In-system, Beacon-Beacon jumps, if the beacons are over a minimum distance apart (equivalent to a 3 minute SC journey). Longer journeys should be able to be bypassed. You would get campers at nav beacons to contend with in low-security systems and police patrols in high-security ones, depending upon your current activity/profession, but then camper = sitting duck as well, so it has good points. There should be an increased risk of misjumps the shorter the jump is. I've posted this before a few times...
Fact.
Bots would definitely happen, so any pro-autopilot argument has to take that into account.
Your attempt - "strawman" - is pitiful. Try again.
I haven't kept it to myself, I've offered many suggestions that would enrich the actual playing the game stuff, rather than something to avoid playing it altogether. Search my activity history for more details, but here are a few:
More general activity and destinations in populated systems. These could include: Temporary/seasonal outposts, scrapyards, combat arenas, racing circuits, prison transports and compounds, government research facilities for espionage/sabotage, megafreighters and other large vessels that cannot be docked so need help loading/unloading (and provide opportunities for cargo theft), hidden outposts (with illegal mission boards, illegal ship enhancements, criminal record wipes and other stuff), more involved exploration mechanics than activating a magic "find everything" device.. I could go on, but you get the idea.
Before these quotefests take up pages on their own: more destinations would probably mean shorter SC journeys, so player activity/LS would be greater. Stands to reason. Anyway, noticed that you ignored the exploration bit, or the bits involving craft like prison transport, which would almost certainly introduce security escort work, or larger ships in general, that would probably provide similar work or other things to do, even if it's just having to take care to stay clear of the giant ships during your journey so you don't get mass-locked out of SC... Then there's the new stuff coming in 1.3, like jobs that involve tracking the target into and out of SC. That might be a simple "interdict and destroy" job, or it could involve tracking their movements and holding fire, and it could have its own complications, like being the target of interdiction yourself from the target's colleagues. Who knows? But the point is that SC can have gameplay that is meaningful and engrossing, whereas an autopilot is just "watching the washing".Stuff
Explain this post, please. I'm offering suggestions that could improve the game, and making the point that this thread has none, since autopilot is a non-starter for all sorts of reasons - and I'm the one trolling? What have you brought to the table? Tall tales about autopilot bots for sale and how you're going to write one as soon as you can be bothered...Guys, quick heads up:
Armour is trolling you all over.
I think scary voiced "fear of bots" is just trolling. Fact is, it ain't happening. Get over it, guys! 38 pages of "wouldn't it be cool if this was a different game"?
Before these quotefests take up pages on their own: more destinations would probably mean shorter SC journeys, so player activity/LS would be greater. Stands to reason.
Anyway, noticed that you ignored the exploration bit, or the bits involving craft like prison transport, which would almost certainly introduce security escort work, or larger ships in general, that would probably provide similar work or other things to do, even if it's just having to take care to stay clear of the giant ships during your journey so you don't get mass-locked out of SC... Then there's the new stuff coming in 1.3, like jobs that involve tracking the target into and out of SC. That might be a simple "interdict and destroy" job, or it could involve tracking their movements and holding fire, and it could have its own complications, like being the target of interdiction yourself from the target's colleagues. Who knows? But the point is that SC can have gameplay that is meaningful and engrossing, whereas an autopilot is just "watching the washing".
Before these quotefests take up pages on their own: more destinations would probably mean shorter SC journeys, so player activity/LS would be greater. Stands to reason. Anyway, noticed that you ignored the exploration bit, or the bits involving craft like prison transport, which would almost certainly introduce security escort work, or larger ships in general, that would probably provide similar work or other things to do, even if it's just having to take care to stay clear of the giant ships during your journey so you don't get mass-locked out of SC... Then there's the new stuff coming in 1.3, like jobs that involve tracking the target into and out of SC. That might be a simple "interdict and destroy" job, or it could involve tracking their movements and holding fire, and it could have its own complications, like being the target of interdiction yourself from the target's colleagues. Who knows? But the point is that SC can have gameplay that is meaningful and engrossing, whereas an autopilot is just "watching the washing".
Yes, it was absurdity for humour's sake. I didn't put aIt might stand to reason in your head, but just because there's a lot of stuff in a system it doesn't mean the distance to your desired destination or the travel time changes.
But right now, you don't have to do anything other than keybind 75% to one of your keys, leave A, don't put big stuff in between you and B, and listen for warnings whilst you chat/look at the system info/Galnet/wash your socks. What is the issue? Once you've done a few SC runs, you know roughly how long it will take based upon distance, and your internal timer becomes second nature to set.All of which is fine and adds depth but NOT ONE BIT OF IT changes travel times. Someone has already said travelling is about going from A to B, throwing in C thu Z in between them doesn't make the actual going from A to B, which is what you're actually wanting to do, any quicker or more interesting. Ignoring the washing whilst I have a chat or maybe have a look at the system info or Galnet is more preferable than having to continuously turn the handle to make the clothes wash.
If freighters and other giant ships (some might be larger than stations) tend to follow similar routes to their destination that a lot of players also do (otherwise player-player interdictions would not occur), you could come into the giant ship's (much larger) gravity well, so they could mass lock you at a greater distance than a normal ship interdiction, and totally by accident. You could avoid them in much the same way that you avoid the large static bodies in a system, but these would a) move, and b) probably look a lot like normal ships in SC, so you'd have to pay attention. And they might be able to travel a lot faster than our ships with their powerful drives, so avoidance wouldn't necessarily be quite as easy. Think Aztec challenge with the occasional high-speed truck attempting to drive through you from behind.And the reason I ignored it is because your point is trivial and almost entirely non-relevent. Oh, and avoiding ships, in a 1:1 scale solar system? Really?
So you want to ignore all distractions and space truck from A to B, but you find space trucking boring, so you want to have a self-driving truck. Hmm...And who's going to take an interdict and destroy mission when they're in a hauler or type 6. The point being is no matter what you throw in to make a system more interesting, if it's not relevent to what the player is up to at that moment then it makes little difference. I would have thought that obvious. I've lost count of the number of USS's I've blown past on my way to where I'm going, another space station, shipyard, giant space ship, whatever, wouldn't make any difference.
You can easily find speed/hull/weapon hacks, instant FSD charge hacks, tools to read market data direct from the client...What's to stop some gold farmer combining that stuff with the relevant macros and pixel reading (to indicate interdictions so that they can auto-submit only to instantly charge back up into SC) making an auto-trade bot, then running it 24/7 and eating everyone else's profits? You can run an infinite jump distance hack. What's to stop someone hacking together a rare trading bot and insta-jumping between stops to flog their rares? Come to think of it, what's to stop them running multiple instances of said bots from the same account? Not much at present, apart from the lack of an autopilot.On the subject of ignoring, I noticed you ignored my point about the magical bot which'll do everything and is an inevitability to the point of being a fact and seems to be the only basis for your objection. Hmmm?
I quite agree.Anyway, troll feeding time is over![]()
why don't you try actually flying around a system and look at stuff rather than using sc to just go from mission start to mission finish. You never know you might actually enjoy having the freedom to fly yourself, as opposed to quick time event
If that was the Stallone Dredd, that's yr first mistake