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    • Dowin

      =ADK= Discord Link   04/24/2017

      Come join us in =ADK= Discord To download the Discord app go here: https://discordapp.com/   Discord is going to have a small learning curve over teamspeak so be prepared, but the fellow members as well as the Admins will gladly help you if you have any issues with installing or using the app. Once you have Discord installed all that's left to do is click the button below.   Welcome to the future of the =ADK= Community.   Click Here To Join! 

Razek

=ADK= In-Active Member
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About Razek

  • Rank
    Enthusiast
  • Birthday 10/11/1997

Contact Methods

  • Skype
    superhappyfuntime2
  • Steam ID
    Razek Praxis

Profile Information

  • Gender
    Male
  • Location:
    Kent

Gaming Info

  • IGN
    Razek Praxis

System Specs

  • OS
    Windows 7/Windows 10
  • Mobo
    Gigabyte
  • Processor
    AMD APU A8-6600K
  • Graphics
    AMD R9 270
  • PSU
    EVGA 500W Bronze
  • RAM
    8GB Kingston
  • Storage
    2x 1TB HDDs
  • Monitor
    Finlux HD TV (awful monitor I know)
  1. Is this game good?

    No it's awful don't buy it.     Yeah it's great you should buy it.
  2. Meet up and grind together?

    If you hop in to the teamspeak there's usually a few people online willing to help out!
  3. I'm looking at my post count and it says I currently have 99 posts. So what should I do for my 100th, you guys?
  4. Commander DragYourHalo, Backstory: Chapter 1

    Hey there Halo.   On par with the rest of them! Great work. I love reading these stories you guys write.   Sadly you're a bit too late to enter in to the RP contest but the story is still appreciated! 
  5. Hey guys,  Please find the change log for the 1.4 CQC Beta build. The update will be going live shortly.  == NEW CONTENT/FEATURES: - CQC Added - Imperial Eagle added - Federal Gunship added - Federal Assault Ship added - Hazardous resource extraction sites added - Compromised nav beacons added - Legal salvage missions added - Xbox One control method added to PC/Mac - Added Outfitting for CQC - Changed how powerplant damage is handled - small chance of instant destruction, otherwise malfunctions and halved power output - Assign Imperial Eagles to those who should have them from their backer rewards STABILITY FIXES: - Crash fix for a rarely reported issue ship being docked to a station that is not in a state to provide interfaces - Fix crash where the station news updates while quitting the - OSX: Fix crash when generating star textures - Prevent a crash when drones hit shields after recent changes to damage - OSX: Fix for occasional assert due to unexpected texture - Avoid firing beams if the firing ship is not ready and so causing a crash - Prevent crash when trying to scoop something that no longer exists - Fix crash caused by chatter in supercruise - Fix crash when shutting down while looking at a mission in the bulletin board - Restructure some checks so we don't fatally crash when there's a missing entry in the exploration database for an object we've targetted - OSX: changes to reduce crashes due to low heap memory, including changes to use memory more efficiently - OSX: fix for occasional crashes when closing the game window - OSX: fix for a rare crash in the keyboard handling code on startup - OSX: fix for potential cause of crashes in OpenGL code - Xbox One: fix for crash plugging a controller in while the game is loading - Xbox One: don't crash if there are errors loading friends, reload them instead - Xbox One: Fix crash when you CQC career rank increases - Fix a zero burst interval in plasma point defences - Fix memory leak in ring cell generation - Fix duplicate system ID - Xbox One: Fix a deadlock in player profile list when suspending/resuming - Crash fix for invalid positions being passed - Fix a pair of crashes that can happen if trying to place a scenario with no valid body list, and cope with this selection failing gracefully - CQC: Fix a memory leak caused by the NavMarker holding onto its radar marker after the location that created it is destroyed - Xbox One: Fix wing crash in CQC - Xbox One: Fix crash in engines - Prevent crash if power data isn't available (such as in CQC) GENERAL TWEAKS & FIXES: - Various network optimisations - Persist the Ship Lights option through location transitions, but not save/load - If the refinery is idle and has a non-empty hopper, try to reallocate these materials to the bins - Fixed high ranked AI ships not being able to fire due to empty WEP capacitor! - Pressing enter when going into the outfitting will result in no ui being shown fixed - Fix hole in Hauler cockpit geometry - Diamondback Explorer Image in the contact panel was missing now fixed - Docking computer failure at station type Orbis fixed - Added a case to handle WM_MENUCHAR messages, which were causing the system to beep when Alt+Key combinations were pressed - Local Cartographic Data Filters not working fixed - Adjustments to how penetrating shots work: - If no standard penetration depth is set for a ship, use 75% of its size in the smallest axis (rather than 100m). As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back - Remove spurious increased penetration distance from medium beam turrets - Railguns now have extreme penetration distance (will pierce to any module on any ship) - News ticker can now be clicked to jump to a particular news item - Unable to select system with mouse fixed - Landing gear speed limiter is now tied to the landing gear toggle rather than what the gears are actually doing - Prevent Hardpoints being told to fire when docked - Fix issues where the station doesn't retaliate when being shot - Edits to dirt and scratch maps to work with new white underpaint colour on Imperial ships - Co-pilot seat added to external view for Python - Fix for LAN connection issues (after conencting over lan, if both players had upnp enabled, it was switching back to wan connection) - Fix for problem where drones delivering cargo canisters belonging to another authority would scan for new targets and pick the same canister - Fix for NPC miner loadouts that are missing refineries - Fix for NPC pirate loadouts that are missing cargo scanners - Fix for merging islands in supercruise - changes in scanner range (due to acceleration) were not being handled correctly - Fix spawning fighters from capital ships - Make sure police escorts get police names, rather than random NPC names - Stop pirates from scanning target after they've pirated it - Miners check their refinery while mining and if it's destroyed they'll jump away - If NPC hull is below 20% when being spawned in supercruise don't try and interdict anybody - Removed some rogue geometry in Sidewinder cockpit that was resulting in a thin purple line in front of the camera - Fixes to police response: - update formulae for strength/delay calculation to match latest design numbers - investigation strength hard limited to calculated value, previously could go over rather than leave a remainder; reinforcement can still go over - don't try and respond to crime in supercruise - correctly set the limit on investigation ships to be the score of a viper, fixes only getting the lowest-scored ships for investigations - Don't allow NPCs to interdict if the target is charging their hyperspace drive - previously only blocked the interdiction during the actual countdown - When the lead of an NPC wing dies and a new NPC is chosen, re-run the code that choose their chatter table so that it uses the correct one - Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues - Allow pirates with low hull to dock at non-anarchy stations - gives them something to do as they can't interdict - Add pirate threaten & cargo collection behaviour to the Pirate Hunter Hostile archetype, copied from standard Pirate archetype. They can now be pacified by dropping cargo, and will collect it - Fix potential cause of excessive number of escort NPCs if they had a different authority from the lead - Give AI wing members the same wanted/clean status as their lead, so the whole group will have the same status on spawning - Increased malfunction chances on dumbfire missiles as they were far too low - Made Viper hardpoint-cavities deeper to prevent the weapon clipping when retracting it - NPCs can interdict other NPCs - Fix combat bonds not disappearing from the transactions panel once they're redeemed - Fix outfitting screen giving inaccurate ranges for sensors, scanners, and ECM. Now uses the standard 3 sig fig instead of rounding to the nearest km - Stop mission messengers from constantly spawning and talking to players - Reduced the size of the anacondas powerplant hit - Enforce minimum of 10 credits to hull repair cost check - Fixed the missing texture on Vulture debris, and increased explosion speed of drifting debris - Added 'Shader preparation on startup' option to the 'graphic options' screen - Re-mapped part of the back of the landing pad skirts to break up the repetition of a texture - Police Hunter Hostile ships will scan their target after interdicting it, rather than opening fire immediately - Increase health values for Diamondback cockpits - Updated the pirate lord to have a better pirate-y loadout, he had no interdictor or cargo scanner - Galaxy Map Trade Route 'Clear' button cannot be easily access via gamepad fixed - 'Recovering' minor faction state progress added to UI - Don't reduce powerplay ships when in a taking control state - Fix cargo losing it's powerplay origin when eject-and-collected - Derive the number of visible stars from the galaxy map graphics setting - Updated Warthog control scheme to allow full galaxy map and system map control with the joystick only - Predicted CC news items added - Discard cargo dialog now supports 3 digits - Fix floating point inaccuracy with large fuel tanks and fuel consumption - Bulletin board now shows which major faction a mission is related to - Prevent mines and missiles from jumping vast distances when they shouldn't - Fix missing asteroids in thin rings. - System scenarios are regenerated when system state changes - Incorrect Station Name Display On Menu after Docking at 2 stations fixed - Game sometimes loads with starport services missing when playing loads in docked fixed - Station Services GUI fades but remains whilst descending into hangar fixed - Reduced colour value of scratch map to ensure no damage present when Imperial Clipper is 100% repaired or new - Powerplant damage changes - rather than going critical when badly damaged they will drop into a limp-home state and provide 50% emergency power. If the power plant continues to take damage (past a threshold) there is still a chance they will fail critically and take out the ship. The Reboot/Repair sequence is now able to repair powerplants to restore full functionality - Updated Pluto and Charon to use rocky template rather than icy - Tidied up our display of 'pending' and 'recovering' states in the reputation tab - Community Goal "How To" Box displays as boxes when in russian fixed - GUI rendering optimisations - Reduce station rate of fire, but increase per shot damage to compensate - Optimisations for star searches - Fix binding GUI not allowing us to bind axes that don't already have one - Fix for flickering white square in starport - Fix for mining lasers not having gunsights (includes Torval's Mining Lance) - Added more chatter line variety - Fix for supercruise island merging - Add chatter to provide reason for security ships attacking player - XBox One: Added a new error message for being unable to join the squad because the *game* is full - Xbox One: Fix an issue with joining a friend's in-progress game that you just left - Optimisations for scanner rendering - Better shuffling of map choices for CQC - CQC Loading screen to replace the spinning ship model - Cannot check Scoreboard During Killcams fixed - Add speaker icon in CQC lobby to show who is speaking - Speculative fix for some stuttering in supercruise seen on Win10 machines with AMD graphics cards - Add ability to mute a player in the lobby - Fixed Power's control page text cut off - Damage tweak for the CQC rapid fire cannon - Optimisations for power distribution management - Player allied with opposing Power didn't get bounty when firing on a player allied with system's power fixed - 'Cargo scoop' indicator light wrongly labeled 'Landing gear' fixed - Fix for CQC back lighting being inconstant with angle - XBox One - Add rich presence even on the main menu - Improved spawn point generation for CQC maps - Fixed hitcheck on the pipes around the central area of objective towers - No visible timer during CQC match fixed - Show the killer pilot name in respawn menu, don't show anything if we don't have a killer - OSX: Fix for custom mouse cursor sometimes disappearing, particularly on lower-spec machines - Repeating Dialogue When Being Asked to Accept Alternate Mission Parameters fixed - Xbox One: Fix microphone state not being shown correctly - Fix inbox message contract elements for delivery missions - Update how conflict scenarios are generated, and the triggers for scenario generation: - Multiple wars/civil wars in a single system - Remove some oddities in wars spanning several systems - Wars between non-controlling factions are allowed and will co-incide with scenarios generated by the controlling minor's state - Update the logic to trigger a rebuild of scenarios to watch and make use of the last changed seed, along with the ability to generate zero scenarios - Should fix several cases where scenarios should show but don't (though the case of zero planets in a system still causes problems) - Fix the occasional insanely large amount of time spend in the advance of matchmaking lobby - Xbox One: Re-enable access to Friends Management for Silver accounts - Made low colours the same as normal colours for large icons on the scanner in CQC - CQC prestige button now available when rank 50 - Added error messages for a number of CQC invite error scenarios. - Already in the squad you were invited to - The other squad is closed - The invite was not yours to accept! - Xbox One: New account linking flow - Fixed module hit locations for all ships, improving layout and correcting oversized/overlapping setups - Fixed a bug with the tea traders to allow them to trade tea in Star systems exploited by a Power - Fixed buying exploration data when then only thing a Commander knows about a star system is its name - Improved Powerplay cache behaviour for Players connecting within a couple of minutes after weekly maintenance - Support multiple conflicts within a given starsystem. However, one minor faction can still only be involved in a single conflict, no matter how many starsystems they're present in. - Fixed some minor faction economic states so they once again affect influence levels - Minor faction conflict states can now take precedence over economic states, which should fix many one sided conflicts - Star system stability factors now affect rate of change of minor faction influence levels, making it harder to affect influence in systems with any of large populations, higher security, development level and standard of living. - If the server doesn't think we have any paintjob wear, but the client thinks we have a tiny bit of wear (<0.000001), we will just ignore it - Xbox One: refresh the friends list every time we switch to the chat UI's contacts panel, so we see friends' state accurately - Fixed missing rank icons in manage party screen - CQC Rogue spawn point is no longer hiding in an asteroid - Add'restore defaults' button on the Graphics and Audio menus - Improve abandon branch rewards for massacre missions - Replace &nbsp; (non breakable space html) by unicode value when generating loc files - Updated the minor faction state durations to give a much more dynamic galaxy - Audio optimisations to tackle clicks and dropouts - Show rank and stats on player stat cards when inviting them or looking in the lobby - Fix various issues with switching users on Xbox One - Closing the Pause Menu's Help screen after focusing on UI panels reverts to incorrect focus fixed - The matchmaking lobby will now also has the id of the squad a player is in, it can use this to try and make sure squad members end up on the same team - The account linking interface will not display the virtual keyboard if the field is accessed with a physical keyboard - Make sure we correctly award score for actions in capture the flag - Network fix for wings not working in private groups on a shared router - If a user tries to load into a CQC game that has ended then stop the loading and go back to the menu and wait for the next match to begin - Xbox One: Button prompts in the hint text appear as text, not icons fixed - Don't auto-decline wing invites while permissions are being fetched - Fix a rare bug where a station could be destroyed and recreated while hyperspacing or supercruising away form the station - Show aloading screen (with spinning ship) when changing ships at the shipyard - Fix for DiamondBack Scout missing all unique audio on Xbox One and OSX - Disallow wing invites to friends whose online status is in CQC - Destroying an NPC's power plant, and them not exploding, results in the AI continuing to fight like normal fixed - Handle the Xbox One suspending the process, it will try and remove the player that is suspending from all the sessions it is in - CQC: Moved a number of in-map asteroids that were clipping through 'background' asteroids when rotating - Show gamertag/commander name of current player in the Clear Save button - OSX: fix for mouse cursor remaining on-screen after attempting to use [Cmd]+[Shift]+4 to take a screenshot in flight - Improvements to matchmaking QoS failure handling, to prevent it from appearing stuck to the player - CQC: Added a confirmation dialog box when quitting out of matchmaking - Updated the minor faction state warmups, durations and cooldowns to give a much more dynamic galaxy - Retune influence and faction state bucket values from all player actions - Allow fortify and undermine actions for turmoil systems - Correctly handle losing turmoil systems to revolt if the power in turmoil nearly expanded their way out of turmoil only to be undermined back into it again - Fix an inconsistency between the powerplay CC balances displayed to the players and used internally by the servers in the turn when a Power has just emerged from Turmoil - You cannot open the galaxy map from a mission contract when using headlook mode fixed - Dont open uneeded talk channels in the CQC menu, this should reduce some spam in the comms panel - Xbox One: Long gamertags display incorrectly when inviting users to voice comms - Make sure configurable buttons and toggles wait for the presets to be loaded before they start, this fixes an issue of some bindings not working when starting the game until you go into the controls binding menu - Fixed an issue with the control presets not being sorted when they are first loaded, this caused your control scheme to change when going into the controls menu and then backing out of it without applying changes - Xbox One: Improve behaviour when loading into game with a broken connection - Xbox One: Fix error removing and adding a new controller while loading - In a deathmatch game, when the lobby is about to start sure the player as blue and everyone else as red - Improve behaviour when experiencing disconnection on the CQC menu - Xbox One Rich Presence updates correctly to the docked state if already docked when loading the game, and switches back to the flying state when undocking - Fixed an incorrect TDM spawn on Cluster Compound - CQC: Fix for fast charge shields taking longer to recharge than the default shields - Further fix for IP4/Nat issues: do not change the "ConnectWith" decision during constructor or SyncArrived, if a decision to connect via Lan has already been made - Better handling of controller disconnects on Xbox One - Fixes the right and left panels getting clipped at 720p for the Eagle and Empire Eagle - When multiple players draw for the win in a deathmatch, display all the winners at the top - CQC: Adding in the ship specific info for the efficiency shields so it only appears for the Eagle. Also made it so it consumes less power - Added a cooldown period to the shield cell ability in CQC. This should balance it's use to be much fairer, especially in CTF - Make sure that full connection information is carried through the STUN server results - Flight Assist state should not be preserved between ships when dying in CQC - Store the currently active fire group when the player's CQC ship is destroyed - Xbox One: If necessary, show controller selection dialog when returning from suspend/constrained mode - Xbox One: Friend list on xbox now shows people you're following, as well as two-way friendships - Make sure the rank cached in the CQC lobby data is updated after a game as a player might rank up - Corrected the power draw setting on the light shields for the fed fighter - Make sure that we stop trying to attach the flag to the flag carrier ship if the flag is no longer being carried - When opening the CQC stats screen, put it into a loading state and then fill it with data when the web request returns. This stops the user from being unable to do anything while it is waiting for a response - OSX: Fix for intermittent glitches in GUI output on Nvidia cards - CQC: Fixing and balancing the boost diverters on the ships - CQC: Making the single cycle shields take longer to regen as designed - Clear CQC error message queue when resetting game, so the next user doesn't get irrelevant error messages on the main menu after signing in - CQC: Making the Hyper Charge shields re-charge faster - Xbox One: Add a "Forgot Password?" button to the account linking login page - Audio ChangeLog New Features: - Audio for new ships: Imperial Eagle, Federation Gunship, and Federation Assault Ship. - More CQC audio improvements. - Added CQC combat music - Audio for CQC lobby and results screens - Added Wwise motion (controller rumble) on Xbox One only - Many optimisations in the audio systems and assets (benefits Mac, PC and Xbox One users), details below. - Added dynamic occlusion/obstructions system to CQC, to muffle/mute ships when they are behind other objects. Changes, Bugs & fixes: - Added a boost fail sound. - Minor update to the hauler sound, slightly louder boost. - Added sounds for Leave, defect, nominate and pledge in power-play menus. - Multi-cannon mechanical sounds are slightly pushed back and gunshot noises slightly pushed forward, also added a bit more bass. - Gui hover sound in power-play menu has been tweaked. - Courier added bits to the boost sound, improved audibility of main engine layer, improved orientation sounds, improved loops. - Lowered Diamondback audio as it was generally much louder than any other ship. - Increased the volume of music stingers when switching between articles in GalNetNews. - Courier boost moved to rear speakers. - Volume tweaked really loud door hinge on landing gears. - Tweaked Courier Hardpoint door and Engine Flaps. - Cannon Impacts are more audible. - Improvements to the way landing pads sound. - Balanced missile lock on sounds. - Less intrusive way of filtering beam lasers when they are low on ammo and constantly re-triggering because of weapon recharge rate. - Added a background ambience to Powerplay menu's for when music is muted. - Shield impact sounds on others and self slightly are more audible during combat. - Armour impact has less wizz and more metallic bang. Stands out better during combat. - First phase of mixing weapons, other engines and other weapons. Long term goal is to make combat more exciting and other ships more audible around - commanders, we're doing this in stages across the next few major updates. - Impact sound scales up with volume of the game to always be noticeable. - Multicannon and Pulselaser tweaks. - Improved ship voice glitch effects. - Self destruct alarm sequence tweaks. - Improved CQC forcefield to stop it getting very loud if you park next to it.  - Fix to Hauler HP Doors. - Various fixes to make impacts on self more audible. - Fixed a bug that would sometimes mute shots from the multicannon. - Fixed multi-cannons firing in an uneven rhythm. - Fixed sound cuts when going between galaxy map and power play menu. - Fixed galaxy map bg music playing in power-play view mode. - Fixed missing sound on Small gimballed Cannon. - Fixed missing reload on Enforcer Cannon. - Fixed a bug where firing weapons of one type could duck the sound of weapons fire from another type, making weapons fire inaudible with multiple hard-points active. - Fixed a clipping issues on explosions and re-enabled a missing sub-bass layer. (ps. boom!) - Fixed an audio loop that was clicking in the GalaxyMap view. - Fixed a very loud element when using navipane's. - Fixed a problem with the docking computer glitching in the forcefield, getting very loud. - Fixed missing DiamondBack landing gear sounds. - Fixed ship voice going inaudible in galaxy map. - Fixed issue where silent running in stations could result in a massive sound buildup. - Fixed issue with toxic waste canisters. - Fixed several sounds not being audible on the mac build. - Fixed a bug that quiets shield impacts when hull strength is high. - Fixed missing audio on shieldcell bank. - Fixed Multicannon firing sounds still audible when cannons run out of ammo. - Many mix improvements - Several fixes to speed detection during collisions, so that they are much more audible when they happen. - Fixed pitch curves on friction so it doesn't go mental on metal ... did same for rocks and ice although that doesn't rhyme. - Made the pulse laser sounds more consistent and scale better across small, medium, large.. thanks to CMD Mephane for reporting! - Fixed diamondback clicks. - Fixed missing exploration completed sound. - Fixed a clicking loop in the Empire Courier. - Fixed click in PowerHub loop. - Fixed sounds in GUI hard panned to the right. - Fixed odd behaviour when middle mouse wheel scrolling with mouse pointer highlighting items. - Lowered volume of the loud "incoming player chat-message" to accommodate densely populated areas with lots of chat traffic. - Fixed problem with guns on larger ships (ie anything bigger than a cobra) sounding narrow and weak, should also fix all instances of guns behind the cockpit Sounding weak. - Removed excessive engine ducking when passing forcefields. - Removed double dampening on music track when explosions happen. - Fixed missing star sounds when zooming in galaxy map. Optimisation: - Many code and wwise side optimisations to further combat glitches, gaps and crackly sounds. - Landing pads use less resources. - Stellar ambiences muted inside stations to reduce load on wwise. - Various station optimisations. - Pre-filter and mix various source sounds to save CPU. - Added a dynamic priority system to reduce voice count in busy scenes. If you find instances where sounds that should be audible are muted, please let us know? - Added a soundbank manager to efficiently and dynamically manage memory usage and soundbank loading/unloading. - More efficient structuring of self ship sounds in Supercruise, resulting in less audio memory used in supercruise. - Cockpit fires and sparks use less resources and sound better. - Fixed potentially many ambient audio streams playing in the system map, hogging memory. - Optimisations to fuel scooping and Heat External.
  6. EU Holiday! Anyone nearby?

    Ah disregard that actually, I'm busy IRL then :(((
  7. EU Holiday! Anyone nearby?

    Yoooo Kaf! I'm a 2 hour train away from London, sadly it's like 15-20 pounds for a ticket I think
  8. Greetings, Commander,   Welcome to Elite Dangerous Newsletter #88. This week we are at PAX Prime in Seattle which starts today. We're showing off CQC for the first time at a U.S. public event, meeting thousands of potential new recruits and spreading the word about dogfighting, exploring, and trading your way through the 400 billion star systems of our Milky Way galaxy. If you're at PAX this weekend make sure you swing by our booth in Hall 6. You can't miss us - the Frontier Banner and Elite: Dangerous logo can be seen as soon as you walk in the door. Hopefully see you there Commanders! We may have something special for you if you find us and tell us the newsletter was sent to you... You'll also have the chance to win an Xbox One in our end of day raffle, and you can pick up a world-exclusive PAX 2015 Paint Job! For those who can't make it to PAX, and instead get to enjoy Elite: Dangerous from the comfort of your armchair at home, a selection of content has been added to the Community site this week. New information, articles, interviews and more are added frequently. There's a sale on Paint Jobs this weekend, and we recently announced that the Lifetime Expansion Pass will be available on our store only until 14th September. As always, you can hear the latest news and updates directly from the development team on our Forums, Twitter, Facebook, Community Homepage and right here in the newsletter every week, and we're always eager to hear your feedback.    Contents This Week 40% Off Selected Paint Jobs Lifetime Expansion Pass Community Goals Update Peek Of The Week Developer Update Comms Chatter GalNet   40% Off Selected Paint Jobs Sale ends Midnight Monday BST It’s the bank holiday weekend in the UK and what better way to celebrate than with a weekend sale. With 40% off a huge range of paint jobs it’s the perfect time to get the look you’ve been longing for. Back to Contents   Lifetime Expansion Pass sales to close! We’ve had a number of players asking us how long The Lifetime Expansion Pass will be on sale for. We can now confirm it will only available on our store until the 14th September. So reserve your seat now for every season of expansions in Elite: Dangerous and get access to every Beta build too! Back to Contents   Community Goals Update Hi Commanders, Welcome to this week’s community goals blog. Last week you were challenged to smuggle Battle Weapons, haul Ceremonial Heike Tea and search desperately for ships carrying Toxic Waste. Many commanders took up the challenge and all three goals were completed, albeit to different levels of success. Of course, there was a bit of a twist in the tale. Galent alerted eagle-eyed Commanders that the faction offering these goals were in fact Emperor’s Dawn, the group suspected of killing the Emperor, many of whom then decided not to assist a potential terrorist group. Emperor’s Dawn have disappeared back into the shadows, but some elements of the Empire have this week organised an exploration drive in order to hunt them down. The following information should help you locate the goal: Cemiess – Mackenzie Relay – Deliver exploration data to Universal Cartographics here. Each tier completed will provide the Empire’s bureaucrats with enough data to locate an Emperor’s Dawn cell in a system. Finally, a reminder that after the successful efforts of over 1,500 commanders there is still an ongoing 30% discount on all Technology commodities in the Apalar system to be had. Safe Flying (look out for black holes!) Adam Bourke-Waite Back to Contents   Peek Of The Week On the Horizon... A screenshot from a planet's surface. You can win the chance to name your own planet in Elite Dangerous by telling us which star system and planet it is! Back to Contents   From the desk of Executive Producer Michael Brookes... Hi everyone, Following on from last week's dev update our big focus at the moment is preparing for the CQC update beta and alongside it the Xbox One release. The CQC update is currently going through our internal QA pass and assuming this continues going well we’ll release the beta next week after the Bank Holiday. CQC Championship is the main feature of the update and that has changed quite a bit since GPP2 on Xbox One. We've been working on matchmaking to improve its speed and reliability. The Xbox One version uses Xbox Live’s functionality, but for PC we have created our own, which is one of the features needing hammering in the beta test. We've also added two new maps for the update: Ice Field and Asteria Point. Ice Field sees you flying through a dense asteroid field where skilled piloting of your ship is required and Asteria Point where the tunnels system in the main structure can be used to shake a tail. Customising ship loadouts is another great addition to CQC. As players rank up they'll unlock new weapons, abilities and internal modules that they can apply to their ships. Each item offers the player a different way to set up their ship so they can have it set up to match their playing style. When players reach CQC Rank 50 they'll be given the option to 'Prestige'. Prestiging allows the player to set their rank back to 1 where they will lose all of their unlocks, but in return they will be able to earn more credits for use in the main game, a permit to the Attilius Orbital starport in CD-4311917 and a new icon next to their name to show others that this pilot is not to be trifled with. A player can progress up to Prestige Level 9 where they max out the amount of credits they can earn and are seen as one of the best fighter pilots around. Players can earn credits for use in the main game when they play CQC. The amount of credits a player earns depends on their performance in the match as well as their ranking. The higher their ranking the more credits you can be awarded. When a player Prestiges they open up the possibility of earning even more credits as their rank, and reputation, increases. As always with a major update there’s also a host of tweaks and fixes and we’ll post the change log when we release the beta. Thanks! Michael Back to Contents   Comms Chatter This week in Comms Chatter we learn about the consequences of taking on capital ships alone, amazing landing skills, a selection of stunning screenshots and a glimpse at our home planet. IceViper777 on YouTube had their friend Kurt, shoot at a capital ship. Surely that's a great idea... right?! CMDR FatHaggard decided to show off this awesome landing. And finally, CMDR DrunkRenegade12 on the Xbox One took this amazing shot of our blue marble. Back to Contents   Heroes: that's what some call the Fuel Rats. Ever since launching their emergency fuel delivery service a little over two months ago, the Fuel Rats have made an impact on the lives of over 1,000 commanders who would otherwise have faced a long spacewalk home. For one stranded commander, over 31,500 light years from inhabited space with five months worth of exploration data on board, the Fuel Rats’ service was greatly appreciated. Commander Paul Kavinsky, in partnership with Commander Rusticolus, made an incredible high-speed transition to the far side of the galaxy to rescue Commander TheHairyMob. Heike Starport Security under Strain. On patrol outside the busy starport of Brunel Station, Heike Security Forces pilot Kenji Nobu reluctantly admits that not all visitors to the station are being subjected to "the full scrutiny of the law". "There's just too many of them and too few of us", Nobu said, resignedly. In the last 24 hours, nearly 750 ships have docked at Brunel Station, mostly small or medium transport ships – over 10 times normal volumes. The popular gladiatorial tournament known as the ‘XYZ Fight Club’ took place again this weekend. Our reporters were ringside for the spectacle. Pilots descended on Athena, pitting dog-fighting skills against one another in both light and medium ships. Criminals targeting participant Commander Angel Rose marred the start of the event and forced an evacuation of Darboux Orbital, but Commanders Rhea and Lynk1973 ensured that contingency arenas allowed combatants and spectators to avoid further harassment. Civil Aid Crisis as Millions of Mourners Fill Capitol. The civic authorities on Capitol have reported needing to use strategic reserves of food, medical supplies and shelters as millions of mourners now fill the streets, waiting for their chance to see Emperor Hengist Duval’s body before the funeral next week. Back to Contents   That’s it for Newsletter #88. As always, if there's anything in particular that you’d like to hear more about, or if you'd like to ask a question, then please contact us at elite-newsletter@frontier.co.uk. Click for the latest Game Manual, Quickstart Guide and Pilot Training Videos. Visit our Support team here and read our previous newsletters here. Until next time, fly safe and Right On, Commander. The Frontier Team  
  9. Greetings, CMDR,   Welcome to Elite Dangerous Newsletter #87. This week we're preparing for PAX Prime in Seattle and looking ahead to EGX in Birmingham, UK. Read on to see what's in store for Commanders at PAX Prime, learn about the story changes coming to CQC 1.4 and read the first entry in our brand new Community Goals Update blog. Remember, the new season of expansions for Elite Dangerous is available for pre-orderNOW. Elite Dangerous: Horizons launches this Holiday season, and you can take a look at some fresh concept work from the amazing Frontier art team in this week's Peek. As always, you can hear the latest news and updates directly from the development team on our Forums, Twitter, Facebook, Community homepage and right here in the newsletter every week, and we're always eager to hear your feedback.    Contents This Week Elite: Dangerous at PAX Prime Design a Paint Job Competition New Weekly Community Goals Blog Peek Of The Week Developer Update Comms Chatter GalNet   Elite Dangerous @ PAX Prime We're excited to be heading to PAX Prime at the end of next week, so if you're in the Seattle area from August 28 - 31 and you're lucky enough to have a ticket for the sold out show, make sure you come and visit us at booth 6808. We absolutely love meeting players, and you'll have a killer advantage in rounds of CQC. We're showing off CQC for the first time in the US, and all day we'll be playing eight player Deathmatch games, with the winners earning a shot at an incredible prize each day. The crowds gather to play Elite: Dangerous at PAX East in Boston earlier this year If you needed any more excuses to visit the Elite: Dangerous stand, we'll also be giving away an exclusive PAX Prime 2015 paint job to everyone who plays CQC with us. You won't be able to get these event-exclusive paint jobs anywhere else. And of course we couldn't do any of this without our amazing team of Ambassadors. For our trip to Seattle we'll be bringing back a few old hands, with Commanders Malkir, Rezri and the Fifth Horseman on hand to help new players with the game.  See you in Seattle, Commanders! Back to Contents   Design a Paint Job Competition We’re giving you the opportunity to see a paint job based on your design featured in Elite: Dangerous. Do you want to design a new paint job for the Anaconda, the popular Cobra, the versatile Vulture, or maybe a paint job for each? It’s your call. Take the templates on our Community homepage, design your paint job using whatever software you please, and send a JPEG or PNG image to community@frontier.co.uk by August 30. Please stick to three colours maximum and favour large, strong designs that will work well from a distance. Within a week of the closing date we’ll pick the winners who will receive the paint job they designed in-game (as will three friends of their choosing) in a future update. And the winning paint jobs will be made available to the public at a date in the near future. For the full details, including the templates to use for your designs, the rules and information on how to enter visit the article on our community site. Back to Contents   New Weekly Community Goals Blog This week we put out the first entry in our new series of blog posts all about Community Goals. You can read the first entry below, but make sure you return back to thecommunity site every week to catch up on the latest community goals news. After the excitement of saving the galaxy from the terrible Cerberus plague we gave the community a little time to relax this week with a single, simple trading goal in the Apalar system. The Apalar Labour minor faction put forward a plan to transform their Industrial economy into a thriving High Tech Hub. Over 1,500 Commanders came to their aid, providing thousands of tonnes of polymers, semiconductors and superconductors. The community made short work of the task, completing it on August 16. As reward for their efforts Apalar Labour announced a 30 percent discount on all technology commodities for a two week period. This discount began on August 18 and will run until early September. The Apalar goal was interesting as we decided to provide special rewards for the top five Commanders. This isn’t something we plan to do for every community goal, most of the time the normal top 'X' percent structure works well. Occasionally however, it is interesting to add some extra competition into the mix. Without further ado the top five Commanders were:  CMDR Vinnyph CMDR Leo Sagan CMDR Drorelith CMDR DeathMagnet CMDR Alexbrentnall This week we are back with a bang, with three interesting and difficult goals, all linked by a single faction, Emperor’s Dawn. These goals in the Dinkas, Kamcha and Jang Di systems all require players to provide different goods. One of them requires a supply of illegal Battle Weapons, another the rare Ceremonial Heike Tea. The final goal requires players to locate and supply Toxic Waste, which is both difficult to find and even more perilous to transport. Each of these three goals are twists on the normal trade goal and we are really excited to see the ingenious ways in which the community will meet these challenges. If you are looking for the goals this week the breakdown below should help guide you: Jang Di – Sikorsky Orbital – Deliver Ceremonial Heike Tea to the commodity market. Kamcha – Saarinen Station – Deliver Battle Weapons to the black market. Dinkas – Blaauw Port – Deliver Toxic Waste to the black market. That’s all for this week, we will be back next week with new goals. Safe flying (try not to get scanned!) Back to Contents   Peek Of The Week A look at the incredible concept art of Elite Dangerous: Horizons, coming Holiday 2015 for PC and available now to pre-order Back to Contents   From the desk of Executive Producer Michael Brookes... For this week's dev update I'm going to talk about story in the game, and some of the changes coming in the CQC update relating to story. But before that I'd like to congratulate all the players who succeeded in stopping the Cerberus outbreak - it was looking quite serious there for a while and could potentially have been quite devastating, so good job! I mention the Cerberus plague as it's an example of some of the story elements we weave into the game. Generally speaking we have three types of story: The first are the big story arcs like the Imperial Succession thread. This is currently bubbling away quite nicely and there's some big events based around that. There's a similar one for the Federation which will resume during the CQC update and will continue well into next year. There are other big story arcs, some of which have been foreshadowed in GalNet and others that haven't. I won't spoil the surprises! With the major story arcs we put community goals into the plot and that allows players the opportunity to determine where the story goes next. Community Goals are a useful component and they are good for massed action, but some of the storylines need something a bit more subtle. One of the changes in the CQC update allows us to place items for collection as part of scenarios in specific locations. As well as supporting new story options it allows us to create treasure hunts and similar activities. These won't necessarily be telegraphed and I'm quite looking forward to seeing how these evolve. As well as the big story arcs we're supporting stories created by player groups and where appropriate supporting them with gameplay elements like community goals. A word of caution on this though: we won't allow community goals that provide an unfair advantage over other groups. This is also the case with player submitted stories. When these are used in GalNet they will have the commander's name at the bottom of the story. The third type of story is a bit more adhoc. These tend to be more local in focus and are used to fill in the gaps in the main story beats. The changes coming for supporting the stories also have benefits elsewhere. One example of this is that there are new things for explorers to find while they are out in deep space. They won't pop up on the navigation system unless you're close enough. And of course, I can't talk about story without also mentioning the Unknown Artefacts - the mystery for these is about to get deeper. :) The CQC update progresses the tools we have to express story in the game, but it won't end there. We have some exciting plans for how we can expand the story further as we enter Season Two. Progress on the beta release for the CQC update is continuing. It is due to have the internal candidate QA pass next week, this should be about a week in duration so all being well, the beta will be available for those with access on the week of August 31st. Back to Contents   Comms Chatter CMDR Maximilian.Y has been showing off some awesome Cinemagraphs. Check out his gallery here. The racing group, Elite: Racers, recently finished up season two of their races and will be starting on their next season soon. Click here to learn how you can get involved, join the community in their racing-themed discussion and see a collection of their highlights videos. Koki_v3 on Reddit posted what he described as 'The Jackpot', with an image of an Earth-like planet with rings orbiting a neutron star. Every explorer's dream. Back to Contents   Dissent is growing within Federation congress over the situation in the Pegasi sector. Though many view the Pegasi Pirate War as a chance to let the Empire waste their resources, a growing contingent is becoming frustrated with the Federation’s lack of response. "Tolerating such rampant lawlessness in our sphere of influence makes us look increasingly feckless. If we don’t react with a show of force, it’s an open invitation for every would-be warlord to subjugate Federation space”, Congressman McRand argued in congress today. This week a new series looked back at some important historical figures. Angel Rose’s career belies her relatively mundane origins, which saw her grow up on a starport under the watchful eye of her mother, Maugvahnna Rose. Angel’s rebellious streak was evident from an early age, however, and in a calculated attempt to exasperate her mother, she left home at the earliest opportunity to become a trader. Unfortunately for Angel, things did not pan out exactly as she had hoped, and through a sequence of unfortunate events, the aspiring merchant found herself drawn into a life of crime, ultimately becoming a reluctant (and not entirely successful) assassin. This in turn led to her entanglement with a group of pirates, resulting in the events that so entertained the viewers of the Underground Channel last year.  The hunt for the killers of the Darius family came to a dramatic conclusion today in a firefight with local security forces on Eotienses. The Darius family was brutally murdered four days ago in what is believed to be revenge for Brendan Paul Darius’s assassination of Emperor Hengist Duval. All of the suspects – who are understood to have been local vigilantes seeking revenge for the Emperor’s murder – were killed in the operation. In a statement, Inspector Reeve, who led the investigation, said: “Considering the savagery with which the suspects butchered the Darius family, we couldn’t take any chances while attempting to arrest them. They were heavily armed and opened fire as our officers entered the building.” Allegations have surfaced from sources close to the office of Prime Minister Edmund Mahon that unnamed elements within the Pilots Federation are deliberately undermining democratic factions in the Old Worlds. These groups are allegedly scheming to push corporate governments into power to strengthen trade agreements with Alioth. The Lave system appears to be the latest victim of these efforts. With support from independent pilots, the incorporated Lave Fortune Organization has become the most influential faction in the system. If they are successful, Lave will become the third system in the cluster – after Leesti and Reorte – to have its democratic government overthrown by a corporation. Back to Contents   That’s it for Newsletter #87. As always, if there's anything in particular that you’d like to hear more about, or if you'd like to ask a question, then please contact us at elite-newsletter@frontier.co.uk. Click for the latest Game Manual, Quickstart Guide and Pilot Training Videos. Visit our Support team here and read our previous newsletters here. Until next time, fly safe and Right On, CMDR. The Frontier Team  
  10. The son has killed the father.

  11. Hello, Commander,   Welcome to Elite Dangerous Newsletter #86. This week we're back from Gamescom and already preparing for PAX Prime. Read about Gamescom and our announcement of Elite Dangerous: Horizons below, and check out Mike Brookes' Developer Update about update 1.4: CQC. Elite Dangerous: Horizons is a new season of gameplay expansions for Elite Dangerous, beginning this Holiday season and continuing into 2016, and we have details below in a letter we're republishing from Frontier CEO and founder David Braben. We'll be talking about Elite Dangerous: Horizons lots in coming weeks and months as we develop the game in preparation for our first gameplay reveal, beta and eventual release. For now, Elite Dangerous: Horizons is available for pre-order, and existing players get a £10 discount and access to the exclusive Cobra Mk IV in-game. Buying Horizons will unlock the full season of content, extending into 2016. Beta access is also available for the entire season of Elite Dangerous: Horizons expansions. and we're also making the Lifetime Expansion Pass available again, granting access to all current and future seasons of Elite Dangerous and all beta tests. And still to come this season are the upcoming CQC and Ships updates, dropping later this year. We'll have more on both soon. As always, you can hear the latest news and updates directly from the development team on our Forums, Twitter, Facebook, Community homepage and right here in the newsletter every week, and we're always eager to hear your feedback.    Contents This Week Announcing Elite Dangerous: Horizons Elite: Dangerous @ Gamescom Peek Of The Week Developer Update Comms Chatter GalNet   Announcing Elite Dangerous: Horizons From the desk of Frontier CEO and Founder, David Braben... Hello, Commanders Last week, we announced Elite Dangerous: Horizons – another full season of major gameplay expansions for Elite Dangerous, beginning later this year with ‘Planetary Landings’.   I’ve been fascinated by the exploration of space since I was young, and especially with the almost unimaginable scales involved. Going down to the surfaces of planets was a key part of my dreams of exploration, and soon we'll realise that dream in Elite Dangerous. We're beginning with airless, rocky worlds – places where a great deal of new gameplay can take place. These are planet-sized sandbox environments, with all sorts of things to discover hidden on them. You'll find surface starports, crashed ships, mineral deposits, hidden bases and more.  These worlds are gigantic, and - like the open galaxy - you'll be able to go anywhere. You'll be able to fly over the surface in low orbit and choose your spot to land, you'll be able to venture out in your Surface Recon Vehicle and hurtle across the surface at high speed. You'll be able to sneak around or go in all guns blazing. The nimble SRV is tiny compared to your ship, and is virtually invisible on a long range scanner – ship-based weapons will find it very hard to hold a lock on them, but airborne and ground-based players can explore the same worlds together, so watch the skies! As I’ve said already, I’ve wanted to do surface landings in Elite Dangerous for quite a while now – and we have been planning how best to do it since the Kickstarter. Elite Dangerous: Horizons is the first stage and a huge step. The quality people expect is, as always, very high, and the team have done a great job hitting that benchmark. These worlds will feel real and meaningfully unique. Planetary Landings is just the start. Elite Dangerous: Horizons is a full season of content extending into 2016, introducing new features and gameplay in each major expansion. As with Season One, this season of expansions is not just about planet surfaces, but other major features are coming too. Of course support will continue for Elite Dangerous even outside of Elite Dangerous: Horizons, and we’re keeping the community together. All Elite Dangerous and Elite Dangerous: Horizons players will share the same galaxy together and you’ll retain all your progress whenever you choose to join our new season of expansions. We’re committed to seeing Elite Dangerous grow the right way, and we hope you’ll join us planetside as we embark upon the exploration of our galaxy’s undiscovered worlds together. We have a great team, and I believe Elite Dangerous: Horizons will bring players closer than ever to the dream of touching other worlds. Thank you for playing, and Right On, Commander! David Braben Back to Contents   Elite Dangerous @ Gamescom 350,000 people flocked to the city of Cologne in Germany for the biggest videogames show in the world, and Frontier were in attendance on the public and industry floors showcasing Elite Dangerous CQC on Xbox One, 4K on PC and - behind closed doors - Elite Dangerous: Horizons. In our press room, David Braben and Elite Dangerous' Lead Designer Sandro Sammarco met with the media to discuss Elite Dangerous. Press were shown Elite Dangerous: Horizons concept art and in-game models during their conversations with David and Sandy, and we're showcasing some of that wallpaper-worthy artwork in this week's Peek Of The Week. Gamescom 2015 was our biggest and best show yet, with 24 demo stations, a replica Cobra Mk III, daily livestreams, 18 ambassadors and thousands of new commanders lining up to try Elite Dangerous. The response was overwhelming, with hundreds of hopefuls returning at the end of the day to see if they’d won a prize in our closing draw.   On our livestream we gave away exclusive Gamescom 2015 paint jobs, offered players the chance to name their own planet in the Elite Dangerous galaxy, interviewed our developers and hosted the first ever live CQC competition. The Elite Dangerous fans who came to mingle, chat, put questions to the developers and drink Kölsch at our Elite Meet in Cologne's Gir Keller bar made the experience even more memorable. The show wouldn’t have been a success without our Ambassadors joining us on the streams and looking after the new recruits trying out the game. A huge thank you to CMDR MaxUrsa, Elan Solo, Aidan Abacus, Sinal, Badben, Friedrich Nix, Bonkil Oakenbow, Sindoras, "Chi" Raxe, caliban55, CMDR Pallam, Kerrash, Timothy Belesal, Grondane, Chris Fovulonkiin, Reighdar, smintilli, Jan and Georg, who we're sure have only just recovered from the gruelling (but rewarding) Gamescom 2015 experience. And now we need Ambassadors for EGX, this September in the UK, and you could join us.   EGX is one of the largest video games events and it’s taking place in Birmingham from the 24 – 27 of September. Ambassadors play a vital role in promoting all the best and most fun elements of Elite Dangerous to players, and we’re on the lookout for more! If you’re passionate about Elite Dangerous and would love to help new players get into the game then get in touch. To apply send an email to community@elitedangerous.comand put 'EGX Ambassador' in your subject line. We hope we'll see you in Birmingham! Back to Contents   Peek Of The Week Elite Dangerous: Horizons concept art from our amazing art team, seen exclusively behind closed doors at last week's Gamescom event. Back to Contents   From the desk of Executive Producer Michael Brookes. Hi everyone, The team is back from Gamescom and it’s good to see so many new players giving the game a try. Naturally it was also exciting to tease what’s coming in Elite Dangerous: Horizons with the first release – landing on airless planets and moons. We have the CQC (1.4) release before then so that is the focus for this week’s dev update. We’re currently aiming to start the PC/Mac beta within the next couple of weeks, there’s a few things we need to finalise before that happens and we’ll let you know when that’s firmed up. As we’ve already announced we are aiming for a simultaneous release for both the CQC update and Xbox One retail release. To support this how we approach the betas is changing slightly. For the beta period we will focus on stability and major fixes rather than try to tweak everything in one go – this provides a path to a more stable 1.4 release. Throughout the beta period we’ll compile less severe feedback as well and see what needs to be included in a future minor release. The aim here is to avoid the flurry of minor releases after a major release. As with any major update this will be built from our latest trunk which means that it will sweep up a host of fixes and tweaks that weren’t in the minor releases as well as the extra features and content we’ve already disclosed. The full list of changes will be posted in the change log as always, but here are some of the highlights: There have been a range of network optimisations as well as some functionality issues such as islands not merging correctly coming out of supercruise. Some connection issues have also been resolved. If the refinery is idle and has material in its hopper then it will try and allocate the materials to the bins. We’ve added an option to the graphics option so you can disable the shader cache warming on start up. There’s a change of changes for NPCs including fixing fighters not spawning from capital ships. Pirates will no longer scan a target if they’ve pirated it. Some other causes for unnecessary NPC chatter identified and removed – the variation on chatter has been increased as well. NPCs can now interdict other NPCs while in supercruise. NPC police responses have been rebalanced so you shouldn’t only get low value ships responding to crimes. For Mac players wanting to know why Elite Dangerous: Horizons is delayed beyond the PC release it’s down to a single issue. For the new planet rendering we make extensive use of compute shaders to maintain good performance. Currently compute shaders aren’t supported in the OSX version of OpenGL.  And to conclude this week’s update, Oculus are about to release of SDK 0.7 for the Oculus Rift which removes the ability to roll back to 0.5, so we wanted to make you all aware of some important information. Players using Oculus Dev Kits should continue to use the 0.5. Oculus Runtime for Elite Dangerous. Upgrading to the upcoming 0.7 release will not be compatible with our game As long-time supporters of VR and early adopters of Oculus, we remain in close communication with them as they work towards a production version of their SDK, but want to be open that without that SDK in hand, we cannot guarantee future compatibility. We will keep you posted. Back to Contents   Comms Chatter YouTube user, ObsidianAnt details the history of the Empire in the Elite Universe. This is the first video to his series on the lore of Elite. Did you miss any of the live stream from Gamescom last week? Check out the past broadcasts at twitch.tv/elitedangerous. /r/EliteDangerous redditor ThereIs0nly0ne found a time capsule including Elite and other assorted items in fantastic condition. Back to Contents   Elements of the lower-level Imperial political scene have challenged Senator Denton Patreus to explain his connection to Brendan Paul Darius, the assassin responsible for the murder of the Emperor during the wedding ceremony with Florence Lavigny. Since the revelation of the assassin’s identity the senator has steadfastly refused to comment, but responded angrily to accusations from a vocal minority in the crowd outside the senate. The Imperial Herald today released an article about the man allegedly responsible for the regicide of Emperor Hengist Duval. The article detailed Brendan Paul Darius’ upbringing in Eotienses, the home system for the bulk of Patreus’ activities. His parents were a relatively wealthy client family under Senator Patreus known for their observation of traditional values. They worked on one of his many estates in the system. After completing his formal education in history and ethics he served as an officer on one of the Senator’s Majestic class Interdictors, eventually rising to the rank of Captain. Following two decades of distinguished military service he joined one of Senator Patreus’ liaison teams responsible for maintaining relationships with colony governors, planetary leaders and starport officials throughout the Senator’s region of controlled space. His dedication and talents saw him rise above his parents’ station to become patron. In the end the puzzle remains – why would such a loyal man kill his Emperor? Last month, Archon Delaine’s aggressive advance toward Imperial territory was halted. Defensive lines along the Imperial border held strong as the expeditionary forces of Operation Davy Jones were joined by detachments of the Imperial Fleet. Many in the Empire are now referring to the escalating conflict as the ‘Pegasi Pirate War’. Tens of thousands of ships throughout the Pegasi Sector have been impounded or destroyed in an attempt to weed the pirates out of hundreds of systems. Sieges of certain systems, such as Ngam, have been repeatedly broken by the Empire and re-laid by the Kumo Crew. Tacticians on either side have yet to produce an advantage in this war of attrition. The government of the Apalar system has invited independent pilots to help them elevate their system’s economy. According to Omar Jordan, governor of Svavarsson Terminal, the system is strategically positioned between the territories of several major powers, and is therefore ideally placed to provide these powers with services. Governor Jordan did not directly address the threat posed by Archon Delaine’s forces, which are closer to the Apalar system than those of any other power, but it seems safe to assume that one of the factors behind the appeal is a desire to counter this danger. Apalar Labour is offering rewards to independent pilots who assist with this effort by delivering industrial materials to Svavarsson Terminal in the Apalar system. Some of the more sordid elements of Imperial media have continued their campaign against Senator Patreus about his connection with Emperor Hengist Duval’s killer. Over the past week Senator Patreus and his followers staying on Capitol have endured abuse from their accusers whenever they appear in public. After the incident Senator Zemina Torval was the first to condemn the behaviour in a statement to guests and press at an event with Mastopolos Mining: “This kind of insolent behaviour does not reflect well upon these groups or our beloved Empire itself. The Emperor has been dead for only a few days and these rebels descend into near-barbarism. They should be cast out of the Empire. Denton represents what is strong within the Empire. His loyalty to the Emperor is unquestioned and anyone suggesting otherwise is a fool.” Back to Contents   That’s it for Newsletter #86. As always, if there's anything in particular that you’d like to hear more about, or if you'd like to ask a question, then please contact us at elite-newsletter@frontier.co.uk. Click for the latest Game Manual, Quickstart Guide and Pilot Training Videos. Visit our Support team here and read our previous newsletters here. Until next time, fly safe and Right On, Commander. The Frontier Team  
  12. Sin now...Repent later!!!!

    Yes you can and the best one out there is the X55 rhino
  13. Sin now...Repent later!!!!

    Sadly youll be missing our first PVP event! But hop on to the TS any time and if somebody's online we'll be happy to show you the ropes! First step: play/watch the tutorials!
  14. Sky Marshal Retiring

    Huge Love to you Book.   You were the person who really ignited my love and passion for E:D. You inspired me to become an admin for this section and I'm really glad you did because this is somewhere I feel I belong.    <3<3
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