With all that discussion I would like to remember a "mistake" with Cobra pad size and 10 Ly colonisation range (and a little more range after relase and another little change in two months). Frontier listen carefully. I am sure.
It is the hauling beast it was teased as.But you JUST did that in your second paragraph. I feel like it's impossible to tell if you guys really think the PC is fine as-is, or if you are simply apposed to it being good because of some ideological issue with it being used as a monetization ploy. Sorry, but it's clear that one side is being transparent and honest about why we want the Panther Clipper to truly be the hauling beast it was teased as, and the other side actually DOES just want it to fail so FDEV's monetization plan doesn't work. Yeah that comes off as being pretty selfish.
We get new and exciting ships and FDEV gets to keep the lights on. That's a deal I can live with considering you can play this game for years without being required to spend any money. What you "want" is nice and all, but this is the reality we are living in right now today.
It wasn't me who demanded evidence and proof.Logic fail: If it's not expressly forbidden, it is implicitly allowed.
Your side made the claim, thus must provide the evidence. You cannot ask us to prove a negative, that doesn't cut it chief.
Your original statement was 'in the year 3311 it is unrealistic to have windows in a spaceship'. Using the Realis mood (is) indicates that you are making statement if you intend to make a hypothesis, please flag it as one. Btw: A theory differs from a hypothesis that it needs grounding.It is a theory, not argument.
I am a bit surprised at your beef about SCO.Unlike real life, ED is mainly about being in your space car with traffic. The PC (which has 4 seats) should be fun to fly, there should be gameplay for the other 3 seats, there should be more SC gameplay / considerations beyond those of the BGS. Making a ship bigger / SCO simply glosses over this superficiality when the day to day should be where the bulk of the fun comes from (and not the end result, a colony etc because then the process is the grind).
One of the main issues with ED has always been FD cornering themselves too early. By having ships that could take 2000+ cargo its going to radically imbalance PP2, the BGS while trivialising Colonisation (especially given FD are pushing for more collaborative multiplayer elements). By having a realistic cargo capacity its a nice progression but provides room to move into (if required).
The issue is what people see as fun. The rush to get things done within a few hours of play ( in my opinion ) is the real issue. If you aren't willing to put a lot of hours in don't do it ,I am a bit surprised at your beef about SCO.
'The bulk of the fun' seems to be about the mundane. Goal oriented gameplay is a valid choice, to be honest I love taking a RL job on, and to setup the process, but that's a job. I don't have multiple hours to just sit there in Supercruise. In discussion, squadron members theorised years ago about being able to fly in good time to those locations.
SCO is not superficial so I wonder if you could share that more fully.
SCO is what it is, a shortcut to compress an empty part of the game (imo). FD could do a lot with it, but don't- meaning it stays dull and compounds issues elsewhere.I am a bit surprised at your beef about SCO.
'The bulk of the fun' seems to be about the mundane. Goal oriented gameplay is a valid choice, to be honest I love taking a RL job on, and to setup the process, but that's a job. I don't have multiple hours to just sit there in Supercruise. In discussion, squadron members theorised years ago about being able to fly in good time to those locations.
SCO is not superficial so I wonder if you could share that more fully.
You forgot gib c9 SCB. Oh, and gib c9 PP to power c9 SCB and prizzy.Making every optional module in size 9 sounds like a headache. They certainly couldn't have just done it with cargo bays and fuel ranks, because you know what's going in the suggestion forum every week:
Lazy devs only made 2 c9 modules LoL, game dead.
Can we have a c9 prizzy?
C9 prizzy when?
Where's the c9 prizzy?
FDev are dumb because no c9 prizzy?
Game needs a c9 prizzy.
Why c9 only for cargo and fuel?
C9 prizzy pls.
C9 slots are placeholders. Game is half baked.
More options for c9 modules please...
I do, but very rarely nowadays.you can give your opinion, hell you SHOULD give your opinion it's a chat forum after all . .....
Or just shout at the sky?you can complain to FD if you want....
Oh, I wouldn't imply such... That would be very unkind.but what your shouldn't do (and I am not saying you are) is accuse other players who are happy with this ship of being selfish or implying they are some how being too thick to understand why you are right and they are wrong or suggest that those players who are happy are now helping the game ultimately fail!.
No it doesn’t: same number of slots but two are simply bigger to provide the extra cargo space that is wanted without inventing magical TARDIS modules and without increasing overall slot count, preventing it surpassing other ships for shield / hull capability.No, the you limit it to only being a cargo hauler.
As opposed to requests for Optimised Fuel Tanks, Optimised Shield Cell Banks … or, for that matter, C6+ Hull / Module / Guardian Shield reinforcements when?Making every optional module in size 9 sounds like a headache. They certainly couldn't have just done it with cargo bays and fuel ranks, because you know what's going in the suggestion forum every week:
Lazy devs only made 2 c9 modules LoL, game dead.
Can we have a c9 prizzy?
C9 prizzy when?
Where's the c9 prizzy?
FDev are dumb because no c9 prizzy?
Game needs a c9 prizzy.
Why c9 only for cargo and fuel?
C9 prizzy pls.
C9 slots are placeholders. Game is half baked.
More options for c9 modules please...
I did try to do some checking on this a few days back. Long story short, it's actually really difficult to automatically detect that a system is part of a chain in a way that matches intuitive definitions well and isn't really susceptible to missing data messing things up. Still, allowing that some colonisation will have made systems which were originally part of a chain now have enough development around them that it won't be clear which one was the original chain ... maybe around 5-10% of systems were originally colonised as part of chains to somewhere else. (EDIT: to be clear, 5-10% is a maximum and it might be considerably lower than that, less than 1% is possible)I would always ask the question of "How many of those new systems are actually a single outpost bridging somewhere or where people are waiting for the end of beta, or for things to be more stable, to actually develop it?"
The FSD is the most obvious truly revolutionary change - going from it taking multiple weeks for even a fast ship to cross the bubble in 3290 and in-system commuting taking a couple of days, to even an E-grade FSD being able to make the trip in a few hours and in-system commuting taking minutes, and this change coming in extremely rapidly in a couple of years compared with the multiple centuries the same pace of change took on the scale of Earth.Now your turn: Show me in the codex that revolutionary changes are allowed or being the norm in ED.
SCO in isolation is great - it replaces the boring bits of supercruise which for a decade had been "the most optimal move is not to touch the controls for two-to-twenty minutes" with a hands-on and skill-based way to travel from A to B. It's a far more interesting solution to the "big systems" problem than the average "microjumps" player suggestion, interacts well with the bits of supercruise which were already fun, brings in a much greater variation of ship-to-ship performance in supercruise as well (I don't just mean the difference between new and old ships), etc.I am a bit surprised at your beef about SCO.
'The bulk of the fun' seems to be about the mundane. Goal oriented gameplay is a valid choice, to be honest I love taking a RL job on, and to setup the process, but that's a job. I don't have multiple hours to just sit there in Supercruise. In discussion, squadron members theorised years ago about being able to fly in good time to those locations.
SCO is not superficial so I wonder if you could share that more fully.
In pure cargo capacity terms, changing the Panther's top slots from 8-8C-7-7C-6-6 to 8-8-8-7-7-6 would also give the same cargo capacity, flexibility and slot count. I'm guessing that part of the point is to also give them flexibility to retrofit these bays to existing smaller freighters as well without adding entirely new internals to them.It’s the same solution … just without magic!
Elite (1984) Manual said:The largest known freighter with a cargo bay designed by Beerbaum and ThruSpace Inc., the Anaconda is the only freighter fitted with Dizaner SpaceWares swing-float platforms. These load-balance metering devices enable the loadmaster to rearrange the cargo within seconds to increase maneuverability of the great ship.
If FSD is 'revolutionary' depends a bit on how one looks at the lore: In original 1984 Elite, we had a similar drive. Elite 2 & 3 had a different drive for interstellar travel. I don't remember the details but Drew Wagar and Obsidian Ant talked about the development of the FSD some years ago and explained it to be a bit of a rediscovery of the Elite 1984 drive tech. If we look at ED as non-connected to previous games, it is revolutionary, indeed and more or less the core driver (pun intended) for the entire game.[...]
The FSD is the most obvious truly revolutionary change - going from it taking multiple weeks for even a fast ship to cross the bubble in 3290 and in-system commuting taking a couple of days, to even an E-grade FSD being able to make the trip in a few hours and in-system commuting taking minutes, and this change coming in extremely rapidly in a couple of years compared with the multiple centuries the same pace of change took on the scale of Earth.
And that's why genuinely revolutionary changes - to which "what if a box, but bigger?" really doesn't count as so I'm not going to ask how the thread got onto this... - don't happen very often: working through all the implications is way too much effort (and in the case of the FSD, one Frontier largely avoided doing either)
[...]
Considering how cargo collection seems to work I always assumed that there is some kind of internal automated mechanism that moves things to racks within the ship after it enters through the scoop (or via limpet). Wouldn’t make a lot of sense otherwise, especially for corrosive items automatically getting assigned to the corrosion resistant storage (if there are multiple cargo racks present).so there must be a fair bit of empty space in them to allow any cargo "slot" to be accessed separately.
If it has agility levels resembling the Cutter that would be great [for its size]. Part of the reason the T9 is just so insufferable is that (basically) nothing happens when you hit the roll input in supercruise. And not much more for pitch. Speed… yeah, it’s not great either, but at least it’s no Thargoid Orthrus (those things moved at something like 240 at highest speed).I do wonder with the pivoting thrusters if agility wise the PC is half okay for its size.
I do have a number of those but a few were made in part with eventual future development in mind. Whether I’ll ever have the time to get to them before I stop engaging with colonization because I overestimated how much I’m willing to, or something something Thargoid or Guardians happens to them to make further construction halt, or I just run out of time in the game (third one least likely, currently), that’s another matter of its own.(I'm not counting yours as one)