On Saturday the 9th June 2018 Frontier attended the annual Lavecon meet and showcased some features coming in the Beyond Quarter 4 updates, as well as some things coming in the soon to be released Quarter 2 update.
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.
“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.
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!
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 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?
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.”
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.
“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 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.
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.”
On the 27th March 2018 Radio Lave did an interview with Adam Bourke-Waite of Frontier on the way missions work in the game, what they involve and how they have evolved. One interesting piece of information is that as of the weekend of 24th March there have been 1,673,246 completed missions. You can find the interview here starting at 18 mins 20 seconds.
There are a few proposed changes following discussion on the forums about how some features should work. They can be seen below in the order they were posted on the forum.
“We want to address the concerns raised over the recent changes to the outfitting of ‘hot’ ships. The intent was to ensure criminals pay appropriately for their crimes, and simplify the existing systems as it was generating a lot of confusion.
However, after receiving your feedback this morning, we believe that there is a possible solution that could satisfy those who felt it was too punitive whilst remaining sensitive to the Elite Dangerous lore.
We propose that outfitting ‘hot’ ships will work in the following way:
- Outfitting will be available at Anarchy Systems and Starports to those with Wanted status on their ships.
- Outfitting will not be available in non-Anarchy Systems and Starports for those with ‘hot’ ships (ships that have fines or bounties issued against them).
- Basic refuelling will be available at all Starports that offer the service regardless of a ship’s legal status.
Thank you for your continued and vital feedback and helping us to improve Elite Dangerous. Please leave your feedback in this thread and we’ll keep you updated with more information.”
Hot Ships, Hot Modules & Outfitting Proposals
Yesterday afternoon we made a forum post in order to address concerns over recent changes to the outfitting of hot ships. For reference, you can see that post here.
After further investigating the matter ourselves, and reading through your feedback, we’ve decided that the proposed solution isn’t as complete or effective as it could be. We’re currently investigating a new proposal, and much like with the Kill Warrant Scanner changes, we’d like to get your feedback on it and engage in constructive and positive discussion with you.
We will be setting up a new section in the Focused Feedback Forum to discuss the proposal and what it addresses. We’ll communicate when the FFF thread goes live, but you can expect to see it sometime tomorrow. The following is a basic summary of the proposal:
• Hot ships can use outfitting everywhere except at ports where the ship has bounties or fines issued against it
• Modules can be taken from a hot ship and placed in storage if a cleaning fee is paid upfront (5% of the module’s cost)
• Clean modules can be fitted to a hot ship, becoming hot modules
• Bounties can be cleared by security contacts until a murder crime is committed, at which point Interstellar Factors must be used
In the meantime, we will be reverting hot ships and outfitting back to how they worked in 3.0.2. This will mean that:
• Hot ships will be able to use outfitting everywhere except at ports where the ship has bounties or fines issued against it
• Modules can be taken from a hot ship and stored as hot modules
• Hot modules can be placed in hot ships
• Hot modules can be cleaned for a fee (5% of the module’s worth)
• Clean modules placed in a hot ship, becoming hot modules
This update mentioned above should be released early next week.
Once again, thanks for your continued support and feedback. The iteration and constructive discussion with the community helps us to develop the best version of Elite Dangerous that we’re all reaching to achieve.
A quick update on the status of Wing Delivery Missions: we are going to be reducing the units of cargo that these missions can require to 320 – 6120. In addition, we’ll also be increasing the payouts of these missions slightly. Thank you for your feedback and we’ll continue to observe and balance missions if required.
As announced by Frontier there will be two live streams (on their YouTube channel) during the week of the 15th January 2018 to go into more details regarding the upcoming changes to Chapter 1 of Beyond. The dates are below:
> Tuesday, 16th January 2018 – 7pm GMT
> Thursday, 18th January 2018 – 7pm GMT
> Tuesday 23rd January 2018 – 7pm GMT
(2pm EST – 11am PST – 5am AEST)
Details will be added to this website as soon as time allows.
The 13th December 2017 saw the Thargoids attacking stations and its inhabitants fleeing for their lives. You can see the official Frontier trailer for this below.