EGX 2016 Day’s 3 and 4

20160924_131450EGX 2016 Days 3 and 4

On Saturday I was finally able to browse the show floor properly with some fellow commanders and we have a fun recording of them along with Barry from Special Effect, a gentleman who walked from Bristol to EGX for Special Effect and ‘Wonder Woman’. Along with that I also went to the Planet Coaster Developer session. Naturally I was also at Elite Meet though I will save my thoughts on that for the main show, although here’s a most disturbing video of the shenanigans that occurred there!

On Sunday I was with Commanders Kerrash and John Whitehouse and we spent the day exploring some of the retro games (naturally including Elite on a BBC) and some of the VR Experiences on the Show floor. We have interviews with MVR Ascend who are producing a Wireless VR Rig and finally an interview with Katie Goode from Triangular Pixels who’s game Unseen Diplomacy gave me one of the best VR Experiences I have ever had.
Aired 24 September 2016
Audio versions


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Crew Members
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise

EGX 2016 Day 1

virtualrealityrunningmachinewizdishEGX 2016 Day 1

Aired 22 September 2016

Today I only had an hour or so at EGX since I was working, but I was very fortunate in that I bumped into a fellow Commander almost as soon as I entered the show and he very kindly shared his experiences and highlights of EGX with us. Following that I had the opportunity for a hands on demo of Battlezone in Playstation VR. Finally I stumbled across what I feel could be a gem in the show with the WizDish ROVR who can be found next to the FIFA stand in Zone 3.

Please remember that all of the audio was recorded in a noisy environment so I will apologise in advance for any audio issues!
Audio versions


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Crew Members
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise

Show Notes

Lave Radio Episode 124

Source 2 at Sagittarius A
Beta 2 see you

Aired 20 September 2016
Audio versions


Download the episode directly from here.


Crew Members
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise
Head of Entertainment : Chris Jarvis : Cmdr Thane
Head of Station Archives : Colin Ford : Cmdr PheonixDFire
Test Pilot : Andre Marshall : Cmdr M.A.R.S.H.A.L.L. (Paladin Consortium)

Show Notes

  • Development News
  • Newsletter 141
  • Newsletter 142
  • Main Discussion 
  • Community Corner
  • Questions
    • Marko Yelich (Facebook)
      Just listened to Ep122 and Chris asked for feedback on the plot reveals in ED. I concur, that how they are being done are largely for the benefit for the 1% of players while the rest of us just hear about it afterwards and at best get to visit the wreckages after the fact. And the notion that Frontier have to so heavy-handely almost lead us by the nose to these sites is poor game design.

      Frontier could really do way better with allowing us to discover such things on our own accord, if we were given adequate discovery tools. The “Detailed Surface Scanner” is hardly that, if it can’t report that there are alien structures or signals on a planet! Surely Frontier have watched Star Trek and can recall Lt. Ohura telling Cpt. Kirk she is picking up a “strange signal” from below? Or Spock giving detailed account of what planetary civilisations he just scanned.

      Right now, I am in the black. I honk when I get into a new system, Scan the star (to get my name tagged on it), I go to the System Map and check for planets that kind of look “Earthy” to fly to and do a detailed scan. Why: because I get more money and get my name on them.

      Really? Money (ranking) is my primary driver? Shouldn’t it be discovering new civilisations or artefacts? But in reality, how would I do this? Well with current tools i would need to low fly the entire surface of every airless planet in the hope a blue circle comes up on my radar, land, drive around in my buggy and maybe discover something more than some abandoned tea canisters. Just ridiculous!

      Frontier needs to quickly improve the feedback one gets from both the discovery scanner and from the detailed surface scanner. The former should highlight any planets that have “items of interest” on them.

      The latter giving coordinates of any artificial/biological matter on the surface so we can fly directly to it. Because without those coordinates… I tell you even with them, the first time I went to a barnacle site it was TOUGH to spot the things from the air!!

      Anyway, enough ranting from me… Love your show and apart from the pretty poor sound quality of 122, well produced too. And please keep the GalNet News being read at the end of them.
  • Shoutouts 

Lave Radio Episode 123

Guardians Improvments SummaryOooh 2.2 what about you?

Aired 6th September 2016
Audio versions


Download the episode directly from here.


Crew Members
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise
Head of Entertainment : Chris Jarvis : Cmdr Thane
Head of Station Archives : Colin Ford : Cmdr PheonixDFire
Chief Bar Steward : Grant Woolcott : Cmdr Psykokow
Ambassador : Reinhard Auer : Cmdr Aidan Abacus (UGC)
Bearded Test Subject : Andy Web : Cmdr Galactic Midden

Show Notes

  • Newsletter 140
  • Main Discussion
    • Beyond
      • The Commanders – 2.3
      • ??? – 2.4
      • Season 3
  • Community Corner
    • Escape Velocity series 3 begins sunday. Tune in live to hear the episode at 9pm BST on laveradio.com/live. RSS and iTunes subscriptions should update shortly after – please see escapevelocity.laveradio.com for links.
      • There’s still just about time to get in on the patreon series-long rewards, head over to patreon.com/radiotheatreworkshop to support the series.
      • Also EV merch from LaveCon available at radiotheatreworkshop.com, click on “RTW Store”
  • Questions
    • From Cmdr Dissington
      As the Exploration CG for Jacques finished 3 weeks early – leaving many cmdrs (I assume – certainly me 😉 ) partway there with a computer full of exploration scans, should Frontier we approaching CG Tiers better? Personally I spent 12-15 hours of game time on my own without a soul about jumping that way, time effectively wasted.
      They obviously got the tiers on this one completely wrong otherwise it’d still be running. In fact I have no idea why they finish when they reach the top tier, just leave them running and don’t increase any of the rewards surely? Especially on a CG 22,000 ly away

Lave Radio Episode 122

Crashed
I am saying it’s Aliens

Aired 30th August 2016
Audio versions


Download the episode directly from here.


Crew Members
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise
Head of Entertainment : Chris Jarvis : Cmdr Thane
Head of Station Archives : Colin Ford : Cmdr PheonixDFire
Deputy fleet commander: Niatra : Paladin Consortium
Field Researcher: Ethereal : Paladin Consortium

Show Notes

Lave Radio Episode 121

elite_dangerous_screenshot_20160818010242_1_originalBeware the fiery Hobbit! A.K.A. Q&A with Sandy and Zac

Aired 23rd August 2016

Audio versions


Download the episode directly from here.


Crew Members
Station Commander : Allen Stroud
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise
2nd Technician : Chris Forrester : Cmdr Fozza
Head of Entertainment : Chris Jarvis : Cmdr Thane
Head of Station Archives : Colin Ford : Cmdr PheonixDFire
Chief Bar Steward : Grant Woolcott : Cmdr Psykokow
Chief of Operations : John Stabler
Unwashed Masses : You (well some of you)

Questions

Crew

  • Do NPC Pilots rank up quicker than we do?
    • Yes
  • Why did you decide to have the NPC Crew die when our ship gets blown up I’d happily share my lifepod with a crew member I’d levelled up.
    • To make us feel more attached to the crew. Increases Risk / Reward.
  • Chris J’s random question – the way the crew hire UI is designed, it suggests crew might be useful for other tasks? Is this preparing the way for multi-crew or another crew function?
    • Nice try… All screens are ‘work in progress’ . The more versatile the UI, the more future proof it is. Nothing to announce just now

Fighters

  • Can we launch a fighter from a ship that is landed (not docked) on a planet?
    • Sandy No Sammarco. Basically your ship would launch right into the ground!
  • How are the fighter Modules defined? I.E. Is it a standard Class N module, so anything with that class of module can handle it, or is it limited in some way? Why keelback but no type6 or type7?
    • Because ships have to get a new hole ripped in them. It is Standard module but the ship needs the external ability to support the fighter rails.
  • They can deploy on planets, but can they land? Presumably because of the limited range you can’t dismiss your main ship?
    • Fighters can  not land on anything other than your own ship
  • Will the fixed weapons in the fighter’s be as ‘sticky’ as they are in CQC?
    • The fixed weapons have some aim assist, though (obviously) not as much as a gimbal.
  • Obviously the ship launched fighters is to balance the trader/pirate imbalance. However starting traders in their Adders, Haulers and Type-6s don’t get fighter support – so is there any plan to also implement NPC wing hire? Or is there another way the smaller traders get balanced?
    • The little ships can get away easier – so it’s not as much of a problem
  • You (Sandy) mentioned that hacking fighters would be interesting. There was talk of electronic warfare back in DDF days. Is it still on “the list”?
    • It’s still interesting but no plans at the moment

Passenger Missions

  • Will the comfort / quality / smoothness of the passengers journey factor into any of those missions as rewards?
    • Lots of things taken into account, for the VIPs they take a lot into account and will let us know when they’re getting frustrated. Bulk passengers only care about time and enough room.
  • Can pirates, pirate passengers? – Yarrrrr
    • No – passengers use doors and stairs and stuff 😀
    • At some point we ‘might be able to do nefarious things to our passengers’
  • Imperial Slaves as Passengers
    • TLDR: Imp slaves have rights and According to Mike Brookes “within the Empire you can’t just stick them in a cargo pod, freeze them, and transport them” Can something now be done to rectify this travesty?
      • Not at the moment – maybe later
  • Rep changes with passenger missions: Are we getting a new ranking progression for passenger tours? i.e. Elite-ranked tour company? Or does it add to our Trader rank?
    • No it adds to other rank

Ship Transfer (Sandy goes into so much detail it’s great, but I’d be writing it out verbatim to give what he says justice)

  • A lot of people are up in arms about the Ship Transfer being instant. Can you explain to us why you decided to go that route?
    • Sandy goes into a lot of detail. The short version is that they think it’s better being instant than not. If too short a time, then why have any time? If too long a time, then what is the point of the feature? Ship transfer is added as a gameplay convenience but FD know they can’t please everyone. They know that combat ships will get a little bit better but think that’s not a bad thing.
  • ChrisJ: Conversely, does setting say a timer based on transit distance (although maybe compressed) add a strategic layer that is more rewarding? I.e. I think, “I need that ship – it’ll be here in a hour – what mission/task can I go and do that will bring me back here for the rendezvous.”
  • Also can someone please think up the Handwavium reason why it’s instant so we can plaster over the shattered 4th Wall?
    • Either the ship gets ‘made’ locally same as the fighters or the ship is ‘somehow’ transported
  • I might have missed this one but will the new fighter be in CQC?
    • Not at the moment

Miscellaneous

  • David Braben hinted at ‘archaeology sites’ – how would this manifest?
    • Soon – Some journalists have seen a little more than ‘other people’
  • Will geysers have enough force to lift an SRV into the air if it drove over one?
    • Yes, Sandy’s seen it and it’s as cool as it sounds
  • Due to Sandro’s Woody Cowboy Fetish, will we see either Ed or Adam dressing up as Buzz Lightyear to complete the theme?
    • Sandy is ahead of the curve, but Ed’s the right height to be Buzz Lightyear. Adam and Eddie can be Bullseye
  • As Pilots are thought of as Gypsies, will we see ‘My Big Fat Commander’s Wedding’ show on Galnet? Also, is that the reason for all the Wedding Bargies?
    • Pilots are not gypsies, we’re mercenaries.
  • As there is (What we call) a ‘Cheeky Braben’ at the end of the digital Art Book, does David Braben still hate his Bobblehead?
    • He is very embarrassed by it Sandy and Zac think
  • Cmdr Snuffler asks If: zac was a thargoid, what would his thargoid name be?
    • What is a Thargoid? Is it a ride on Planet Coaster?
  • One from Cmdr H on Reddit –  PS4 Update Please? https://www.reddit.com/r/EliteDangerous/comments/4yznu9/ps4_timeline_update/
    • It’d be silly to discount other platforms. But nothing to announce at the moment.
  • When can we get the Lovely cushions that David was sitting on?
    • Don’t know sorry – you could try stealing them from Frontier’s offices, but they don’t recommend that!

Gamescom Notes

  • Development News
  • Gamescon 2016Guardians Improvments Summary
    • Original Live Notes
    • Thursday 10:00 and 14:30
    • Friday 10:00 and 14:30
    • Saturday 10:00 Saturday 14:30
    • Sunday 10:00 Sunday 14:30
    • New Features
      • Passenger Ships
        • Beluga Liner
          • Whale in every sense
          • same size as the conda / corvette. longer than T9, V heavy
          • Giant observation deck
          • can actually carry passengers!
          • quite quick (about as quick as a hauler)
          • Size 7 FSD, run and run and run without needing to refuel
          • 5 medium hardpoints
          • not very maneuverable
          • lots of internal slots
        • Orca’s benefits
          • will get access to the luxury cabins too
      • Any ship can fit cabins but only passenger lines can fit luxury cabins
      • Passenger Missions
        • Passenger Lounge in a star port (looks like mission screen)
          • Not all going to be ‘tourists’
          • Gives the BGS some visibility i.e. if in war refugees might want to get out and near by soldiers wanting to get in
          • VIPS ‘infamous characters’ may cause ‘problems’ during the mission
          • Different classes of cabins (new class of modules you can fit in ships) Economy, First Class and Luxury Suite
          • Your ship can carry multiple cabins, giving you different capacity and so on
          • The jump tells you the system security level
          • Passengers can walk out if you faff about
          • Hyperspace has been revisited – Showing the star you’re going towards getting closer
          • All ships can take passengers (pretty much) – just normal modules
          • Sandy is not sure if we can sell passengers as slaves, but Ed has heard a rumor that we can
        • VIP Passenger Missions
          • They might want high quality cabins
            • Have a retinue that will fill the cabin
            • Passenger might ask you to do some ‘stuff’ on route – i.e. visit a combat zone. And you get a ‘tip’ for ‘good money’ – You get a message when they’ve seen enough. They can ‘be a diva’ many times on route to the real destination. We can obviously refuse these requests
            • Disgruntled VIPs gotta make sure it’s in time limits and can ‘leave’ normally via leaving at the station, but if you REALLY take the mikey they will ‘escape pod’ out.
        • More missions are rewarding cargo
        • Elite Dangerous: Gamescom 2016 – Passenger Missions Tourist Spot
      • Tourism
        • New Persistent and Fixed locations
        • Reason for being their – i.e. natural beauty, battle site etc
        • Lots of space porn. Cmdr Name is associated with a tourist beacon which is the thing you scan, explaining why it’s a tourist location
        • Check Nav Panel, Look to see Tourist Spot, Scan it
      • Star Port Variations
        • Simulation will drive some variety inside star ports. I.E. We might see a hard working rugged one, or a swanky snobby posh one! Basically adding flavour to the port.
        • Larger populations have the more custom star ports as opposed to small populations have the more vanilla one
        • Agricultural one is being used to actually farm inside the port!!!
        • Refinery shows us the sheet metal bezng made, lots of ore
        • High Tech, very electric blue hangers and advertising. Very corporate theme
        • Tourism Lots of parks, very white very fresh, holographic water! Statues
        • Different variety of hangers and landing pads
        • Sandy and Adam likes that they can keep going back and revisiting things
      • Ship Launched Fighters
        • Elite Dangerous: Gamescom 2016 – Ship Launched Fighters Basic
        • Elite Dangerous: Gamescom 2016 – Ship Launched Fighters Combat
        • Fighters from CQC – No FSDs
          • Fed Fighter F63 Condor
            • Fastest Fighter (and acceleration / deceleration)
          • Imperial GU97
            • Most fragile, but the most maneuverable player ship in the game
          • Independant Taipan Fighter Made by Laikon
            • Swing Wing Fighter
              • Adam said it was like an F14
              • Most robust of the fighters, more hull, more shields, fast recharge
              • Slowest and least maneuverable
              • Same role, but obviously have differences i.e. guns, utilities
        • Slightly different flight model from the CQC
        • Ships with bays
          • Anaconda
          • Beluga
          • Federal Corvette
          • Federal Gunship
          • Imperial Cutter
          • Keelback
          • Type 9
        • Glass Cannons –Fragile, but powerful
        • Able to take out a MK4 if the cobra’s not careful
        • Gives non combat ship ‘some teeth’
        • Big task to get things balanced right
        • It’s the same idea as the SRV’s Turret – Neural Link
        • Deploy from your Mother ship
        • Adam in a fighter took Ed (in a Python) though the python was concentrating on Adam’s mother ship (T9)
        • Can swap back and forth at will
        • No engineer mods on the fighters (at the moment)
        • Designed to be considered disposable, Almost like powerful Ammunition
        • Fit a fighter same as SRVs
          • Get a Fighter Hanger Module (Single or Double Bay) from the modules
          • Fighters come with fixed loadouts – Utility (Heat Sink, Chaff, Point Defense)
          • Your mother ship can MANUFACTURE fighters! Currently thinking you can make 6 or 8 but not set in stone
          • Reload your ‘printing’ ammo from the star port
          • The Bay has a loadout for the bay, so multiple bays == multiple loadouts
          • Cost is cheap (after buying the bay) – the INK is cheap
          • The Bay can also heal the fighter (Sandy said for free)
        • Negatives
          • Have to buy them
          • Take up module space etc
          • Take up mass
          • Paintjobs for the fighters
        • Elite Dangerous: Gamescom 2016 – Taipan Paint Job
        • Elite Dangerous: Gamescom 2016 – Federal Fighter Paint Job
        • Elite Dangerous: Gamescom 2016 – Empire Fighter Paint Job
      • NPC AI Fighter Pilots – all combat rankings
      • Focus Fire
        • Fire Defensively (stick close by and engage)
        • Fire At Will!!!
        • Come back and dock
      • I can still jump into the fighter pilot and the NPC will fly my main ship!!!! And we can issue them the same orders if they’re in the main ship
        • Elite Dangerous: Gamescom 2016 – NPC Crew & Crew Fighter
          • Can only hire up to a certain rank from lounge (around competent)
          • Can hire up to 3 pilots
          • 1 active pilot
          • NPC Pilot is neural linked from mother ship
          • Players can issue orders to fighter
          • NPCs increase combat rank same as we can. Same AI as drives normal NPCs
      • New ‘environments’
        • CQC Style Architecture in main game. Persistent locations, like the nav beacons etc. Good place to get cargo and materials may be? Bounty Hunting?
          • Civilian, Scientific, Outposts, can be based off of security of the systemSRVs may get similar features as fighters. I.E. print a SRV
          • Up close and personal with Capital Ship Yards and Docks. Basically a chance to drool over them without getting shot down!
      • Ship Transfer
        • Go to shipyard
          • Transfer tab
          • Instantaneous – Yes it’s a bit gamey they know that but think that keeping you playing is more important.
          • It WILL cost credits to get the ship there.
          • Sandy: “Do what you want – when you want.”
          • Can remotely sell a ship
      • Module Storage
        • All from outfitting screen
          • The cost is the value of the module / distance but it is instant to get it where you need it (just like with ship transfer)
          • You can take core modules out – but you need to ensure your ship will be able to leave. I.E. get the basic minimum one
    • Quality of life improvements
      • Geological Features
        • Fissures
        • Geysers
      • Planets in the System map! (Not a grid any more)
      • Update to starport services
      • Updates to the stars – More Scientifically accurate (Neutron and White Dwarfs)
        • We can fly through their corona – take FSD Damage – BUT it gives us an increase to Jump Range
      • Update to hyperspace
        • Info (state and security) on the system you’re jumping to
        • Keeps the background in the tunnel longer
        • Zoom into your target star
      • “Shady Contact”
        • Allow us to hand all fines and bounties across human space
        • We do pay a premium (around 20% or so) for their service
      • New Ship Kits
        • Asp
        • Viper Mk III
        • Vulture
        • Python
      • SRV Paintjobs
      • Wire Frame Paint Jobs
    • Q&A
      • Can you hire cabin crew who level up etc?
        • No, cabins are modules that don’t have staff
      • Can Space Loach be found near Ammonia Worlds?
        • Sandy can’t get to Ammonia worlds – so he doesn’t know
      • Can we turn off the power to passenger modules?
        • No – they have their own independent life support! – But Sandy thinks it’s a cool idea
      • Is David Braben a thargoid
        • Couldn’t possibly comment
      • Can you pimp passenger ships ?
        • Yes but no engineering mods for passenger compartments.
      • Will the Orca get a jump range update?
        • It’s possible but Sandy needs to really look over things. Sandy wants it to go via Mike
      • Will this make it into XBox1?
        • YES
      • Base Game vs Horizons split?
      • Beluga is Horizons only. However…. SHUT UP ED!!!
      • Rep impact for failing of passenger missions
        • Rep gains and boosts same as normal missions. Adam adds that the Mission Face is the lead passenger. The other face is the faction local leader
      • Will fighter bays take over existing slots?
        • Adam’s going to tease and say keep watching! 😛 Same for hiring NPC crew
      • The Mission rewards will be balanced and will be competitive with other missions
      • Just like Missions Reputation will give you access to higher and better missions
      • Will delivering Soldiers help with the war effort?
        • They don’t know.
      • Can you destroy the fighters when they’re inside the bay
        • Sandy doesn’t know – they ARE modules which can take damage, but Sandy isn’t sure if they’ve implemented fighter destruction but they’ll look into things
      • Can we dock whilst it’s moving at high speed
        • Up to 2 bays / Hanger
        • Yes – but it’ll be tricky – Loop of shame docking on spaceships 🙂
        • What capacity do Fighter Hangers go up to?
      • Ship Launched fighter options
        • Each type has a selection of 3 or 4 fixed loadouts
          • Pulse, Beam, Multi Cannon  Plasma Repeater
          • Chaff, Point Defense, Heat Sink
      • Can I leave my fighter whilst I high wake
        • Yes you can (obviously it’ll be lost)
      • If your ship is destroyed then you all go back to the rebuy screen, fighter is lost. You escape but your fighter pilot NPC is DEAD!
      • Will NPCs have Ship Launched Fighters
        • Yes – it’ll be balanced and have lots of factors etc
      • Can we dock our fighters in someone elses ship
        • No you HAVE to dock in your own ship
      • Will ship launched fighters be engineer upgradable
        • Not at the moment
      • Can the ship launched fighters land on planets and bases
        • No you can only land on your ship
      • Will Point Defense Fire on fighters?
        • No Missiles, Torpedoes and Mines
      • Can the fighters Assault Planet Bases
        • Yes
        • A Fighter can only fly up to n Kilometers away – meant to be close support ships
      • Can fighters target bases etc
        • Fighters can target ANYTHING your main ship can
      • No you can NOT name your NPC Pilots
      • In a PVP Scenario – Launch Fighter, Do you see both ships as hollow contacts? (Representing a human)
        • The ship the player is in will have the hollow marker indicating which ship the human is in
      • Given how the fighters have Paintjobs – Can we get For Cutter / Corvette
        • FD Might have some to show us ‘soon’
      • Ed Lewis and Space Loach bobbleheads
        • Joke Yes
      • Will fighters protecting stations be updated to be the same as those we get?
        • At the moment they are different from player fighters. FD are investigating and thinking about it. I.E. Police cars are not identical to most normal cars
      • Will combat zones spawn on planet surface?
        • Not at the moment – but that remains open in the future.
      • Can we customise crew members?
        • NO they are their own people
      • We can only launch 1 fighter at the time (for the moment)
      • Will the new passengers be like the ones from Frontier
        • The VIPs will be along those lines “avoid imperial entanglements”
      • Can we barter with Passengers?
        • No – however the VIPs have additional optional requests.
      • Can we expect Passengers carrying SRVs?
        • For 2.2 no.
      • Can fighters target modules?
      • Possibly – there are technical and gameplay and ui considerations
      • Crime is applied to the player – NOT the ship
      • Why do the fighters have cockpits if we’re plugged into them?
        • Because originally they’re done for human pilots
        • In game because it helps with your virtual self’s sense of presence.
      • Will the new docks be used as mission destinations?
      • Not initially. It makes a lot of sense and it CAN be taken (or Sandy will get lynched for saying that!)
      • Fighter Pilots are NOT licensed to ‘engage the FSD’. So we can’t order them to high wake.
      • How long does it take to re-print a fighter?
        • FD are still balancing and will continue to do so in the beta
        • Fairly quick but not instant.
      • Will there be a way to hack another ship’s fighter?
        • No – but it’s a REALLY good idea
      • Will the specs be rising with this update?
        • No they won’t be. FD have also had an optimisation pass along with all the new shiny stuff.
      • Will we get Escort Missions?
        • Nothing to announce. We have the foundations for them, so maybe in the future.
      • Commodity Storage isn’t in game because it could be exploitable. However they have been discussing “crafting commodity storage” (at engineer locations) but not in 2.2. – No Guarantees no ETA
      • Warning for Arriving at a Binary Star
        • Adam doesn’t know if it’s possible, but it’s worth investigating
      • Can we have a Space Cowboy (with Space Loach) Engineer?
        • Sandy – It’d break the avatar system
      • Will the fighters have Gimballed weapons?
        • Yes!
      • Is the ship transfer only available to stations with Shipyards?
        • Yes
      • Corvette and Cutter Paint jobs Please?
        • Yes! There will be cutter and Corvette paint jobs
      • Can we get Bounty Payments from anywhere?
        • Yes – “Shady Contact” at Low Sec systems.
      • Abusing ship transportation i.e. immediate transfer of cargo.
        • You can’t store a ship with cargo in it – so not an issue
      • In game reason for how ship transfer is instant
        • Sandy – Maybe – but it is purely for gameplay reasons. They KNOW it’s not realistic
      • Can i repair my fighter’s shield?
        • Yes
      • How will players estimate the Jump Range Boost from Neutron and White Dwarfs)
        • After you’ve supercharged your fuel you just need to check your range.
      • Why might we WANT to risk damaging our FSD for this?
        • It’s risk / reward therefore it has to be fairly effective
      • Do slaves need passenger cabins?
        • No because our cabins don’t come with Manacles 🙂
      • 2.2 will have even more things to discover and more ways for to learn the history
      • What ships can have fighters?
        • Beluga
        • Cutter
        • Corvette
        • Gun Ship
        • Anaconda
        • Keel Back
        • Type 9
      • Can I hire crew with a higher rank than my own?
        • Yes – AND crew be trained
      • Will the Dolphin be coming?
        • There is nothing to announce at the moment
        • It snuck into the video because Adam is on a Development build
      • Will any ship defenses attack fighters?
        • Same as normal ships
      • FD can nullify NPCs from accidentally shooting things
      • If you dock your mothership with a launched fighter will you loose your ship
        • FD have some safeguards in place. I.e. your fighter must be docked to let you dock.
      • Will there be more SRVs coming out in the future?
        • Nothing to announce at the moment.
      • Does the livery button mean we can change look and feel without a station needing outfitting?
        • No
      • Do my wired Pilots stay with me when I change ships?
        • No only way you loose them is if your ship explodes
      • Why can’t clipper get luxury suites (even though it is used in lore for transporting important ppl)
        • Because it’s not a passenger liner
      • Will the AFM be able to make heat syncs and shield cell banks
        • Not at the moment
      • Will the route plotter update come to the vanilla game or does it need horizons?
        • Yes – vanilla game
      • Can we store the White Dwarfs fsd boost for later use?
        • No – not at the moment
      • What is Horizon what is Vanilla?
        • Horizon’s stuff
          • Beluga
          • Ship
          • Crew
          • All planetside stuff
      • Can you monitor your ship status of your fighter?
        • Yes – but we’ve not seen the UI yet
      • Do the Neutron and the Synthesis boosts stack?
        • No
      • Can fighters deploy to the surface of the planet?
        • Yes
      • Can you deploy a fighter and an srv? Deployed at the same time?
        • No
      • Can your ship stay in orbit and you take your fighter down to the planet?
        • No Fighters do not have FSD
        • Fighters are tethered to your ship
      • Is there a distance limiter to the ship transfer?
        • No – however it will get very costly
      • Ships are modular so a Size 7 Module can be stored and moved into something else that takes a size 7 module
      • I can see issuing fighters looks a little cumbersome, will we get hotkeys?
        • Rem it’s work in progress – but YES they are looking at setting bindings
      • Will there be a gfx update for station approaches?
        • Not in 2.2 but maybe later
    • David Braben Interviews
      • David Braben Interview Part One – Science of ED
        • Science rocks and keeps changing which is BEAUTIFUL
        • Looks like he’s sitting on ED Cushions?
        • More Science added to White Dwarfs, Neutron Stars Synchrotron radiation (looks like a spinning top)
        • DB Admits White Dwarfs are VERY dangerous!
        • Dimming the galaxy via dust
        • Why bother with scientific accuracy? – It matters to DB it matters to a lot of us it’s the SCIENCE of Science Fiction. Why not make it realistic. Science allows for game play – i.e. heat mechanics
        • Plate tectonics is modelled – adding in volcanism. Not always molten rock. Also molten CO2 or Water, same basic idea though! ‘Coming to 2.2.’ Also brings up rares to be discovered
        • Atmospheres *IS* on the Road map – DB wants to do it properly however. It needs to serve the story and gameplay.
        • Even today we use heat to highlight tanks etc so thermal mechanics is very real.
        • The Science makes the gameplay different from other games!
      • David Braben Interview Part Two — Culture
        • Why are commanders initially slightly ‘negative’ rep?
          • Because a lot of us are basically transient population – i.e. we’re all gypsies!.
          • Default assumption is that Pilots are ‘up to no good’ and are mercenaries – no loyalty
        • Empire left earth and killed the natives 🙂
          • Patronage, goes both ways and goes from Citizens all the way up to the Empire.
          • No voting as such, but ppl can change who they support
          • Senators are good at starting wars 🙂
            • Go Steal stuff – lots of benefits for those who support them. But it is NOT healthy and very disruptive in the long term
        • The ability to travel is ‘a big deal’
          • This will get more visible
          • I.E. Space Lanes
          • Passengers
        • Look at Imp War ship
          • Grunt has a shared cabin and eating out a metal tin
          • The Higher ups will be living in the Rotating Ring
        • Inside a Coriolis we have a Stepped Terrace
          • Under that a warren where the ‘plebs’ live
        • Power is ‘cheap’ in game – Have a day night cycle (in stations) etc
      • David Braben Part Three – Story and Player Narrative
        • We’ve seen the 1st player power
        • Players care about the Galaxy I.E. Jaques
        • Concept of “The Missing”
        • DB is delighted with the way players have engaged with the story and that we’re mad for going out to Jaques 😀 He thought the Pleiades were a long way out!
        • DB likes talking to ppl when he’s on as Cmdr Braben
        • The rise of the player driven story is wonderful and DB wants to encourage it and do more of it
        • Archaeology to come and Long Dead species fade to Thargoids as he starts to say “Is not”
        • Jaques is fascinating, players took Fuel and UAs which made him lost in space – we found him and now we have a foot hold outside the bubble and DB hopes for more settlements around it
        • Drives longevity
        • HUTTON MUG
      • DB Interview Part Four – Future
        • Early Leaked thargoids
        • Found the location from the hidden stream clues
        • Space games are back to the forefront
        • Excited for the new stuff in 2.2
        • Excited for Multi Crew and making stuff better and better
        • Excited for character creator
        • ED is Hopelessly Ambitious, but they are fulfilling these gradually
        • Volcanism and the ability to know where to look for rare things on planets
        • Talked about planetary atmospheres
        • Story is the most important and really exciting
        • Much love for the community
  • Newsletter 135
  • Main Discussion
  • Community Corner
  • Questions
  • Shoutouts

Lave Radio Episode 119

meeting at Jaques
I’m not saying it’s Aliens, but we’re boldly going far far away.

Aired 9th August 2016
Audio versions


Download the episode directly from here.


Crew Members
Station Commander : Allen Stroud
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise
Chief Bar Steward : Grant Woolcott : Cmdr Psykokow
Chief of Operations : John Stabler

Show Notes

Lave Radio Episode 118

Omega Nebula
No Man’s Mercy and the Wild Sea

Aired 2nd Audust 2016
Audio versions


Download the episode directly from here.


Crew Members
Station Commander: Allen Stroud
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise
Head of Station Archives : Colin Ford : Cmdr PheonixDFire
Chief Bar Steward : Grant Woolcott : Cmdr Psykokow
Special Guest : Richard Price

Show Notes

Lave Radio Episode 117

UA Sound Image
We don our Tin Foil Hats and Packets of Biscuits as we try to decode the latest information coming out about Elite Dangerous

Aired 26th July 2016
Audio versions


Download the episode directly from here.


Crew Members
2nd Technician : Chris Forrester : Cmdr Fozza
Head of Health and safety : Ben Moss-Woodward : Cmdr Eid LeWeise
Head of Station Archives : Colin Ford : Cmdr PheonixDFire
Chief Bar Steward : Grant Woolcott : Cmdr Psykokow
Cannon Rep/strong> : Mark Exton : Cmdr Delmonte

Show Notes