Hardpoints-Pointless?

One of the problems with this though is that it makes turrets on trade ships pointless dead weight because you can't have them covering you as you try to frameshift out.
 
As a matter of fact you (if at all) only move at your normal maximal speed in relation to space. It is the little patch of space around you, which is moving through space, not you moving through space.

My pet theory is that the "standard" FSD space- bubble around your ship is just the size and shape of your ship. All the dangly bits need to be retracted into your ship or they will be left behind in the bit of space that you vacated from.

Cheerz

Mark H
 
I don't want Elite Dangerous to be more realistic. You know: if you try to go in SC with open hard point, damage to them is real factor. But there is safety procedure, you can't go in SC if you have deployed hard-point. So, if we want realistic ED, for this situation, safety options go OFF. And if you jump in SC: Result is: Bye bye, KABOOM.

Hard-point deployed when you go trough atmosphere, result is: High heating, heat damage, eventually - destroyed ship.
 
I wonder if they'll ever consider a ship with a setup like the B1's multiple ejector rack - but with laser/projectile weapons on each hardpoint instead of bombs.

Essentially, the ship would have a large internal bay, containing a wheel/drum, with several different weapons attached around the circumference of that wheel. When the hardpoint doors are opened, the weapons in the correct position deploy. You can retract the weapons, rotate the wheel, and deploy different weapons. You might have it that there are hardpoints at the top and bottom of the craft, so then the two weapons at opposite sides of the wheel would be deployed simultaneously.

The huge advantage of being able to switch weapons without outfitting would be countered by the limitation of only having a small number of hardpoints.

(This post might be the complete opposite of what the OP is suggesting.... but I guess it's a reason why you might consider not having "build-in" weapons!)
 
I don't understand this thread. Is the OP actually complaining about a real thing? What does it matter? How would the game be better if.. whatever he is suggesting.. took place?
 
Not everybody has their weapons permanently fully deployed.

bsg-turrets-closeup.gif
 
Hey look another "I like this better another way, why isn't it how I like it, I forbid you to give me x, y, z reasons, so tell me why." threads.
 
I really hope on some more thought on this hardpoint topic.
The weapons are already mounted to some sort of automated rail system.
Give us the ability to have multiple sets, just ike the docking bays in stations work,
so we can switch the config on the fly.

Need alpha damage? No problem.
Retract hardpoints and switch to railgun loadout.
Need fast firing anti hull armament?
Retract hardpoints switch to MCs.
 
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Right, first off it's so you can configure your ship how you want to. Now to address the SC hardpoints deployed issue (this may end in a wall of text - sorry).

OK SC is an Alcubierre drive. Your ship doesn't move in space, instead a bubble of space is created around you and that gets warped around space. The science is sound but you'd need to find some exotic material with negative mass (we haven't so far - possibly dark energy but that's just me speculating).

In SC you can move faster than light because you're not using a proprellant to move you but bending space so it doesn't break the E=MC2 rule. However if you're in this Alcubierre bubble what happens if you fire a shot and it breaches the bubble. I don't know the full impact but I'd take stab at disasterous.

So what was intended was weapons stowed in SC (that's why you have to stow them to enter SC). What happend (at a good guess) is ADS stopped working if you can't deploy hardpoints, so someone "fixed" that bug in a way that seemed good at the time.

If you ADS in SC then the info panel tells you "hardpoints deployed" and will also auto retract hardpoints if you high wake to another system. However, if you remove weapons but leave the ADS system you don't get told hardpoints deployed. I'd be interested if someone in a wing could buy a replaceable ship and try ADS scanning in SC with their wing watching their icon. First try with ADS and a weapon on the ship then with only ADS and no weapons. See if you go triangle both times, as I think the triangle should mean weapons deployed but ended up meaning hardpoints deployed.

If anyone tries this report back.

Fundamentally the hardpoints deployed in SC is intentions vs programming.
 
I don't believe you. There's absolutely no reason to retract hardpoints for supercruise or hyperspace. None. It's just gameplay, nothing else. Speed alone never broke anything.

It's alright you don't have to believe me because there's actually nothing to believe, It is science fiction after all and supercruise and hyperspace are imaginary, and therefore any explanation I give is also imaginary and obviously not to be believed. That being said, I do think there are other good reasons besides speed, like space dust traveling several times the speed of light hitting your weapons maybe. Either way, why does there have to be a good reason for it anyway, it's Sci-Fi dealing with theoretical physics, there could be technical reasons we cant understand today. Liek Leonardo Davinci's helicopter, he never designed it with a tail rotor, he couldn't have known he'd need one back then.
 
It is definitely only game play. Put it this way, if it were possible for weapons weighing several tons to be damaged in super cruise or hyperspace, then any part of the ship would be damaged equally.

It's just a game play thing. You can imagine up any reason if it makes you feel better but it's just like shields existing when they have zero basis in reality or physics. They make the game more fun.
 
For me, I don't mind the retracting hardpoints. It's a fine idea, and I suppose it's nice to think of it as functional in some way for various reasons. We know about the FSD related reasons, but perhaps your infra-red signature on scanners is reduced also when they are hidden?

My problem with the game's ship design regarding hardpoints is how few and inflexible they are on each ship, cerainly considering how massive these ships are, even a humble Sidewinder! A thousand years into the future, and we have less flexibility with loadouts than you do with modern military figher jets, and hardpoints are often placed in the silliest places reducing their line of sight cones.

Another criticism I have is that if you have a ship, like say a Vulture, with only two large points, each can only accomodate one weapon, even if it is a small or medium. It'd have made more sense that a large hardpoint could accomodate either one large, two medium, or three smalls. Then you have something more logical and practical, like hardpoints and bomb bays in current aircraft.
 
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I don't understand this thread. Is the OP actually complaining about a real thing? What does it matter? How would the game be better if.. whatever he is suggesting.. took place?

Nope, Im not complaining, just posted something I was wondering about :)

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Hey look another "I like this better another way, why isn't it how I like it, I forbid you to give me x, y, z reasons, so tell me why." threads.

No, not true. I was just posting the question I was asking myself because I didnt actually know the answer. Im sorry if you misread my original post

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For me, I don't mind the retracting hardpoints. It's a fine idea, and I suppose it's nice to think of it as functional in some way for various reasons. We know about the FSD related reasons, but perhaps your infra-red signature on scanners is reduced also when they are hidden?.

Just so you know I wasnt complaining about them, just merely posing a question I legitimately had
 
It's all about politeness and statements of intent :). Don't deploy unless you mean it, and stations will blow up pilots so crass as to approach stations all ready to kick off :)
 
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