My immersion breaks every damn planet i land on. Squares and squares everywhere. Terrain generation seems broken.
If you're willing to face the hassle of the outfitting interface you only need at most one long-range FSD in each size anyway.
There isn't any necessary equipment for studying NSPs that isn't built in to every ship, as you only need the Composition Scanner.Exactly. To the best of my knowledge, the closest we can come this are ships designed to "study" the lifeforms in notable stellar phenomenon, which are very rare. And you can still fit all the necessary kit onto a Hauler.
Unfortunately, you're incorrect. The Hauler was significantly worse than either the Asp Explorer or the Anaconda, as its reduced jump range meant that plenty of the galaxy was simply out of its reach. A cardboard fit of a Hauler could barely reach 30 ly, and that meant leaving the DSS at home, which produced less information and halved the data sale value. Meanwhile, the Anaconda on a cardboard fit would reach 40 ly (just about, however), but it could comfortably reach the upper thirties. Same for the Asp, just around the middle thirties instead. (See here, by the way.) This difference in jump range also meant that the Asp / Anaconda could navigate through some areas with relative ease where a Hauler would be difficult to get through. Due to the way the Forge structured the galaxy, there isn't a big practical difference between, say, 50 ly and 55 ly, but there's a lot more between 30 ly and 35 ly. Especially without boosts of any kind.Which brings me to one of my main sources of frustration in this game: until credit reward inflation reached absurd levels, and operational costs were all but obviated, the lowly Hauler was a much better exploration platform than the Anaconda IME
2D FSD + 1C fuel tank is for wingfighting builds (organized PvP). The question is not whether or not 5 to 8 m/s is negligible (actually it's not only a gain in boost speed, but also in agility). The question is why would I want to be 5 m/s slower if I don't get anything of value in exchange? (these ringfighting builds are not supposed to jump anywhere after all).If I swap that FSD for a 2D (range 1LY), then I get a speed of 416/550
An extra 0.5% speed is so miniscule
Some of them you might also find a laser helpful (still possible to fit to any ship, but often omitted from "recommended loadouts")There isn't any necessary equipment for studying NSPs that isn't built in to every ship, as you only need the Composition Scanner.
I don't know, the sounds some of them made when shot didn't make me want to continue doing thatSome of them you might also find a laser helpful (still possible to fit to any ship, but often omitted from "recommended loadouts")
Unfortunately, you're incorrect. The Hauler was significantly worse than either the Asp Explorer or the Anaconda, as its reduced jump range meant that plenty of the galaxy was simply out of its reach. A cardboard fit of a Hauler could barely reach 30 ly, and that meant leaving the DSS at home, which produced less information and halved the data sale value. Meanwhile, the Anaconda on a cardboard fit would reach 40 ly (just about, however), but it could comfortably reach the upper thirties. Same for the Asp, just around the middle thirties instead. (See here, by the way.) This difference in jump range also meant that the Asp / Anaconda could navigate through some areas with relative ease where a Hauler would be difficult to get through. Due to the way the Forge structured the galaxy, there isn't a big practical difference between, say, 50 ly and 55 ly, but there's a lot more between 30 ly and 35 ly. Especially without boosts of any kind.
That's alright. People who know me know quite well that I dislike people calling others "not real / true / pure / etc explorers", and tend to make fun of that, so there's no danger of me bringing that in.I disagree [with that the Hauler wasn't "a much better exploration platform than the Anaconda IME"]. You only need long jump ranges if you intend to do ”Because it was there” exploration, which is only one of the myriad styles of exploration out there. Which is all I’ll say on the matter, because I don’t want to get into yet another “who is a real explorer” debate with you.
Solution: introduce the Anaconda Mk II, which has a class 7 FSD, has a spoiler built in, and costs 20 billion Cr! (Yeah, I know, the spoiler is a bit too much.)We just play in times, when economy is so broken, that you can outfit conda after scanning just 2 certain plants, if you will receive first log bonus, so price point is no longer valid.
Whilst this is true some of this could be mitigated by properly specced missions...... it was actually far better at launch imo where you couldnt take on an elite mission unless you were suitably ranked.The problem with that is:
- if death has non-trivial consequences, it has to be relatively uncommon
- it still has to be relatively uncommon for a complete beginner, since they have the fewest options in skill or equipment, and the least cushion to absorb setbacks
- so it becomes completely avoidable for anyone outside the early game - discounting planned PvP duels I have a similar rebuy count to you and most of that was through complete carelessness. (Coming in too fast at a planetary port because my shields can take a crash or two, but then missing the pad entirely and landing right on a skimmer)
- so it doesn't matter what the consequences are because they're not going to happen to you
- so it stops being a meaningful consideration
In FFE it would generally take me several attempts to get through each of the first few medicine transport runs to Soholia - even when I was starting a new pilot and already knew how to fly the ship effectively. NPCs were allowed to be good enough to take out an unarmed unshielded transport without being Thargoids. I could quite easily die every few minutes! Same in the original Elite if I jumped to an Anarchy - or even a Dictatorship - before my ship and skills were ready for it.
And sure, in FFE the consequence was simply "reload your previous save, try again or try something else" - but most of the FFE ships themselves were fragile enough that I flew them far more cautiously than I fly in ED because "don't worry, you'll just bounce off that planet" wasn't a thing.
its strange i have seen plenty of screenshots like this, and sure the LOD pop in and asset reuse can be an issue (but these are things most games suffer from) , but i cant remember ever seeing tiling issues like that in my actual game,My immersion breaks every damn planet i land on. Squares and squares everywhere. Terrain generation seems broken.
View attachment 381741
I could pay 50b for it.spoiler
His issue is irregular; it may be a shader/texture problem or he needs to turn off "Checkerboard rendering".its strange i have seen plenty of screenshots like this, and sure the LOD pop in and asset reuse can be an issue (but these are things most games suffer from) , but i cant remember ever seeing tiling issues like that in my actual game,
To an extent, yes - but the balancing point is really tricky to get right in that case, even if the emergent loopholes from a game world the size it is all get closed.Whilst this is true some of this could be mitigated by properly specced missions......
And then complain about how grindy the game is!Given the choice between a reliable 10M/hour and a risky route which would in the long term average out at 20M/hour after rebuys, they'll pick the reliable one anyway and just do it for twice as long.
At the time I chose ships for explorations I was happy when I made 1m / h and these were not necessarily "easy" missions. The thing was that most missions just didn't pay well and then you got the stuff like "deliver 10t of beer" you'd need to scrape off some freighter which would probably take hours to find, so I never bothered unless a team mate took pity and dropped them. But how often do you want to bother someone doing that for you?To an extent, yes - but the balancing point is really tricky to get right in that case, even if the emergent loopholes from a game world the size it is all get closed.
If you've got the following choices through the mission system (and you're flying a medium ship with a rebuy ~5 million, say)
Easy mission: 1 million credits per hour in essentially perfect safety
Moderate mission: 5 million credits per hour if successful but 40% chance of a rebuy instead
Hard mission: 15 million credits per hour if successful but 90% chance of a rebuy instead
Then in theory that all seems pretty good - the Moderate missions pay slightly more on average, and the Hard missions will need to wait until you're more capable.
The problem is that ship capabilities vary substantially (even for the same rebuy, and even ignoring engineering), and player skill levels span an even wider range, so there's no chance to balance it that finely. The level of difficulty where a task is neither impossible nor routine for any individual player is pretty small.
In practice it's very rarely an interesting choice - do you do the easy, low-paying but reliable thing or the difficult, high-paying but risky thing - either the difficult thing is a guaranteed failure, or it's also actually pretty easy, so the choice is obvious. The game isn't really set up to make "partial success" an applicable outcome in a lot of cases, and certainly not the most likely outcome even then.
And you also of course have a set of players who want things to be predictable - there should be a mission available to do this, there should be a way to guarantee success at that, situations where the movement of the BGS make a particular mission type much harder are bugs, ambushes should be clearly labelled in advance, the full consequences of backing a particular CG side should be made clear upfront, etc. - who don't want the level of ambiguity and uncertainty and hidden information needed to stop these choices being obvious and automatic. Given the choice between a reliable 10M/hour and a risky route which would in the long term average out at 20M/hour after rebuys, they'll pick the reliable one anyway and just do it for twice as long.
iRacing is a brain-melter: the base for the physics engine is 60Hz; it's decoupled from the rendering engine (but still supports Reflex - how??); and sensitive physics goes faster when it matters eg loaded tyres.
- it still has to be relatively uncommon for a complete beginner, since they have the fewest options in skill or equipment, and the least cushion to absorb setbacks
What more of consequence does this acknowldegement need?
Ship cockpits, the bits you can see through the windows on the outpost docking pad, etc. all set up for in-gravity operation in a way that "we use a lot of magnets and velcro" doesn't really cover unless you want to believe, while you can undergo sustained G-forces in combat which should turn a human into jelly - and at best make a "luxury passenger cabin" something like "your flight cocoon is hand-sewn with Arcturian Mega-Cotton". Everyone just ignores all that, of course.
The odds of them coming up against an opponent or set of opponents so evenly matched that the resulting performance difference is material is basically nil.
Since some people max their whole engineering for giant gains, like 1m/s, or 1 HP, or 0,04 range...I believe, that people could use insta transfer this way, just for this few juicy m/s
Not saying, that it change something in fight, if you will die with 1204 hp you would die in 1205 hp.
That was one of the things I liked about the old system: it was fairly cheap when it came to material costs, if you were smart about it. I always engineered new modules, rather than existing ones, until I ran out of room on my then-growing ship collection. A good G3 was better than an average G4, and an excellent G3 was better than an average G5, and you got a lot more rolls from the same amount of minimal effort. And when it came to FSDs specifically, I had numerous ships at that time which used the 5A. I’m sure Felicity Farseer celebrated the day I was able to transfer all those modules back home.
I still have numerous legacy modules that would be a net downgrade IMO unless I put several G5 rolls into them.
After all that crap the game gave us I felt the smuggling was something I earned. It was "clever use of game mechanics" like the other "exploits" found by players and yielded surprisingly good gameplay instead of mindless repetitive grind.
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In a single player game, none at all.
In a multiplayer game with universal time and shared setting such consequences are hugely important balance considerations....