Can we talk about things that just don't make sense?

When you plot a hundred+ LY journey and target anything else along the way you have to replot your course to get it to show your next jump point. This in particular drives me mad.

Certainly not. Have closer look in the left panel. The next destination on your route is marked by something with three(?) dots.
 
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Why does failing any mission seem to hurt your faction rep much more than a completing it successfully?

This makes perfect sense if the mission is delivering medical supplies or secret Imperial transmissions within a time limit. If it's a contract to kill a pirate in a 450Mcr ship, for 150kcr, it makes no sense whatsoever.
 
Being able to become allied with all 3 factions including getting the highest military ranks with Feds and Slavers at the same time..... makes no sense at all.
 
O.k... so there I was at this burger joint. And wanted to eat some burgers with my family. And they tell me that they only serve breakfast until 11:30.

That just doesn't make sense. Who is eating breakfast at 11:00?
 
Case 1:
- Bring your ship to a stop.
- FA Off.
- Strafe up until reaching maximum speed (another thing that makes zero sense).
- Now strafe down until you decelerate to a stop. Note how long it takes.
- Again Strafe up until reaching full speed.
- Now turn FA On. Deceleration to a stop is significantly faster despite it supposedly using the same thrusters.

Case 2:
- While flying normally, your ship is most agile at 50% speed. For example about 150m/s for a Cobra with 4 pips on engines.
- Deploy cargo scoop. Suddenly, your ship becomes most agile at 75m/s (effectively 25% speed).
In fact, the whole "different rotation rate at different speed" is non-sense. Speed according to a random point of reference is meaningless. Acceleration is all that matters.

Case 3:
- Boost.
- FA Off.
- Go to modules panel and disable engines.
- Ship continues slowing down by magic.
Several changes were made to FA off during early beta for the sake of playability, without lengthy explanations addressing each point (I just cba) just accept the devs felt it necessary.

In response to the complaints about module values, the devs have said they would make more information available at some point, but that is a lot of ui data to change, especially when there are more important things to address.
 
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Linked detail from mission contracts would be good. It could like to a whole mine of stellar, lore or commodity data.


Damage. If my thrusters are at 57% health I want it to be harder to control the ship, if the hull is damaged I should be made to fly slower or make smaller umps with cool down time in between. You get the point.
Stations. I have to pay for parking when I go shopping in town but I can park a spaceship rent free for as long as I like? Be more realistic if there were fees.
Nav Panel. I use the same panel to select destinations and look at jobs/contracts with destination information included within. Shouldn't I be able to lock in my desired destination right from the contract with one click?
 
Case 2:
- While flying normally, your ship is most agile at 50% speed. For example about 150m/s for a Cobra with 4 pips on engines.
- Deploy cargo scoop. Suddenly, your ship becomes most agile at 75m/s (effectively 25% speed).
In fact, the whole "different rotation rate at different speed" is non-sense. Speed according to a random point of reference is meaningless. Acceleration is all that matters.

This one does actually make sense. Deploying your cargo scoop halves your ship's top speed. So the 25% is still 50% of the current top speed (because you deployed the scoops).

The FA stuff is odd though. In beta, if you boosted with FA off, you'd maintain the max speed. And this makes sense, as why would you slow down? They changed this for release though (for gameplay reasons, I think).
 
The one thing that really gets my goat is the landing pads on outposts. Who repeatedly employed the same idiotic designer to place serious obstructions in the "nominal" flightpath for so many of them, especially when if you turn the pad 180 deg there is clear access.
 
Chris, are you familiar with Hong Kong's old airport? :)

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Exploration turn in being slow and awful.

Inability to target celestial bodies from system view (yes I am aware this is changing in 1.3).

Inability to easily switch to external view without a buggy debug camera (X series from Egosoft made it easy to do, why can't Elite?)

Detailed scan failures due to backend problems.
 
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What is the purpose of nav points anyway? You don't need to go there to leave the system and you don't drop out there when you arrive.
Why do kinetic weapons lose damage potential over distance? Air friction?
Why do beam weapons lose damage potential over 3 km? Going through dense fog or smoke?
Why do Agri planets want food cartridges, the crappiest form of food available?
Thrusters, they are made out of pure magic. Why can't they make a ship where the thrusters provide better yaw than roll?
Why do the sensors look for thermal radiation? What happened to radars?
Why do Radar jamming Chaff confuse a sensor tuned to look for thermal radiation? Are they flares, instead of chaff?
Why do thermal sensors weight 5-10 tons and have 8 km radius? Maybe in 1984, they were like that. Present day infra sensors weight 400 kg and have a range of 100 km.
 
  1. Python, a medium size ship, considered an all arounder, has more cargo space than a Type 7, a large size ship, that is dedicated to hauling

The Python costs over 3 times the Type 7, that cost has to be justified. We've already had a Python nerf, please do not go there again.
 

Philip Coutts

Volunteer Moderator
Being able to be ranked with all three major powers? What?
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Also my bank balance at the end of each month rarely makes sense to me...
 
Shoot a non-criminal, cops open up on you. Without scanning. All of them. Conveniently forgetting about everyone in the area with 6-digit bounty on them.
 
I think he's saying it's a bit weird that a T7, a ship that is basically a container with a canopy in front and engines in the back (e.g. as space-optimized for cargo as possible), only fits on a large pad, whereas the python, a sleek dagger-shaped warship with all sorts of angles and space compromises can (a) land on a smaller pad, (b) somehow is bigger on the inside than the outside and can fit more cargo?

The real problem here is that class of the utility slot is doing two separate things: governing how sophisticated a module goes there, while at the same time scaling linearly with cargo container that goes into that utility slot. That design is weird and kind of makes no sense. A ship like the python is like a missile cruiser of today -- capable of carrying all sorts of interesting military kit, but should really not beat a container ship for cargo hauling. But that's neither here nor there, the design is not changing now.
 
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The Python costs over 3 times the Type 7, that cost has to be justified. We've already had a Python nerf, please do not go there again.

Regardless, it has already been explained a number of times: it's the HEIGHT of the T7 that bars it from using medium pads.
 
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