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A thorough evaluation of the 9/18 PTS update and base changes, as well as almost everything else coming up.
Hello, here’s another round of Esamir Rework reviews. I’ll also cover the Indar base changes, the storm, vehicle balance changes and new infantry gear. I’m not going to touch on outfit resource changes here, since this post is long enough already. I’d like to give shoutouts to aln-isolator , [NWYT]Praefectus, the pilots of [SACA] and everyone else who helped give feedback. Here’s the image gallery. This time around the bases listed in the document match the order in which they appear in the gallery. https://imgur.com/a/5pd5VFj Esamir has a new skybox which is much less bright. I can now see vehicle weapon tracers when shooting. This is a long asked for change. Andvari: 3 points now, 12 min cap with 2 points, 4 mins with 3 points. Consider adjusting the timers. Ymir: No changes to terrain that I can see. It’s a 12 minute cap with two points owned, and 4 minutes with 3 points. Might consider reducing those slightly. Apex Genetics has had its wall adjusted somewhat, as well as the rocks surrounding the triple stack. There are now more routes for infantry to enter the base. Aurora Materials: Sunderer garage and surrounding terrain seem to have been lowered slightly. Also, there’s now a rock at the end of the garage, which reduces the possible angles the bus inside can be shelled from. The slope between the crescent building and the road has had some paths added for infantry. Overall, good changes. However, there’s still one issue here, and that’s the possibility of shelling the triple stack balcony from the ridge NW of the base. Additional purple spikes from the cluster behind the spawn room could be positioned to block this firing angle. Eastwake Harborage: Point has received a new structure above it. It’s now on the bottom floor of a triple stack that has an expanded balcony around its second floor. This gives point holders a lot of additional cover, but the problems with this base still exist. There’s still a ridiculous distance between spawn room and the point with minimal cover from vehicles/bolters/LAs- a literal Death Valley. The area immediately around point is still extremely harasser friendly and could use some props to obstruct harasser movement. In its current position, the teleporter room is useless since infantry leaving it must still advance through Death Valley. Sundy positions are a bit sketchy, too. Fortunately, I’ve had a long discussion and now believe this base could be fixed with a couple tweaks. Consider replacing the AI turret outside the spawn room with an AV gun. This would discourage excessively aggressive vehicles from camping Death Valley. Likewise, replacing the light vehicle pull with an MBT pull gives defenders a bit more potential firepower, and increases the area attacking vehicles must cover to protect their own vulnerable spawns. This base would also benefit from the moving of primary teleporter room to a point higher up the hill and closer to the point, as shown by squad waypoint in this image: https://i.imgur.com/TuEee9F.png. A second teleporter here at hearts waypoint https://i.imgur.com/JUbXklc.png gives defenders another route into the point without going through Death Valley. At these two locations sunderer garages could be built to create safer spawn points for attackers.https://i.imgur.com/QWblfz4.pnghttps://i.imgur.com/w4HR05n.png Echo valley: Rocks have been added on the exterior side of the vehicle terminal to give it some cover. However, they aren’t close enough to each other to prevent me from driving through with a Kobalt bus, nor is there anything stopping me from hacking the terminal or using a GSD to get through the shield and then start driving around the base. Placement of a couple rocks in very specific spots would stop this. Secondly, a crate has been placed between bridges to give infantry another path into the point building. It’s a cool concept, but it needs some form of obstruction to prevent me from driving harassers or possibly larger vehicles onto the two bridges and blasting point directly. Thirdly, consider some form of sight blockers on the west wall to reduce the potential for LAs to spawn camp. Excavion DS-01E: Cover has been placed over both tunnels, which is an excellent change. MBT pulls have been added to this base, though they could stand to be moved slightly closer to the spawn room to deter attackers from hacking them and flooding the base with AI vehicles. A point is located in a long narrow building near the eastern tunnel exit. B is in a triple stack on the south side. C is located immediately west of the drill site. Capture timer is 4 minutes with two points and 1 minute with all 3. This base is mostly fine, but could do with some small tweaks for increased cover. At A point the point holders have few options for cover inside. There are two small smokestack structures (pictures in gallery) that could be replaced with actual buildings to provide more cover from aircraft for players moving around inside the base. Timers could probably be increased slightly. Overall though it’s in a decent state. Genudine Gardens: Some props have been added throughout the base that’ll prevent harassers from turboing around like maniacs, but the gigantic hole in the wall in one corner needs to be closed off somewhat to prevent vehicle entry or at least make it more difficult. This base would be fine if that hole were sealed or obstructed better. Grey Heron: Additional cover has been placed on the side of the staircase leading from spawn to B/C point. The secondary route for defenders has been fleshed out- the door now is high enough to get under, and there is a hole in the floor that allows defenders to drop down to the lower level. Cover has been added on the B side of this base. For improvements, I still think a roof is needed over the stairs from defender spawn to the lower level. A wall alone won’t stop tanks from shelling it. C could use a bit of cover, but I’m concerned that adding too much will turn it into a fortress. You can enter this base with harassers, so some bollards should be added to each entrance to prevent that. Jaegers’ fist: Sunderer garage has been added, and the trench has been improved. This base has some odd issues from an infantry perspective, namely that attackers and defenders have the exact same routes to the point, as shown in the gallery. I have no ideas for how this could be improved. I still believe the point needs some kind of roof to block HESH spam and A2G, preferably a solid one to deter LAs from doing C4 bombing. BL-4 Recovery and Vidar Observation Post both have spawn rooms and light vehicle terminals. This is a pretty good change, allowing closer vehicle pulls and a shorter sundy reinforcement distance for attacks on the surrounding facilities. Jord Amp Station: More cover has been added around C point. This is a good change, but doesn’t change the fact that A is still inside the station. Mani Lake: This one has undergone the most terrain edits, and consequently has become a lot less vehicle friendly. The two trenches leading into the base have had barricades installed, allowing infantry to move through but not vehicles. The hills surrounding the base have had their exterior faces steepened significantly, preventing treaded vehicles from driving up them. This change is excellent, but needs a bit of tuning. The Western Ridge’s southern tip has a shallow enough slope that tanks can still drive up it. On the large mountain to the West on the far side of the road, there’s a small protrusion that should also be levelled. Once these two spots are taken care of, this base will be fine. Overall, the changes are very good here. Mattherson’s Triumph: The Sunderer NDZ has been reduced in radius, which allows the defenders to deploy inside the south tower for a safer position. This is a good change. The ridgeline to the NE has had its northern face steepened significantly, preventing tanks from driving up that side. However, the SW face has become easier to traverse, so the ridge is still usable for bombardment of the catwalks and A point. If this goes live in this state, it’s not a total disaster since tanks driving up that will be very exposed to AV fire from the tower, but it still could stand to be addressed. Likewise, there’s still a nice spur sticking out of the north end from the NW ridge that allows tanks to easily shell defender spawn and A point. The fix here is simple- flatten the spur completely. A point needs additional work. At minimum, the windows on each tower in the room where A point/SCU would normally go should be sealed off to reduce the angles point holders must watch. There’s very little cover on the ground, especially when you consider all the angles A can be shot at from. I believe the point could be enclosed in the same type of building used at Chimney Rock’s point on Amerish. The bridges are a mixed bag. They’re identical copies with one rotated 180 degrees, which means that crate placement favors the attackers on B side and the defenders on the C side. Picking one crate pattern for all 4 bridge ends is one possible fix. I’m still not sold on the idea of both points being on bridges. They’re very exposed to A2G spam and bolters. Overall, at the very least the terrain edits are a nice start, and the sunderer NDZ change is very welcome. Nott Communications: This base is now entirely underground. Attackers enter by overloading a shielded gate, and then drop down into an amp station interior. These gravity lifts are one way, but please consider adding an up lift to replace one of the drop pads. A point is in the position where A points usually are in amp stations. B and C are in the room where SCU would be normally positioned. At the end of this room where the tunnels and back door would normally be is a one-way teleporter, which is the only way for anyone to get out of this base right now. Defenders spawn underground and there’s a one-way shield leading to where the vehicle bay normally is. To improve this base, I’d make the one-way shield a two way shield, and reverse one of the grav lifts. I could not test the cap timer since I did not feel like ghost capping half a continent. Pale Canyon: Some cover has been adjusted by the big yellow tanks on the SE side. A new route has been placed through the rocks at the NW corner of the base. This is an interesting change, but I don’t know how that’ll play out on live since currently I can park a bus inside the base at the same location. The Rink: The ground texture at A point is now ice, so it’s actually an ice rink. Too bad you don’t slide around here. Saerro Listening Post: Trees added to A point to break LOS between attacking vehicles and the tower. The wall between A and B has had some new gaps placed in it to allow infantry to get in. Interesting changes for sure, but I don’t know how they’ll play out. The Traverse: The bridge has been resurrected, although it’s in a heavily damaged state. It’s now an infantry only playground, unless you’re a bold harasser or magrider driver. Because the storm was here, I really couldn’t stick around and take a long look at this. Lastly, the bottom of the pit has been raised a bit and paths to the bottom have been defined more clearly. There also have been some changes to roads around the continent, but nothing major. Indar: TI Alloys: The removal of the bridge is a failure to understand why TI Alloys is such a difficult base to attack. On live servers, TI currently suffers from horrific sunderer placement options which combine with its central location to create a base that’s easy to defend. From the North, attackers must park their bus and attack up a hill through narrow ravines into entrenched defenders backed up by AI harassers, sunderers, ANTs, lightnings and even occasional MBTs. From the South, attackers have two bus spots: One is placed to the south-east, below the point. The other is placed directly south of the spawn room on the far side of the road. Both of these options are suboptimal- on the south east spawn the bus can easily be sniped by vehicles shelling from the Crown, driving down from the Crown, or by vehicles streaming out of the vehicle pull. The south bus on the far side of the road is also not ideal, since infantry have to cross the road and deal with a flood of vehicles as well as an angry AI turret. The only decent spawn location is at the end of the rock bridge, since that one’s reasonably safe from enemy vehicles and doesn’t involve attacking from the low ground. However, this position’s impeded by the fact that attackers from the north inevitably gravitate to the eastern side of the base since that’s safer from the defenders, forcing a three way that never ends. The result is a base that can’t be broken except by routers. The removal of the rock bridge changes none of this, but instead creates more problems. The safe sundy position on the bridge is gone entirely. Further, the bridge’s removal allows tanks to bombard Ti from the Crown once more, since it served as a line-of-sight blocker. The new attacker foot path to the north east is extremely vulnerable to bombardment from the Crown. As far as the base interior goes, a new wall has been added to the interior of the point room structure. This might give attackers a better chance to get to the point, but at the same time it might make things easier for the defenders should they conduct an organized push since there are fewer angles to set up a crossfire from. So how can Ti be improved? I’d start by bringing the bridge back, or at least a small section of it to allow for a safe sunderer position at the east side. For the south, consider a tunnel leading under the road. This allows infantry to get to the base safely. I’d also consider adding in more props to restrict the passage of vehicles through the spawn room area to the northern side of the base. Removing the Kobalt bus fiesta there will make it easier for attackers to push in from the north. Lastly, if the bridge is not restored, consider creating a rock wall at the north east section of crown to prevent tanks from raining hell on anyone fighting at Ti. Crown: The removal of D point is honestly a good thing. It wasn’t fun for anyone to attack since it’s open ground and below a cliff which enables C4 spam against vehicles and requires attackers push against entrenched infantry. Since Crown becomes a three point again, now the base cannot be stuck in a perpetual stalemate. I’m not a fan of where A point was moved to, either. I think if the rock bridge were kept then Crown would be mostly fine. With the three non-vehicle points it has on live. The issue with A being on that southern bridge is that if the attackers set up sunderers to control B, then they get A almost for free and can contest C as well. B point has been moved farther towards the center of the mountain and the tunnel system lengthened a bit, and a lot of cover has been removed at the initial entrance room that exists on live.The extra tunnel into B is an interesting idea and gives a better chance of an attack from the North succeeding, but at the same time it’s just another tunnel choke point to for aoe spam to create nasty farms. C is also problematic if it’s supposed to be the easy point for defenders to contest. It’s a fair distance from the tower, and it’s also open ground which is prime for A2G farming. I’d suggest moving this one into one of the nearby buildings if A must stay in the position it’s at on PTS. I’m not convinced the base needed any point position changes apart from the removal of D point. The current point layout on PTS favors an attack from the SE very heavily, and attacks from the East or North are far more difficult. While old A was very close to the tower, at least it provided a convenient point for attacks from the East. None of the changes really address the problem of poor bus location options, and with the current terrain there really aren’t many good potential spawn options. At most some garages could be added. Ceres Hydroponics: Defenders now have a slightly shorter path to the point when pushing from the NE side of the base. The point itself has much less cover. I’m not going to make judgements on this without seeing how it plays out. The Esamir storm: I’m not sure what this thing is supposed to do. The entire point of the game is large scale battles, yet this thing rolls around the map destroying the biggest fights. There’s nowhere safe from it. Sunderers will get destroyed even if put in garages. When outdoors infantry can be instagibbed by lightning for staying outside too long, and even when indoors their shielding takes frequent chip damage from environmental effects. The shield damage consistently drops players down about 150 shield points that constantly recharge, but this is enough to start messing with TTKs. For example, a commissioner can consistently OHK players. Since the shield damage is not synchronized across all players, it’s possible to be forced into gunfights where you have no hope of winning not because you were in a bad spot or outplayed, but simply because the game decided it’s your time to die. This applies doubly for lightning bolts which will randomly strike you down. There’s a text warning, of course, but random OHK mechanics really shouldn’t be a thing. You cannot use steel rain in the storm. For vehicles this is obnoxious too. Ground vehicles lose most of their mobility, which will punish new players with poorly certed vehicles even more. Aircraft are even worse off, losing most of their vertical thrust. At times I felt like even afterburning upward was barely enough to keep the aircraft airborne. Vehicles kept in the storm for too long will simply be instagibbed, which cripples sunderers as spawns. The storm also destroys base turrets and terminals. There are counters to the storm, though. Infantry can deploy lightning rods bought with merit that allow them to fight outside, but it doesn’t stop shield chip damage, and can equip an insulated armor suit at the cost of flak armor, nanoweave, or shield capacitor. This suit slot appears to be bugged and doesn’t actually reduce the chip damage taken by your shields. Carapace seems to be immune to this chip damage. Vehicles can equip insulated armor in the defense slot. This mitigates the performance hit to vehicles, reduces the damage taken by lightning, and prevents the storm from instagibbing your vehicle. Now, this is less of a problem in the first place for aircraft and tanks, but it screws over sunderers. Sunderers are already fragile enough even with deployment shield equipped, but forcing spawn buses to use this module and rely on their low hull HP is a very bad idea when paired with random lightning strikes and the severe lack of garages Esamir has. With all that out of the way, the question I have to ask is why is the storm designed like this? It seems like a band-aid fix for zerging and actively punishes trying to create large fights. It cripples the vehicle game, negatively affects the infantry game, creates inconsistent TTKs, and only adds frustrating game mechanics. If the center of the map ends up with stalemates, it’ll circle around there endlessly preventing any kind of progress through the pile of three point bases. Why this, when there’s a lot more interesting concepts that could be used? For example, maybe the storm could reduce the rate at which players can spawn at a base/sunderers/routers. Maybe it could jam radaprevent Q spotting. Consider reducing shield chip damage to 50 shields instead of 150 to reduce TTK variance. There’s a lot more interesting ways it could change the game without being the anti-fun mechanic that it’s currently set up as. Infantry gear: Lightning grenade: Cool, you can launch a targeted lightning strike when in the storm. More instagibs is what the game needed. Lightning rod: This temporarily redirects lightning strikes near you. This is a solution to an obnoxious problem that doesn’t need to exist. Condensate grenade: Reduces movement speed and ROF by 20% for six seconds. This is a terrible idea in an FPS game. This doesn’t create interesting gameplay situations. Instead of being outplayed, players hit by this just lose since the game’s punishing them for playing. Keep this in RPGs and RTS games. Now, we do have status grenades already, but do we need one that’s as powerful as this one is? BEC grenade: Similar to Condensate Grenades, this is a horrible addition to the game. Anything that hurts player mobility/damage output is a bad idea. Neutralizer Device: Campaign reward that allows players to acquire abandoned vehicles, and apparently strip ability energy from players too. I like the idea of vehicle acquisition, but I don’t know if we’ll ever see the second use of this tool. Abandoned vehicles: Around the continent are the hulks of abandoned tanks, sunderers and aircraft. They come with a special ability that I haven’t really tested, HEAT cannons and the first generation ES top gun. For the sake of loadout parity for all 3 abandoned MBTs I’d like to suggest the Prowler get a Gatekeeper instead of the Vulcan. Vehicle changes: Havoc missiles: Are these things still necessary, with the liberator nerfs? These things seem redundant now, and they’ll punish rep gal balls unnecessarily hard while valkyries with rep monkeys can probably still dodge these things easily. Phalanx AA turret range increase: This doesn’t fix any of the problems with the current AA setup. Instead, it’s going to just annoy A2A players who are flying along at high altitude and getting plinked by base AA guns, which is the reason the things got their range capped to begin with! Honestly I think these things should be replaced by weapons like Bastion CIWS guns. Those things are nasty at close range but their damage output falls off heavily at range. Liberator: -500 HP and ESF nosegun resist from 85 to 80. While the liberator needed some changes regarding its durability and repair tanking in particular, this change spectacularly misses the mark on many levels. This change skews ESF vs Liberator combat too far in favor of ESFs. When paired with air locks this brings down the TTK to incredibly fast levels (around 9 seconds, which isn’t even enough for three dalton shots) In this post, mystoganofedolashttps://www.reddit.com/Planetside/comments/ivjg8t/rock_paper_scissor_balance/ explains in great detail the liberator issues- it’s a blatant hard counter to ground vehicles, and gets brutally hard countered by ESFs on PTS. Hard counter mechanics are terrible in an FPS game. In this sort of rock-paper-scissors gameplay, things boil down less to individual ability and more towards who has an exact counter to something, which is extremely boring. There’s no skill in using A2A missiles, just as there’s minimal skill in hovering over tanks and daltoning them. In this post here https://www.reddit.com/Planetside/comments/ivsssx/did_some_basic_math_regarding_the_upcoming/, taltharius demonstrates that -500 HP barely changes anything in the case of liberators eating multiple AP shells before hitting fire suppression and flying off. Skilled gunnery should be rewarded, and sloppy flying should be punished. So how can this be improved? Consider reducing vulnerability to ESF noseguns slightly. Adjusting Liberator resistance against tank shells, light anti-vehicle, gatling guns, and infantry rockets will increase the damage libs take from ground fire and punish poor flying/reward skilled aim. Possibly consider increasing MBT main gun elevation angles slightly, to reduce the ability of liberators to hover over tanks with minimal counterplay. Harasser: Nanite cost to 300. Oh boy this one misses the mark completely. The problem with harassers has never really been cost related, but rather one that got introduced with CAI. The harasser itself is not overpowered and its efficiency in combat drops off hard at higher levels of gameplay. Only when harasser numbers become overwhelming (3 or more harassers vs 1 MBT) do the harassers stand a chance of defeating the best tank crews, and even then the tank usually can take 2-3 harassers with it. Harasser vs tank gameplay is extremely boring and very binary. If the harasser has a CQ AV gun it’s forced to fight at point blank which means I delete it easily. If it uses halberd or ES long range AV we both enter a boring poke fight where neither one does significant damage to the other. Even if the harasser opens up with rear hits the MBT still has an overwhelming advantage in firepower and hit points. With tanks, the problem since CAI has been poor muzzle velocity of HEAT shells which makes hitting difficult and what most players will have equipped, pathetic Basilisk DPS against everything (Kobalt kills stock harassers 4 seconds faster), Skyguards being helpless against every ground vehicle, and the Viper not having the accuracy to deal with small moving fast targets. Small changes to these three weapons will reduce harasser vs tank complaints. Harasser vs Harasser is broken, for a different reason. Harassers have a weakness to gatling guns, which means that the Vulcan and Aphelion rip through harassers while the Mjolnir specializes in fighting heavy vehicles. In practice, this means that for low/average skilled car crews, vulcans are disproportionately powerful since less skilled players won’t know to keep outside minimum damage range. At higher levels an Aphelion car is very hard to fight. Toning back harasser weaknesses to gatling guns might improve this situation, but at the same time it might nerf the Aphelion too much. At the very least this’d probably reduce vulcan whine somewhat. Overall, I have mixed impressions. The base changes are mostly for the better, but the storm, infantry gear, and vehicle changes are mostly bad or miss the mark completely.
Hello fellow redditors, caught quite by surprise Sub_Octavian organized a Live QnA. And judging by the number of comments ... I got some work ahead of me. As always, the "Q" provides a link to the comment chain of the adjacent question. Starting web radio. Let's go: ******************** Q: Could we get a % damage dealt stat in the postbattle screen? Or maybe in-match as well? And the API as well of course ;) A: It's in our backlog, and thanks for the reminder. I will refresh the discussion in the team :) Q: Now that IJN AA was further nerfed with the CV/AA Overhaul, can Atago finally get her missing AA, as well as an updated superstructure to match her actual hull? A: Missing AA? Atago plane kills score is surpassed by only Baltimore, Cleveland, Kutuzov and Wichita, and only by 1-1,4 frags on average, while all other combat stats are absolutely decent. Pre-rework she was roughly in the same spot, and I don't recall her being strongest AA ship on T8. Sorry, there is no justification for buffs at the moment. As for model improvements, we normally do this for older models from time to time, if there are better references and free resources. If there is room for improvement, she will get them some day. Q: Will WoWs ever get the same treatment WoT did in regards to graphics, performance, and optimization? A: I think I commented on it a few times. We do not plan to make any complete and total tech overhaul in one huge updates. We do incremental changes. Some FX improvements here, sound improvements there, x64 client there, etc, etc. For now, there is no plan to change it approach. We will update visual, tech and under the hood part from time to time. Your question is valid and good, but for the future, I want to clarify: WoT and WoWS are different teams, studios and even before WoT engine changed, our common engine versions were very different. There is almost zero point in connecting this games from this point of view. Q: Given the feedback from the testing, what is your opinion of the concept of the Pobeda/Slava? A lot of people don't seem to like a ship that promotes a very passive, sniping playstyle. A: It's a WIP ship; pretty soon her testing will be stopped, then feedback and data will be studied and then GD will decide what to do with her for then next test stage. With most obvious options being: to continue with the same concept, but change it to be bettemore balanced/better perceived or to try different concept. Speaking about my personal opinion. I've been hearing "it promotes passive playstyle" all the time, about everything, for years. Anything people don't like, they slap this "passive gameplay" marker on. In reality, it usually does not affect anything a lot. Campers continue to camp, pushers push. But this time I actually 100% agree with your evaluation. It is a true glass sniper cannon. Yamato and Montana can be very good at long range, too, but unlike Slava, they are not useless in CQC and can push. Q: What is the status on the gun fire bloom change? A: Same, in dev queue. Unfortunately, it's a game logic component, so it's in the same bin with, like, Priority sector rework or CV autopilot improvements. We will get there, but we're not ready to increase the priority of this feature to emergency (aka drop everything else and do it ASAP), because, at the time all this gun bloom changes were happening, it was obvious (after several weeks) that the impact is really low. For sure, there IS impact, in some particular cases it can be a game changer, and no denying that we're bringing this back as we promised. But right now, other things are just more important and cover much more players. TLDR - Work in progress, sorry for taking so long, will be done as promised. Q: Are there any plans to adjust the German battleships?, there are multiple different small changes that could be implemented to make them relevant again. They are fun ships but simply not working in the current meta. A: I cannot back the opinion that German BB are "not working". If we look at different stats, German BB are in the middle of the group on each tier in terms of WR. They may not have stellar absolute avg. damage, but they're contributing to the team success well enough. Their popularity is also very high, even with all other options which are in the game. There are a few additional factors, though:
Meta changes indeed, and so does feelings and gameplay experience. I am not arguing that German BB gameplay may feel different, most likely, it does (for me personally - no, but again, I appreciate other opinions).
There are quite a few strong premium/coal/freeXP BB on almost every tier, and a lot of skilled players stick to them. E.g Missouri, Musashi and JB are very solid, very popular, and a lot of good players use them for farm regularly. When such ships are in the group, other ships can feel weaker.
All in all, we're not opposed to improve German BB experience while staying within balance. Right now RU BB are being introduced, and they occupy the same slot of CQC BB. Let's see how their stats settle, how they shake down with German BB and then we will address this question one more time. If there is room for improvements, I don't see any single reason not to give them love. Also, I'm a fan of secondary build BBs, so...you can be sure I will be the first to vouch for that :) Q: Is WG happy with the effect that CV has on Tier 8 matchmaking? T8 ships are helpless against T10 aircraft, and T8 aircraft are helpless against T10 AA. This is punishing for surface ships and CV alike when being bottom tier in a T8 boat is bad enough already. A: T8 vs T10 MM situation is roughly the same regardless of the class. As stated before, some global MM improvements are being worked on, and no CV-specific changes are currently planned. We want to improve the experience for T8 in general, for all classes. Q: Could we ever get a soft-cap for only 1 CV per match like you did for T10 but for all tiers or was it the intention from the start to have at least 2 CVs in a match? Maybe a slightly changed cap for 1 minute or so instead of 3. Bottom tier in a double CV game feel really frustrating, not to say about the amount of spotting they can do. A: We're not against soft cap for 1 CV on T8 in the same way it's implemented for T10. The problem is T8 CV popularity. We update the data from time to time, and overall, when it becomes viable, we will strongly consider doing this cap. Right now it's not going to work, and I actually did a long post about it here: https://www.reddit.com/WorldOfWarships/comments/b62cx7/just_a_small_clarification_on_mm_cv_limits/ Q: What happend to Viribus Unitis, Yahagi and Leone? A: I mean some ships are just being put aside for some time, until there is a good moment to release them. It's fine, not all WIP content is scheduled to be release immediately after testing. Q: Are there any plans to update the Gearing’s model? Currently, it’s proportionally wrong and quite a bit wider than it should be (it should have the same width as a Sumner like the Yueyang). A: We will update old models from time to time, as we recently did with Yamato. Q: Do you think AP bomb mechanic in general (not just Graf which is already being tested) needs to be changed and explained better as well? Currently its behavior is too extreme and difficult to predict imo. It either deals 15-25k citadel damage which is super frustrating to the receiving side or deals 2-3k overpen damage which is meh from the CV player view. There is also no baseline stat to compare the penetration number of each kind of AP bombs either, unlike HE bombs which is a fixed number. A: No. We're quite happy with the current base mechanic, and think that it has good skill / reward ratio. What we're concerned about is AP alpha strike potential on some CV, especially while the general playerbase progresses in terms of skill and learns how to use this armament properly. So there may be some, most likely minor, tweaks in future. But the base concept itself, in our opinion, works well. Q:Is WG happy with the amount of spotting and the more and more reduced value of concealment in the game? Same question, only longer: In the days of old with few/no CVs/RadaHydro concealment was very very powerful and a tool that good players could use to play with for interesting and often tense results. A: Hello, CV related part: Not entirely. That may not be obvious, but the planned 0.8.4 changes, which, basically, affect the squadron speed WILL influence spotting. And for us, these changes are targeted at dpm and spotting equally. The takeoff delay will affect initial spotting, which we do consider a problem as well. We cannot promise that it will be enough, but:
I can absolutely confirm that in any case, there is new meta, where there IS more spotting overall. We do not consider it a bad thing.
While working on this issue further, we will try hard to use tweaks, not reworking the mechanic. Which means that options like "CV only spots for itself" and "CV spotting has delay like Radar" are not viable for us at the moment, and we will consider them only if absolutely necessary (everything else won't work).
Overall spotting part: Not entirely. All factors combined, we are concerned about spotting in the game. We're fine with meta changing, but would like to keep it soft, when possible. Right now we're concentrated on CV part, as obviously CV rework had big and immediate effect, when we're fully happy with it, we will look at everything else. Q: Can you give us a penetration value of AP bombs? It's really interesting to know. Thanks. A: Hosho (Type 99 25 Mod1): 174 Ruyjo (Type 3 25 Mod1 Mk4): 228 Shokaku (Type 2 50 Mark1): 262 Hakuryu (Type 2 80 Mk5 Mod1): 351 Enterprise (M62): 244 GZ (PD 500): 334 (pre buff) These should be the base values. Please take this into account:
Penetration capability is always the same, it's not affected by anything.
However, bombs interact with effective armor, so angle matters and they even can bounce.
They have normalization. It's base value is bigger than AP shells, but it's applied non-linearly; if the angle is bad, even great normalization won't help.
Aircraft angle and speed affect bomb speed and trajectory (but bombs do not loose penetration from speed!). Which means that for maximum penetration capabilities we must make the drop as close to 90 degrees as possible -> dropping early. For soft targets it may make sense to drop lately because, as with AP shells, for soft targets you don't want overpens and increasing effective armor turns into a benefit.
Q: Are there any plans to add a german coal or steel ship to the armory in the near future? A: There are always plans to add ships of all nations and all tiers to the game for all currencies. But in Q&A, we do not make such announcements, sorry. The only thing I can say there are some cool German ships planned for the foreseeable future and I look forward to them myself :-) But that's true for other game nations as well. Q: Has there been any thought given toward allowing 19 pt captains to further specialize in skills(picked by the player) much the same way the special coal/doubloon captains do now? To clarify I mean skills, not special traits that activate when certain conditions are met. A: Captains "meta" is something we may want to update in the future, but from all "meta" things at the moment, we have higher priorities. Q: Are there any plans to address the (imho) imbalance between the volume of almost non-stop damage over time ships have to deal with since the CV rework and the very limited (few heals and repair parties with long cooldowns) possibilities a player has to counter DOT damage, given the fact that surface ships can not disengage against a CV like they could against any surface ship (stop shooting to reduce spotting range, take cover, move away) ? A: Overall CV balancing and AA improvements will affect his anyways. Less plane speed + better AA counterplay = less strikes = less hits = less damage, including DoT. It does not make any sense to do your proposed change until 0.8.4 and further planned changes are made and do their impact. Also, their damage structure is not so DoT-reliant as you may think. Torps have very nerfed flooding chance, rockets are not stellar either. T10 CV atm have roughly 6% of flooding and 13,5% of fires in their damage structure, and that's the highest value of the class. T10 cruisers do 21% in fires alone. Q: Regarding AA, would you consider the outcome of this clip to be working as intended? It’s a 20 second clip, just an Atlanta with DFAA vs Tier 6 torpedo bombers.Without giving too much away, would the future planned changes to AA change this interaction in a meaningful way? A: We're happy with Atlanta herself. From all non CV ships in the game, Atlanta avg plane kills are surpassed only by Minotaur,Worcester and a couple of USN BB. Relatively to the game, Atlanta has an amazing AA. However, we're not entirely happy about CV-AA interaction globally, especially in regards to priority sector. We want the combination of AA ship/build + skillful priority sector usage to have noticeably more impact on ship's AA defence, and that's what we're working on right now. Q: Are there any plans on making secondaries more viable as a build? We now have a pair of US ships that show that a good build can be fun but that's about it. ManSecs is a waste of 4 points for 99% of ships. Between a T9 BB having 5km guns and the Vanguard having the wrong ones it seems to be an area that's been mostly overlooked. A: Yes. But it is not simple. I doubt we will make significant changes with current settings, and new secondary mechanics obviously will be a long term project, given other things being worked on. I can say this: we want to do something cool with secondaries, but there is no final decision what and when yet. At the moment we do not treat " secondaries being a fun alternative for just a couple of ship lines " an emergency. It is an area of the game we will eventually revisit, along with many others. Q: I have a question regarding Catapult Fighter consumables. As of now, they seem rather slow to actually attack enemy aircrafts, and also, the full squadron is depleted even when they shoot down a nearly used-up squadron consisting of, say, 2 aircrafts. Is WG happy with the current efficiency of Catapult fighters? Any tweaks to make players feel more protected when using the consumable? A: Yes, we're happy with the efficiency of this consumable. It does what it was meant to - inflicts losses on enemy squadron or, in some cases, creates area denial. It's more efficient when launched with good timing, it's less efficient when launched late. It's more efficient if CV plays aggressively, it's less efficient if CV plays carefully. TBH, we're fine with its state right now, and our nearest efforts to improve AA protection will be targeted at priority sector mechanic, not at fighters. Q: What is WG's opinion on presence of skill gap between players in current reworked CVs? I have personally seen fails in current CVs worse than anything I have ever encountered in old CVs. A: The presence of skill gap is not a problem (good players should be rewarded, bad players should be punished), the question is in the "width" of this gap, and it's effect on the game: on player's personal performance and on the team. Pre rework CV were very different in this aspect from everybody else. And in this aspect, with all data we have, we don't have any doubts that new CV are much much better than old CV. Q: While I understand specific changes to a module and/or system would be reserved for the Dev Blog, can you update us on the plans for the system as a whole? Approximate timing of the change? The number of new T10 ships is continually increasing thus the inventory of ships with and without Legendary Modules grows. Would premium ships ever have a Legendary Module opportunity? What about CV’s? A: That's not about getting in trouble :) As I've hinted a few times, we're at the design stage. It may be completely new system, or complementing system or just "keep these mods and do more of them". Right now there is truly no answer, and the decision is in the process. Q: Any chance for a setting to disable the in-game chat (apart from system messages like consumable use and the wheel messages)? A: It's being discussed right now actually, as there are quite a few requests to do it from the players. We will let you know when the decision is made, of course. Q: Right now CVs feel very removed from the gameplayloop. A lot of the time as a surface player i feel like just a target / NPC for the damage race between the two CVs. This is made worse by there being basically no interaction between CVs. Fighters are buggy as hell and usually just cancel each other out. A:
We want to add more counterplay, as stated several times in thisn QnA. Please check out my replies about Priority sector.
Fighter cancelling each other is exactly what we want. If you have a fighter ready you can try to cancel enemy fighter. Also, we don't want them to be "press the button to wipe the enemy out immediately". For now we see that they work as they should.
I play the same game, regularly, on various ships classes and tiers. Sorry, but I feel you are blowing this out of proportion. Some issues? Sure. NPC mode? Eh, no, and it is not backed by stats either. CV damage increase with player skill is relarively higher than on other classes, but WR increase is lower. CV as a class influence battle outcome less than other classes and much less than they used to. Also, please read about new AA mechanic. Auras deal very consistent damage. They were much more RNG pre rework.
Q: What are the alternative ways for players to acquire the Admiral Kuznetsov captain after the Victory event? Will there be a permanent campaign for Kuznetsov similar to the campaigns for Yamamoto and Halsey? Given that Kuznetsov has abilities that give a significant advantage over a standard captain, if players who miss out on the campaign cannot get him later on, they would be significantly disadvantaged during combat. A: It's WIP, but according to the current plan, there will be means to get this commander afterwards, however, not immediately after the event. For exactly the reasons you state: we don't want newer players to miss out good content. What it will be (a campaign? an armory item?) - I cannot confirm now. Q: Has there been any updates regarding linux players getting warnings and potentially banned?, I know you guys aren't officially supporting linux but the game runs perfectly under wine it's just the warning system causing issues since the last update. A: We're looking into it, but unfortunately, as Linux is NOT officially supported, I cannot give any guarantees. Sorry :( Q: Is there a possibility of another captain skill rework. I feel that AA skills should be separated from secondary skills currently as both suffer from their meh performance together and their significant investment away from skills that increase survivability and/or captain skills that increase comfortability. A: Some updates are more than possible in foreseeable future. Complete rework - highly unlikely this year or even beyond. Q: I know that balancing is cyclical, and that you're actively working on spotting and CV balance in general (thanks!), but my question is on the DD side of the equation: Are you seeing as significant of an affect on DD's as a class since rework as the population of DD mains is claiming? A: DD popularity has decreased of course (what's interesting quite a few DD players have become very active with CV). It is on acceptable level, and to be honest, I don't think it's something very special. We had a lot of popularity fluctuations over the years - at some point BB were over dominating and cruisers were nearly obsolete, and even before thet DD were on top. Right now the class distribution is okay (cruisers did big comeback btw), and with a few changes to CV, most likely, DD and CV populations will bounce back a bit more (more DD less CV). As for DD efficiency, it's definitely fine stats-wise, but we fully understand subjective, situational factor. Hence the upcoming changes to HE bombs for example, the already done nerfs to the rockets, etc, etc. Balance is cynical, but numbers is not the only thing we care about. Sentiment has huge weight too, and the biggest challenge is to balance these things before balancing the ships :-) Q: Are there plans to introduce similar things for the AP shells ? Say at 5,10 and 15km where applicable ? That would be extremely useful for certain ships in deciding whether to use AP or not. A: Not a priority, as unfortunately, AP shells loose penetration with distance non linearly, they have different trajectories, hit at different angles, and normalize. We're not fans of adding super hardcore information to the client, which the bulk of playerbase will never use. On the other hand, adding this information in interactive and digestible form so it actually helps players to make decisions, is a big task. A good one, but very costly. So it sits in back log for now. Q: Do you think that the binary nature of HE penetration is a problem when it comes to balancing skills like IFHE and small-caliber guns, or do you guys think that its fine and you can balance it regardless? A: I do not comment on leaks and speculations ;) But answering the main part, we think that core mechanics of HE is fine, and with 99% probability any further improvements will be "tweaking the knobs" rather then "2020 year of HE rework". Q: Has the dev team considered "changing/nerfing" IFHE by buffing the consistency of small caliber AP a small amount (like lower arming threshold, OR slightly better normalization, OR slightly better bounce angles, etc.) in order to create a competitor to IFHE? A: Yes, along with many other options, but there is no direction that we're firmly believe in just yet. Q: Are there any new operations in development? A: Apart from some..interesting special events - no. Our efforts in terms of game modes will be concentrated more on enriching PvP and making cool events this year. Q: Is there any chance to increase the punishment for afk and bot at asia server? Since the chinese server stopped update and remained at 0.7.3. There are many players from Chinese server moved to Asia server since last year. Bots are everywhere, You can meet at least 1 bot or afk players per team per match. Situation are even worse at low Tier during morning and midnight server time. It is just not fun to play with such numbers of bot and player who fire once every 5 mins. A: Yes. And not only for Asia. Actually, we're readdressing our system right now to better detect and better suspend the accounts which looks like "bots". Whether they are bots or just zero-effort farm accounts played by 10 ppl, is not relevant - we know they ruin the experience for fair players. So there will be improvements here in the near future. Q: Are there any plans to introduce a game mode without carriers anytime soon? A: No (apart from various events, that can be "no CV", "no BB" and "no whatever class, because it's an event"). Q: Any plans on completely rebalancing Graf Zeppelin, now that its biggest weapon --- speed --- has been nerfed 40 knots? Any plans for further AA/CV balance that you can share at the moment? A: Question 1: no, the speed boost mechanics is being changed globally and systematically. It's not a GZ nerf, it's a global mechanics nerf affecting all CV in the game. In the meantime, GZ retains her individual quality - high speed, with DB and TB planes having 181kt of base speed while other CV at this tier have it in 130ish range. What's more, her DB are being buffed. Better accuracy, more comfortable attack and, what's IMO even more important, higher bomb speed and penetration. The numbers do not seem huge, but in game it can be a difference between penetrating or not penetrating armor deck, especially against higher tier ships. And we all know that citadel hit is very desirable when you use AP bombs. If GZ will be weak after the changes for some reason, she will be improved in some other way - that's a standard workflow. Question 2: everything we can share ATM is in Dev Blog. Q: Special commander Kutznetov has a much less specialised (ship reaches <10% HP) special ability activation threshold. This was because Yamamoto and Halsey’s were considered too specific (score a kraken, ect.). With this in mind, will there be a revision of Halsey and Yamamoto’s special ability threshold? Is this activation threshold something we could see in future special commanders of other nations? A: The idea is that we want to try slightly different concept. Right now we have guys like Doe Brothers (no super talents, improved skills), Epic Yamamoto and Halsey ( improved skills, super rare and super epic talents), and now we want to try Kuznetsov as "less improved skills, less epic, but easier to trigger talents". Right now we're not 100% sure of the further developments. But if Kuznetsov is successful, I'm pretty sure there will be more commanders like that for other game nations. At the same time Yamamoto and Halsey future in this case is an open question. Should they be reworked, removing their mega epic effect in favor of less good/easier to trigger? Or should we get the alt.versions? Or maybe all 3 types of commanders will co-exist to suits different tastes :-) We will see. Q: Have you considered making AA rewarding or at least the investment for AA specs less costly? It requires a substantial investment to specialise any ship for AA, yet there is next to no control. A: Yes, and that's kinda in the plan. To reward more for AA control and/or AA loadout. Without making ships like Mino into "I evaporate you in a second before you even notice", preferably. Q: Will the Yueyang ever be rebalanced to account for the unnecessary nerfs a few patches ago? A: As any other ship, YY can be changed in the future, but we do not consider the nerf "unnecessary", happy with the result, and there is no reverting planned. YY sits firmly in the middle of T10 DD in terms of damage, WR, frags and other stats. At the same time, YY audience skill curve is not special (as opposed to Daring for example), so her relative performance is also fine. She's the least popular T10 DD, but always was like this, and her popularity is still acceptable to us. She used to be OP, now she's OK. Can it be "more OK" (better) while staying within acceptable balance? Yes, as many other ships, too. So we will consider it for the future updates. Q:
Citadels that are small in size and are placed in the stern. In the case of the Enterprise almost none existent.
Automatic fire and flood control damage
High resistance to fire and flooding
The automatic movement control moves the CV in reverse. This has the effect of not exposing a citadel that is already hard to get to.
What is the rationale for these design features? A:
Citadels in the game are being defined according to a specific set of rules. CV citadels follow this set as well, and their citadel placement has nothing to do with rework. From what I see in game and in stats, they can be easily citadeled in most cases.
Already explained long time ago in DevBlog.
Q: When will the Midway and Hakuryu get their Legendary Module back? They got frozen after 0.8.0 and currently cannot be used (although they can be earned). Personaly I would love to see the Midway get its old jets back from the Closed Beta when the Legendary Upgrade gets mounted. Dont know how it should balanced, but it would be cool to look at nonetheless A: I'm not 100% sure they will, actually. Because in our plans, we want to readdress the Legendary Mod thing overall. Maybe there will be some other system instead. Or maybe there will be changes. There is no exact decision right now; it may turn out that these mods will appear in some time as a part of current system, or they may be replaced (for all ships) with something completely new. Or these systems will co-exist. Sorry, in all fairness, we don't know ourselves right now :-) Q: In about another 6-8 months, when it is finally admitted that the CV rework has failed, how will WG attempt to repair the damage done? A: While "never say never" is true (looks at Halloween subs), we don't have any indication that CV rework is a failure. It has some issues, part of which are still to be resolved, it has some negative constructive feedback, and, sorry to say that, I mean no disrespect, it also has some echo-chamber hatred sentiment, which is not really constructive, too. As you can guess, no developer is interested in making the game worse, less popular, less enjoyable, etc. WoWS is the result for our effort, it's main career project for most of us, and it's huge part of our lives. From all main audience metrics, overall results of CV rework are good. From balance metrics, CV rework is good. Some players being unhappy or salty is of course NOT good, but:
We're addressing the players concerns, and working on feedback points.
We had the gut to rework the class from scratch, and none of us had pink dreams that CV rework would suit absolutely everyone.
If you disagree, fine, everyone is entitled to own opinion. And I apologize if the game is worse for you as a result of out efforts to make it better. Obviously none of us can be happy about it. But in all honesty, I am not going to admit something I don't believe in, while the full picture looks good and the game is alive and kicking. Even if this sub has turned into CV hate fest for some players, when many positive opinions are actively mocked and downvoted. Q: My clan is one of the top Naval Battle clans in the world. We set the pre-damage star record with 164 stars and put up 245 last week. We have really enjoyed the game mode and how it brings the clan together. However, the change to damage from base XP had a HUGE side effect last weekend. A strategy I saw was to div in a co-op game with two other players and have them not fire their guns until the player going for the star gets their damage. This makes what was a fun game mode very boring, especially when more players take advantage of this. Can WG either to go back to base XP or only allow Naval Battles to be done in randoms? Thank you. A: Feedback appreciated, most likely we will get to XP and think about damage more. Q: Will there ever be high tier operations It would give me great feels to play operation Ten Go as Yamato/Musashi at Leyte or something with Missouri A: Unfortunately our current efforts are mostly switched to PvP maps and modes, and to thematic events. For now, we're not able to spend any significant resources on Operations, simply because there are things much bigger chunk of playerbase cares about. Q: Kinda two questions stuffed in one, but. Will there ever be considered doing a BB line split for RN and KM, for Battlecruisers? Having vessels like HMS Renown would be awesome. A: There is no reason for not adding new interesting lines, but I am not announcing them on QnA ;) ******* That went quicker than I thought! As always, I have omitted super obvious questions that result in a "This is confidential" answer. Also: If I have forogotten any important question OR a link is broken, let me know. Enjoy reading!
So to update you all on things, my hernia surgery went well and my intestines are back where they belong. Sadly I didn't have as much time to write as I would have liked, (pain meds will do that), but I managed to finally get chapter twelve done in time to give you all an extra dose of JVerse once you have finished our lord and savior's most recent chapter. (Story is continued in the comments) -------------------------------------------------------- <First><Previous><Next> -------------------------------------------------------- Date Point: 3 months, 2 weeks, 5 days A.V. Unnamed system Planet 4 ring system Requiem Michael Kepler "God damn I missed this," Michael said, flipping the Requiem around another asteroid, testing the limits of the inertial compensators. They had gotten lucky and found the perfect system to test out the newly retrofitted Requiem. The system in question turned out to be a binary system with some rocky bodies and a truly gorgeous blue gas giant that sported a system of ice rings that were just perfect for running the old girl through her paces. Michael gave the main thrusters all they could take, slipping through two asteroids seconds before they collided. There was a muffled cheer through the comms from the rest of the crew back onboard the Dawn. He had set up cameras all over the Requiem so his crew could watch. Right now only himself and Hephaestus were crazy enough to fly a ship built from scrap through one of the densest ring systems on record. Even Ralthin wasn't that crazy, having said that he'd rather shoot the rocks instead. They dodged, dived, and weaved their way through the belt for another half an hour before Michael got a comms ping. He angled the ship "up" and rocketed out of the belt so he could answer without having to dodge rocks. "What's up," Michael asked, angling the ship so he was cruising parallel to the rings. Goralin's face showed up on the screen, "We just synced with Haven's network, and you've got a message from Gabby." Before they had left Haven Michael had signed them up as Gabby's new security force. To keep in touch in case of an emergency Michael had purchased an FTL comms array and had set it up to sync with the local network on Haven every week. Of course, if there was an actual emergency he had spent a small fortune on a pair of quantum entangled arrays for instantaneous recall. The fact that Goralin's ears had a mischievous tilt meant that this wasn't an emergency. Meaning that it was probably the favor he had asked before they left. "Alright, prep the hangar bay. I'm gonna test the emergency recall drive," Michael said, cutting the thrusters and letting the ship coast. "Copy that Michael. Wait to jump until we give you the signal," Goralin said, closing the channel. Michael switched over to the intercom, "Sorry Hephaestus, looks like we're gonna have to cut this short." "It isss fine," Hephaestus said with the barest hint of a chuckle, "If the messsage isss from Gabby I can only think of one reassson. We are going hunting!" "Cool your jets, we still haven't heard it yet," Michael said, running the ship through the pre-jump sequence, "All set to jump?" One other little upgrade they did was to configure a jump drive onboard the Requiem so they could get back to the Dawn in a hurry. The only downside was that the hangar bay had to be depressurized so the sudden appearance of the Requiem didn't create a hull rupturing pressure wave. "All sssyssstemsss are green," Hephaestus said back through the comms, "Ready for jump." It was only a few more seconds until Michael got the comms ping signaling that the hangar bay was ready. Michael's finger hovered over the button, "Jumping in three...two...one." He pushed the button and the ship was inside the Dawn, perfectly centered in the hangar bay. The docking clamps engaged and the bay was pressurized in minutes. Michael ran through the shutdown sequence, unstrapped himself from the pilot seat and met Hephaestus in the airlock. They double-checked the atmospheric readout on the panel before opening the outer door. Even though Michael was wearing his armor and had no fear of stepping into hard vacuum, Hephaestus was basically naked, so it paid to be careful. They made their way up to the bridge, stopping by the mess to apologize for cutting the show short and so Michael could grab a quick snack. One downside of his new armor was that he burned a lot more calories than he ever did wearing his old suit. He walked the rest of the way up to the bridge with Hephaestus in tow. When he opened the door to the bridge Goralin turned around in the copilot's seat, "You enjoy yourselves," he asked with a slightly mischievous tilt to his ears. "Yeah!" Michael said enthusiastically, "and I gotta say, yinz missed a hell of a ride." "I'll have to take your word on that one," Goralin said with a chitter, "Anyway, while we were waiting, I went through the files that were attached to the message and it looks like she sent us a good one." "Oh," Michael asked, interested, "she send anything else?" "Just a few video files," Goralin trailed off. Michael looked around to see the rest of the bridge crew barely able to hold back their chittering. So they were those kinds of videos… Michael sighed, "Put the important one up on the main screen. I'll take a look at the rest later." Goralin flicked his ears in amusement and brought up the message file. Gabby appeared on the main screen, thankfully wearing her work outfit, with a cqcq cigarette in her hand, "Long time no see," she said, taking a hit and blowing the smoke off-screen, "I had my contacts do some digging and they found a good one. There's no bounty, sadly, but I don't think you'll have a problem with that. Everything you'll need should be in the files I sent along with some...other things I know you'll like," she winked at the camera, "Hoping to hear back from you soon." "Did she send a location," Michael asked, turning toward Goralin. "Already punched in," Goralin said with a pant-grin. "Good man," Michael said with a gentle clap on Goralin's shoulder, "Prep the ship for warp, I'm gonna head to my quarters to uhh…review the other files she sent and get a reply together to send over during the next sync." Michael left the bridge to sound of barely contained chittering from the crew and made his way back to his quarters. When he reached the mess heard raised voices coming from inside. So he stopped to eavesdrop just outside the door. "For the last time Jilink," Guln said, "I have absolutely no interest in your insane delusions. No matter how...impressive you may find the humans in their mating practices!" "Oh come now," Jilink said dismissively, "You seriously cannot believe that the way our species handles reproduction is good for our long term survival can you?" "What other choice do we have," Guln asked, "we have long since passed the point of being biologically able to reproduce, but that is beside the point," he lowered his voice, "it was simply proposing the idea of reverting back to biological reproduction that made you one of the few Corti that had their banner status stripped all the way down to yellow." "That was just because those in the Directorate are too narrow-minded to see past their own hubris," Jilink said angrily, "it was only when I started unlocking and splicing genes that had been previously bred out that I started to question their rhetoric. If you would just let me-" "No! I will not hear of it. Mess with your own genetic code all you want, but I will not have you turning myself and Kilnq into genetic freaks," Guln said, moments before storming out of the mess. He ignored Michael and headed off toward the med bay. Michael poked his head into the mess and saw Jilink sitting alone, forlornly picking at a plate of steamed mushrooms and cqcq. She looked up as he walked over, "If you are going to play at eavesdropping you might want to consider that we can feel your every step through the deck plating," she said with a shrewd look. "So what was your banner status," Michael asked bringing over a chair that could support the weight of himself and his armor. He sat down and took off his helmet, placing it on the table in front of him. "No remorse and straight to the point I see," she let out a deep sigh, "Before I began...experimenting...on myself, I was a silver banner." From what Michael knew about Corti social structure, Jilink had been next to royalty. To give all that up... "Fuck," Michael said, recovering from his jaw practically denting the table, "Why the hell did you give that up?" "To advance my species of course," she said, her eyes boring into Michael's, "we may be the most technologically advanced in the galaxy, but as a species we Corti have fallen behind tremendously. I may be too brazen in saying this, but we are on the brink." "On the brink," Michael asked, "the brink of what?" Jilink's expression hardened, "The brink of terminal decline, and unless something is done my species will fade into obscurity." "And that something was playing with your own genetics," Michael asked, confused. "Not playing," Jilink said, waving one finger back and forth, "Improving. As we are, the Corti are far from ideal. Intelligent and quick-witted yes, but we lack the physicality to endure as a species for much longer." "And that has to do with what Guln said about the way yinz reproduce," Michael asked, even more confused, "you mean yinz don't have kids naturally?" "As a matter of fact, we do not. Every Corti is grown in a birthing tank," Jilink said matter of factly, "there hasn't been a natural birth for millennia." "Well that's all kinds of fucked up," Michael said, shaking his head, "and they kicked you out for wanting to go back to the way things are supposed to be?" "Precisely. You see, reverting back to biological reproduction would necessitate drastic changes to our biology. It is also the reason why I am so fascinated with how other species reproduce. I have been able to get a wealth of medical data on the subject, but the one thing that most species lack is information on how to make the act more enjoyable. Your species, however," she pointed at Michael's chest, "seems to excel in that regard." "I can see your point," Michael said with a chuckle. "Needless to say there are some practices that simply watching recordings cannot fully explain. You do not mind answering some questions do you," Jilink asked excitedly. Michael shrugged, "I got time. Ask away." Jilink pulled a small tablet from her set of pouches and tapped in a few commands, "I'll start with something that has perplexed me for some time now. Tell me, what is the exact purpose of a bukkake?" ---------- Ten thousand kilometers astern of the Radiant Dawn Whispering Breeze Agent One Six Two Something was wrong. He had been trying to link to the infrared module that was hidden next to the engine cluster on that accursed human's ship for over [an hour] only to receive no response. He double and triple checked that his ship was aligned correctly and found not the barest hint of any discrepancy. This left two possibilities, either the module had malfunctioned, or it had been taken offline. Given the extremely stable nature of current solid-state electronics, the latter of the two options seemed the most probable. He was now forced to consider alternative plans to get the information he needed. One option was to take over one of the human's crew, but the chances of finding one of them alone long enough for him to adjust to the new sensory input were astronomical at best. There was always the option of simply biodroning all the implanted crew, but with the proven combat capabilities of the human and his pet abomination, there was no guarantee of successfully taking over the ship. That left only one option that had any probability of success. Once the human's ship was out of the system and had no hope of detecting him, One Six Two punched in the codes for the only jump beacon that the human had deployed. ---------- Date point: 4 months, 2 weeks, 5 days AV Sol system Earth Allegheny National Park Daniel Mackovich After the Vancouver incident life had gone on pretty much the same as always. As much as he hated to admit it, Daniel wished the aliens had caused more damage. As it was now, people had already moved on. Of course, every news outlet on the planet had milked the story dry within a week, but since nobody other than the aliens had died the story that humanity was no longer alone in the universe had been replaced by the same old shit. Shootings, trouble in the Middle East, China violating human rights, the usual stuff. Both he and David were sick of it. So they had planned a little something to get away. That little something happened to be a camping trip out in Allegheny National Park. Not the biggest excursion by a long shot, but it seemed a couple of days out in the woods was just what the doctor ordered. The first night was just perfect. No rain or swarms of mosquitos, just hours of watching caveman TV with a good meal cooked over the fire to finish out the night. They had been watching the weather and had made sure that there wasn't the barest hint of rain, but it looked like the curse of his old Boy Scout troop had followed him. It had started raining shortly after lunch on the second day. Thanks to a few tricks he'd learned in said cursed Boy Scout troop, Daniel was able to get the fire going, even though all their wood was soaked, so they were at least able to cook their dinner under the tarp David had rigged up over the fire pit. "Well, it wasn't what we were expecting," David said, looking out of the tent, "but I can think of worse ways to spend the evening." "My old scout troop was called the Rain Makers after all," Daniel said with a chuckle, snuggling a little closer to David, "At least the company's better this time around." They sat and watched for a while, listening to the gentle sound of the rain on their tent. David turned around and rummaged around in his bag for a few moments before turning back and locking eyes with Daniel. "Well...I was hoping for a better opportunity but," David trailed off. Daniel looked down at what David was holding in his hand and his breath caught in his throat. "Daniel, will you marry me?" ---------- Date point: 9 months, 1 week, 2 days AV Far Reaches Cimbrean Radiant Dawn Michael Kepler They had made the trip out in astonishingly good time thanks to the black box drive on the Radiant Dawn. Fast as their ship was it had still taken them around six months to reach this little speck of nowhere. However, the extra time gave Michael the chance to work out some armor for his Gaoian crewmates. They had to stop and resupply before they could manufacture any of it though. It seemed that they had burned through most of their supplies for the nanofac with the Requiem's retrofit. The armor they had worked out was much like Hephaestus' in the way that it relied heavily on lightweight composite plates instead of heavy alloys like Michael's. The plus side was that Hephaestus had worked out a composite that could take multiple hits from a heavy pulse cannon before failing. Not that the Gaoians would be taking much fire though, each one had a portable cloaking generator to make the best use of their natural talent for sneaking. There was one problem with the suits though, they had to be kept loose to accommodate the Gaoians' fur. Which meant that they would have to rely on shield harnesses for protection against the vacuum of space. Not the best prospect in Michael's mind, but they didn't seem to have the aversion to relying on forcefield tch like he did. And since Michael wanted some semblance of a uniform for his new band of mercs, the chest plate and helmet had kept as much of the standard Mandalorian looks as possible. The helmet was kinda tricky, considering that the Gaoians had much longer noses than humans, as well as ears that came out of the top of their heads. In the end, Gaoians had to deal with the minor discomfort of having their ears squished down, but it was worth it if they wanted to have their heads protected. As for the stereotypical "T" shaped visor, Michael settled on a shortened version, ending just above the Gaoians' snouts with a protrusion to cover their nose and mouth. It also had the benefit of allowing the Gaoians to personalize the lower portion, and once one of them had painted fangs on his, the rest had followed suit. Michael had to admit, it looked totally badass. The extra time also gave them the chance to develop their arsenal. The standard pulse guns were ditched in favor of coilguns. Most of the Gaoians went with something like an AR-15. They were lightweight, with a variable power setting so they didn't over-penetrate their targets if they were inside a ship or station. The real treat was what the brownies came up with though. The crazy fuckers had amped up their coilguns to a heavy machine gun type thing that could send a withering hailstorm of slugs at whatever unfortunate thing that happened to be on the receiving end. However, it seemed that all of the Gaoians took a liking to Hephaestus' fusion claws and had added their own to finish out their already terrifying array of weapons. They had spent three of the local days cloaked in a high polar orbit mapping the planet and trying to find the location of the palace that was supposed to be here. The only reason it took that long was that they were using passive scans to prevent the discovery of their ship. Since they were stuck in orbit Michael had left it up to the bridge crew to notify him when they found anything. To pass the time and get a better feel on things he had been going through the files on their target. After cross-referencing them with the data from the Twisted Suns it seemed that this particular fucknut had an affinity for ordering Rickytics and Vizkiticks among a smattering of a dozen other species. It couldn't be...could it? Michael dug deeper into the records until he found the right entry. Shit. "Ship," Michael said as he got up from his desk and stretched, still marveling at just how flexible his new armor was. He got a response ping. "Where is Irk?" "Irk is in hydroponics," the ship said through his room's intercom in a perfect replica of Cortana’s voice. Michael didn't know why, but using Cortana's voice for the ship just felt right. Michael grabbed his helmet and locked it in place. "Send him a message that I'm on my way. There's something I need to talk to him about." Michael went to hydroponics and found Irk in his personal corner behind their crop of cqcq minding his bonsai garden. He had originally got the idea from watching Karate Kid of all things. When they had stopped at Haven Irk had purchased a bunch of seedlings from all over the galaxy. As it turned out most of them had the same reaction as Earth trees when they were root-bound inside a small pot. With a little help from some space magic in the form of time acceleration fields, he had more than a dozen perfectly healthy miniature trees. With careful management, Irk had produced some truly fantastical shapes. Hell, he even had one "pot" that was levitating with trees growing out of both the top and bottom. When Michael walked over Irk turned around, "Ah, Michael. You have something you wanted to speak to me about?" "Yeah," Michael said, taking off his helmet and setting it down on the table next to the levitating bonsai trees, "It's about our target." Irk gave him a quizzical look, tilting his head slightly to the side. Michael took a deep breath, "There was a bit of a mix up on the part of the Twisted Suns. Your lifemate and child were actually supposed to be shipped here." "But...the Hunters," Irk trailed off. "That's not all," Michael said, shaking his head, "I really don't have a good way to say this...but it looks like the scumbag we're after wanted you and your family specifically." Irk slumped to the deck, lost for words. "I did some digging into the data we got from the Twisted Suns," Michael said, bringing up the file and sending it to Irk's tablet. It pinged and Irk pulled it out of its pouch with shaking hands. He hesitated for a moment before opening it. Delicately, he tapped the icon and read the file. Irk put the tablet back into its pouch and was silent for a few moments before he gathered his legs under himself and stood up to his full height. He looked directly at Michael, "I have only one request." "Name it," Michael said, locking eyes with Irk. "Bring the bastard to me alive," Irk said with enough bile dripping off the borrowed human curse word to make Michael flinch. No sooner had Irk walked out of hydroponics did Michael receive a notification from the bridge crew. He put his helmet back on and answered the comms. "Yinz found something," he asked, exiting hydroponics and making his way up to the bridge. "Yeah," Goralin said through the comms, "and you're gonna want to see this." "On my way," Michael said, breaking into a run for the hundred-ish meters to the bridge. He exploded into the bridge and skidded to a halt right next to Goralin. Michael was a little out of breath, but it wasn't too bad considering the weight of his armor. Practically living in the suit had its benefits sometimes. Goralin eyed Michael with a hint of amusement "Excited?" "Damn right," Michael said with a chuckle, "we've only been orbiting this dirtball for three days. What'd you find?" "See for yourself," Goralin said with a pant-grin, bringing up what looked like a palace on the main screen. Michael let out a long whistle, "Damn that had to cost a pretty penny." What was on screen was possibly the most egregious display of wealth that Michael had ever seen, aside from his own ship of course. Camera tech was really something else out here, they had to be at least a hundred and fifty kilometers up, but the pictures were clear enough that Michael could see the contents of the gardens surrounding the enormous palace complex. He'd read the specs when he had the sensor suite overhauled, but the fact that their ground facing camera was in the hundred gigapixel range never quite hit home until he had actually used it. "Cost a what," Goralin asked, tilting his head slightly. "Oh, sorry," Michael said, a little embarrassed, "it's an expression for a fuckton of money." Goralin chittered, "Well the palace isn't the only thing that cost a pretty penny. We found something else too." The next thing that came up on the screen left Michael totally speechless. Not too far off the coast was a yacht so big it was practically a floating island. Hell, it even had football-field sized space in the middle that was containing a miniature forest. "Well if they're anywhere, our target's probably on that yacht," Michael said, gesturing to the screen. Goralin zoomed in on it, "It looks like there's a landing pad big enough to land the Requiem near the back." "Well, it's our lucky day then," Michael said, turning back toward the door, "get an assault team ready. We're dropping in an hour." "An assault team," Goralin asked, his ears going slightly back. Michael stopped and turned back around, "Rich fucker like that's gotta be able to afford some really good security, and not the average Chennash mercs either." "Right," Goralin said, "I know Ralthin's gonna be damn happy to finally get a good fight for once," he finished with a slight chitter. The next hour flew by in a flurry of activity as the assault team got the message and scrambled to get into their armor. Thankfully they didn't need to load any cargo into the Requiem, and they already had all their extra weapons stored onboard. Michael made a stop by his quarters to grab his coilgun and its barrel attachments. On a whim, he dug out his antique revolver and strapped it to his hip. He had to stop and laugh at the absurdity of carrying a black powder revolver that was made in eighteen seventy-six, but something just felt right about bringing the old girl along. He made it to the hangar bay just as everyone was getting situated. Hephaestus was already onboard the Requiem running through the preflight checks from his station near the quantum stacks so all Michael had to do was wait for the rest of the assault team to show up. When everyone was strapped in and had their gear stowed for the drop he stepped out to the open space in the middle of the Requiem's cargo area. "Alright," Michael said, running his eyes over the seated Gaoians, "it's our first mission and from the looks of things, it's not gonna be an easy one. We're going in blind and this fucker's probably paranoid enough to have hired some decent security. They won't be like the pirate scum yinz are probably used to. Hell, I wouldn't be surprised if there's a company of Allebenellin mercs waiting for us." Michael paused and let that sink in for a moment, "The main problem is that the yacht we're gonna be landing on is fucking huge. So the plan's pretty simple myself, Hephaestus, Ralthin, and the brownies are gonna raise hell so all the rest of yinz can use your cloaking fields to the best advantage. Sweeping the ship for any other hostiles while looking for our target." That got some chittering out of them. "As for our target," Michael said, starting to pace back and forth in front of the seated Gaoians, "he's a Robalin with some… strong opinions on other sentient life. Apparently, this guy acquired his fortune thanks to some kind of breakthrough in medical tech and bought the palace at an auction when the previous owner's trading company went under thanks to some very poor business deals and Hunter raids on their ships. Ever since, he's lived a comfortable life on Cimbrean buying slaves from the Twisted Suns for God knows what reason," Michael let out a long sigh, "And as much as I'd like to end this guy the second we find him, Irk wants him alive. It seems that this fucker is the one that got Irk's family captured by the Twisted Suns." "An that's why we're not just gonna blast the boat," Yeg asked. "Exactly," Michael said, pausing to congratulate him, "there also might be slaves still on board, so any we find get to come back with us. Any questions?" "Yeah," one of the other brownies spoke up, "when are ya gonna quit talkin' so we can have some fun?" Michael laughed, "Alright alright, I get it," he said, vaulting up the ramp to the cockpit, "hold on to your tails, it's gonna be a bumpy ride." Michael entered the cockpit and closed the door behind him, and once he was in the pilot seat he opened the intercom, "We ready to go?" "The ssship isss ready to depart Michael," Hephaestus said back eagerly. Michael gave the signal to the hangar crew and waited while they depressurized the hangar bay and opened the outer door. Michael opened a channel to the bridge, "Yinz keep an eye out while we're planetside, we might need to come back in a hurry." "Just make sure you don't die down there," Goralin said with a slight chitter, "We'll be waiting for you." "We'll make sure to come back in one piece," Michael said with a chuckle, quickly running through the preflight checks. Hephaestus had already done them so all he had to do was to glance at the display and be sure that all systems were green, "but if yinz are that worried, I'll broadcast the view from my helmet cam." "You know," Goralin said, "I was gonna suggest the same thing. It'll make for good entertainment." "You got that right," Michael said entering the command to release the docking clamps, "Undocking now," Michael said closing the channel and backing the ship out of the hangar bay. Once he was clear of the ship Michael angled the Requiem toward the planet and threw the throttle all the way forward. "Uunngfhhh...Fyu's balls," Ralthin growled through the comms, "I forgot about that." "Yinz okay back there," Michael asked, pulling the throttle slightly back. "Other than bein' crushed inta our seats we're fine," Ralthin said back with a forced chitter. "Hey, I said it was gonna bumpy ride," Michael said with a smirk. They made the rest of the trip down in silence and before long they were punching a hole through the atmosphere leaving a flaming trail of plasma behind them. The yacht appeared on the radar when they were still twenty kilometers up, not that Michael needed sensors to find the thing, he could already see it. Floating island was right, the damned thing had to be nearly as big as the Dawn. When they were about ten kilometers out the comms panel lit up. Out of curiosity, Michael opened the channel. "Unidentified vessel you are appro-" Michael closed the channel, his curiosity stated for the moment. No use talking with them anyway. He closed the rest of the distance gradually slowing down so they wouldn't overshoot. When they got within a kilometer Michael had to admit that the yacht was a truly beautiful ship. It had three hulls connected together by an expansive main deck that swept into a sharp point at the bow where the main hull was cutting through the waves. The most prominent feature being the forest in the middle of the ship protected from the elements by the telltale shimmer of a forcefield. The landing pad near the stern was suspiciously empty, but when Michael brought the Requiem closer he noticed that it had some kind of door in the middle. No doubt it was used for bringing whatever landed down into some kind of hangar. There was no way the Requiem would fit into said hangar, but it looked like the pad was just large enough to set the ship down. Strangely, the yacht seemed to be holding course, almost inviting him to land. He activated the inter-ship comms, "Looks like they're actually gonna let us land. The second we touch down I want the brownies out first. Shoot first, ask questions later." Michael flipped the ship around so she was hovering just above the deck and matched speed with the yacht. He lined it up using the docking camera and set her down with a gentle thump. The very next thing he did was take control of the nose turrets, aiming them at the only door in the aft section of the yacht. He set the ship in low power mode instead of completely shutting down just in case they needed to make a quick getaway, and watched through the turret camera feed as the brownies stormed out of the ship and took their positions. Sloppy by any kind of military standards, but it didn't seem like there was anyone to greet them. Michael unstrapped himself and grabbed his coilgun from the rack next to the door. Walking down the ramp was always tricky thanks to the gravity weirdness, but thankfully he didn't stumble when he stepped off into the planet's own gravity. "No one to meet us," he said, stepping out into the sunlight. Ralthin glanced back at Michael over his shoulder, "I don't like this at all. Even through this helmet, it smells all kindsa wrong." Hephaestus came up behind Michael, "Thisss feelsss like a trap." "Couldn't agree with you more buddy," Michael said, walking forward to the door. "What'd ya wanna do," Ralthin said following close behind. Michael glanced at Ralthinand smirked, "Spring the trap."
Hi everyone, Soon you'll be able to strap yourself into the cockpit of the Chieftain and explore a host of new gameplay features - Chapter One is almost here! The galaxy servers will be down today from 9.30 AM (GMT) for approximately 9 hours. There is a chance that this could run over, so we really appreciate your patience. As usual with these updates we'll keep you as up to date as possible. While you wait, join us for a pre-launch livestream at 2:00 PM (GMT) for a Beyond - Chapter One recap with members of the development team on YouTube here. We'll post the changelog soon, and add update information to the thread as it comes in. Keep an eye on our social media channels too for regular updates on the server status. We will try to respond to as many queries as possible, but we will give everyone advanced notice for when the servers come back online, and social media is your best bet for knowing when the servers are back up and running! Thanks!
(Includes improvements Coming Soon for Crime and Ship Destruction, Kill Warrant Scanner, Superpower Bounties) Edward Lewis:
Here's an overview of all the features coming to Elite Dangerous: Beyond - Chapter One. With one or two exceptions (outlined within the section) the information below is how the feature will work at launch of Elite Dangerous 3.0.
Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
If players are destroyed when a fine/bounty has been detected they will respawn at a detention centre
Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
Players can store hot modules (modules applied to a ship at the time a crime is committed)
Players can clean ships of any bounties and fines through an Interstellar Factor contact
Players can sell hot ships from the shipyard for a markdown
Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible
Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
New crime recognised: "reckless weapons discharge"
Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
Kill Warrant Scanner changes and Interstellar Bounties will be coming soon
Added new Wing Missions that can be shared across a Wing and completed as a group
Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
Mission reward choice
New USS scenarios added
Added new alien attack craft
Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. * Horizons only
Added second seat to the Keelback to support Multicrew
Trade Data & Galaxy Map
Galaxy map now indicates its mode when any tab is active
Galaxy Map: Filter by station services
Galaxy Map: Filters added for Thargoid & Guardian sites
More player factions have had a description added in their home system on the galaxy map
Filter for the new 'detention centre' government type (for new detention centre spawning areas)
Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
Commodity Market: Players can search trade data they own, to compare it to the current market
Prison ships have been added to one of the routes to Colonia
Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini
Material Trader contacts, which allow the player to convert materials. * Horizons only
Engineering a module or weapon results in progressively better improvements within a range
Players can convert and modify their older modules/weapons engineered before this update
Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
Players can select which experimental effect they want to apply to their module, at a material cost
Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome
Weapons and modules
Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities. * Horizons only
Medium Shock Cannon (Fixed, gimbal & turret)
Medium Remote Flechette Launcher (Fixed & Turret)
Medium Enzyme Missile (Fixed)
Size 4 Meta Alloy Hull Reinforcement Package
Recon Limpet Controller
For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
News headlines can be accessed via the status menu
Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
Galnet Audio playback options added to controller bindings
Galnet Audio section added to audio options
Installation and Megaship Interactions
Data link scanner upgraded to allow scanning megaships and installations to reveal targets the player can interact with
Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
Players can damage generators to disable turrets
Players can use recon limpets to activate data terminals and comms arrays
Players can use hatchbreaker limpets to open a cargo bay
Surface material system
Overhauled the surface material system for the rocky, high metal content and metal rich planets
Improved contrast and colour variation across and between bodies
The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds
Quality of Life
Added synthesis for new Technology Broker modules and weapons
Added synthesis for AX weapons
New cockpit voice assistant - Victor added as an alternative to Verity
Increased manoeuvrability benefits when boosting based on the ENG pips
Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
’Target Ignore’ feature added for material and commodity collectables and refining
Ability to see at a glance the quality and inventory quantity of materials targeted
Per material storage caps
Increased rewards at Search and Rescue contact
New High Value supercruise targets for pirates to raid
Large number of Commander Journal updates
Portuguese language support added for consoles
11 new Achievements for XB1 worth 200G
Fixes and Improvements
This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process since the release of 2.4. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.
Fixed a texture issue in the Teqia QI-T E3-3167 nebula
Fixed some audio issues with the Federal Gunship
Fixed some audio distortion that could occur when passing through a Starport's airlock
Fixed issue where Elite NPC crew members would use incorrect voice responses regarding targets
Fixed an audio issue with Small Fixed Mining Lasers
Fixed some clicking that could occur when starting and stopping in the Lakon Type 10
Fixed hardpoint scanners being silent after swapping from mothership to fighter and back
Fixed some missing UI sounds when contributing resources towards a Wing Mission when using a mouse
Fixed flight controllers saying a third character if a player switches to a call sign with less than 3 characters
Fixed the ‘Bounty Incurred’ audio line playing whenever a fine is received
Fixed some missing audio from holographic billboards
Fixed audio issues with the vessel voice after returning to your ship from an SRV when landing at some sites
Fixed cockpit freezing and cracking SFX persisting after returning to the game from the menu
Removed a dark background that would appear when opening the main menu while in the Camera Suite
Scale the loading squares for 4K so that they're not tiny [XB1X]
Fixed an issue where the game would revert back to 4K mode instead of 1080p after a few days [XB1X only]
Fixed an issue where the pre-order gold Sidewinder paintjob would go missing [PS4]
Earth now has better defined land masses as on other platforms [PS4]
Menu audio no longer continues to play when viewing Training Videos [PS4]
Fixed an issue where you’re unable to reply to messages from friends due to them appearing offline erroneously [PS4]
Fixed descriptions for various Trophies in languages other than English [PS4]
Various audio fixes to help reduce “pops & crackles” [PS4]
Controls & Control Devices
Fixed issue of more recent PS4 controllers not being recognised as such when used on PC
Fixed some instances of changes to keybindings not being saved after restarting the game
Fixed a throttle issue that occurred when using the Camera Suite
Added the correct radial menus for the T.Flight Hotas One and T.Flight Hotas 4
Reverted a change that renamed ThrustMasterHOTAS4 to TFlightHotas4 to keep backwards compatibility with existing player presets that referenced the old name
Fixed throttle automatically setting to zero when exiting a hyperspace jump
For consoles, added support for a separate custom bindings profile per input device (Gamepad or HOTAS)
For consoles, added support for switching automatically to the correct bindings profile (Gamepad or HOTAS, standard or custom) depending on the device used to start the game and the profile type that was used with the previous device
On Windows, added support for the T.Flight Hotas One and T.Flight Hotas 4
Fixed a controller issue where using the Galaxy Map Back button would re-open the Galaxy Map
Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default
Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module
Pinning a blueprint will now pin all grades, not just one
Higher reputation with an Engineer will increase the speed you'll progress through the lower grades
Fixed sorting for pinned Blueprints in the Engineer workshop and cockpit Engineer menu
Some Railgun Experimental Effects under the new system now all have a 40% heat reduction applied (applies to Feedback Cascade, Super Penetrator, Plasma slug)
Fixed an issue with the level preview when selecting a module to modify at an Engineer
Fixed an issue in the Engineer Workshop that can cause the UI to become unresponsive if all stats have reached their maximum values, but the recipe progress has not
Galaxy Map/System Map
Fixed some inconsistent system data for Pekoe
Fixed the missing 'State' field for systems with damaged stations
Fixed the argument of periapsis appearing incorrectly on the System Map
Fixed two systems with duplicate names
Fixed visual issue with planets that could occur after selling restored exploration data
The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right
Fixed some texture pop for the stars on the System Map
Fixed inconsistencies between the jump range calculated by the hyperdrive and what's used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make
Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner
Fixed some incorrect player faction descriptions on the Galaxy Map
Fixed the map configuration view ‘by services’ not persisting on subsequent reopening of the Galaxy Map
The inhabitants of Lave 2 have moved on after being isolated by their planet's permit and their settlements have been dismantled, so missions should no longer target this planet
General Fixes & Tweaks
Various text tweaks
Fixed a tiling issue with high resolution screenshots
Fixed Onionhead decals that were appearing white
Fixed an issue where incoming calls still came through when voice channels were set to 'off'
Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release
Increased yield of materials from asteroids
Fix for bounty values not always being received correctly
Added two new materials - Boron and Lead which can most commonly be found in metal-rich asteroid rings
Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim
Fixed the notoriety discount not being applied correctly on the insurance screen
Minor commodity adjustments with the aim to make it more profitable to smuggle goods to a black market
AI traders have been discouraged from travelling to markets farther away from the system entry point or that have a low security, leaving more supply and demand available for players. Anarchy factions lower the security of their markets.
Fix material traders and technology brokers being incorrectly activated at markets when their owner changes
Rebalancing pass over station repair targets has reduced them to about 10% of their 2.4 values
Fixed Holo-Me creator always saying 'Mixed Eyes' even when they match
Adjusted the height of the wraparound visor eyewear
Fixed an issue where 'Asymmetry 01' was set by default even when 'None Selected' was set
Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda
Addressed issue of jumping to a binary star system and dropping too far away from the main star
Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation
Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck
Fixed players sometimes not receiving Engineering data from scanning data points
Fixed instances of capital ships being aligned to the wrong side of Conflict Zones
Fixed a missing Uplink at Dav's Hope
Fixed some floating buildings at Conflux Settlements
Added docked capital ship to the Carthage system
Made some adjustments to the drop out distance to prevent players from dropping out of Supercruise inside the structure of a Megaship
Grounded a floating communications antenna at Dixon Dock
Fixed an issue that was preventing Data Uplinks from being targeted on Installations
Fixed Capital Ship in Distress USS being surrounded by ‘Clean’ Pirate NPCs
Fixed ships not showing as Wanted or having pre-existing bounties in Resource Extraction Sites
Fixed an issue whereby ships could be recalled while at unsafe locations
Increased the spawn rate of High Grade Emissions USSs in shipping lanes and by planets
Launcher (PC Only)
Fixed an issue where the launcher would not minimise when clicking the taskbar icon
Passengers will no longer request to visit damaged stations
Fixed an issue that could lead to single planetary scan missions not completing correctly
Fixed some massacre mission distribution issues
Fixed some systems only spawning VIP passenger missions
Fixed issue where only one ship in a wing would count towards pirate kill missions
Fixed an issue whereby duplicate named mission targets could spawn during missions
Adjusted the spawn rate of Skimmers at settlements to better facilitate 'Kill Skimmer' missions
Increased the variety of Courier missions that can be generated
Factions will no longer send you to scan their own Data Points for a Planetary Scan mission
Fixed an issue that was preventing mission targets from counting towards an Assassination mission after following a target using a Wake Scanner
Fixed mission rewards not filtering correctly
Fixed planetary welcome missions sometimes directing players to difficult, high security outposts
Fix to prevent notoriety increases from crimes committed against a mission target
Added new Massacre Mission Scenarios
Fixed an inconsistency in reputation/influence indicators between the mission list and mission details
Fixed some instances of missions incorrectly granting negative rewards
Fixed a disconnect that could occur when attempting to deploy a fighter in Multi-Crew
Fixed heat vents not appearing correctly when using the Camera Suite in Multi-Crew
Fixed an issue where the Role Switch panel would not update correctly when a crew member switched from the Idle to the Gunner role
Fixed an issue where the avatar of a Multi-Crew member would flicker in the role panel when that player enters the Camera Suite
Fixed an issue where hired crew could crash their ships when recalled at crater settlement
Addressed reports of reckless flying by NPCs around Stations
Addressed an issue where Pirate NPCs would attack the player when in the same instance as a Thargoid
Dropping mines inside stations no longer confuses the station's turrets
Fixed issue where Pirate NPCs could demand more cargo than you are able to drop
Fixed Black Flight ships being incorrectly flagged as allied with Aegis Research
Fixed the Beckett Class Science Vessel being incorrectly named when targeted
Addressed mission target NPCs sometimes dropping out of Supercruise too close to stars
Fixed issue where a Search and Rescue ship would continue to repair a distress call victim even after they are fully repaired
Addressed NPC crew members responding with an affirmative to an order when their thrusters have been destroyed
Fixed an issue where planetary defences would still attack you while docked after re-spawning
Fixed an issue where System Authority ships could appear in anarchy systems
Fixed an issue where NPC ships could be occupying an allocated landing pad
Fixed an issue where players could be penalised for attacking the Ship Launched Fighter of a Wanted mothership
Fixed an issue that could allow Frame Shift Drive modules to be equipped into Utility slots
Fixed a rare case where the selected livery would highlight the wrong slot after selecting one
Added an event to Player Journal when SRV is destroyed
Added info in journal if wanted when docked
Added a property in the Journal's "Location" or "FSDJump" event indicating if the player is wanted locally
Fixed the "Loadout" entry written to the Journal at startup (It was sometimes missing)
Ensured all ShipType strings written to journal get localisation
Added a new "Powerplay" event in the journal to log a player's powerplay allegiance, rank, merits etc
When writing character stats to the journal, strings are properly surrounded in quotes in the json output
Altitude is always written to status.json if we have lat & long
Fixed the ExternalToolsDataStore writing flags=0 into the status.json file on every FSD jump, it was intended to only do this at shutdown
Added crew name in events that only had ID, added ID in events that only had Name
The name of the "Experimental Effect" (if any) is now included when writing engineered module info to the Journal
Module values etc are now omitted when writing the ship loadout to the Journal if the info is not available
Whether the player has Horizons access is now indicated in LoadGame, Shipyard and Outfitting files
More information is included about the results of a mission in the Journal MissionCompleted event
Changed the TimePledged property in the Journal Powerplay event to be elapsed time in seconds, not timestamp of when pledged, also writing duplicate events on each jump is avoided
Improved the data written to the journal info when applying an experimental effect to a module in engineering
Commodity price lists to Market.json now includes unlocalised and localised item name, also including category name when writing
ModuleStore, ModuleRetrieve, MassModuleStore, StoredModules: add Level and Quality to EngineerModifications; add "Hot" flag; add "BuyPrice" in list of stored items
'Hot' ships are now indicated in the Journal list of stored ships
Fixed missing "PilotRank" property in "ShipTargeted" journal event - when target is Elite
Included some extra information in the Journal's Scan event, to show each body's parent body info
Included Latitude and Longitude in Status.json at a higher altitude, at the point where GUI starts to show the data
Fixed localisation of some items (eg commodity in MissionAccepted)
Fixed the Player Journal showing the incorrect rebuy price
Fixed Powerplay power effects on faction influence in their territory as described in their Exploitation Impact text
Fixed an issue whereby a station's interior could appear at a low LOD when in a Wing
Improved shadows on planet surfaces for some setting configurations
Fixed a LOD popping issue on Asteroid Base landing pads
Thargoid Probe shutdown now correctly removes the HUD, rather than turning it black after entering the Camera Suite during a shutdown
Reduced texture generation time for non-landable planets on consoles - Consoles only
Fixed an issue where the ship's hull could render over weapons (Type 7 and Type 9)
Prevent crashes when unable to immediately create planet ring texture
Video memory savings in the handling of the background
On PS4, reduce cases of texture mip level drops - PS4
Fix cases of nebulae missing from background
Adjusted the starlight colour saturation levels
Fix for some settlements not being correctly aligned to terrain
Fix for fog not picking up the star light colour in some cases
Supercruise motion lines are now frame-rate independent
Prevent the fluorescent blue line appearing when in headlook mode and exiting the camera suite
Tweak dust, tyre track and rock colour calculations to better match the surface
Fix galaxy map icons flickering into and out of existence
Non-volumetric light cones now fade in instead of clipping
Prevent extremely bright lighting for some gas giants
Ships & SRV
General Ship Fixes and Improvements
Fixed an issue where the Festive String Lights could disappear when swapping vehicles until your next jump
Fixed ship paint work always showing as scratched even when at 100%
Thargoid EMPs no longer scrub your ship's Nameplate and ID from your hull
Fixed some laser aim jittering that was occurring when switching between a Ship Launched Fighter and your Mothership
Fixed utility mounts disappearing while in Hyperspace
Corrected spelling of DeLacy in several ship cockpit textures
Fixed some clipping on the Raider Ship Kit
Fixed the ship not rolling correctly on its centre of mass axis
Fixed the engine trails rendering incorrectly
Fixed the positioning of the String Lights
Corrected some of the side window textures
Fixed an issue with the shield animation not encompassing the entire ship
Fixed the bumper Ship Kit covering the Ship ID
Fixed an alignment issue with the Ship ID
Fixed an issue with the front decal disappearing and reappearing when dropping from Orbital Cruise
Cobra Mk. III
Fixed an animation issue with the landing gear
Patched a hole in the geometry
Fixed a texture LOD popping issue
Fixed some LODs
Fixed an issue with the heat coils being inverted
Fixed the XB1 controller vibration not working [XB1]
Fixed the facing of a decal
Adjusted some of the outfitting cameras
Fixed a missing texture under the landing ramp
Fixed some LOD issues with the Pathfinder Paintjob
Fixed a section of the Tail Kit 4 that could not be recoloured
Raised the position of the fuel scoop message as it was appearing too low
Fixed an issue whereby your ship could take off while deploying your SRV, causing it to possibly take damage
Fixed an issue where SRV cargo was retained when the SRV was destroyed
Fixed issue whereby your ship could be dismissed while deploying the SRV, causing the turret not to deploy correctly
Fixed SRV handling inconsistencies while airborne at some framerates
Fixed issue whereby a player driving an SRV would receive a bounty for returning fire on a hostile NPC ship
Fixed an issue with the fuel gauge displaying an incorrect value
Fixed an issue where the SRV’s seat was not animating in sync with the pilot impact animations
Fixed an issue where the SRV could get stuck in the ground when moved due to logging out in a dangerous location
Fixed some inverted decals
Fixed the incorrect orientation of the Camera Suite external angles
Buffed to improve its jump range
Type 9 Heavy
Fixed a cockpit texture issue
Type 10 Defender
Fixed an issue where certain hardpoints were not firing correctly
Fixed a cockpit texture issue
Adjusted the camera angle for the 6th utility mount when in Outfitting
Increased the power distributor slot to size 7
Fixes to the landing gear animations and positioning
Fixed an issue where the ship would often not land despite alignment being correct
Fixed a Camera Suite position when used in Multi-Crew
Fixed a Camera Suite camera angle
Fixed an issue that prevented players who logged out near 'Downed Civilian Ships' in the California Nebula from logging back in
Fixed a crash that could occur when switching back to your ship from a Ship Launched Fighter
Fixed one of the most common connection errors that could occur
Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly
Fixed a crash that could occur when looking at the Navigation Panel when in CQC
Fixed a crash that could occur when opening the Galaxy Map
Fixed a crash that could occur when switching to another ship
Fixed a crash that could occur on the Insurance Screen
Fixed a crash that would occur when shooting an SRV with a Railgun
Fixed a crash that could occur if you waited for more than 5 minutes in the Docking and Travel training mission before doing a Hyperspace or Supercruise jump
Fixed a crash that could occur when exiting game while in Outfitting
Fixed a crash that could occur when loading in to a CQC Arena Deathmatch
Fixed a crash that could occur when fighting a Thargoid
Fixed a disconnect that could occur when scanning a Private Data Beacon at an Unidentified Signal Source
Various fixes and optimisations for stations and outposts
Synthesizing from the modules panel will no longer cause the UI to get stuck
Corrected the calculation for the FSD boost distance multiplier
Fixed an issue where the Restock All menu could get stuck loading
Fixed an issue whereby modules were not being correctly categorised in the Stored Ships panel of the Shipyard
Engineering effects on Modules can now been seen in the modules tab
Fixed an issue with bracketed Commander names not displaying as intended
Insurance screen 'Rebuy All' toggle has been changed to 'Select All' for clarity
Fixed incorrect 'Killed By' message that appeared when a player destroyed your Ship Launched Fighter in PvP
Fixed an incorrect thumbnail displaying in the Role panel
'Total Hyperspace Distance' and 'Maximum Distance from Start' stats on the Stats Panel now display as whole numbers
Corrected some display errors on the Insurance Screen
Fixed issue where some Blueprints mod descriptions were not matching the results
Fixed some text layout issues for Inbox, mission text and Info tab of the Multi-Crew sub menu
Fixed issue with the System Map scroll bar resetting when a map pop-up is closed
Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator
Read messages in your inbox will now display an open envelope icon
Fixed the icon for Inbox messages that contain audio
Fixed an issue that prevented players from scrolling down the module info panel
Changed the inbox filter and header from ‘Audio Logs’ to ‘Discovered Logs’
Fixed some debug text that could appear when targeting Black Box Canisters
Fixed the ‘engineered’ icon incorrectly displaying when selling stored non-engineered modules
Fixed an issue whereby an NPC’s avatar could appear in the Comms panel instead of a player’s avatar
Fixed inbox message not always appearing when gaining an exploration rank after discovering a new micro resource
Fixed a crash that could occur when accessing The Dweller’s Starport UI
Fixed some text overlap that could occur in the Commodities Market for most languages
Fixed the stats UI showing incorrect numbers on weapons with the Double Shot modification applied
Fixed the rank progression being difficult to make out in the Status Panel
Widened the friends list in the main menu, to allow more room for long commander names
Fixed the ‘Encounters’ field being blank in the Statistics panel
Fixed a focus loss issue when using a controller to access the Status Panel
Ensured that mission inbox messages are not grouped into the Discovered Logs category
Fixed some overlapping text in the Message Inbox
Material grade icons in the Target Panel now show the correct grade
Fixed an issue where the Systems Panel would not update to display a new Engineered FSD range, neutron boost range and FSD synthesis range
Fixed the Import/Export profit sometimes displaying as a negative number in the Commodities Market
Rank type in crew lounge is no longer cut off when playing the game in French
Adjusted the pilot illumination so it proves less distracting when using VR
Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR
Weapons & Modules
Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly
Fixed an issue where some engineered torpedoes were not damaging internal modules correctly
Fixed an issue where guided missiles could remain stationary in space after a conflict
Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials - these should all be slightly less effective at their best, better on average, and overall show much more consistent results.
Fixed an issue where heat sinks could not be activated when in Supercruise
Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump
Updated the description text for the Turreted Flak Launcher for clarity
Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving
Adjusted the Hatch Breaker Limpet Controller's in-game description
Adjustments made to the Docking Computer to prevent damage during landings
Fixed issue of power priorities in the module tab not listing all priorities
Modifications to existing specials:
Autoloader rate increased 25%
Force Shell no longer scatters
Plasma Slug damage penalty reduced from 20% to 10%
Radiant Canister no longer reduces ammo capacity (was 25% penalty)
Shiftlock Canister no longer reduces damage (was 20% Penalty)
Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship's heat have been reduced to offset this
Thermal Vent effectiveness doubled, and no longer increases weapon's baseline heat (was 25% penalty)
Thermal Shock damage penalty reduced from 20% to 10%
Rebalanced some module prices
Rebalanced some synthesis recipes
Significantly reduced the damage and radius within which the High Yield Shell applies damage to internal modules
Fixed player-controlled beam weapons with jitter (Cyto-scrambler especially) having their jitter removed upon exiting to the menu and back
Reduced the jitter on Cyto-scrambler burst lasers by about half
Implemented some performance improvements when fighting Thargoids in a Wing
Crafting Upgrades - We removed any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. All penalties in blueprints are fixed and only applied once per rank. You need to maximize benefits from an upgrade before we can start applying higher rank versions to a module.
If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer. (Beta 2)
Secondary Effects - Secondary hidden statistical variables have been removed. We'll try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways.
Pinned Blueprints - You are now able to craft pinned blueprints at any starport that has outfitting. You can pin a blueprint per engineer.
When pinning a blueprint, it will now pin all grades rather than just one. (Beta 2)
Experimental Effects - These will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module. This means that there is no way you can lose reputation ranks with an Engineer.
Material & Data Storage - There's a per material/data storage cap, with different caps for different tiers: Tier 1 - 300, Tier 2 - 250, Tier 3 - 200, Tier 4 - 150, Tier 5 - 100.
UI Improvement - There have been added quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory.
Collecting Materials - We've added an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.
Grandfathering - Existing engineered modules have been grandfathered. This means you can still use them, their statistics and effects won’t be changed. However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.
We will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).
Added a new contact called a Materials Trader to give players the ability to hand in materials in exchange for others at set exchange rates based on grade and material type.
This will allow players to trade for rarer items or items obtained by gameplay they do not want to take part in (E.G. killing trade ships) as well as converting stockpiles of unwanted materials to ones that the player needs.
This is not intended to replace material gathering completely, but be a useful tool to help shorten the gameplay loops around gathering materials, making engineering and unlocking items at the tech broker more accessible.
Allow players to trade one material of another in a single trade.
Only one trade at a time can be completed.
Material traders operate on a true barter system. There are no credits involved.
Traders are split into types – Raw, Manufactured and Encoded.
Each trader type only trades in their type of materials and can be found in different economy types. Locations material traders can be found are:
Raw Materials Trader - Found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
Manufactured Materials Trader - Found at industrial economies, only trades in manufactured materials.
Encoded Materials Trader - Found at High Tech and Military economies, only trades in encoded materials.
Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.
Materials Traders will not show up in lawless and anarchy systems.
Materials Traders will not show up at stations that are currently controlled by a criminal faction.
Materials Traders will be unavailable when a station is damaged, under repair or put on lockdown.
Horizons is required to use Material traders.
Material traders can be found using the new By Service map view (Image) configuration option. This has a 40ly range and only shows traders that you have discovered.
Material traders will also be shown on the system map in the station services list.
Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.
Bounties and fine are applied to the ship you're in.
Fines never mature into bounties.
Bounties never become dormant.
Bounties never expire.
Fines can be paid off at security contacts
Bounties can be cleared by Interstellar Factors when your Notoriety is 0
Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres. (!)These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.
Notoriety and Murder
Commanders gain a Notoriety rating, a value between zero and ten.
Notoriety increases by one whenever a Commander commits a murder crime.
Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
Notoriety is linked directly to the Commander, regardless of which ship they fly in.
Any Notoriety means the interstellar factors cannot clear your fines or bounties.
Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
Notoriety exemption for murder by ramming now applies everywhere, not just near stations. (Update 3.0.2)
(!)These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.
Hot Ships and Modules
A ship with bounties on it is hot.
A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
Elsewhere - ship transfer costs are increased for the hot ship.
Modules taken from a hot ship are hot modules.
Hot ships can be cleaned using Interstellar Factors, at a cost.
Hot modules can be cleaned in storage for a price based on the module's value.
Hot modules cannot be placed in a clean ship.
Hot ships and modules can be sold at a mark down. (!)These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.
Friendly Fire and Reckless Weapons Discharge
The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine. (!)These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.
Anonymous Access Protocols
When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets. (!)This helps to make sure there are consequences for your crimes.
Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning. (!)Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.
Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
The security of the system determines the level of crime before they are summoned
ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system. (!)Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.
Crime and Ship Destruction
Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted.
When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
There are lots of Detention Centres in human space.
When respawning at a Detention Centre, a Commander must pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
If there are no appropriate starports, it will respawn at the last port it was last docked at.
When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre. (!)This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.
Kill Warrant Scanner
The Kill Warrant Scanner detects all bounties issued by system factions in every system. The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels. (Coming Soon: Source)
NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.
(!)Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.
When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
Superpower bounties are valid for every jurisdiction aligned to the superpower.
Superpower bounties are detected by a basic scan.
When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
Superpower bounties grant credit rewards and reputation for the superpower.
We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.
(!)Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.
Commanders will be able to select the trade data column header to enter the trade data overlay. From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.
Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.
Once a system is selected, as long as you have the trade data, a tab will appear.
Using this you can select which market in the system you want to display the trade data for.
You can now select whether you want to show export profits (the money you would make when exporting to the system) or input profits (the money you would make from importing goods from the system to your current market).
Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.
Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.
The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is now shown as pips instead of high (now 3 pips), medium (now 2 pips) and low (now 1 pip).
When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade
Using the galaxy map for trade data:
You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
New options are stored in the Map option under 'Map View Configuration.'
There is a new entry in this drop down called 'By Commodity'.
This will open up the new commodity search options
You will be able to select the commodity type and commodity that you are interested in.
If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.
Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.
A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item.
Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
Best import and export prices
Import prices only
Export prices only
With the By Commodity map mode selected, you can move your cursor over a system and select it.
As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.
When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo. These filters are as are:
Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
Planetary Market - This allows you to show or hide markets that are on a planets
Distance from star – This allows you to filter between market a short, medium or long range from the main system star.
We have also added another new button on the system selection overlay: mark market for comparison. This allows you to show the trade data from your selected commodity market to the commodity market at your current location (instead of displaying the galactic average.)
Trending trade route data
We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.
These are missions designed to be shared by up to four players.
In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.
The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
Once all cargo has been collect and a set amount of cargo has been delivered to a mission depot the owner of the mission has the option to partially complete it. In this instance all wing members will receive a credit only reward proportional to the amount of cargo delivered. For example if 75% of the cargo is delivered all wing members will receive a credit reward equal to 75% of the mission’s promised reward.
If a player has collected cargo, which has not been delivered when a mission is completed, they will receive a fine based on the cargo’s value.
The new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.
Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.
Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive. - Video
Doing so will release a scan pulse which highlights all interaction objects attached to the ship.
Interaction objects are added to the ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
Some of interactions will utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.
One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.
In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships which we feel will add a bit more spice to these locations.
We have plans to add other interaction types and locations in later updates, so there will be more to come in this area.
Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite your way.
We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved. We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets. The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.
At the simple click of a button, you’ll now be able to listen to GalNet audio whilst flying your ship.
All you have to do is select the play button at the bottom of the right-hand system panel in your cockpit to play through the headline news stories.
If you’re looking for a specific story, or you want to curate your own playlist of handpicked news, you can do so by opening up GalNet news from the same panel and select the stories individually.
GalNet news will fade in and out depending on the situation, and stop altogether in some key situations. In some cases, such as counting down to hyperspace jumps, the news will pause and then resume once the countdown is complete. The story, or playlist, will continue from where you left off. - YouTube
Changing your COVAS (Cockpit Voice Assistant) is a new addition to Elite Dangerous and the first of these will be Victor, ready at the launch of Chapter One of Beyond. Commanders will be able to change their COVAS at the Starport Services livery customisation section.
It'll be possible to also change the COVAS for your SRV too, you'll need to head over to the SRV customisation bay to change your preference.
And... if you miss Verity, you'll be able to change the COVAS back.
Frontier is working in partnership with HCS to bring you new COVAS packs in the future.
These voices are intended to bring a new flavour to commanders out in the black, however, it's important to note at the current time we do not intend to introduce celebrity voice packs.
The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.
Specifications: Medium pad. Hardpoints: 2 Large - 1 Medium - 3 Small. Not locked behind a rank requirement.
Squadrons - New organizational structure for player groups. We'll be able to create our own squadrons. We'll have tools to manage the membership and hierarchy in them. Squadrons will feature enhanced communication options. - Image
Fleet Carriers - Squadrons will be able to purchase their own fleet carriers. These are large, mobile, dockable vessels that will act as a base of operations for squadrons. We'll be able to refuel, rearm and respawn at them.
Exploration - More activities and tools focused on how we find stuff in the galaxy. This affects missions, commodities, other resources. New phenomenons, new anomalies for us to find in the galaxy.
The Codex - An archive that logs our exploration achievements and acts as a repository for game lore. It will log our discoveries and will also act as an encyclopedia, giving more depth and context to the things we find. And also possibly hinting at other things that we might be able to find out there.
Mining - Improvements to the way we detect and extract resources. A miner's toolkit of modules and capabilities, for more options, variety and choice when we're in deep space. Trying to invoke the feeling of Wild West prospecting through jeopardy (crises, unforseen challenges to get the rewards) or through the concept of hitting the motherlode (deep core blasting, an entire special asteroid for big rewards). Trying to make mining a fully fledged career - Image
Planetary Tech - Improvements to the scatter rocks system, by adding a bigger variety of sizes and scales to them. Improving ambient effects, planetary phenomena, volumetric effects and vapour.
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