Elite Dangerous Lore, everything PS4 players need to know (Lore Primer)

Posted by on Jun 5, 2017 in Lore

This is one of a series of guides to the Elite Dangerous Universe. You can read the others here. Welcome to the wonderful universe of Elite Dangerous, PS4 players! I’m an official author for the game – as such I’ve done a bit of work on making the lore of Elite Dangerous accessible. When you’ve read what’s below, you can start to delve into my (work in progress!) lore pages too. The Elite franchise has been around since 1984 and the Elite Dangerous game is the fourth in the series. As a result there is an abundance of background detail, thousands of websites and millions of forum and reddit threads discussing every detail. Trying to make sense of all this could well be overwhelming, so a summary may prove helpful. Welcome to the universe and, as we say around these parts… Right on, Commanders! Drew. The year is 3303. After centuries of strife, humanity has hyperspace travel and has colonized an area perhaps 400 light years in radius beyond our Solar system. In these ‘core worlds’ (or the ‘bubble’ as many now refer to it) humanity carries on its business. There are stations, vessels, outposts and all that goes with them: politics, conflict, trade, piracy, bounty hunting and war. Beyond civilised space lies the ‘Frontier’, the largely unexplored vastness of the galaxy. Out there are far flung colonies, mysterious wrecks and astronomical sights to wonder at. There are rumours of aliens too. The universe is a dangerous place. Humanity’s darker side is prevalent out in the void and justice is often dispensed by the business end of weaponry. Spacecraft ownership is common. Millions of pilots have taken to the void, flying between systems in a bid to raise money to improve their lot. Money remains the primary means to barter across systems, with universally accepted ‘credits’ the medium of exchange. As you join the game you’ll find yourself in receipt of a handful of credits and a basic ‘Sidewinder’ vessel. (Many ships in the Elite Dangerous universe are named after snakes). It is not a bad little ship, but limited range, storage capacity and inability to defend itself against stronger foes will tempt you into a larger vessel before long. To gain credits you need to work. Trading is a sensible way to start, buying low and selling high. Missions may be available too, but you’ll find that those who offer them require a certain reliability from you before they’ll entrust you with the more lucrative jobs. You may consider bounty hunting, but you’d be advised to wait for that more potent ship before you rely on your weapons… Pilots are rated in a number of ways; their trading, exploration and combat prowess being assessed on a scale. In combat you start out as ‘Harmless’. If you survive your first few altercations you may achieve the moniker of ‘Mostly Harmless’....

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Elite Dangerous Lore: The Federation

Posted by on Mar 9, 2017 in Lore

This is one of a series of guides to the Elite Dangerous Universe. You can read the others here. The Federation is the oldest and largest of the ‘Big Three’ super powers in the human occupied universe of Elite: Dangerous. It has been in existence for over a thousand years. The Federation can trace its origins back to the year 2060. Even as far back as the early years of the 21st century, many large corporations controlled financial and human resources on a scale far bigger than some countries. In the years following the devastation of World War III in the 2040s, the influence of corporations increased dramatically into the 2050s onwards. After the war, the dominant power was the United States of the Americas, and as the remaining other countries joined it over the next few decades, it was renamed the Federation of the United States and later “The Federation” as the implied reference to one of the pre-war powers was a block to the remaining countries joining it. It had a constitution and laws derived from the earlier powers, but much simplified. Industrial activity led the way and ultimately became a founding ethos of the Federation. A base on Mars was constructed and the moon was heavily industrialised by 2080. This activity was primarily driven by the need to rebuild the shattered economy and ecology of the Earth after the depredations of war. Industrial activity quickly spread through the solar system. The stage was set for the purest interpretation of capitalism that humanity has ever known. Interstellar probes were launched and the remarkable discovery of life in the Tau Ceti system spurred humanity to reach for the stars. A colony was set up thirty years later. Colonies were quickly set up in other locales in close proximity to Sol. Life was also discovered in the Delta Pavonis system, but almost immediately was made extinct by the actions of colonists there. Similar problems were noted in Beta Hydri and Altair. Humanity began to spread unchecked, in an echo of the problems experienced in the previous century. Tau Ceti was warned by Sol to ensure the preservation of local lifeforms, but silence was the only response. Reports conflict, but independent records of the time (which generally favoured the Tau Cetians) indicate that the colony suffered under very harsh conditions and was simply unable to comply with Sol’s excessive demands. Over the next decade various ultimatums were sent, but they were all ignored. Sol’s patience eventually ran out. The situation culminated in the first ever interstellar battle in the year 2241 between the forces of Sol, having endured a long voyage to reach the Tau Ceti system, and the rebels of Tau Ceti. The battle was inconclusive, forcing the Sol system to accept an unwelcome agreement to form a union of systems with a common agenda and independent rights – thus...

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Elite Dangerous History: Frontier Elite 2 (FE2)

Posted by on Feb 16, 2017 in Lore

This is one of a series of guides to the Elite Dangerous Universe. You can read the others here. In this second of series of history articles, I take a look at the second game in the Elite series. Frontier Elite 2, commonly abbreviated to ‘FE2’, came along almost ten years after the original game, being published by Konami in 1993 (rights later sold to GameTek) and primarily written by David Braben, although Ian Bell provided some algorithms for drawing planets and design work on control methods. Some work on ‘Elite 2’ had started long before this, with both Ian Bell and David Braben involved in creating a possible sequel to the original game on the BBC and C64 microcomputers in the late 1980s. Reports differ on why this didn’t come to fruition, though it seems that the 8-bit hardware was too limited and enthusiasm for the project, with other interests taking their toll on time, ultimately put paid to the work. When FE2, the second game, finally did appear, it was exclusively a 16-bit affair, being made available for the major platforms of the time, the PC, the Commodore Amiga and the Atari ST. It also featured one of the most cinematic game intros that had been seen up until that point. It’s still worth watching today, to get a feel of how the game introduced itself. Some original music, particularly the intro theme tune featured above, was composed by David Lowe. For many this is still the definitive ‘Elite’ theme. Other classical works featured in the game too. The game featured considerable advances and changes over the original. Gone were the simplistic wireframe vector graphics, replaced by fully filled polygonal spacecraft with moving parts and articulated undercarriages. The universe was now semi-realistic, with ‘real’ stars, orbited in real-time by multiple planets simulated with real astronomical detail and a nascent 1:1 scale galaxy convincingly represented – although space had turned ‘blue’ for some reason. A political background was introduced, with the game having a particular date it was set in, the year 3200 (the original game had no fixed date but has been assumed to have been set in the year 3125. In FE2 you played a great-grandchild of the original player). The Federation and the Empire appeared as two galactic superpowers vying for territory, the player able to rank up with them. This was a significant departure from the original game which appeared to be set in an imaginary series of ‘galaxies’ controlled by the mysterious Galactic Cooperative or ‘Galcop’. This was, perhaps, the first major ‘retcon’ of the Elite universe. FE2 did include a small subset of the original game systems, collectively known as the ‘Old Worlds’. Players will still be familiar with Lave, Diso, Riedquat, Reorte and Tionisla. There are a number of others from the original game still featured in Elite Dangerous even now. This led...

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Elite Dangerous History: The original ‘Elite’

Posted by on Feb 1, 2017 in Lore

This is one of a series of guides to the Elite Dangerous Universe. You can read the others here. This is a rather ambitious series of articles, and will probably see some updates as folks let me know of all the bits I’ve missed along the way. Strictly speaking this isn’t a ‘lore’ document, as it is the history of the Elite games in ‘our’ universe. I haven’t seen a complete series charting this story from beginning until now attempted anywhere else, so I thought I’d have a go. The Original Elite, 1984 – 1992 It’s hard, at this stage, to return to the pre-Elite days of computer gaming in the early 80s. Back then games were largely simplistic, clones of arcade games or following very closely in their designs. Games were specifically designed to play through in a few minutes, featuring ‘lives’, ‘scores’ and ‘levels’. There were games that broke this mould, but they were few and far between, and often easily forgotten. The Acorn Computer BBC Microcomputer System (the ‘beeb’ or BBC) was the ‘posh kids’ computer and heavily geared to educational use (benefiting from government subsidies, and thus appearing in many schools in the 1980s). Gaming was certainly not something its creators had as a primary design goal – it had no sprite hardware like the later Commodore 64. It was expensive (£335 in 1981 – the equivalent of around £1,400 today). The story starts with Ian Bell having brought such a machine with him to Cambridge university where he was studying Mathematics in 1982. There he met David Braben, studying Physics. Both were computer aficionados of a type becoming common in the 80s. At that stage, Ian was working on a game known as “Freefall”, which was later published by “Acornsoft”, a relatively small publishing house, compared to Thorn EMI, in 1983. David had a written a demo of 3D wireframe spacecraft, and a scrolling starfield on an Acorn Atom (a more primitive precursor to the BBC). This led both to discussions on the limitations of ‘then’ current game design. They were not the first with the 3D ideas, but they were the first to couple the idea with a purpose, a goal and something beyond just a score and ‘another go’. Elite was born out of the dissatisfaction with the confines of traditional gaming. With no score, what was the purpose? The Thatcherite years of the 1980s provided the answer – money. But money isn’t a score, you can spend money. On what? On upgrades… so your ship had to be inferior to start with. What would be the purpose of upgrading your ship? To defeat other vessels. Why would those other vessels attack you? Because you carried a cargo… so trading was required alongside piracy. There was always a reason for the game mechanics, and the concept developed from there. The true genius, however, lay...

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Elite Dangerous Lore : Hyperspace

Posted by on Jan 8, 2017 in Lore

This is one of a series of guides to the Elite Dangerous Universe. You can read the others here. Hyperspace. Precisely how it works is something of a mystery, certainly by the time of Elite: Dangerous it appears to be part of the dual function ‘Frame Shift Drive’, operating in a mode which allows you to travel the, literally, astronomical distances between stars in just a few seconds. But it wasn’t always thus in the Elite Dangerous universe. Hyperspace was discovered in the 2200s. But it wasn’t until the 2800s that consumer ships began to take advantage of the technology in large numbers. Over the centuries hyperspace technology has been refined. Circa 2800 AD – Faraway Jump (Hyperspace Type 0) The original hyperspace systems that were made commercially available were known as the ‘Faraway’ Jump systems. It took centuries for the complex series of monitoring satellites, branch lines, stop points, and rescue stations to be built using sublight technology along the major routes. Ultimately these hosted hundreds of channels, ‘lines’ for ships to travel through. The ‘Faraway’ jump system was noted for its complexity in operation, requiring extensive pre-jump configuration by station based “Faraway Orientation Systems Controllers” (FOSC or SysCon). Hyperspacing ships required external help to initiate the jump. They were known for a certain sensitivity in operation, with the dangers of a misconfigured jump being listed as ‘atomic re-organisation’ and ‘time displacement’. Unsupervised jumps were extremely dangerous. It was around this time that the phrase ‘witch-space’ entered the Commander’s lexicon. Its precise origin is uncertain, but it seems to stem from the risk inherent in the early hyperspace technology. Witch-space referred to the ‘corridor’ or ‘transit tube’ through which the hyperspacing ship travelled during the jump. Many traders of the time believed that witch-space was ‘haunted’ – by “the ghosts of the early ships that went in to Faraway, and didn’t come out again.” Certainly a large number of ships never arrived at their destinations, their fate unknown even today. It is worth noting that Thargoid vessels were known to be able to ‘hover’ in witch-space, and ambush vessels in transit. Mis-jumps, due to poor calculations, were a constant worry for travelers in those times. The system did have the advantage of a rapid transit time, the entire process taking mere seconds once the jump was successfully initiated. It was finally retired in 3122 and the complex support infrastructure was entirely decommissioned by 3125. 3125 AD – Quirium (Hyperspace Type 1) By the time of the original game hyperspace travel was ubiquitous, though the equipment was bulky and smaller ships were unable to host it, having to be carried through the jump by more capable ships. The ‘Faraway’ system had been retired in favour of autonomous mechanisms that could be triggered aboard ship with no external assistance. At the time, hyperspace jumps were limited to 7 lightyears in...

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Elite Dangerous Lore: The Thargoids

Posted by on Jan 6, 2017 in Lore

This is one of a series of guides to the Elite Dangerous Universe. You can read the others here. The Thargoids need little introduction to those well versed in Elite lore, but not all players of Elite: Dangerous may be au fait with their complete background. What I have attempted to do below is summarise information on the Thargoids and set it in context within the known game Lore (Elite, FE2, FFE and ED). There is a lot of fan produced content on the Thargoids, and I have deliberately not referred to it here. What is below is, as far as I’m aware, established canon. I reserve the right to edit this if I’ve missed something, or new information emerges. Summary 2850 – Unconfirmed suggestions that some kind of covert war was started with Thargoids, ostensibly by a trigger-happy Fleet Commander. 3125 – Thargoids alleged to be ‘ripping’ ships out of witchspace and destroying them. Thargoid ‘warzones’ widespread 3200 – Thargoids reportedly retreat from human occupied space for reasons unknown 3255 – Reason for Thargoid retreat was reported to be down to human-engineered ‘Mycoid’ virus which impacted their hyperdrive capability 3302 – Reports of curious wrecks of unknown vessels. 3303 – 8 sided alien ships rip CMDRs out of witchspace (hyperspace high wake), confirmed to be Thargoids after investigation by Professor Palin. First Appearance, the year is 3125. In the original game of 1984 the Thargoids appeared to be the classic villains of the piece, the indefatigable evil of the spaceways, plucking ships out of witchspace and despatching them far from the safe zones of human habitation. The year is 3125. The Thargoids make their first appearance in the original game manual, and are referenced as “Thargoid Invaders”. Later on we are informed that their “Captains have had their fear glands removed.” and are thus fearsome combateers. An encounter in the original game was fast and brutal. You were lucky if you survived the experience. Thargoids ships were fast, heavily armed and deployed remote controlled ‘Thargons’ to supplement their fire power. There were, reportedly, 50 war zones between humanity and this “insectoid” race. They were also believed to be able to “hover” in witch-space, ambushing human spacecraft whilst using their hyperdrives to travel between systems. It was speculated that they existed as a “group mind”. Thargoid spacecraft were large, swift and powerful with multi-axis symmetry. They had no obvious drive outlets as still required on human vessels, leading to speculation that Thargoids had mastered inertialess drive technology, otherwise known as the ‘spacedrive’. It appears that Thargoid technology was significantly more advanced than ours. In-game, Thargoids tended to ambush human players during hyperspace transits, pulling them out of witch-space and attempting to destroy you with no preamble. They attacked on sight. Throughout the original game it was claimed we were “at war” with the Thargoids. Incidentally, it is alleged that ECM technology was...

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