Dev Update (21/01/2016) CQC???

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Dev Update (21/01/2016) CQC???

Postby Avago-Earo » Fri Jan 22, 2016 10:27 am

Source: https://forums.frontier.co.uk/showthread.php?t=226031

Am I the only one bothered about CQC involvement in the core game regarding this new implementation?

Dev Update (21/01/2016)
From the desk of Michael Brookes:

"Hi everyone,

Following up on last week’s update revealing the addition of faces and contacts for mission givers and engineers, in this update I’ll expand on the role of engineers and how they factor into crafting. Note that in last week’s update I referred to them as ‘mechanics’, but we’ve since settled on the term ‘engineers’.

Engineers are individuals who provide the blueprints (which describe the materials and items needed for a specific modification) and can then apply them to the weapon or module. They are characters with their own back story, preferences and specialisations. Initially we’re looking at around 30 engineers dotted throughout human space and we will be able to add more in future updates.

One of the reasons that we chose mission givers and engineers first for the characterisation treatment is because in both cases you have an ongoing relationship which can change over time with the character. For the minor factions this is measured by your reputation with that minor faction (although factors like Pilots Federation rank will influence the deference with which they treat you), with the engineers the measure is taken from a variety of stats throughout the game and dependent on the nature of the individual.

For example we have an engineer who is closely aligned with the Federal Navy and so your rank with the navy is his key consideration, so the higher your naval rank the better blueprints he will be able to offer. As well as naval ranks, the Pilots Federation ranks (including combat, trade, exploration and CQC) will influence some engineers. Some engineers will be affiliated with minor factions, so you’ll need to manage your relationship with them as well. Some will use your stats for mining or trading in illegal goods as well as a host of other indicators.

As well as these initial governing factor there is a separate reputation with them, which must be cultivated along the lines of their governing factor to gain their trust and so more capable blueprints.

Not all engineers are immediately available to all players. The factor that governs their relationship with a commander has a minimum threshold that must be reached for them to deal with the player.

Each engineer has a specialisation, meaning that the deal with specific weapon types and modules. This is because they are experts in squeezing a bit more performance than the norm in their particular field. We are looking at having a secondary specialisation for engineers, just to help balancing the distribution of specialisations and of course we can add more engineers in the future. Or even remove ones if circumstances require it!

The engineers are spread geographically to add more geography to the map, but also to fit with the individual’s characteristics. They tend to be reclusive characters who are found at their own, isolated facilities on planet surfaces.

As well as working towards the 2.1 we’re also preparing a minor update to be released next week (assuming testing goes well) with fixes for season one and two clients. We’re also processing the latest batch of player group minor factions (batch 4) and the approved changes and additions should be added to the game next week.

Thanks!

Michael"
Last edited by Edward Lewis; Yesterday at 5:54 PM.
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Re: Dev Update (21/01/2016) CQC???

Postby Kiltrathi » Fri Jan 22, 2016 10:35 am

Hmmm, I played CQC for about 30 minutes and I was happy I stopped. I didn't enjoy it at all.
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Re: Dev Update (21/01/2016) CQC???

Postby Judson » Fri Jan 22, 2016 10:50 am

I have said since is introduction that CQC is not part of the core game and should have been left on the launcher for those who want it. Its appearance on my right panel was an annoyance but now it may be being forced upon us.
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Re: Dev Update (21/01/2016) CQC???

Postby Avago-Earo » Fri Jan 22, 2016 10:53 am

I'm sure this fly through power-up hoops against a timer for points on a scoreboard late eighties early nineties arcade style shooter wasn't supposed to be part of the core game. It's bad enough seeing a non existent CQC rank show up on my Status Panel, let alone being forced to play this game extra to gain favour in the galaxy.
Last edited by Avago-Earo on Fri Jan 22, 2016 10:56 am, edited 1 time in total.
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Re: Dev Update (21/01/2016) CQC???

Postby Avago-Earo » Fri Jan 22, 2016 10:54 am

Judson wrote:I have said since is introduction that CQC is not part of the core game and should have been left on the launcher for those who want it. Its appearance on my right panel was an annoyance but now it may be being forced upon us.


Ninja'd me on more or less the same point
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Re: Dev Update (21/01/2016) CQC???

Postby charlie2alpha » Fri Jan 22, 2016 11:14 am

Not bothering with CQC no matter what they want us to do. It's a game, I play it for my fun. If it stops being fun, I'll wave goodbye, uninstall it and go play something that is fun. That's how I think.
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Re: Dev Update (21/01/2016) CQC???

Postby de Carabas » Fri Jan 22, 2016 12:02 pm

I hadn't noticed it but now you point it out it does bother me. I really hope the only items that are relevant to that engineer will be those for use in CQC, in which case it's ignore-able. If you need to be a certain rank in CQC to get an upgrade to shields etc in the main game then I would not be happy.

From FD's perspective I could see why they might want to do it as I perceive CQC as failing and they will want to find ways to breath new life into it. Personally I think they should look up the meaning of the word euthanasia and apply it.
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Re: Dev Update (21/01/2016) CQC???

Postby CMDR Abil Midena » Fri Jan 22, 2016 1:07 pm

Hopefully, they make the mods enabled by the game types in relation to the skills for that game type.

Explorers will get jump drive and sensor mods.
Traders will get cargo management and defensive mods.
Combat types will get weapon mods and maybe agility mods.
CQC types will get extra spoilers on their ships, a muffler mod that makes their ship sound more farty, and maybe one of those cat toys on their dashboard to keep their attention while they fly their ship playing the actual game.

And when I say spoiler, it will look something like this:
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Re: Dev Update (21/01/2016) CQC???

Postby evovi » Fri Jan 22, 2016 1:15 pm

None of these engineering mods from cqc rank I can guess will not really
Impact our pve gameplay, I can see the pvp'ers going mad for them as they will be the edge now, npc's will
Never compare to other pilots so this edge - unless
You wanna grind rank will be just bragging rights

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Re: Dev Update (21/01/2016) CQC???

Postby Xebeth » Fri Jan 22, 2016 1:48 pm

I fully expect it to be stuff for use in CQC, there'll probably be one 'Engineer' at some little system, in the arse end of the galaxy that provides spokey dokeys for CQC ships
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