Odyssey – Feedback Request

At 4:10pm on the 25h May 2021 Frontier made a post regarding feedback for Optimisation/Performance and UI (Galaxy & System Map). You can read this below or on the official forum, here.


“Greetings Commanders,

“First of all, we’d like to thank all of you for supporting us throughout Odyssey’s development and at launch. For those of you who have access to the expansion and are able to play without issues, we hope you’re enjoying yourselves!

“That said, we are aware of some commonly reported issues and will take this opportunity to address them. In this post, we’d like to specifically discuss optimisation and UI.”

Optimisation and Performance

“We’re aware that performance in Odyssey is varied according to PC builds and other factors. While many players are enjoying the game at the intended standard, unfortunately some are not.

“If you are experiencing performance issues, here’s how to report them and include some especially useful information. Please send us as much information as possible to edoperformance@elitedangerous.com using the template below. To report any other issues, please go via the Issue Tracker as normal.”

Please provide as much information as you can from a DXDiag report (see link for help)

Where were you in-game, and what were you doing? (Solo/Open, in Wing/group or not etc.)

Are you running Odyssey in borderless/fullscreen/windowed?

Are you running Odyssey in VR?

Do you have any other apps running at the same time?

Are you running any third-party shader suites?

In addition to the above, please send us your graphics configs. To do this:

1. Navigate to this file location: %LOCALAPPDATA%\Frontier Developments\Elite Dangerous\Options\Graphics
2. Copy all folder contents to a ZIP file and attach it to your submission

We’d like to thank you in advance for submitting this information. Your reports will be invaluable in assisting our team and expediting performance fixes.

UI Feedback

“We’re also keenly aware of feedback on several aspects of the updated User Interface in Odyssey. The comments on this topic have been followed closely since the beginning of the alpha phase and your feedback shared in our Alpha feedback forum has been gathered and collected. Your concerns over the ease-of-use and accessibility of these systems are being heard and passed to the development team.

“While fundamental issues such as connection and performance remain a priority, we’d like to build a clear understanding of issues surrounding features such as UI to lay the groundwork for in-game improvements.

“In this thread, we are looking specifically for feedback on the Galaxy and System Map UI. We have noted feedback on other UI elements, but would like to start with these in particular.

“If you have feedback on the Galaxy and System Map in Odyssey, please leave it below in a reply using the following format:

Overall thoughts – please keep this brief (one or two sentences)

Specific Issues – clear and concise (bullet points are ideal)

Suggested Fixes for the Issues – clear and concise, directly linked to the issues

“Please keep all replies to this post in the format above. Any discussion that is off topic or replying to other posts may be removed to keep the thread as useful as possible.

Thank You

“Odyssey represents a huge change to Elite Dangerous at multiple levels. All of the teams across Frontier, are working hard to deliver an experience that meets a standard the community deserves.

“On that note, thank you again for your support and patience. As soon as we have any more information regarding the points above, we’ll make sure to share it with you”.

o7

Edit: please use the edoperformance@elitedangerous.com mailbox to report optmisation issues in Odyssey rather than the Issue Tracker.

Fleet Carriers: Beta 1 – Feedback Changes

At 12:31pm on the 15th April 2020 Frontier announced the changes following the release of the Beta for Fleet Carriers. They can be found below, or here. The full breakdown on all the content can be found here.


Greetings Commanders!

Thank you for testing the prototype Drake-Class Fleet Carriers brought to you by the Brewer Corporation. Since the beta’s launch, we’ve been carefully reading and discussing your feedback and are ready to share the upcoming changes. We look forward to hearing more of what you think for the remainder of Beta 1 and in Beta 2 coming next month. All changes are subject to further balancing based on future feedback.

Here are the changes coming this week:

  • The upkeep cost for all additional services will be reduced by 80-90%.
  • Core running costs will be reduced by 50%

Fleet Carriers represent a big investment, with a lot of crew and resources involved. After hearing your concerns, we’ve reduced the upkeep to a more sustainable level. The total running costs for a Fleet Carrier with all services active will be reduced by a total of 85.5%.

  • The debt threshold has been updated in line with the upkeep changes. This means with all services installed, a carrier can go 10 weeks (up from 4) without paying upkeep before being issued a final warning.

This is designed to relieve the pressure of carrier management, leaving more time for focus on other activities. While the debt threshold will be lower, Fleet Carrier owners will have more time to maintain the upkeep costs.

  • The total upfront activation costs of some of the more expensive services will be reduced by 35-45%.

Along with the upkeep changes, this reduces the overall outfitting and maintenance costs of Fleet Carriers.

  • The time between jumps will be dramatically decreased by only requiring 15 minutes for jump preparation and 5 minutes to cool-down.

More frequent jumps will increase the utility of Fleet Carriers overall, allowing them to enhance the owner and visitors’ game-play more easily.

The two changes below will come in the second beta. Additional changes can be expected as more feedback comes in:

  • Universal Cartographics will become available as an optional service.

Similar to Bounty Vouchers, a cut of 25% which will be split 50/50 between the Fleet Carrier’s bank and the service, will be taken from any data sold on the Fleet Carrier. This means owners will effectively only be charged a fee of 12.5% on their own Fleet Carrier. This service will otherwise be the same as Universal Cartographics services found on stations.

  • Tritium will be made at least 2x more effective as a fuel.

In combination with a reduced preparation and cool-down time, this should improve long distance Fleet Carrier travel.

We’re excited to hear what you think of these changes and seeing them in action for the remainder of Beta 1. Thank you for all of your valuable feedback which has helped shape these changes and will drive the rest of the changes made throughout the rest of the beta period. As mentioned above, this next beta will take place in May, and will be available to Xbox and PlayStation as well as PC players.

Fleet Carriers: Live Beta & Patch Notes

Updated: 7th April at 10:05pm

The Beta for Fleet Carriers is now live and will run until the 20th April 2020. The Beta patch notes can be found below, ir on the Frontier website. You can participate in the Fleet Carriers Beta feedback by visiting the Frontier forum, here.

For additional information, please check the following:


> New Features

Fleet Carriers

  • Fleet Carriers are massive ships used as a mobile base of operations, offering multiple landing pads and various services.
  • Fleet Carriers cost 5 billion credits.
  • Players can purchase a Fleet Carrier from starports with a Carrier Vendor contact.
  • Fleet Carriers come with 16 landing pads, 8 large, 4 medium and 4 small.
  • Fleet Carrier owners can manage docking permissions to determine who can land on their Fleet Carrier.
  • Fleet Carriers can jump up to 500ly.
  • Fleet Carriers use the new commodity, Tritium, to perform a jump.
  • Owners can install a variety of services on a Fleet Carrier to support their play style.
  • Fleet Carriers have a weekly upkeep cost which must be maintained to keep the carrier running.
  • Fleet Carriers have player controlled commodity markets which the owner can use to buy and sell goods.
  • Fleet Carrier owners can also set tariffs on some of the services they offer to help pay their running costs.
  • Fleet Carriers can be customised, similar to regular ships, with items bought with ARX.

> Bug Fixes

ARX

  • Players will now receive ARX for killing scavengers.

Audio

  • The Discovery Scanners full system scan SFX no longer triggers in the store.
  • Fixed the issue which would cause the damage alarm in Guardian Fighters to get stuck on a loop.
  • Fixed the missing sound on a Large AX Multicannon.
  • Fixed some missing voice over when requesting to dock.

Cosmetics

  • The Beluga Liner and Cobra Mk IV can no longer be selected in the Livery unless the player has the Horizons DLC.
  • Fixed the “Tail 4” part of the Federal Gunship Ship Kit so that it aligns with the ship.
  • Fixed the worn paint on the Diamondback Explorer Ship Kit pieces.
  • Fixed the Krait Phantom Thruster that was being obstructed by Ship Kit piece, Tail 1.

Crashes/Stability

  • Fixed a crash which could sometimes occur when entering Multicrew.
  • Fixed an occasional crash that would happen after the Multicrew report screen.
  • Fixed a disconnect issue that could occur when attempting to accept two Multicrew invites.
  • Fixed a crash triggered by accessing the Power Play interface while in Hyperspace.
  • Fixed a crash that happened when the Role Switch Panel was accessed in CQC.
  • Fixed a crash which could occur in the Livery after using a Fighter.
  • Visited stars cache data will no longer be lost if the game crashes.
  • Fixed an issue which could cause the game to stutter in areas of the galaxy with a high density of stars.
  • Improved network performance of NPC Fighters and ships to reduce network lag.
  • Fixed a disconnect issue that occurred when attempting to load back into an AX Conflict Zones in close proximity to an Asteroid Belt.

Background Simulation and Galaxy

  • Added the Gamescom Prize to rename “Wregoe WF-F d11-30” to “Cheltojo System GC19”.
  • Corrected data for HIP83701 to show its population in the Galaxy Map.
  • Fixed an issue that caused System Authority ships to be found in Supercruise in anarchy systems.

Conflict Zoness

  • Fixed an issue which could cause Conflict Zones to end abruptly.
  • Fixed the bug that occasionally wouldn’t register your choice when picking a side.
  • Fixed the issue where objectives were missing when dropping into Conflict Zones.

Crew

  • Fixed the issue where the NPC Crew could stop responding to orders in Anti-Xeno Conflict Zones.
  • Fixed a bug which sometimes stopped NPC Fighters being deployed.

Exploration

  • Locations discovered using the DSS will now be listed in the System Map correctly after returning to a system.
  • Fixed an issue which could cause discoveries in the Codex to show the wrong image.
  • Fixed a problem which could cause Surface Data to generate in the background at such a low priority that it would stop.

General

  • Fixed an issue that occurred when accessing the Codex while in the Shipyard, input would still be passed through causing players to accidentally sell ships.
  • Fixed a softlock where it was possible to select two contacts in your Contacts List when using a gamepad and keyboard.
  • Fixed an issue that stopped some Multicrew messages from being deleted from the inbox.
  • Fixed the issue where occasionally the player could lose access to the Main Menu Chat Panel.
  • Added the targeting schematics for Imperial Capital ships.
  • Combat Aftermath scenarios now have a variety of ships, not always an Anaconda.
  • Agronomic Treatment is now shown under the Chemicals section of the Galaxy Map.
  • Fixed an issue where the inbox would incorrectly display 1 unread message even if they had all been read.
  • Fixed a bug where players would drop out of Supercruise too close to starports.

Localisation/Text

  • Added the missing text at the Technology Broker unlock screen for the Thargoid Interceptor Bobblehead.
  • Fixed an overlapping text issue on the Mission board in Russian.
  • System State names now wrap onto a second line to avoid localised text being cut off.
  • Fixed localisation of Tourist Beacon text in Portuguese.
  • Fixed a grammar issue in Reputation Change inbox message.
  • Updated titles for NPCs.
  • Fixed an unlocalised “Signals Detected” message that was displayed when scanning bodies.
  • Fixed a cut off string in the Kick Player pop-up.
  • Added missing text for damaged Megaships in the Navigation Panel.
  • Crime Victim Data is now localised in the Player Journal

Mining

  • Added a fix for Crystalline Clusters falling through the floor.
  • Implemented a fix that will stop Core Mining Fragments from penetrating into Asteroids.

Missions

  • The ‘Total Units Needed’ will now update in the Commodity Market as Collect Missions progress.
  • Delivery Mission Cargo is now marked as ‘Mission Specific’ to prevent the Commodity Market showing the commodity as mission required.
  • Added a MissionAccepted event in the Player Journal for missions obtained outside of the Mission Board (eg Palin’s mission).
  • Corrected some misleading mission text which implied that Retreat Missions would help a Faction leave a system, which was the exact opposite of what was happening. These now indicate that Retreat Missions might prevent a retreat.
  • Added depot support to Solo mining missions.

Multicrew

  • Fixed the issue which caused the Gunner Role to lose control of Weapon Turrets after entering or exiting a location.
  • Fixed an issue which meant subsequent Mulitcrew invites would not work, and would incorrectly show if a player did not have the Horizons DLC.
  • Fixed a bug which prevented Conflict Zones spawning ships if a Multicrew player was present.
  • Added in a fix for Multicrew players being disconnected after dropping out of Supercruise.

Networking

  • Increased the chance of players meeting previously encountered players when revisiting systems in a session.
  • Players can now block any player, not just friends or pending friends.

New Player Experience

  • Players won’t be asked to target an enemy ship if they already have it targeted.
  • Fixed the issue which incorrectly told players they were leaving the test area when they weren’t.
  • Fixed an issue where System Authority Ships could jump into the combat tutorial.
  • Fixed the Intro Tutorial’s Sidewinder sometimes displaying 119/120 cargo capacity.
  • Fixed a graphical issue on the tunnel section in the intro tutorial.
  • Fixed a bug in the SRV tutorial which could cause the player to get stuck if they land too quickly.
  • Fixed a bug where the game didn’t always register when players flew through the first check point.

Outfitting

  • Reduced mass of the size 1 Meta Alloy Hull Reinforcement Package.
  • Fixed an issue where after applying synthesis on the Advanced Multicannon, the synthesis would be removed when you used the Advanced Maintenance to restock any other Modules (Mines/AFMU etc.).

Rendering

  • Added a fix to stop starport interiors from picking up light from stars.
  • Fixed the visible line in the Millky Way.

Ships

  • Fixed a small graphical error on exterior of the Beluga Liner.
  • Fixed an issue on the Viper MK IV which meant the paint work could never be fully repaired.
  • Fixed a small graphical error on the exterior of the Orca.

Squadrons

  • Added a fix for Squadron applications that were still showing after being accepted/declined.

Terrain

  • Fixed a broken terrain issue at some Thargoid Ruins sites.

Thargoids

  • Fixed Thargoid Interceptors not using their special weapons when near a Planet’s Surface.
  • Fixed an issue that would sometimes stop players being credited correctly for participating in a Thargoid Interceptor kill.

Please note that these Patch Notes are for the Fleet Carriers Update Beta 1, and not reflective of the final Fleet Carriers Update Patch Notes.

Live stream: Exploration

On the 13th September 2018 Frontier announced that there would be a livestream to answer some of the questions following the exploration reveal that came yesterday.


“Good afternoon, Commanders.

“Tonight you’ll be able to join Lead Community Manager Edward Lewis and Senior Designer Adam Bourke-Waite from 7PM BST live on Youtube, covering the recently revealed Exploration changes coming to Beyond – Chapter Four and fielding some of your questions.

“We hope to see you there!

“NOTE – we will not be showing off any video footage or new images of the features on tonight’s stream. Streams showcasing this will be in the coming weeks.”

www.youtube.com/elitedangerous/live

Focused Feedback: Mining 2.0

On the 21st June 2018 Frontier announced some proposed changes to mining in the Focused Feedback forum. These can be read on Frontier’s forum here and on the Beyond: Chapter 2 page, here).

Update: There was also a Livestream talking about some of these features with Sandro Sammarco and Steve Kirby. You can see that below. Any additional information that is mentioned in the stream will be updated here.

 

Update – Focused Feedback: Mining

At 3.15pm on the 7th June 2018 Frontier updated the situation regarding the Mining Focused Feedback.

“Hello everyone,

“We have an update regarding the Focused Feedback forum schedule. The topic on Mining will arrive approximately around the 18th of June and, as a result, we will push back the topic on Exploration to a later date (still pending at this time.)

“We apologise for the delay of these topics and hope to have some more information for you soon!”

The reason given for this was,

“It’s a case of that there are ongoing internal discussions surrounding the features, and we want to polish and review them a little more before opening them up for community feedback. We can assure you that those threads are still planned!”

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!

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