TODAY? WOOHOO!!!! Time to spend some $$$Still, it's boron day today.

(This is what excitement about a hyped game update looks like, Frontier. Maybe you should try it sometime.)
TODAY? WOOHOO!!!! Time to spend some $$$Still, it's boron day today.
The Buckyball journey to Sag A* is of course nothing to do with exploration it is a long distance time trial.
With exploration there can be a lot to do on the way to the destination, you can explore survey and map everywhere between where you start and the destination itself.
If I had it my way, an explorer could spend +20hours exploring a single system. Not just traveling between planets. Doing actual activities. Mapping planets, exobiology, geology, setting up experiments, investigating readings of 'life signs', investigating any peculiar or unusual signals, unexplained artifacts, locating optimal locations for settlements, mining... the list goes on and on and on. And ideally, one discovery should lead to several more things to investigate... and so on... making exploring a system open ended with increasing rewards with additional effort. Instead of reduced rewards with more effort and encouraging cmdrs to leave as soon as possible, and encouraging other explorers to immediately skip systems already visited.If I had my way, travelling beyond the Bubble to an unexplored system would’ve required it’s own dedicated module to even plot a jump, multiple observations from at least three star systems before plotting the jump (with its own dedicated module), and sending a probe ahead of you for maximum precision when making the jump…
If they really wanted to simulate how vast space is you could just make it so you run elite and get to Mars in a few years, and maybe if you keep it going for the rest of your life you make it to where the Voyagers are now, or a little past. I don't see how crossing an entire galaxy in a weekend vs 70 years gives any sense of the bigness of space that's meaningful. there's nothing about jump distances or supercruise speeds that are linked to reality in any way or that are possible at least as we understand the universe now. Travel times are arbitrary and we make up for an incomprehensibly vast galaxy by jumping incomprehensibly far distances to get to new systems and traveling at incomprehensively fast speeds in supercruise to get to our destinations once we arrive. I don't see a way in a game to get a true sense of the vastness of space and still have anything that's remotely playable.If I had it my way, a trip to Beagle Point would take 70 years. Okay, I'll make a concession since this is a video game - 7 years.
People keep telling me how big space is, and yet we can cross the galaxy in a weekend thanks to all the fast travel that has been added over the years. Where's the fun and mystery in that?
Fleet carriers killed group expeditions, nothing like being far out there in the black in a DBX with only one SRV, trying to get to the next group meetup and low on mats one slip and you are dead.Travel doesn't necessarily have to be slow. But it could be a bit more challenging. Our ships pretty much face no challenge from the environment. Having hull degrade slowly due to radiation (especially for shield less builds), adding material requirements to repairs, and similar challenges, would mean more planning would be required for ensuring long distance exploration success.
The material needs shouldn't be nuts like they are in games like NMS. But right now the only things that make it feel like we are far away when we are, well, far away, are the limitations of the jump drives.
S
They removed the danger eith fleet carriers.Fleet carriers killed group expeditions, nothing like being far out there in the black in a DBX with only one SRV, trying to get to the next group meetup and low on mats one slip and you are dead.
They removed the danger eith fleet carriers.
Before that we had 1000ly max plotting range and we explored![]()
As i usually fly a sidey or rarely a Cobra i always use the fuel stars plotting20,000ly, that was increased many years before Fleet Carriers came out.....or were you using economic plotting the entire time? In fact using some tricks I have plotted 64kly routes;
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Which doesn’t affect the distance the plots can be made to reach, merely the variety of stars the route visits.As i usually fly a sidey or rarely a Cobra i always use the fuel stars plotting![]()
I had a hard time playing, when I first started. My Sidewinder would not jump to another system, as they were too far. One example of why I was glad of engineering.So the way to make the game more engaging is to make travelling take more time? I would much rather have more variety of things to discover and interact with, and some sort of actual gameplay consequence to discovering a terraformable world or one rich in resources, than simply making it take longer to do what we already do today.
This was a dream of mine, too. Perhaps 20+ is a bit much, but if there would be so much interesting to do, GREAT!If I had it my way, an explorer could spend +20hours exploring a single system. Not just traveling between planets. Doing actual activities. Mapping planets, exobiology, geology, setting up experiments, investigating readings of 'life signs', investigating any peculiar or unusual signals, unexplained artifacts, locating optimal locations for settlements, mining... the list goes on and on and on. And ideally, one discovery should lead to several more things to investigate... and so on... making exploring a system open ended with increasing rewards with additional effort. Instead of reduced rewards with more effort and encouraging cmdrs to leave as soon as possible, and encouraging other explorers to immediately skip systems already visited.
A little bit of investigation should open up more opportunities... opening up more and more. That's how actual science and exploration works. One discovery leads to 5 more and so on.
ED has a great foundation to build on. I wish they would build on it. A foundation is supposed to be solid, not requiring 95% of development effort focused on overhauling existing features that count as the foundation.
This was a dream of mine, too. Perhaps 20+ is a bit much, but if there would be so much interesting to do, GREAT!
If that happens, I will be back to the game. Unfortunately, as the game is already in maintenance mode and I don’t see any new gameplay coming. The thagoid war proved it with by refurbishing existing gameplay loopsIf I had it my way, an explorer could spend +20hours exploring a single system. Not just traveling between planets. Doing actual activities. Mapping planets, exobiology, geology, setting up experiments, investigating readings of 'life signs', investigating any peculiar or unusual signals, unexplained artifacts, locating optimal locations for settlements, mining... the list goes on and on and on. And ideally, one discovery should lead to several more things to investigate... and so on... making exploring a system open ended with increasing rewards with additional effort. Instead of reduced rewards with more effort and encouraging cmdrs to leave as soon as possible, and encouraging other explorers to immediately skip systems already visited.
A little bit of investigation should open up more opportunities... opening up more and more. That's how actual science and exploration works. One discovery leads to 5 more and so on.
ED has a great foundation to build on. I wish they would build on it. A foundation is supposed to be solid, not requiring 95% of development effort focused on overhauling existing features that count as the foundation.
Why not?To avoid exploites?
I mean, you can buy and load a lot of T-9s with nice cargo, transfer and sell good in lazy style etc
This is why thinking of Elite as a sim more than a game helps, a game should be fair life isn’t.Fair play is long gone.
I had reached triple Elite before the expansion to level 5 so while that didn’t demotivate me it didn’t inspire me to put in any effort to get the rank for its own sake rather than just do what I wanted to do.Even the strange change in elite ranks totally destroyed my motivation.
I remember figuring this out, and then not long after, it was changed to "straight line method", which made Supercruise pretty boring.^^^
Pretty much this.
When Supercruise was introduced, the “slope” (for lack of a better term) of the effects of mass lock was steeper, which resulted in systems having terrain: corridors where travel was faster, volumes were speeds dropped precipitously, and most importantly if you could successfully “thread the needle” at your destination, “six seconds” out could be truly be about six seconds. Between the possibility of blacking out due to extreme maneuvers, inflicting expensive damage to your ship if you cut things too close, and losing valuable time due to having to do an actual loop of shame by being too timid, gravity braking was IMO a gloriously fun ride.
Especially since the sound design team went all out, and it sounded like your ship was about to fall apart due to the stress, while your engines whined in protest. “Orbital Glide” is the toned down version of it.
However, the “wisdom” of the Alpha forums at that time had reduced Supercruise travel to “Keep your throttle in the blue zone, and point straight at your destination,” which was the slowest way to reach your destination. The “ten second” rule hadn’t been invented yet, let alone the “six second” rule, which meant that the majority of players were experiencing long travel times (longer than today), while those of us who had learned how things worked were zipping around the place even faster than we do today. Combined with the lower top speed when traveling to distant secondary stars, and there were a lot of complaints about travel times… most of which were self inflicted.
So Frontier increased the top speed to 2001 times the speed of light (good) but also flattened the “slope” of the effects of mass lock. This made the “slow and straight” crowd happy, because they were getting there faster than before. Those of us who understood the system found our travel times increased. Thanks to the “eye of the needle” moving below of the surface of most worlds, the “best” approach to a station became what used to a technique to recover from a failed gravity braking attempt, and the few seconds gained during transit was tiny compared to the tens of seconds lost due to losing the stronger braking effect.
Still, while much diminished, Supercruise is still the best FTL flight model on the market IMO. And the latest Buckyball Race, the Empire Hustle, starts in 7 hours, and everyone’s welcome!
The Buckyball Racing Club presents: The Empire Hustle 8th - 16th April 3309 (Swift Sixteen Championship, Race 1)
The Buckyball Racing Club Is proud to present The Empire Hustle 8th April 3309-16th April 3309 Hosted by Commander Sulu As part of the Magic 8-Ball 2 Swift Sixteen series of events Please use Horizons 4.0 if possible. (Although it is not strictly essential for most races) Welcome to the...forums.frontier.co.uk