Space is big... may be too much big for a game ?

The jump lengths are arbitrary, and nowhere is this more apparent than when ypu are moved 12,000 LY instantly by tech support to correct a software glitch with your virtual SRV. What would normally take 4-6 hours of life, is just skipped in a single click by a server admin.

I think it would be more interesting if Witch Space was a semi-dangerous interdiction-like tunnel. But we could also jump as far as we wanted. However, the further we jump, the more insane and twisty the hyper space tunnel would become. For example: if we jumped below our rated jump range (say 35 LY for an Asp) then the tunnel would be smooth ans stable, with a neatly guaranteed safe arrival, and even if you mess up, the consequences would be negligible at this safe range. Now if you up the difficulty slightly, say 2x your rated jump range, then the tunnel would be challenging but doable, and you'd lose maybe 5% hull upon any failure.

Beyond this range, if we lose the "interdiction" then we could wind up in some arbitrary system along the way with significant damage depending on the extremity of the jump. If you attempt a 1000 LY jump, the tunnel would only be survivable by a very skilled pilot, and if you fail to stay aligned with the tunnel and miss your 1000 LY target, then your ship could even be destroyed. At the farthest extremes, if you try to jump 65klys, then you would be virtually guaranteed to fail.

If the star was a system that you had visited previously, then your odds of successfully getting there are increased. So if you frequent Beagle Point often enough, then your odds of getting there in a single jump might eventually become non-zero. This would be a perk of exploration, and also quite useful inside the bubble as well.
 
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Thats really cool gameplay. D. Braben knows what's fun.

If that's all you think you are doing then I might suggest this isn't the game for you.
 
The jump lengths are arbitrary, and nowhere is this more apparent than when ypu are moved 12,000 LY instantly by tech support to correct a software glitch with your virtual SRV. What would normally take 4-6 hours of life, is just skipped in a single click by a server admin.

I think it would be more interesting if Witch Space was a semi-dangerous interdiction-like tunnel. But we could also jump as far as we wanted. However, the further we jump, the more insane and twisty the hyper space tunnel would become. For example: if we jumped below our rated jump range (say 35 LY for an Asp) then the tunnel would be smooth ans stable, with a neatly guaranteed safe arrival, and even if you mess up, the consequences would be negligible at this safe range. Now if you up the difficulty slightly, say 2x your rated jump range, then the tunnel would be challenging but doable, and you'd lose maybe 5% hull upon any failure.

Beyond this range, if we lose the "interdiction" then we could wind up in some arbitrary system along the way with significant damage depending on the extremity of the jump. If you attempt a 1000 LY jump, the tunnel would only be survivable by a very skilled pilot, and if you fail to stay aligned with the tunnel and miss your 1000 LY target, then your ship could even be destroyed. At the farthest extremes, if you try to jump 65klys, then you would be virtually guaranteed to fail.

If the star was a system that you had visited previously, then your odds of successfully getting there are increased. So if you frequent Beagle Point often enough, then your odds of getting there in a single jump might eventually become non-zero. This would be a perk of exploration, and also quite useful inside the bubble as well.

I love this idea so much! :)

I was picturing the TARDIS bouncing around the time vortex ;)

This is going back to I believe how Witchspace was described in The Dark Wheel novel - which if memory serves was comprised of junctions. A sort of galactic superhighway.

Yes. Yes I do like that.

Regards o7
 
Right, and then the forums would be filled daily with people whining that they made a jump, ran out of fuel and died because of the incredibly stupid design that lets them use their entire fuel tank in a single jump and they didn't notice it was a non-scoopable star without any stations/outposts or planetary bases they could refuel on, or even better, they couldn't GET to them because they used all their fuel in the jump.

Have you heard of the "fuel rats" at all?

Thanks to these guys running out of fuel and dying is an incredibly difficult thing to do - I know i've done it and they helped me out (and a nice part of the game and community it was too)
 

ffr

Banned
from what I've seen only a minority of people want it.

One would see only a minority of people want any possible addition to the game because only a minority of the people who bought it are still playing the game and expressing themselves.

Why would such an addition cause a problem to any existing player who didn't want to use it? Just as why would the option of travelling by car cause a problem to anyone preferring to walk?
 
The jump lengths are arbitrary, and nowhere is this more apparent than when ypu are moved 12,000 LY instantly by tech support to correct a software glitch with your virtual SRV. What would normally take 4-6 hours of life, is just skipped in a single click by a server admin.

I think it would be more interesting if Witch Space was a semi-dangerous interdiction-like tunnel. But we could also jump as far as we wanted. However, the further we jump, the more insane and twisty the hyper space tunnel would become. For example: if we jumped below our rated jump range (say 35 LY for an Asp) then the tunnel would be smooth ans stable, with a neatly guaranteed safe arrival, and even if you mess up, the consequences would be negligible at this safe range. Now if you up the difficulty slightly, say 2x your rated jump range, then the tunnel would be challenging but doable, and you'd lose maybe 5% hull upon any failure.

Beyond this range, if we lose the "interdiction" then we could wind up in some arbitrary system along the way with significant damage depending on the extremity of the jump. If you attempt a 1000 LY jump, the tunnel would only be survivable by a very skilled pilot, and if you fail to stay aligned with the tunnel and miss your 1000 LY target, then your ship could even be destroyed. At the farthest extremes, if you try to jump 65klys, then you would be virtually guaranteed to fail.

If the star was a system that you had visited previously, then your odds of successfully getting there are increased. So if you frequent Beagle Point often enough, then your odds of getting there in a single jump might eventually become non-zero. This would be a perk of exploration, and also quite useful inside the bubble as well.

Wasn't it also mentioned back in Beta that certain star type's had differing "fuel" quality and that your FSD could malfunction when in witchspace and spit you out at random locations?
 
If that's all you think you are doing then I might suggest this isn't the game for you.

You may enjoy it if your goal was exploration and see whats in every system, but for everyone else, who just want to get to the outfitting station, or to that ringed system to mine, or to that CG, or to prevent that fed expansion, that IS exactly what they are doing, and its is a tedious process that offers no value.

I'd rather spend 20 minutes in the witchspace tunnel for a 200 LY jump rather than spending those 20 minutes doing that repetition. Of course, for that, FD should let us get out of our seats and walk around our ship.
 
The jump lengths are arbitrary, and nowhere is this more apparent than when ypu are moved 12,000 LY instantly by tech support to correct a software glitch with your virtual SRV. What would normally take 4-6 hours of life, is just skipped in a single click by a server admin.

I think it would be more interesting if Witch Space was a semi-dangerous interdiction-like tunnel. But we could also jump as far as we wanted. However, the further we jump, the more insane and twisty the hyper space tunnel would become. For example: if we jumped below our rated jump range (say 35 LY for an Asp) then the tunnel would be smooth ans stable, with a neatly guaranteed safe arrival, and even if you mess up, the consequences would be negligible at this safe range. Now if you up the difficulty slightly, say 2x your rated jump range, then the tunnel would be challenging but doable, and you'd lose maybe 5% hull upon any failure.

Beyond this range, if we lose the "interdiction" then we could wind up in some arbitrary system along the way with significant damage depending on the extremity of the jump. If you attempt a 1000 LY jump, the tunnel would only be survivable by a very skilled pilot, and if you fail to stay aligned with the tunnel and miss your 1000 LY target, then your ship could even be destroyed. At the farthest extremes, if you try to jump 65klys, then you would be virtually guaranteed to fail.

If the star was a system that you had visited previously, then your odds of successfully getting there are increased. So if you frequent Beagle Point often enough, then your odds of getting there in a single jump might eventually become non-zero. This would be a perk of exploration, and also quite useful inside the bubble as well.

This makes no sense. What you are saying is that you can, by practising a few times in a sidewinder, go anywhere and any distance in one jump. Perhaps you haven't noticed that it is exactly the distances that brings any kind of fun or "life" to the game at all. Without it, trade would become the same as flying briefly between two stations in the same system and fiddling with the commodities screen. Bounty hunting or any kind of shooting at things would be reduced to just an elaborate game of Arena. Smuggling would be incredibly dull as you have a one shot chance of getting into the station but if you failed you could pretty much instantly try again and exploration, well that would be stone dead. The only ones who probably would be bothered too much are the miners.
 

Viajero

Volunteer Moderator
*Mod hat off

Why would such an addition cause a problem to any existing player who didn't want to use it? Just as why would the option of travelling by car cause a problem to anyone preferring to walk?

Because a game is not real life?

Because a game needs balanced mechanics that require a commensurate effort to achieve certain goals? And because different goals appeal to a different subset of the player base in different ways.

Just a few ideas there, but there are many more ways to answer your dilemma.

But above all, because we can also turn around your argument and have instead you ask those same people to play regionally/locally and travel in short bursts instead without the need to jump for hours. The option to jump for hours is just that, an option, because some players actually dont mind as much as the OP to invest that time to reach a certain destination, i.e. many explorers, and make it meaningful. For those who do not enjoy long travel then there are many regional activities and missions that do not need that long travel, precisely as DB describes in the video. Traveling for longer times and distances is also possible, but it is a choice.

How often do you play the game ffr?
 
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Back in my day, we had to wait minutes from the game to load on a tape recorder, only to get load error. View attachment 106382

Here is a trip down memory lane for you.

[video=youtube;q6G-YGNrWm8]https://www.youtube.com/watch?v=q6G-YGNrWm8[/video]

8 minutes to load Robocop.

I used to really really hate that loading noise but now, years later, it's almost like soothing music. I am really tempted to make an MP3 out of spectrum loading sounds.
 
One would see only a minority of people want any possible addition to the game because only a minority of the people who bought it are still playing the game and expressing themselves.

Why would such an addition cause a problem to any existing player who didn't want to use it? Just as why would the option of travelling by car cause a problem to anyone preferring to walk?

it seems many gamers have very narrow vision. It appears to be way to easy to just see the world as it relates to ones own current feelings rather than objectively, having taken a step back, look at the big picture. Hence we get loads of threads making little sense but addressing what happens to be annoying the author at the time.

Here is one example of why being able to jump large distances will affect those that don't. Explorers are explorers for several reasons. Very few are exploring to look at yet another star system or are purely randomly wandering around looking for a ringed Ammonia world. Most explorers are trying to get somewhere, either to be one of the few people to have been there or perhaps, the only person to have been so far out on the edge that only careful plotting for jump range leads to success. Others want to go and see things that most people don't ever see and if they are lucky, tag a system there for themselves. Others have spent ages finding routes through barren areas to get to specific points and then report back their findings in the exploration thread. If anybody can, with very little effort, get pretty much anywhere then all of the above is pointless for anybody.

I can give you an example for trading if you want too but I imagine you won't have read this far.
 
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If you want a downsized space sim there are lots to pick from....

as opposed to downsizing the only 1:1 sized space sim.....

While I agree with you vis not downsizing the only 1:1 space sim, I actually think that the lack of other alternatives is part of ED's problem at the moment. There aren't any other really serious Space Sims and so people who don't like the Elite flavour can't go and play something nearer their tastes. Instead they want ED to be different to suit their needs.

This year we have No Man's Sky, and (maybe) the first instalment of Star Citizen. The question will become, how many people who play ED will move to playing those games instead. Personally I love elite but will probably play the others depending on my general mood. We'll see whether Elite remains my favourite one it's no longer running in a field of one!
 
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