10 Years of Elite Dangerous

Lest We Forget: To the staff at Frontier who have engineered the wonderful beautiful ships and the sounds that go with it. To those who write the background story that is ever unfolding and exciting. To the Minds that made the Thargoids and the battles with them - get help :p. To the artists who have conceived and filled this galaxy with much beauty. To the staff at Frontier who are doing there best at a Company under financial pressure. Tho those that do the support both technical and communal : you also have been part of the past ten years and i appreciate your fine efforts. Cheers.
 
Happy belated 10th Anniversary for Elite Dangerous!

I watched the video on YouTube, inspiring stuff. Really helped to remind me as a someone who's played this game for just over two years now, that I've become involved in something really quite special. The latter half of the video was a moving and well-deserved tribute to this game. It actually inspired me to write about my Commander's biography. To dramatise his adventures in written form before the memories become too hazy.

Here's to ten more years!
 
SCO on old ships - the few times I've tried it, it was at the very least quite useful to get out of (planetary) gravity wells and up to cruising speed quickly.
And perfectly fine for in-system distances of up to about 50,000 Ls too, I find - sure, you have to bring a heat sink and remember to steer, but that's hardly a big cost for getting to the destination 5-10 minutes quicker.

The big problem for me with the long distance ones was never the time taken as such, but that there was literally nothing you could do for 95% of the flight time to optimise over "don't touch the controls". So having to steer the ship in the journey to keep it on track, watch the heat, watch the fuel, time the cut-out ... that's all a bonus! I've not tried one of the "designed for SCO" hulls yet since none of them particularly appeal as ship types, but they sound quite boring to travel with by comparison.
 
And perfectly fine for in-system distances of up to about 50,000 Ls too, I find - sure, you have to bring a heat sink and remember to steer, but that's hardly a big cost for getting to the destination 5-10 minutes quicker.

The big problem for me with the long distance ones was never the time taken as such, but that there was literally nothing you could do for 95% of the flight time to optimise over "don't touch the controls". So having to steer the ship in the journey to keep it on track, watch the heat, watch the fuel, time the cut-out ... that's all a bonus! I've not tried one of the "designed for SCO" hulls yet since none of them particularly appeal as ship types, but they sound quite boring to travel with by comparison.
They don’t have the jeopardy of the old hull types, but there is enough wobble in the flight and speed of fuel usage to keep your mind on flying the ship rather than watching yootoob.
So boring is a bit harsh.
 
They don’t have the jeopardy of the old hull types, but there is enough wobble in the flight and speed of fuel usage to keep your mind on flying the ship rather than watching yootoob.
So boring is a bit harsh.
The bulk of my eating is at close range. I on older ships couldn't get to the target properly in SCO mode so I didn't use it. In the newer ships, I almost always turn on SCO.
 
And perfectly fine for in-system distances of up to about 50,000 Ls too, I find - sure, you have to bring a heat sink and remember to steer, but that's hardly a big cost for getting to the destination 5-10 minutes quicker.

The big problem for me with the long distance ones was never the time taken as such, but that there was literally nothing you could do for 95% of the flight time to optimise over "don't touch the controls". So having to steer the ship in the journey to keep it on track, watch the heat, watch the fuel, time the cut-out ... that's all a bonus! I've not tried one of the "designed for SCO" hulls yet since none of them particularly appeal as ship types, but they sound quite boring to travel with by comparison.
Have to agree, the unoptimised SCO drive mechanics actually give you something to do during SC, I just wish they had come up with this like say, 10 years ago... but better now then never.

The only downside is the max speed/fuel consumption, I'd be happy if they added an FSD experimental, as opposed to yet another module, where those two - if not the handling - could be at least somewhat addressed. And makes for some minor trade off decisions (vs slapping on mass manager as default).
 
Because it takes a long time to get anywhere is the reason im still here, i lost interest in other space games such as NMS, X4 etc, they are just too easy.

O7
I like that the SCO opens up the options to the player. I agree with you very much, it might sound crazy but I find long supercruises can be quite relaxing, unless you're in a time crunch for a mission or a POI. Having the SCO gives me the option to choose and also provides a really nice boost in general when you're trying to escape from a gravity well.
 
Sorry, but you always have to add - try SСO only on ships designed for SСO. On regular ships it is a very moot point.
Not really. SCO on normal ships is still very useful for short bursts, though I understand that they're not so good for longer durations. I would not be surprised to see something pop up during next year that mostly resolves that though, once the boffins get more familiar with the acquired Thargoid tech.
 
I didn't receive the 10th anniversary email with the statistics like some of my friends...is it possible to access this information online somewhere?
Hmm, maybe in spam folder? They may be sending out a lot of those emails though, which may take a while...

I hadn't realised there even was such an email though until reading your post. Some fun stats in there - nice to see them doing this!
And I didn't think my trading record was very exceptional but yet I see "Your economic strategy has yielded 10,046,112,324 credits, a profit that exceeds 99.7% of fellow traders." In fact, this probably says more about the high attrition rate of ED players than my trading skills :) Even my fairly meagre efforts as a Thargoid killer "exceed those of 87% of others".
 
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