Our Head of Station Entertainment takes us through technical difficulties, trumble attacks and all the recent Elite News as we prepare for Engineers!

Aired 3rd May 2016

Audio versions

http://www.laveradio.com/podcasts/laveradio-ep107.mp3

Download the episode directly from here.

Crew Members

Station Commander : Chris Jarvis : Cmdr Thane

Head of Health and safety : Ben Moss Woodwood : Cmdr Eid LeWeise

Chief Archivist : Colin Ford : Cmdr PheonixDFire

Chief Barsteward: Grant Woolcott : Cmdr Psykokow

Show Notes:

Development News

On the Horizon – Countdown to The Engineers Beta Livestream: Part 3 with Mark Allen (Sr Programmer) and Sandy Samarco

How an Engineer works Gather stuff Resources Salvage Data from scanning (planets and beacons in space) Mining Materials have ‘context’, which should be obvious. I.E. Scan wakes may give you FSD ‘stuff’ Also from missions We can swap commodities or sell them Take it to engineer Get Cool stuff

Looking to reduce the effectiveness of silent running Less effective in prolonged combat When you fire a weapon you will build a lot of heat if you are in silent running Something with heat syncs ammo but missed what?!

1 engineer is interested in long range travel. I.E. once you’ve gone a certain distance out they will contact you (or something!) Then we need to ‘prove our worth’

Videos Road to Beta – The Dweller Base Approach and WIP Crafting Meeting an engineer New docking voice New docking bay Engineers Workshop Gambling Design Decision – chance isn’t bad so long as it’s controlled. Not as random as ppl may think, quite constrained and still being tweaked. Long Range Damage! (plus beam that helps you regen shields AFTER combat) Road to Beta – Mass Lock Torpedo A Modified Torpedo that stopped the ship from Escaping (Basically mass lock) Currently only on torpedos Torpedos are getting slower BUT much more dangerous So better against bigger ships Road to Beta – Shift Lock Canister Mines Clipper flies over and escaping T9 drops mine and forces the FSD to reboot Kills flight assist so you’re tumbling in space Ed emphasises that EVERYTHING NEEDS BALANCE Road to Beta – Phasing Sequence Beam Laser Phasing Sequence Shoots through shields and causes hull damage! Doesn’t cause module damage

Questions Engineers bases are ‘all’ unique Sandy doesn’t see why ‘Theorycrafting’ is dead since random is in ranges Will Engineers Hate Other Engineers? Not Directly Will some engineers be more difficult to rep with – yes. Harder engineers get more exciting ‘stuff’ Will we get specially modified shields? Yes upgrade No ‘special’ effects – at the moment being looked at Will we get Ice Resource Extraction Sites? Absolutely – lovely place to BH Will ship manoeuvrability be enhanced? Absolutely Will Engineer Bases have Outfitting? Yes – but limited stock Ram Scans have been fixed by SJA 🙂 Explorer Mods Increase Jump Range Reduce Power Loads more spoke too fast! Will they be available to Power Play Modules? Yes lots and lots of heat Mine Love Relatively small but VERY SCARY Special Effects Is Engineered equipment as reliable as normal equipment? They are JUST as reliable as normal stuff Engineers will temporarily deny you if you piss them off The base is a new icon in the galaxy map that we will see once it’s known Upgrading an upgraded module – removes the existing upgrade Will we see modified stuff on target ships? Currently we can see modified but not what it is Insurance replaces the modified component. So buy back gives you YOUR mod back Engineers will use mods High level AI will hurt and Sandy thinks they’ve succeeded…. Low level AI are less so kinda Lots of bugs fixed No module storage in 2.1 but something FD want to do and there are ways we can transfer modules between ships Ship Transportation is coming too (with usual caveats) SCB upgrades? Most modules have recipes More material storage FD will see currently 300 stuff 100 data Illegal Mods? Currently no but good idea Colourblind settings Sandy doesn’t know Ship Storage Hard limit > 29 ships in 1 station It’s server side Mark doesn’t know If we just bump into an engineer’s base (without an invite) will they let us dock? NO THEY WILL SHOOT YOU We can now touch down gracefully without damaging our hull! Can we influence the random chance? – i.e use ‘better than required stuff’ Not at the moment but maybe Can we create blue prints No – currently 54 recipes with 5 tiers Changes to missiles Inc damage to shields Inc guidance 95% hit rate against eagle Hits hull deals damage + external module in blast radius Doesn’t ‘hit’ cargo hatches 1 Torp to an anaconda nuked the engines and the point defence How will beta work? Will be in phases Phase 1 – Have access to ‘some things’ Start getting in touch with engineers, collecting resources etc. Phase 2 – called ‘Mayhem’ – Try to make every have access to everything very cheap and GO WILD FD Want us to do insane stuff and ‘break’ stuff 😀 Change log is fucking massive Beta will be starting Thursday 5th May MB says please be patient, Ed suggests taking Friday off 😉



Newsletter 122

XB1 Elite Dangerous: Horizons for Xbox One will launch in quarter two of 2016, featuring both 2.0: Planetary Landings and the forthcoming 2.1: The Engineers expansions.

Engineers Descriptions of Engineers Where to find Engineers Engineers each have their own surface bases. These are quite different from surface starports. Many began as secret bases, embedded deep in the rock, but as their bases grew they became bigger and bolder, in some cases smelting their own ore – something very hard to hide from space! How to ‘use’ an engineer Make them like you. The ore the like you the more stuff they offer to make. (Called Blueprints) Get the Reagents Make it – Actual attributes are random within a range. Accept or Reject it and try again (assuming you have the resources) What else? As well as crafting upgrades, some have their own stock of specialist equipment, such as Professor Palin and his recent development of the corrosion resistant cargo racks that can safely carry the elusive alien artefact

More Engineer Mods Phasing Sequence Modulating Burst Fire System designed to defeat shielding. A small amount of thermal damage is able to bleed through shields and attack the target’s hull directly. Emissive Munitions Modified Warheads capable of enveloping a target with energetic particles. Successful strikes to shield or hull dramatically increase the target vessels signature.

Example Video

