Elite Dangerous: Difference between revisions

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==Features==
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Stationoverplanet.jpg|Space station over a planet
EDwallpaper2.jpg|Closer view
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===Multiplayer===
 
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|335px250px]]
You will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty.
 
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==Evolving Universe==
[[File:Elite Dangerous Dev Diary 2- How the Galaxy will Evolve Over Time|right|335px250px]]
 
Unlike previous games, the Elite: Dangerous universe will evolve. As people explore the galaxy, the different factions will be seen to spread to further star systems, colonising planets and building space stations.
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==Procedural Content==
[[File:Elite Dangerous - procedural generation|full|right|250px]]
 
[[File:Elite Dangerous - procedural generation|full|right|335px]][[Procedural Generation|Procedural generation]] of content is a technique where content is generated from rules. It abstracts repetitive or arbitrary elements of content creation in a very efficient way.
 
Imagine a medieval landscape. Laying out towns, roads, castles, farm land, forests and so on can be done by a system of rules – putting castles widely spaced out on vantage points, towns near rivers but under the protection of such a castle, roads between them, then with farm land to support them all. An artist can still design the castle, the houses in the towns, but this approach greatly magnifies the content that can be created. “Frontier” did this for the star systems, and planets, and with Elite: Dangerous, [[Frontier Developments]] will go further.
 
==Destructible Ship Models==
[[File:Elite Dangerous Dev Diary - Shields|full|right|335px250px]]
Larger ships will have multiple shield generators which can be targeted and will fail individually. This will add an extra level of skill where attackers can inflict hull damage by firing weapons at a single point and the prey navigates in a way that draws fire to working shields.
 
The operating shield radius on very large ships will also allow for very small fighters to be able to sneak under them and cause immediate damage to the hull.
 
[[File:Elite Dangerous Cobra Teaser|full|right|335px250px]]
 
Unlike previous Elite games where ships would simply explode once the hull integrity hit zero, the ship models will be divided in to sections so that damage will be localised to where weapon fire impacts. This means that the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives and weapons would not be affected.
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==Player Roles==
[[File:Elite Dangerous Dev Diary 3 - Player Roles|full|right|250px]]
[[File:Elite Dangerous Dev Diary 3 - Player Roles|full|right|335 px]]Unlike RPG games, players in Elite Dangerous will not choose their [[Roles|role]] by customising their character. Instead, the choice and customisation of their ship will be geared towards specific role(s). Examples cited are [[Roles#Trader|Trader]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]] and [[Roles#Pirate|Pirate]]. However hybrid roles or new roles may be possible through updates or emergent gameplay e.g. mining.
 
Frontier Developments have been positive about suggestions that players can have multiple ships so they are able to switch between roles. However, how this will be achieved has not been finalised.
 
===Trading===
[[File:Elite Dangerous Trading Dev Diary|full|right|335px250px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. Elite Dangerous will see the addition of an extra dimension to the various commodities traded. Depending on how far goods have travelled, a higher price will result.
 
Stockmarkets will no longer have static prices depending on system. Prices will now respond to events going on in the vicinity such as war, famine, blockades etc. This creates the opportunity for players to "game" the stockmarkets by controlling supply and demand.
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==Landing On Planets==
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Wallpaper12.jpg|Concept art showing atmospheric entry
cloudscape.jpg|Concept art of flying through a planet's atmosphere
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</gallery>Frontier Developments took the decision to implement landing on planets as a future update. This gives them more time to implement a significant feature in a manner that they're happy with. Players will still be able to skim the atmosphere to scoop gases. For an insight in to the rich experience planned for atmosphers, watch the [[Procedural Generation|procedural generation]] video above.
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==Ship Customisation==
[[File:Engines.jpg|thumb|250px]]
[[File:Engines.jpg|thumb|335px]]Ships will be customisable in a way that affects how the ship functions. They will feature hard points for weapons and thrusters, giving the player more control over how the ship behaves and what strengths and weaknesses it'll have.
 
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==Readying Weapons==
Weapons will not always be immediately available. Weapons will need to be enabled in anticipation of using them. This allows for offensive / defensive stances and bluffing.
 
==Realistic Astrophysics==
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Asteroid_field.jpg|Asteroid Field
EDwallpaper5.jpg|Flying through a field