Owning a fleet carrier. My first impressions.

OmG! Nooo! Previously issued prize revoked. :whistle:


Anyway. Back to the subject.

10. In FC, there is no gravity but there is trash on the floor.
I can only assume that at some point, my ship was infiltrated again by vegans or eco-terrorists who clued this crap on the floor. If you look close, you can see they spilled clue. Next time, gets stuck so I can have you thrown out via airlock, while clued to a floor plate. :)

@Valorin ... you were saying it's impossible ;)

View attachment 413859

(Theory crafting)
Flat paper sticks to surfaces because of Air Preasure and Electroadhesion?

https://www.experimentarchive.com/experiments/heavy-paper/

https://en.wikipedia.org/wiki/Electroadhesion

--

As for tin cans and boxes... no idea.
The same space magic that slows your ship from a boost when in a vacuum?
 
What about those 2 boxes? On on the bench and one on the floor?
...and what hold my a r s in a chair or on the bar stool? :unsure:
 
Last edited:
Like i said. Space Magic.
I'm assuming 1000's of years from now material science would have come a long way.
They're already reverse engineering animal abilities, like how geckos stick to glass, and putting this into practical use by using polymer microfibers.
From a lore perspective you could assume that all contactable surfaces are coated in "gecko feet" material, which harnesses static electricity. Therefore rubbish sticks to floors and bums stick to seats.
 
I'm assuming 1000's of years from now material science would have come a long way.
They're already reverse engineering animal abilities, like how geckos stick to glass, and putting this into practical use by using polymer microfibers.
From a lore perspective you could assume that all contactable surfaces are coated in "gecko feet" material, which harnesses static electricity. Therefore rubbish sticks to floors and bums stick to seats.
Right, because getting a box of tools stuck to the side of your head will be most enjoyable... even fashionable.
 
11. Slowly but surely, I am starting to hate the FC crews inability to plan several jumps in a row. Seriously Fdev, what is this nonsense!?
Just wait 'til they run out of tritium and it doesn't occur to them that there's loads in the cargo racks which just needs to be chucked in the fuel tank.
 
Those hundreds of millions of blades where all stolen 1000 years ago by the wind farm industry in hope of finally turning a profit. It did not work. They all went bust. Finally!
I dunno..... seems to be doing a job.

as JonBon might say ..... we are half way there ;)

(UK 51% wind power over last 12 months)

 
11. Slowly but surely, I am starting to hate the FC crews inability to plan several jumps in a row. Seriously Fdev, what is this nonsense!?
I am going to assume, given your join date, that you are relatively new to the game. Once you realize that the majority of the game mechanics in the game are designed around time sinks and player-hours-in-game, things will start to make sense to you. The principal example, in my mind, is the exobiology scanner tool thingie. Originally it was a mini-game where you had to match the spinning circles up to get the scan data. The player base, rightly, revolted and that mechanic was removed...but the spinny wheels still have to spinny wheel. Which takes time...which keeps the player in-game, which drives up numbers. The same thing is true for planetary scans, engineering, and many other things.

If the FC could plot routes, like our ship navigation could, it would lessen player engagement. Same thing with the lack of ability to transfer tritium from hold to depot. If it was automated, less player engagement.

But of course, that's just my two, cynical, cents.
 
I'm assuming 1000's of years from now material science would have come a long way.
They're already reverse engineering animal abilities, like how geckos stick to glass, and putting this into practical use by using polymer microfibers.
From a lore perspective you could assume that all contactable surfaces are coated in "gecko feet" material, which harnesses static electricity. Therefore rubbish sticks to floors and bums stick to seats.

A good idea. Right up there with tension sheets.
The in lore inventor must be loaded and have his own Fleet carrier by now.

red dwarf.jpg
 
I dunno..... seems to be doing a job.

as JonBon might say ..... we are half way there ;)

(UK 51% wind power over last 12 months)


Wind is an absolute disaster - financially, environmentally and it's actual output compared no nominal is joke. Tonnes of materials used (including stolen blades from imaginary ED universe) and m2 of land used to produce 1 MW is so bad, it's hard to put it in words. It's a subsidy scam.
Read: https://www.thegwpf.org/content/uploads/2023/03/Allison-Wind-energy.pdf
"...in 2021. The installed nominal generating capacity was 236 GW (the brown dashed line), but the highest output in the year was 103 GW (26 March)."

See the chart for details.

Back to FC

Yes, I hate that I need to get back to the game every 20 min to set a new course. WHHYYY!

Is novelty wearing off? Already?
 
Last edited:
I am going to assume, given your join date, that you are relatively new to the game. Once you realize that the majority of the game mechanics in the game are designed around time sinks and player-hours-in-game, things will start to make sense to you. The principal example, in my mind, is the exobiology scanner tool thingie. Originally it was a mini-game where you had to match the spinning circles up to get the scan data. The player base, rightly, revolted and that mechanic was removed...but the spinny wheels still have to spinny wheel. Which takes time...which keeps the player in-game, which drives up numbers. The same thing is true for planetary scans, engineering, and many other things.

If the FC could plot routes, like our ship navigation could, it would lessen player engagement. Same thing with the lack of ability to transfer tritium from hold to depot. If it was automated, less player engagement.

But of course, that's just my two, cynical, cents.

Yes, about 6 months or so. All I wanted was shoot bad guys in a realistic looking environment... now I am scanning plants for credits to buy tritium to fly far far away... but I am still in the same house, same room, same monitor.
:eek:
 
Last edited:
I am going to assume, given your join date, that you are relatively new to the game. Once you realize that the majority of the game mechanics in the game are designed around time sinks and player-hours-in-game, things will start to make sense to you. The principal example, in my mind, is the exobiology scanner tool thingie. Originally it was a mini-game where you had to match the spinning circles up to get the scan data. The player base, rightly, revolted and that mechanic was removed...but the spinny wheels still have to spinny wheel. Which takes time...which keeps the player in-game, which drives up numbers. The same thing is true for planetary scans, engineering, and many other things.

If the FC could plot routes, like our ship navigation could, it would lessen player engagement. Same thing with the lack of ability to transfer tritium from hold to depot. If it was automated, less player engagement.

But of course, that's just my two, cynical, cents.
Almost all games have and need what you call "time sinks". If you remove them, you could just run a spreadsheet with your actions. Elite would look like a game of chess ('place ship into station x', 'get profit n', 'influence economy y by m%"
I can't speak for everyone but for myself, Elite is about immersion and the vastness and beauty of space in a somewhat realistic universe. It would be boring if every action could be done in seconds. Yes, exploration is sometimes tedious to fly out to distant systems and planets and find the last mushroom in a mountainous area but no one MUST do that. Find easier game-loops.
Other games like chess are more bare bones and have a greatly reduced game-loop (I recommend to play it online so that you don't have to move the pieces physically which is boring and time consuming ;). Maybe that's something more appealing?
 
Almost all games have and need what you call "time sinks".

Surely a video game IS little more than a "time sink"?

The only trick, for developers, is to try and ensure that the time-sinks they create are enjoyable.
Seems like, if you're looking for a game that represents various aspects of buying/flying/upgrading/funding a fleets of futuristic spaceships, ED does that pretty well overall.
 
Exactly! Of course, a time sink is mostly "enjoyable" when it has a lot of variation but that perception differs from player to player. Grinding is probably the safest approach to get to the point of feeling the repetitiveness but this is up to the player how deep they want to enter the grind.

Back to the fleet carriers, though. When they were announced, I also had a different perception how their mechanics would play out and hoped for their usefulness for exploration. I decided to stay in my in-game persona who is by heart an explorer and a drifter, despising the superpowers, working for money without any loyalty but to friends and definitely not out for wealth and political influence. For long range exploration, I realized that a carrier is a burden for my play style. If I ever should get one then it would be a DSSA (as long as the carrier's capabilities stay as they are). This is not advocating pro or against carriers but just saying that one should think of their game style if you consider buying a carrier and its upkeep.
 
I'm assuming 1000's of years from now material science would have come a long way.
They're already reverse engineering animal abilities, like how geckos stick to glass, and putting this into practical use by using polymer microfibers.
From a lore perspective you could assume that all contactable surfaces are coated in "gecko feet" material, which harnesses static electricity. Therefore rubbish sticks to floors and bums stick to seats.
Why do you need this when you have (almost) endless unlimited energy 1000's of years from now?
One way of seeing this is RP unlimited free energy and much more efficient/different types of engines providing the thrust (reaction thrust).

If the FC is on an escape velocity (faster than an orbital velocity) around a moon/planet but it also provides constant thrusters on the underside towards the centre of the body, to keep it in an orbital path, this could create a centripetal force equivalent to small 'gravity' on the FC floor areas (Moons gravity is 1/6G, so 1/3G maybe quite liveable for eating, drinking, sleeping, working, etc.).

Same could be done on the ISS around Earth. It is in an orbit (@17,000mph) with microgravity - ie. effectively zeroG, using its thrusters only when required to make any necessary adjustments to its orbit.
With enough fuel and energy (not available at the moment) on board, could you not apply constant aft thrust to accelerate both forwards (to escape the orbit) and other thrusters for thrust towards the centre of Earth AND provide slight 'gravity' along the length of the station (i.e. not rotational artificial gravity)?
 
Last edited:
Back
Top Bottom