tweak. We’ve seen this topic discussed many times and we think it’s time we addressed it directly to get as much quality feedback as possible.

Powerplay is fundamentally about consensual player versus player conflict. We think that pretty much all of the systems and rules would benefit from being played out in Open only, as it would dramatically increase the chance of meeting other pledged players and being able to directly affect the outcomes of power struggles.”

Squadrons: Live Stream Summary

Thanks to all round good egg Stuart GT on Reddit, here is a summary of the details taken from last night’s live stream with Adam Bourke-Waite.  A summarised version of this information will appear in due course on the Beyond: Chapter 4 page. Please note: This is just the first part of the discussion on Squadrons, more will follow in due course.

  • Squadrons ≃ “guilds”, and a multiplayer organisation tool, to enhance and organise existing gameplay
  • Not being designed around Solo CMDRs, being designed around groups of CMDRs
  • Leaders/Officers will not gain benefits (credits, resources)
  • Minimum requirement for creating a Squadron = 1 CMDR
  • Minimum requirement for many Squadron features (e.g. getting a Carrier) = “a number of CMDRs”
  • Squadron names can be reserved for existing player groups, to prevent name-sniping
  • Squadron name will be permanent upon its creation, and must be unique
  • Will a deleted-Squadron’s name be available again = don’t know, will check with server, gameplay teams
  • Will rank be a requirement for Squadron creation = no
  • Custom decals/logos for Squadrons = not at the moment
  • Squadron-creation fee hasn’t been set yet – want to prevent Squadron-creation spam yet still allow smalls groups to create them
  • Invitations can be disabled, i.e. “this Squadron is not accepting new members”
  • Squadron page will be accessible in-cockpit, and similarly sized to Starport Services
  • While creating a Squadron costs a credit fee, joining one is free
  • 250 cap increase being discussed amongst the devs (design, server, gameplay teams)
  • Squadron alliances/connections being discussed amongst the devs (design, server, gameplay teams)
  • Potential for both the cap increase and alliances/connections to be added
  • Minor faction and Powerplay allegiances/ties not being talked about yet, but aren’t a no
  • Squadron bank is not being discussed now (will be during main Carrier feedback)
  • Wings will stay the same
  • Plenty of Squadron selectable “tags” available to help filtering/searching (e.g. search & rescue, PvP, timezones, Conlonia) and want more suggestions
  • Each Squadron will have a 4 character ID to appear *somewhere* with CMDR names for identification
  • Instancing will not be changed to allow 250+ CMDRs in same instance, but…
  • …will be easier for members to join the same instance as they’ll have high matchmaking priority
  • Squadrons and notoriety? Will be discussed at a later point
  • Will Squadron chat have a back history, to read when you go online = no
  • Squadron “rank” count (3 so far – Leader, Officers, Pilots) increase being discussed amongst the devs (design, server, gameplay teams)
  • Officers privileges are fully-customisable anyway, so different officers in same Squadron can have different roles
  • Those ranks will not be renamable
  • Carrier is a very large ship that members can dock with
  • Carrier can jump if a large enough amount of a “resource” is collected
  • Carrier movement not restricted to weekly server tick, can jump whenever enough “resource” is collected
  • Can have a Squadron without a Carrier
  • Squadron “beacon” for pointing members to a place/meetup is being discussed amongst the devs (design, server, gameplay teams)
  • Stickied Squadron chat message-of-the-day can contain instructions/details/whatever
  • Squadron comms will be text
  • Squadrons and their comms are not cross-platform
  • Non-members can visit and see another Squadron’s Carrier, visibly identify its upgrades, but cannot dock at it
  • Nobody can create more than one Squadron
  • Edge-cases of Squadron leadership (inactive, wiped save, etc) being discussed by the devteam
  • Squadron-created missions = no
  • Squadron comms might be cross-gamemode, i.e. messaging across Open/Group/Solo
  • Will Squadron members be visible on the Galaxy map, cross-gamemode = being discussed amongst the devteam
  • Squadron page will contain statistics, roster, Carrier details, info & chat feeds, etc
  • Can you hide your Squadron ID = don’t know, will discuss amongst the devteam
  • More information on Carriers in the future
  • Will it be possible to walk around in the Carrier = no, it will not be introducing SpaceLegs
  • Carriers can be customised, details to be announced in future
  • Carriers are of Megaship scale, and cost will be paid for by the Squadron, not specifically the Leader
  • Edward Lewis keeps sabotaging the stream: first no audio, and the lights keep switching off
  • Will Squadrons be able to have a description = no (initially), hoping the tagging system will be enough
  • Will the feed contain news for bragging rights, PvP kills, etc = give your feedback on what you want in the feed

Focused Feedback: Live Stream

Frontier have announced a Live stream for this evening (Thursday 10th May 2018) to discuss the first part of the feedback for the Squadrons feature which is coming in quarter 4. You can follow it from 6pm BST with Senior Designer Adam Bourke-Waite here.