Elite Dangerous Chapter Four Preview - Livestream reveals

There are 4 replies in this Thread. The last Post () by Martind Forlon.

  • Lets to say that shown changes looks as realy huge play change for ED, and I personally look forward to this year December when this new ED version should go live (30th October starts beta for those playing on PCs).


    Short summary:

    • New (updated) lighting (should bring really dark planet sides :) except other things )
    • Night vision mod (for explore dark sides of planets ... it rly will come handy :) )
    • Changes to asteroid rings with added "fog" and new light effect (see below "in motion")
    • Changes to ship HUD (my 1st moment reaction was "I like, more clear now")
    • Changes (complete rework) of exploration (scanning of not yet explored systems, and more).
    • Part of change above is so called "Orrery map" which give 3D map of the system. If you want plan how to visit planets in system "effectively" (shorter time), this seems is perfect tool for it.
    • It also is the end to random search (and waiting) for USS and especially high grade of USS!
    • Scanning of planet surfaces new mechanic (what was shown looked very very interesting, see yourself in video below)
    • Codex - something what shows progress and reveals and this for all ED players (shared knowledge in game!), I think it may be 1st time when you will have in game really relevant info about exploration in given time (not only)

    Sum it up: they worked very hard to tie things together and make play more interesting. And this is just a part of changes which are coming :)


    Obsidian Ant extracted most important part of FDEv livestream into his 16 minut video with own comments:


  • Martind Forlon

    Changed the title of the thread from “Elite Dangerous Chapter Four” to “Elite Dangerous Chapter Four Preview - Livestream reveals”.
  • Below is text summary (source) about livestream made by Will Flanagan (community manager):



    Hi Commanders,


    If you missed tonight's content reveal livestream or just wanted a recap of all the content discussed, read the notes below from designer Adam Bourke-Waite and Executive Producer Adam Woods.


    Remember that all of these changes will be featured in the beta out in October and could be subject to change.


    COMMUNAL DISCOVERIES

    Thanks to feedback from the exploration community, we’ve made an important change in how exploration data will be shared across all Commanders.


    Once any Commander has discovered and sold data about any stellar body, every single Commander’s ship computer will be updated no matter where you are in the galaxy, giving you the basic information for those bodies once you enter the system. This information is similar to the data you currently receive from an initial system scan; many populated systems will provide more data including the name of the bodies.


    UPGRADED SCANNER_S – FULL SYSTEM SCANNER_

    Opening up Analysis Mode will give you access to the new and improved tools that will allow you to fully explore a star system. The process is incredibly intuitive and engaging, and is best-described visually. With that in mind, if you are able to, please watch the gameplay demonstration from the Exploration livestream.

    The process, in brief, is as follows (the following will be similar to the in-game help tools):


    Initiating the Full Spectrum System will identify and analyse various signals from the system you are in. Once processed these are added to the Filtered Signal Analysis bar towards the bottom of the screen. At this point you will also be presented with the orbital plane of the system, many of the stellar bodies you are looking for will be located on, or near to, this plane. As you move the view of the system around, you will notice highlighted areas, these are signal fields. Investigate these fields to locate the source of the signals shown in the Filtered Signal Analysis. You can tune in to signals on the Filtered Signal Analysis bar.


    Tuning into the correct region of the bar is essential when locating the source of signal fields in the system. The further to the right of the bar you tune, the more intense the signals you are looking for. For example, larger objects such as Gas Giants have more intense signals, while smaller signals such as Unidentified Signal Sources are smaller. When tuning, the signal patterns will appear on-screen. These patterns also represent the kind of signals that can be found in this region of the Filtered Signal Analysis. As you move the reticule around the screen and get closer to a signal field, you will notice patterns appearing around the reticule.


    If you are not correctly tuned into a signal these waveforms with appear scattered and random. If you are very far from the correct tuning area, these waveforms will not appear at all. When tuned correctly, the pattern will match those found above the Filtered Signal Analysis, and will be symmetrical, pointing towards the origin of the signal. Once you get close enough to a signal, a circular marker will appear. If the marker appears as a dotted circle you are not tuned to the signal correctly. Once tuned, you can zoom in, this will locate the origin of the signal.


    In more congested systems, it will zoom in to a secondary level where you can continue to search for the signal. This process can occasionally require zooming in multiple times, your current zoom level is shown on the left hand of the screen. You can zoom out at any time. Once you find the origin of signal, you can zoom into it and be presented with additional information. As you find the signals, they are filtered out and a marker is added below the Filtered Signal Analysis.


    Different signals or body types have different markers. The system also tracks the percentage of stellar bodies that have been located in a system.


    UPGRADED SCANNER_S – DETAILED SURFACE SCANNER_

    Using the above tools will allow you to find everything in the system without having to fly towards it. If you find something worth investigating, whether that’s an Earth-like world or a mineral rich planetary ring, you can fly towards it and use the Detailed Surface Scanner_ to map the planet (or ring) and get a satisfying '100% completion' for mapping the body, as well as a bonus credit reward.


    Commanders can fire probes that detonate in a low orbit around the stellar body. The gravity and mass of a body affects the trajectory of the probe, and the on-screen information will adapt to help you aim your shots. After receiving community feedback, these probes are unlimited and do not require synthesis to restock them.


    These probes send out a wave that maps part of the surface. If you fire a probe in to a ring around a planet it will highlight areas of a greater chance of containing a mining motherlode. We will be covering that in a future livestream.


    To map an entire body, you will need to fire several probes at different locations on the body. A horizon_ point indicator will help you know if you’re going to hit the front or back of the body, with a button that lets you toggle your view and see if you’ve hit the desired location. Another indicator will also note if you are hitting a ring or miss the body entirely. An efficiency bonus will be rewarded if you manage to map the body in a certain number of probes or less; that number appears clearly on-screen. Once 90% of the body is mapped, it is considered complete.


    If you are the first person to map a planet and sell the data, you will get a first-mapped bonus. If you have mapped planet on which you’re able to land that contains points of interest such as Thargoid Imprints or Guardian_ Ruins, Settlements, or Wrecked Ships, they will appear as targetable markers. These markers are permanent and will remain on the planet for you, even if you leave the system and return.

    OTHER THINGS TO FIND

    • Points of Interest - When using the Full System Scanner_ you will be able to track signals that are not stellar bodies. These other signals will display the location of Unidentified Signal Sources, Conflict Zones, and more. These signals are shown as dotted circles in order to differentiate them from stellar bodies. Once you zoom in on them (as detailed above), you will then be able to lock on to it in order to locate it in Supercruise.
    • Mission - Missions will now have specially coloured pips and markers to help you differentiate them from other signals.
    • Unidentified Signal Sources - In Beyond - Chapter Four Unidentified Signal Sources have also been updated. Rather than being a constantly spawning set of signals, the system now spawns an entire set of them when you arrive. These will remain in the system for a certain amount of time and Commanders will have a timer that indicates how long it is before they disappear. These signals will also persist when you leave for another system and come back, as long as it is within the visible timeframe.

    LEAVING YOUR MARK AND MAKING MORE MONEY

    As mentioned earlier, these new tools are engaging and intuitive to use, and you will be able to earn the same amount of credits_ as you currently can, at a faster rate. The first discovered bonus has been increased significantly, and First Mapped is a brand new way of making extra credits_. If you are the first to discover a stellar body, or completely map a planet, your name will be listed as the person responsible for doing so. If you are the first to fully discover and map the system to 100%, you will receive an additional bonus of credits_.

    MAPPING WITH FRIENDS

    In Multi-crew, anyone in the crew will now have access to the Full System Scanner_ and the Detailed Surface Scanner_ (only the gunner is able to use this module). Whilst exploring in a wing, as long as you are in the same system as the wing, you will share the data you have discovered.

    A NEW WAY OF LOOKING AT THINGS

    The Orrery view is a new way of looking at a map of the system. This schematic view will display the relationship of orbits and position of the planets. It is a 3D representation of the system with wireframe planets and it is a fascinating way of seeing how the star system you’re exploring works.

    THE CODEX

    The Codex is a new way to track your findings and progress in the Elite Dangerous galaxy, as well as keep up to date with the lore and learn about the latest news.

    • Commander
      The Commander page is where you can find information about your in-game statistics, a session log of your activity and an archive of audio and text logs.
    • Home Page - In the home page of the Commander section, you'll find a full length picture of your Holo-me avatar, your current Elite ranks and their progress and an overview of other quick reference Commander stats.
    • Session Log - The session log tracks certain in-game activities based on the already existing player journal.
    • Statistics - The statistics page is a neater, clearer and more concise way of displaying information that was previously found in the right-hand panel of your cockpit.
    • Archive - The archive is your very own library, a collection curated by your discoveries. Any audio and text log you uncover across the galaxy (such as those found from abandoned settlements, Generation ships and other points of interest) will be added here. Audio logs in the archive can also be added to your playlist for easy listening while out exploring in the black!
    • Discoveries
      Within Discoveries section, the galaxy has been broken down in to 42 regions. Each region has information detailing the stellar bodies, geological/biological entities and civilisation contained within them.
      Within each system, there are variety things for you to discover, such as stars, terrestrials and gas giants - and even more!
      In each of these will be a list of types which you can select to view more information.
      As you find new types within that system they will be added to The Codex.

      There is also additional information such as the largest, smallest or the coldest stellar body found (for example).The Codex also has ‘Rumoured’, ‘Reported’ and ‘Discovered’ states.
      • Rumoured - If an item is listed as rumoured that means there is a possibility of finding it within that region. The Codex has been filled with ‘rumoured’ discoveries in each region to give you an initial breadcrumb trail to follow.
      • Reported - When a Commander finds the rumoured item in question, it then shows up as ‘reported’ in the Codex, and update everyone’s Codex .
      • If you then find it, and scan it, that will then become ‘Discovered’ in your codex.

        If you’re hoping to be an intrepid_ explorer and find things that haven't been discovered, you can - and set off that cycle of Rumoured, Reported, Discovered!The 42 regions are huge, and there is a lot to be uncovered, the initial ‘rumoured’ items are just the very beginning in getting you exploring out in to the black.While you’re out there making incredible discoveries and earning credits_ you’ll be inspiring other explorers to follow in your wake!
    • Knowledgebase
      The Knowledgebase is your hub for brushing up on Elite Dangerous lore! It contains articles detailing the history of the Superpowers, key figures and characters, organisations and other key powers within the galaxy. It's also the place for information about the Thargoids and other articles of historic importance. These articles are accompanied with vocal narration that can also be added to your playlist.

    VISUAL IMPROVEMENTS

    Due to the new in-game lighting system, Commanders will experience brighter stars, and darker deep-space. We’ve also added colour grading that supports the feel of our different locations in space and enhances the mood of the gameplay. You can now explore through the new volumetric fog effects in rings with striking god rays, and experience light diffusion through the thick nebulous clouds. With a host of new scanning tools in exploration you’ll see plenty of new visual effects and an exciting new night vision pulse that will help you navigate on the dark sides of planets and in the darkest rings.

    COCKPIT NAVIGATION IMPROVEMENTS

    A new streamlined layout and a few key changes will make navigating the cockpit interface and in-game menus easier than ever!


    • Transactions - You are now able to apply filters to your transactions tab, so you will be able to isolate whether you want to see such things as your missions, passenger contracts, combat bonds, bounty claims and any fines or bounties you have incurred.
    • Contacts - Contacts now has a context sensitive button that allows quicker access to commonly used actions such as ignoring materials and commodities to scoop and requesting docking.
    • Target - We have streamlined the sub targets and cargo tabs in to one single location now called ‘Target’. After the relevant scans this will now show a target’s sub-targets and manifests (cargo, passengers etc).
    • Comms. Panel - The comms panel now includes a new social tab that encompasses any multi-crew options, any pending invites (wing, multi-crew, friends), and information on any online friends.
    • Squadrons - The Squadrons tab has been added. Please tune in to our later livestream on Squadrons to learn more about this.
    • Home - The ‘Home’ tab contains your ranking information, important information about balance, rebuy cost, notoriety and the ship you’re in. It contains quick access to various features such a GalNet, Holo-me, The Codex and Squadrons. The playlist quick play buttons are also contained in this tab.
    • Fire Groups - Fire groups are now assigned with letters rather than numbers to remove any confusion between fire groups and primary and secondary fire buttons.
    • Ship - The new contextual vehicle (SRV or ship) tab replaces the functions tab with ship functions, pilot preferences, and statistics for the vessel that you’re in.
    • Status - The new status tab now lists information on local system factions, your reputation with the super powers and the Power you are aligned with, a summary of your current session log, your financial information, and any permits you currently have access to.
    • Playlist - The new playlist tab allows you to create your own personalised playlists from the various audio content, including audio logs and GalNet news.Tune in to our next livestream (on 25 October) centered around new Scenario Interactions and the Background Simulation changes coming in Beyond - Chapter Four!
  • exploration clearly needed an overhaul

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    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!


  • Original stream here.


    Summary: (Fd forum thread)

    BGS (Background Simulation) Changes

    The Background Simulation (BGS) is a representation of how the actions of all players, no matter on which platform or mode, impact the galaxy. The factions that inhabit these system battle for influence over the population and control of the starports, installations and outposts. Player actions can push these factions into various states; such as economy, security, health and influence. With concerted effort players can help grow a faction's economy, destroy its security status, or help win a war.

    As part of Beyond - Chapter Four, we're making a few changes to the Background Simulation that will have a big effect on how you will manage and spread your faction's influence across the Milky Way.

    Multiple States

    • From Beyond - Chapter Four onwards, factions will no longer be limited to a single state. Instead a faction could be in multiple states per system.
    • For example, rather than being in 'War' across all of the systems the faction is present in, the faction will only be at war in the single system in which the war is taking place.
    • This new change means that the faction can also be in several different states at the same time. A faction could be in many different states, such as Bust and Civil Unrest.
    • The Background Simulation is woven into the fabric of the galaxy, and so this change will impact everything from USS spawning to mission spawning. The systems your faction is present in may very well change up!
    • The addition of multiple states means that managing an intergalactic empire will come with increased challenges. In order to make this more manageable we’ve added additional feedback to the game that should make interacting with the Background Simulation easier to understand.
    • Part of this feedback includes how Local News works. We've expanded the faction summary news article, so that each faction has their own individual article which informs players of the states currently active in that system.

    State Categories

    We've broken a number of faction states into the following categories:

    • Economic status - reflects the wealth of a system.
    • Security status - reflects the safety of a system.
    • Conflict - based on the system influence and represents the control of the assets and population in a system.
    • Movement - based on influence and our new Happiness value these states determine the movement of a faction between systems.
    • Other - Anything not included in the above, and reserved for future states that we are not ready to talk about!

    A faction can have one state from each of these categories active at a time in each of the systems it’s present in.


    Please find a summary of most of the states that will be coming in the Beyond - Chapter Four update (this information will also be available in-game):

    • Lockdown - When a faction experiences a lockdown, the security rating of the system it controls temporarily increases and the system’s wealth temporarily decreases. Bounty hunting activity can shorten the lockdown period.
    • Boom - Boom is usually the result of consistent trade profit and completed trade contracts. When a faction experiences a boom, the wealth of the system it controls temporarily increases, and trade missions completed in the system have double the effect on influence.
    • Bust - When a faction experiences a bust, the wealth of the system it controls is temporarily reduced and the faction’s influence is temporarily diminished. Trade actions do not contribute to boom while a bust is active.
    • Civil War - Civil wars occur when factions compete for control of major assets, such as starports. When a faction is involved in a civil war, the standard of living, development level and security level in the system it controls are temporarily reduced.
    • Civil Unrest - Civil unrest is the result of illegal activity. When a faction is affected by civil unrest, the standard of living in the system it controls temporarily decreases, as does the system’s wealth.
    • Famine - When a faction is affected by famine, the standard of living in the system it controls temporarily decreases. Combat activity has no effect on influence while a famine is active. Completing food-related trade missions can help bring a famine to an end.
    • Outbreak - When a faction is affected by an outbreak, the standard of living in the system it controls temporarily decreases. Combat activity has no effect on influence while an outbreak is active. Completing medicine-supply missions can help bring an outbreak to an end.
    • Election - Elections occur when two factions with a similar political structure resolve a conflict over ownership and influence within a system.
    • War - Wars occur when a faction invades a star system controlled by another faction. For the duration of the war, the standard of living, wealth level and security level in the disputed systems are reduced. Combat activity between the two warring factions determines the outcome of the conflict. If neither faction succeeds in dominating the other, the war ends in a ceasefire.
    • Expansion - Expansions occur when a faction successfully maintains a degree of influence over a happy population for a specified period of time. Expansion is costly, so when a faction expands, the wealth and development level of the system it expands from are temporarily reduced.
    • Retreat - Factions are considered to be in retreat if their level of influence within a system drops below a certain level. If the faction’s influence remains low for a total of five days, the faction must leave the system entirely. If the faction manages to increase its level of influence, it remains in the system.
    • Civil Liberty - The faction is enjoying a period of stability within this system, resulting in widespread happiness among the local population. Bounty hunting activity can help sustain the civil liberty period.
    • Investment - The faction is enjoying a period of economic good fortune within this system, resulting in widespread happiness among the local population. Trade activity can help sustain the investment period.

    Economy and Security

    • For Economy and Security states we’ve added two new player-facing elements:

    • Security Status - represented via a marker moving along a bar. As the marker enters certain sections of the bar, the faction moves into the related state.
    • Economic Status - also represented via a marker moving along a bar. As the marker enters certain sections of the bar, the faction moves into the related state.
    • Both can be found on your right-hand status panel and also in the Squadrons Allegiance page (which we will be talking about in the Squadrons livestream).

    • As Commanders perform various in-game actions and activities, such as trading or completing missions, they will push the marker along one of these Security and Economic bars.
    • Each area on the bar represents different states and when the marker reaches these areas, the faction will adopt that state.

    • The center of each bar is a 'no state' region which represents a neutral state.
    • As the marker on the Economic bar is pushed upwards, the faction can move into Boom and then Investment. The other end of the Economic bar consists of Bust and eventually... Famine.
    • The Security bar consists of Lockdown, Civil Unrest, and a new state called Civil Liberty on the positive end. Civil Liberty represents a period of safety and freedom for the faction's population.

    Conflict and Movement

    • Movement states are based on Influence and work in a very similar way to how they did previously.

    • For example, if a faction loses the majority of its influence, it can enter into a Retreat state.

    • Conflict states trigger in the same way but winning a conflict has changed. This is explained in greater detail below.

    Conflict changes

    • Wars, Civil Wars and Elections will now freeze the influence of both factions involved.
    • The conflict between the two factions will be resolved weekly, following a process of winning victories on a daily basis.
    • To claim a victory, players need to complete relevant missions handed out by their faction and take part in the newly revamped Conflict Zones.
    • You can find information on how your faction is doing during the war, and the assets it has on the line, in the status panel.

    • This information can also be found in the Squadrons Allegiance page.

    • At the end of a week, the side that has won the most days wins the war!


    Expansion

    The new States have also influenced the way in which Expansion works.

    • Expansion is a faction-wide concept and takes the following into consideration:

    • The percentage of Influence of the faction per system.
    • The Happiness of the faction within that same system.

    • Happiness is a new concept and is based on the states that are active within that system.

    • For example: a faction that has Civil Unrest, War and Bust occurring is not going to be the happiest, while a faction experiencing Civil Liberty and Boom will be much happier.
    • To increase your faction's happiness, you need to defeat negative states and push your faction towards positive ones.

    • Large factions, with lots of influence across many happy systems will be more likely to gain the Expansion state.
    • A faction in Expansion after a certain amount of time will attempt to expand from the happiest system that faction is present in. Therefore, you will be better able to coordinate your expansion efforts to ensure which system you want to expand from.

    It's worth noting that some of the gargantuan factions, led by a handful of people, will need to scale up their group in order to manage their existing holdings. With these changes, maintaining widespread factions will pose an added challenge, but we've introduced improved in-game BGS feedback to help coordinate your group's efforts.

    Other

    • There are chaotic and unpredictable states that can occur. These states, much like the real-world parallels, are out of your control. One of these states is Outbreak, a faction in outbreak will suffer negative economic and security effects, as well as many of the faction's population becoming unhappy.
    • Further information on all the factions' active states can be found in the right-hand panel.


    Megaship and Installation Population


    For Beyond - Chapter Four, we've introduced a vast number of new Megaships and Installations.

    • Some of these Megaships will have set routes (moving on the weekly tick) and when in a new system, will be under the protection of the controlling faction.
    • If a Megaship jumps into your faction's system, you should look after it because if it is attacked, your faction will feel negative Background Simulation effects.
    • Installations have also been added. These are static assets that once assigned to a faction can be fought over during conflict states.


    Scenarios

    Scenarios are new and enhanced versions of the Unidentified Signal Sources (USS) and fixed events that you may already have encountered. They are random events that can occur across the galaxy, providing you with additional opportunities to blaze your own trail the way you want to.

    • Each Scenario is fully voice-acted, by a range of different actors.
    • They feature bespoke UI, providing you information on what you need to do to engage with a Scenario and the rewards you will receive for doing so.
    • There are specific Background Simulation (BGS) rewards for successfully completing a Scenario; such as increasing the security status of the faction involved.
    • Some of the new and enhanced Scenarios include:

    • Assisting distressed or stranded pilots.
    • Engaging with new, fluctuating objectives in the new and improved Conflict Zones.
    • Attacking or defending Megaships and Installations.
    • Providing aid and assistance to damaged Megaships.
    • ...and more!

    -------------------------------

  • Here one video from already active Beta (asteroid belt), looks rly nice imo :)