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Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.
25,681 backers pledged £1,578,316 to help bring this project to life.

Update #7 - New Development Diary Video: Galactic Evolution and Missions

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Many thanks to everyone for their amazing support. Today we hit 50% funding! Congratulations to Drew Wagar for getting his "Writer's Pack" pledge funded.

Here we have a new Development Diary, in which I talk about how the galaxy evolves and how this relates to missions:

Also there is new concept art. Once again, many thanks for all your support!

Doctor Doom likes this update.


    1. Naven on December 6, 2012

      David i think we need a statement regarding the funding process

    2. Gaz Bailey [HappyMonday @FD Forum] on December 4, 2012

      As an aside, this could also mean that you could choose which info to spread about yourself. If you wiped out a number of merchant vessels in a 'disconnected' system with no survivors, you could feasibly choose to have your combat rating enhanced at the expense of your reputation, or not.

      Would allow you to hide some of your nefarious deeds.

    3. Gaz Bailey [HappyMonday @FD Forum] on December 4, 2012

      @Max Again, love that idea, assuming I understand you correctly.

      Deviation from the standard method of 'factions' used in many games, where your reputation and behaviour is spread to every character affiliated with a faction instantaneously is a must.

      A system of updating the information each character and system has (be they NPC or PC) which operates more in keeping with the distance from the actual incidents would be excellent, so your reputation spreads throughout the universe.

      It could also mean a player has to be within range of an update point in order to get the latest data on who's who and what's what locally. A mobile phone mast system transmitting data around to the players etc, if you like.

      Would make for an interesting situation if you had docked at an outlying system which didn't know about your nefarious deeds (therefore relatively safe), and the bounty hunters on your tail passed within range and updated that system's law enforcement / paramilitaries.

    4. Nats on December 3, 2012

      Some very good ideas there

    5. izzy on December 3, 2012

      @Victor Tramp : Linux Version could be in a stretch goal. Wait and see :-)

    6. Victor Tramp on December 2, 2012

      Still wondering if there'll be a Linux version.

      I've pledged. I'll glady pledge more if there'll be one.

      I've done so for Star Citizen. And franky, I'd love to own both games. Space Filght Sims ftw!

    7. Missing avatar

      sgetty on December 2, 2012

      I'm not sure where the estimate for 18,400 people per day need to pledge. By my count, at 20 GBP per game pledge, they need about 920 people per day.

      I may bump mine up to a 60 GBP pledge, but I think some add-ons are needed to drive additional pledges. Take a look at what Star Citizen did to drive add-on pledges. There were additional ships offered, physical rewards, in-game credits, ship "insurance", etc. At the least, I think add-ons that offer some in-game credits, ship upgrades, etc. would certainly help current pledgers to pledge more.

    8. Hendrik Valentim on December 2, 2012

      The concept art is phenomenal !

    9. Missing avatar

      David Moloney on December 2, 2012

      I have a feeling even if this fails to reach it's pledge goal the game will still be made.

    10. Missing avatar

      Robert Fike on December 2, 2012

      They need 18400 people a day to pledge in order to achieve their goal. They are not getting that now. Step it up people!

    11. Cmdr M.G.Dangerous [] on December 1, 2012

      Must win lottery to pledge 600K :) How many planets would I get to name? :P

    12. Petri T [Lave ambient/drone radio fan] on December 1, 2012

      I would have been very happy just to be able to float majestically in the vastness of space again, let alone to fly among the clouds, exploring the planetary vistas in peace....but now it seems we're in for something even more incredible! Thanks David & the whole team!

    13. Missing avatar

      Gordon Moon on December 1, 2012

      So now the project is on track... but is it too late? I'm not seeing a good increase on the money pledged... Disappointing, but oh well. I'm waiting for this game regardless.

    14. Alexander Lyakhov on December 1, 2012

      Really fascinating ideas David !

    15. Max Ziebell on November 30, 2012

      Wait … the "involuntary transmission" part is also very interesting in this thought. It basically reflects your reputation. These information bits are stuck to you as a consequence of your actions. Also important the information bit (memes) carry an accessibility compound. In case of your reputation the relation is between you and the informationsystem (you and world/confederation/station/network etc. for example space police vs. local goverment/station) meaning that depending on your travels not every reputation plays out. If you visit another world or meet another player that has visited a world related to one of your crimes/honors they/he might spot you in a foreign sector. In turn if the information is between you and a world and you have been victorious for them the prices go down there… for you as the "war hero". If that planet ever becomes a confederation of worlds (through trade/war) your medal of honor or disgrace might just also spread to more worlds. Too not be to heavy on computation on could also reverse cause and effect much like in quantum logic and the wave/point paradox… meaning if a NPC is to recognize you could be randomly determined on the spot based on factors and correlations like profession/distance to world/accessibility to information networks etc.) … political and universal propagation dynamics would need a bit more persistant calculation, though.

    16. StefanosA on November 30, 2012

      Wow, thats far more complex then I thought FD & DB would want it to build!

    17. Max Ziebell on November 30, 2012

      Just had this last thought:To make the even-tree more dynamic why not employ a mini game where people can participate in government of a planet (when they are in com-range) this minigame makes only sense if played for a time and targeted at a specific world, time, effort and credits). This would add a playerdriven political dimension to the worlds and allow interested players to fight for power (buying landmass, political office or military units) it would also employ something like a homebase/territorial claims and even become the drivers for events in certain regions (like wars). Sorry for my english I am from germany.

    18. Max Ziebell on November 30, 2012

      I am a big follower on the ideas of Richard Dawkins and Daniel Dennett … so why not employ a high level meme propagation system.

      Memes would then be information triggers that propagate from world to world through simulated transmissions channels (like space-gossip, media, highspeed coms and even snail mail). Even the player could be involved in this. Every news you watch on a docking sequence (while looking up planets and travel routes) get attached to you (involuntary transmission) and then there can be missions where you get instrumentalized by the game dynamics to directly participate as a information runner etc. For example: You get the secret position of some enemy fleet and have to run it through enemy lines or even more profane stuff like delivering the formula to heal some epidemic (by the way deseases could be simulated on the same system only the propagation simulation would be limited to mainly physical channels apart of a villain plot here and there … artificial epidemics is also politics).

      This sounds to amazing to be done? It could works on master storylines employ trigger and forking points that get taken if a certain information (mix) would too arrive/be present. Information would follow a metaphor of fluids where bits when they "meet" can transform into an new trigger-types and propage forth with that new potential to for events.

      The new Sim City is using these little units (with position and flow dynamics etc.) to simulate ressource flows in their game. The same could be done for information in Elite.

      Now Imagine false memes (information that triggers the event tree as usual but drags a false-flag with along) that can once revealed turns around events (breaks the current branch of events and consequences). As market prices are also driven by this it would be funny to see NPC employ the player in such plots.

      Also the political system of a world should influence the propagation speed and dynamics (dictatorship =filter to power needs) and worlds with abundance of information (less impact) or a farm world full of right rednecks. The worlds, stations and players would work as this vibrant network for information to flow along and filter it.

      Worlds would as said do it based on some abstract parameters (politics, economics, event-tree) but players could be actually doing it as part of the game itself. Like an inventory all information can be spread in every communication event (bar, inflight-com) and one would receive new information bits (rumors and so forth) that appear in the gui with icons.

      Okay you can see I am excited too say the least ;-)

    19. Coz on November 30, 2012

      @ Pauli Vinni It was my understanding that this would be coordinated via a server, switched off in single player, but create a persistent world when in multiplayer..

    20. Gaz Bailey [HappyMonday @FD Forum] on November 30, 2012

      Agree strongly with Shephard's comment...In my eyes, an immersive (and multiplayer) universe should avoid too many repetitive gopher missions in favour of tasks varying complexity that allow the player to invest more or less in the wider scenario through their degree of success or failure.

      I just upped my pledge. Keep these kind of dev blogs and I'll keep upping.

      Baited breath here.

    21. Pauli Vinni on November 30, 2012

      Guite big features... I would even say megalomanic. I supose that game would be ready in 2020, if all this is going to be actually put in one game... but the original Elite allso broke some serious boundaries, so maybe...
      For me the most important thing with this information is that these things are considered and even some sentense put in development. It seems to be so that there has to be independent Multi-threading to run the backround events? Any information how many cores are needed to run this?

    22. Hans Peter Bak on November 30, 2012

      Ooooo! That sound exciting!

    23. Coz on November 30, 2012

      @James Starmer & Nian:
      That's the sort of thing I was thinking about. It would be interesting to see how particular circumstances reflected differently in the outcome. Perhaps a once stable democracy could be turned into a raving Anarchy. Another might go the other way, up their surveillance and change into an authoritarian regime. It might also be interesting to see how this would affect the trading of slaves. Would other systems respond badly to a close by planet flooding their colony with illicit substances.

      I hope I don't sound like I am obsessed with drugs but through all of this the player could have the choice to do the dodgy deals or help fight the scourge. Can't wait for this game.

    24. Nick.C on November 30, 2012

      Ace update!

      Would it be cheeky to ask for some 3840 x 1080 wallpaper? I finally bothered myself to find out how to display a wide wallpaper on a side-by-side twin monitor setup....

    25. Nian on November 30, 2012

      @James, I would think the way narcotics would work is if you supply a large amount to e.g. a factory world producing robotics, there would be a reduced production and supple of robots because the workers are now less efficient. Crime would go up and if you confront to Apple narcotics there, civil disorder.

    26. Shepard on November 30, 2012

      Its all interesting, but I see how this will open a lot of ground for missions like "Take this, go there and give it to starving people", or "We are starving, go there and get us some food", or "We are under attack, we need you to go and kill some pirates and we will reward you with candy". I hope missions are going to be more immersive than that...

    27. Missing avatar

      James Starmer on November 30, 2012

      That was a cool video.
      @Paul Davies
      I like the idea that selling narcotics could influence the colonies, it would be neat if in response to too many narcotics being sold to one planet/system, the planet/system would legalese the narcotics causing them to devalue and forcing you to look elsewhere to sell them or the planet/system could take the opposite response and increase the amount of enforcement ships pushing the value up but increasing the risk. I would imagine this would lead to only system with heavy police enforcement maintaining their prohibitions.

    28. Missing avatar

      Victor Tombs on November 30, 2012

      Many were hoping for this detailed richness in gameplay. This is exciting stuff.

      Thank you for once again proving your passion for this game and congratulations on this projects progress so far.

    29. intrepidis on November 30, 2012

      If I have been in a battle scenario from the beginning would my benefits be greater than someone who "drops in" at the end, and to what degree?

    30. Coz on November 30, 2012

      Gratz on the 50%..

      Very interesting video. I reckon that will add for some really cool game dynamics. It is quite exciting to consider being able to influence the development of a world or colony. I trust we will have the option of escorting or assassinating the dignitaries re our conscience. I'm quite particular with whom I like to consort.

      I used to make a killing selling narcotics back in the original Elite and I was wondering if a planet were to receive too much of this stuff would the colony be negatively effected, or respond in some way to attempt to stop said smuggling?

      @Chris Booker I hope that would be the case too re some planets provided there wasn't a massive performance hit.. perhaps some planets would be larger than others.

      Great update for the weekend!

    31. Missing avatar

      Dan Vain on November 30, 2012

      ohhh, cloaking would be amazing

    32. Missing avatar

      Lorenz Jugel on November 30, 2012

      Very nice.

      The devblog shows there is a lot of information that needs to be gathered to actually make far-reaching decisions. Will there be information brokers, or will the infos be relayed on local news channels? Sounds like there could be an entire ecosystem of information trading, maybe even player-controlled. Helping hostile systems with information management/propaganda sounds like a fun diversion.

      I'd love it if I could actually take the new mining location I discovered and do what I want with it, e.g. sell it to a pirate or independent system for establishment of a rogue mining colony for higher payouts. ...or keep it to myself in case I fall on hard times and need to mine my way out of bankruptcy. I sure hope it's not just some fixed choice in some menu once you make planetfall in a system.

    33. Missing avatar

      Paul Duffield on November 30, 2012

      Congrats on hitting 50%, really looking forward to this!

      Tim Foster: The images on this page are hi-res, just download them to your desktop (right click, save image as' ) they're huge. They just look smaller as they're being shown at less than 100% to fit the page.

    34. John Purcell on November 30, 2012

      Hope there's a cloaking device knocking around somewhere, sounds like I might need it. ;)

    35. Chris S on November 30, 2012

      Kinda unrelated to the update (which was awesome - kind of a bigger, more detailed, galaxy wide version of what Maxis is doing with the Glassbox simulation engine in SimCity) but related. Would it be possible to embed the youtube videos into the update itself rather than a hotlink? Just thinking it might make the page seem more detailed ("Here's an update with video! and other stuff!" kinda thing) so people who're just browsing the kickstarter page can see more of what it's about and might be more inclined to pledge.

    36. Chris Booker on November 30, 2012

      OMG. Please tell me that the game will contain planets that actually look as massive (and beautiful) as that one. I always thought in Frontier, they seemed a bit small - the transition from orbit to ground was quite short.

      I really like this whole 'intelligence' aspect to the economy to make it seem like player actions can have a real impact, and massive amounts of player actions over time can influence how the galaxy unfolds.

    37. Tim Foster on November 30, 2012

      Hi David/Frontier,

      Any chance we can have hi-res images of the new concept art please?


    38. Max Ziebell on November 30, 2012

      This richness will it be transported through a GUI? It' would be great to employ som type of avatar system. At least from the hips up to make video transmissions and messages more emotional and appealing. Will it be possible to fly into/above cities civilisatory mega structures? or are we limited to the atmosphere (clouds etc). As I understand the planets will go through "states" will the bubble up from basic events on the landmass. Can I influence them by using my credits to buy up power in government of a planet/landmass?

    39. Missing avatar

      pid on November 30, 2012

      Nice concept art. I hope the game will look as much convincing as those two pics!

    40. Christian Walde on November 30, 2012

      I have a question unrelated to the update:

      Recently i have been reading the Star Carrier series of books and one thing that struck me as extremely correct in its prediction of future use of technology by humans is that manual firing control is extremely unlikely to actually be a part of space combat, since such combat happens at extreme speeds and distances. (To the point that targeting will be influenced by the speed of light.) Instead targeting will likely at the low level be handled by AIs, capable of processing the exact details of physicality and reacting to them at much higher speeds than humans can; with the human pilot mainly there to provide intuition and high level combat decisions.

      Will Elite:Dangerous include this kind of thing; or force the player to engage in what boils down lottery combat; or come with a set of fantasy physics rules to force combat to be more akin to WW2 aerial combat?

    41. Missing avatar

      EOPE42 on November 30, 2012

      Those screenshots/concept shots have fired my imagination again in this project: "Keep us thirsty David!"