Should Jump Range Be Used As A Balancing Factor?

That's 50 minutes of time not doing anything in game.

for sure you are doing something: going from a to b. that's the activity in itself, number of interactions is irrelevant, you have to be there. that distance has a meaning in a space game sounds just right imo, and personally i like it so. of course it can be improved. but no, i'm not gonna yell 'boo, boo' at you and still like it :)

i get your point and you are right, most simulators compress time. that's why it's so awesome for me that elite just doesn't.
 
Every version of Elite before this had time compression. The only reason Elite: Dangerous doesn't is because of multiplayer.
 
Last edited:
Again, make the minimum jump range 25LY, then scale it up from there. Thus, the fuel tank becomes the rate limiting step. Combat focused ship would still have to plan out their jumps, due to stars and explorer type vessels would have a larger range and not be affected as much.

The game dynamics would not change from today, only less time would be required moving from point A-B.

There red would not be a negative effect for any of the roles being played in game.


Also, there are several ways to do this and add it to the game lore!

the increased fsd range for all ships it's something i would gladly welcome.

Explorer ships shoug get a x2.5 buff

Seriously: what's wrong to reach sag A in a corvette if the time used is 250% of an explorer ships?
 
the increased fsd range for all ships it's something i would gladly welcome.

Explorer ships shoug get a x2.5 buff

Seriously: what's wrong to reach sag A in a corvette if the time used is 250% of an explorer ships?

I am not keen on explorer ships getting an FSD buff though they should be better than the other ships.

Getting across the ends of galactic arms should not be easy. You should be able to hit dead ends and have to retrace a few thousand years, you should even be able to get stranded because you used jumponium to make a leap but don't have enough to get back. Finding a route through should be a triumph and currently it is. Anything over 50LY jump range (remember the Anaconda is close to that now) and you kind of lose all that.

I do speak from experience here. I am currently circumnavigating the galaxy. I have travelled 193,000LY so far and crossed the void between two galactic arms. It's irritating as hell but when you succeed, it is very rewarding.
 
I don't want a general buff to all jump ranges.
15 to 25ly is a perfect middle ground for bubble travel, and explorer class vessels should stay as they are.

That should be enough that for general bubble travel, you can fly in, more or less a straight line.

I'd still be happy if the FDL could just jump 4ly farther on a combat/scoop loadout.

It's still slow by all accounts, but less of a pain in the backside to move around.

I still like the idea of space being vast and difficult. But some ships take it alittle too far. Lol
 
I'm on the yes side.

Reasoning:
Time is a factor in MMO's. Those that invest more time get more out.
Sadly it's a fact of life, I wish it wasn't but it is. Skill alters it a bit but for the large part it holds true.

With that being said Jump range is basically a time sink and since most of the rest of Elite has time as a factor why not travel. If you have limited playtime you take a multi-role ship with better range or stick to a few systems. I've recently gone from being a student with more time than sense to employed wondering where my life went. As such I've adjusted and am now in my Anaconda and Asp a lot more than my Clipper and FDL.
 
Reasoning:
Time is a factor in MMO's. Those that invest more time get more out.
Sadly it's a fact of life, I wish it wasn't but it is. Skill alters it a bit but for the large part it holds true.

And what would capping travel overhead within the bubble to non sleep inducing levels change about that?

Nothing.

Because for any given activity where the volume of the performed activity is of interest, that has however a "latency" (travel overhead) and a "bandwidth" (time spend doing said activity at a given effectiveness), latency becomes negligible and time spend performing said activity at the given bandwidth is the deciding factor.

In Elite's terms, when you reduce travel overhead for long distance travel, the time will - unsurprisingly - remain the deciding factor. Any trader, explorer, smuggler or bounty hunter with more time at hand will still have more time at hand to effectively play the game when travel overhead through the bubble is capped at some reasonable level. The difference here is, that the game's travel design and balance wouldn't give players with less time at hand so much of a middle finger, when they'd like to participate in a community goal at the other end of the bubble during the one evening a week they might have. Especially for a combat player with relatively little time, Elite is like an internet connection with a ping so high, that it actually becomes an uncomfortably notable factor to the time they spend downloading a video.


But I guess accessibility of all of the game's activities for players with less time is undesired for some people? I just can't wrap my head around their reasoning. As seen above, their status would remain unchanged in relation to everybody else.
 
Last edited:
Harebrained idea, I spent the best part of 2 minutes thinking of this one, so bear with me ....

We've got them fancy materials to gather and put into our FSD drive to gain 20%, 50% or 100% jump boost. These materials are not for sale (yet?) perhaps because of BGS economic reasons.

So instead of buying materials you buy a fuel tank which is prepared with 20%, 50% or 100% bonus Jumponium. This installs the exact same way as the regular fuel tank but, it can't be refuelled (scooping or buying) so after it's been emptied it can be jettisoned or when arriving on destination be replaced by another module. The amount of jumps you can boost with this depends on the size of the tank of course, and the range of the ship. Boosting a 7 Ly range to 14 Ly will take less out of the tank than boosting a 40 Ly range to 80 Ly. In other words, the CMDRs with the low range FDLs and Corvettes will have many boosts at their disposal to reach that CG or meet up with their buddies.
 
Harebrained idea, I spent the best part of 2 minutes thinking of this one, so bear with me ....

We've got them fancy materials to gather and put into our FSD drive to gain 20%, 50% or 100% jump boost. These materials are not for sale (yet?) perhaps because of BGS economic reasons.

So instead of buying materials you buy a fuel tank which is prepared with 20%, 50% or 100% bonus Jumponium. This installs the exact same way as the regular fuel tank but, it can't be refuelled (scooping or buying) so after it's been emptied it can be jettisoned or when arriving on destination be replaced by another module. The amount of jumps you can boost with this depends on the size of the tank of course, and the range of the ship. Boosting a 7 Ly range to 14 Ly will take less out of the tank than boosting a 40 Ly range to 80 Ly. In other words, the CMDRs with the low range FDLs and Corvettes will have many boosts at their disposal to reach that CG or meet up with their buddies.

I simpler and more common suggestion is just either 'Premium' and/or 'Military' grade fuels. Of both.
Premium can give you an overall boost of 30%, with no drawbacks, except increased costs. Not scoopable.
Military can give you a 100% boost, and extremely high costs, and/or the need for an expensive military grade FSD/fuel tank, and/or reduced economy (costs more per jump).
Also not scoopable. (or create military fuel scoops.)

Premium would give the combat fitted FDL about 14-15ly range. But it will need to dock to fuel, which would require better planning.
(And a map filter for stations)
Military fuel/FSD would give it a 22ly range, but the pricing for the FSD would start higher, so a E4 Military FSD, would actually cost more than a A4 FSD, but still be better, slightly. An A4 Military FSD should be extremely expensive, like 50 or even 100mil. Not something you'd want to lose!
 
I simpler and more common suggestion is just either 'Premium' and/or 'Military' grade fuels. Of both.
Premium can give you an overall boost of 30%, with no drawbacks, except increased costs. Not scoopable.
Military can give you a 100% boost, and extremely high costs, and/or the need for an expensive military grade FSD/fuel tank, and/or reduced economy (costs more per jump).
Also not scoopable. (or create military fuel scoops.)

Premium would give the combat fitted FDL about 14-15ly range. But it will need to dock to fuel, which would require better planning.
(And a map filter for stations)
Military fuel/FSD would give it a 22ly range, but the pricing for the FSD would start higher, so a E4 Military FSD, would actually cost more than a A4 FSD, but still be better, slightly. An A4 Military FSD should be extremely expensive, like 50 or even 100mil. Not something you'd want to lose!

I agree with a lot of this, however, you have traveling going from one time sink to another.

I say say keep it all the same now, just say that science has changed based on Alien contact and adjust jump ranges to a minimum of 25LY. Broadcast it all over galnet and make it happen through the Galaxy. Call it some mysterious science fact. It doesn't have to be crazy and can follow lore!

For me, I'm ok with my FDL being out of fuel every 3 or 4 jumps. It makes me plan my route more. Unlike my ASP, I just select destination and go. But, the jump distance in the FDL is not enough.
 
Last edited:
I simpler and more common suggestion is just either 'Premium' and/or 'Military' grade fuels. Of both.
Premium can give you an overall boost of 30%, with no drawbacks, except increased costs. Not scoopable.
Military can give you a 100% boost, and extremely high costs, and/or the need for an expensive military grade FSD/fuel tank, and/or reduced economy (costs more per jump).
Also not scoopable. (or create military fuel scoops.)

Premium would give the combat fitted FDL about 14-15ly range. But it will need to dock to fuel, which would require better planning.
(And a map filter for stations)
Military fuel/FSD would give it a 22ly range, but the pricing for the FSD would start higher, so a E4 Military FSD, would actually cost more than a A4 FSD, but still be better, slightly. An A4 Military FSD should be extremely expensive, like 50 or even 100mil. Not something you'd want to lose!
I don't think this is simpler :p

I like mine better just because it's simpler. You buy a tank, afterwards you dump the tank.
But, the jump distance in the FDL is not enough.
You say this as if it's a given. It's not. That's why people are trying to come up with solutions that suits more players.
 
Last edited:
its one of (a few) pet hates, jump range should not be a balance factor really, but the itemisation/module system is currently too limited to really allow for something that works well. imho any ship should be capable of decent jump ranges, for some it would require a significant compromise in some other area (load capacity, for example)but it should be possible for a corvette to jump a great distance, consuming a huge fuel load as cost and thus requiring additional fuel tanking and or scooping ability. There should be plenty of opportunity to improve the module/items system to stop it being the clumsy linear list of junk to quality but rather create synergistic combinations, for example, (forget their current ratings for now) an A rated FSD combined with a very efficient (for feeding FSD's) C rated distributor, but not so good for feeding
weapons systems.

Im kind of hoping the Engineers will address some of this, though so far Ive not heard that they will, so far there is too little fact about them to know (and history does suggest FD lack the depth of implementation), regardless though it's something that they could address I just feel if its not going to get done with Engineers its unlikely to be revisited for a long time, if ever. Still there is always jumponium, a game play feature that made me laugh so much right up until the point where I realised it was actually true
 
I still fail to see why jump range can't just be a function of ship mass and size and quality of FSD fitted (and quality of fuel, but *sigh* another DDF proposal that's AWOL). It seemed to work in Frontier & FFE. (And the other thing we lost with multiplayer is jumps taking a different amount of time that needed to be factored in to missions).

Likewise, why is speed and acceleration (and visibility to other ships) in supercruise not a function of the same variables?

- - - - - Additional Content Posted / Auto Merge - - - - -

Still there is always jumponium, a game play feature that made me laugh so much right up until the point where I realised it was actually true

Sad isn't it? :(
 
Last edited:
1 & 2) Then don't be rude: Stop suggesting people ought to play other games. They've paid more or less the same amount for Elite as you and have the same right to assess the game's balance and design.
Then I can only return you your own argument - don't be rude: Stop suggesting people currently playing (and fond of) the game to change existing rules according to your own wishes effectively transforming this game in something completely different the others would not want (or would be unable to) play, as "they've paid more or less the same amount for Elite as you and have the same right".
Btw, looking at this discussion, I'm honestly glad that the people here have the right to access game only, but not its design or balance - it's only developers prerogative=).
You know, this discussion looks somewhere like that kind of situation for me: two men arriving at the mall and see a big box with an appealing picture on it showing kind of stadium - or a table? - a pair of rackets, a net and a ball. The first one have also time to read that this box contains "full set for tennis", and may be knows a bit more about this production line, etc, the second one was... maybe he was just very "impressed" - at the beginning. Ok, the box has been bought. Upon arrival first man is very content with this purchase - he likes to play tennis. The second is... "unimpressed". He thought that this was a ping-pong game. Those games are somewhere similar. But he wants to play ping-pong, not tennis. So what he does? He starts to call support services of the above mentioned production line saying that they must recall all already purchased products and replace them for all customers with the "ping-pong" game so he can play with the first one and all the others in the game he is fond of (disregarding the fact that all those other people intentionally bought tennis). (ha, yes, service support has been "forced" already to send micro ping-pong for all their customers).
Yes, a big amount of simplification, some exaggeration, but like this you can get my point. I know that elite is currently in development. I know that there is people that purchased it before release (but this is a known risk with potential benefits that have became available later). Personally I've bought it only after official release and only after a little try-out.

3a) "Play your way - 400 billion star systems. Infinite freedom." => "Unless you're a combat player, then be good, stick to your system and farm your RES. Otherwise we'll punish you for chosing that path by wasting your time more than if you had other paths." This directly flies in the face of the game's own claim.
"... upgrade your ship and customize every component". You can be a combat pilot OR an explorer OR trader OR etc AT ANY time. You can change one role to another and then back again without any problems. You can be a combat pilot AND explorer AND trader but not all of them at the same time. Each profession in elite has some significant rollbacks/drawbacks, combat pilot is not more special than any other. Elite combat pilot is not the only elite in this game=) I really don't see any valid argumentation from your side here.

3b) Another argument/"Solution" I've heard before. And I'm as unimpressed as I was the last time. Why do you people suggest mechanics for avoiding playing the game as fix for the issues people are faced with while actively playing the game? It's the issues' root that ought to be tackled.
Mind blowing. I will be very impressed if the priority goal of this thread will be to impress you, personally=)
Jokes aside, as far as I see the biggest problem here is the fact that you take the liberty on your own behalf to call - the fundamental and very important features of present game mechanics - to call them "issues", that "ought to be tackled". And all those proposals are about new content, and not about "fixing" issues.
"actively playing" -? I'm playing actively. Or this "actively playing" means solely preferred "pew-pew"? As the only imaginable by you in-game player interaction?
As for the other points below. This is a game that claims it's about a player's freedom to chose their own path. Being a game and not our second or mabye third job
..and full list of mixed issues/complains. With some of them I can agree - but also I can live with it. Some of them can make me only smile.
The game not only claims, but also gives this freedom to choose. There is nothing that push you in game to hurry up and to grind ranks or credits besides your own decision. You need to fly to the other side of the bubble to a new CG event in a full combat fitted FDL/FAS?
a) no one but you take a decision to participate in this event, it's never mandatory, you can always wait for another in a proximity or do not participate in them at all.
b) it's only your decision to take this particular ship in this particular build. Reconsider ship/outfitting or take the consequences. This meta is good - defending given system, but not so good in travelling/fast attack from a long distance. Don't try to change the laws of the game universe just in order to make your meta good in all cases. Returning to my analogy with a huge and comfortable car - you can drive it to patrol your nearest neighborhood, may be taking for a ride a "girl next door" greatly impressed by your exterior=), but on the streets of the modern city it's not of a great use.
c) or how about some jumponium if you are really in a hurry? Ah, you don't want to collect it? So, it's your - free - decision.
And speaking about second/third job. It's only your responsibility to reconsider what kind and number of in-game activities you can afford. Nobody except yourself force you to do any. You know, Elite is a long-term project=) The same concerns all that PP thing.

So, if the path you chose requires you to use a vehicle with specific capabilities, the game damn well ought to remember it's a game and not punish you for chosing that path by minimizing your time spend participating in the core activity of said path. The "path" btw, isn't how you get to work, but what you do there. I think we all spend enough time getting to work and working outside of the game and I don't think combat players should be required to spend as much time "getting there" in the game, as they do IRL. Nor anybody else moving through the inhabited bubble btw..
I see at least two points here.
"vehicle with specific capabilities" - first point. If your meta cannot travel - it's a problem with your meta build and in-combat balance, not with jump range or the chosen "path". And it's not a "punishment", it's a normal tradeoff
And no, Elite - as far as I understand - is exactly the game about "getting there" and "action", not just "action", and also trading, exploring and many other activities. For only instant endless action - welcome to CQC. As this is exactly an "extended" on all inhabited bubble variation of CQC that you suggested with all those equal-instant jumps. Sorry, but no.
And yes, time and distance are the inseparable properties of space and consequentially of a game that pretend to be about "space" and mention something about simulation.
And yes, time and distance are the only possible natural boundaries between different political formations or any other kind of factions/powers.
And yes, time and distance and all the problems they raise for bloody-thirsty militarists are a kind of the indirect natural proof about the pure fantasy nature (not by any means "science" fiction) of all those interstellar war scenarios=)
Development team has already done a great work balancing this primary properties of the space - time and distance - in this virtual universe - and more work has been done in balancing simulation with so appreciated by you arcade play style. They have already committed enough crimes against physics and common sense - please, don't push them further in that direction aggravating their sins - as there is already an army of little red devils in tin foil caps waiting impatiently for them to begin the in-deep investigation=).
Think about this:
- To create a battle field/playing ground for the combat oriented spacesim there is no any reason to recreate a universe. Do you really pay attention to all those stars while in battle? No, may be only for the nearest one and - may be - for the nearest planet. 1+1=2 stellar body's. So where is the need for those "400 billion star systems"? Some reasonable number of backgrounds/textures is more than sufficient. An effective admiral must not at all count the stars somewhere in the sky - the only real concern for him must be the size and the number of the stars on his(her) shoulder straps=)
- funny thing, one can simply add some more realism - cut out this fantastic idea of FSD/jumps, cap the speed by far more natural "1c". Years to go to the nearest systems, all off the players are effectively enclosed in the starting systems and couldn't flee - ideal battle playground!
- when time/distance are no more important factors - due to your ameliorations to the "bubble" - trading will lost any remaining interest to the extent of vanishing. Also, regarding the new look of the bubble as an endless cqc-style combat zone I don't see any slightest reason to be in trading ship inside a combat zone.
Result: boring space filled with glowing spheres and some last pilots in absolutely identical ships appropriate solely for combat doing their "pew"-"pew" business (if they will not be the first to flee from this absurd theatre). May be some forgotten explorers at the extents of the galaxy.
- btw - are targoids must be also granted with the same possibility to travel fast in the human-inhabited space? They can be in a hurry and have some time-constraints...

I've also heard the "works for my ship (and you're free to take the same ship if it isn't working for yours!)" rethoric of your travel analogy a lot before when it comes to time spend marathon jumping through the bubble. It's as condescending and unhelpful as ever.
And this part make me actually laugh! Brilliant!
You know the most funny thing? How many times I've saw exactly the same kind of rhetoric but in far more... hmm... "cynic" forms from so-called "combat pilots"?=) And yes, with absolutely obligatory "Go play solo" suggestion=))) So maybe it's absolutely rightful to say "go play CQC"? No? Ah, "So don't be rude", "It's as condescending and unhelpful as ever", yes?=))))) Sorry, can't stand this, may be you not deserved this, but nearby asked for=)

I don't really get the "if you don't have time to play, then don't" argument.
I haven't said "don't", I've said - "you have options"=)
Imagine, I'm kind of a fool and have bought this game while having only 1 minute per day to play. My options? Surely to push developers and all existent players to adapt my precious game play style, no?
Yes, I know that this is not a good kind of extrapolation/argumentation - but it is legitimate. If you have 15 minutes all the other options become available. CQC or you can just start playing in a steady rhythm. Ten jumps, or no jumps at all but 1-3 missions, a battle or two. Your progress will not be in a rush, but it will be present. There is nothing imposed on you to be in a hurry - this is supposed to be at least a ten years long project. Ten, Karl!=) And if you want some "social" in-game interaction, than be aware that social in-game and IRL are exactly the same thing. Interaction is the part of the real world, so if you ready to spare an hour for this IRL than the same for the game is also true + a bit more (you are playing at the same time, some more actions to be performed).


Skyrim took me 1000s of hours to play through
Sorry, I haven't played Skyrim. But you've said "through", so I can assume that there is some kind of end play conditions, not sure. I'm pretty sure that you are aware that this is not the case of Elite. My current in-game play time is more than 1.5K hours and I'm considering myself as being not so far from the start=)

but for others, It is. And many people voice their frustrations over travel times.
It's not something FD should ignore, because less players, and a bad name is the last thing they want as a company.
Sorry, but as for any other game forums - and IRL situations, here mostly complainers are present (with some rare exceptions), as all other - content - voices tend to keep silence (as far as they are happy with the present state of things).

CQC isn't ED. It's just Space CoD. And rubbish(sorry FD) lol
And the primary reason for me to defend my position in this discussion - is to intercept any real or suggested possibility to transform ED in an arcade style Space CoD. And the logical result of many (not all) suggestions presented here is exactly this unwanted transformation.

Choosing a home system is a good start if you like to meet up, but CGs are often no where near where you are, due to the size of the bubble.
Besides of arguments mentioned above (about CG/fdl/fas/meta and your choices):
Someone likes to underline that Elite IS "Dangerous" (using this as an argument). If so, I can only add - and the universe is really VAST, and this property is somewhere/sometimes the only option capable to - partially - negate the "dangerous" part.
One another possible option - is to inject more distributed everywhere CG's simultaneously. But this requires additional overhead from game designers.

Using a traffic jam isnt exactly relevant BTW.
There is no real world equivalent to hyperspace.
Hmm, some property of the elementary particles has been named "flavor" (charm, beauty, etc), other - color, while having nothing in common with real flavors or colors. Simply there is no any "equivalent" in the observable world. Scientists just named them like this. Sorry for off-topic=)
My analogy with cars/traffic jam doesn't serve to illustrate any imaginary principles of the FSD functionality but rather to show possible player's behaviors/choices and is as relevant as any other analogy.


One thought I had, is FSD class, size and ship mass effect jump range, but why not supercruise acceleration/deceleration?
haven't performed any deep study of the problem, but supercruise ship's handling IS actually affected by ship size/type

Oh, I know you coudn't deny me, cmdr BurnyBurns! Here comes the most brilliant of your arguments, precious perl in my collection:
And what would capping travel overhead within the bubble to non sleep inducing levels change about that?

Nothing.

Because for any given activity where the volume of the performed activity is of interest, that has however a "latency" (travel overhead) and a "bandwidth" (time spend doing said activity at a given effectiveness), latency becomes negligible and time spend performing said activity at the given bandwidth is the deciding factor.

In Elite's terms, when you reduce travel overhead for long distance travel, the time will - unsurprisingly - remain the deciding factor. Any trader, explorer, smuggler or bounty hunter with more time at hand will still have more time at hand to effectively play the game when travel overhead through the bubble is capped at some reasonable level. The difference here is, that the game's travel design and balance wouldn't give players with less time at hand so much of a middle finger, when they'd like to participate in a community goal at the other end of the bubble during the one evening a week they might have. Especially for a combat player with relatively little time, Elite is like an internet connection with a ping so high, that it actually becomes an uncomfortably notable factor to the time they spend downloading a video.


But I guess accessibility of all of the game's activities for players with less time is undesired for some people? I just can't wrap my head around their reasoning. As seen above, their status would remain unchanged in relation to everybody else.

Good. Very good posed and self-answered question, good explanation. I can rep this, but I won't, as this is far better example of absolutely wrong assumption with accordingly wrong argumentation. I don't know either you intentionally try to fool other community members with this self-confident assumptions or you are just not competent enough? You just managed to simply substitute absolute values with their ratio's/relations - et voila! - you get in conclusion that "Nothing" would change!=)))))
Absurd.
This will change everything. And there is no need of so complex explanations - the transformation you've suggested simply called "scaling". Elite Universe is too big for you... Not, not the whole universe, only it's inhabited part is already too big - or - if you want - just don't fit well to imposed by you time constraints. You can't wrap it with your head (or grab it in your hands), not fair!
You can scale down an elephant to the dimensions of a fly, kill it occasionally with your slipper and then try to convince it that "nothing has changed". Or, returning to tennis analogy: at some level of abstraction you can perfectly scale down "tennis game" to the dimensions of a table, getting a pretty similar "ping-pong" game as a result. But just don't try to convince tennis players that this is the same game they've played and nothing has changed. Oh, only "partial" scaling? So you plan to just replace the middle part - net and surroundings - of the tennis court with your ping-pong table for personal amusement? Bravo! Just a special time-space anomaly in place of the inhabited space.
Also, many thanks that the rest of the galaxy you graciously leave for other professions (don't know what a trader will do in the uninhabited space). Also I have some heavy suspicions that if there will be any CG-like activity on the other side of the galaxy - that you must certainly visit just immediately - you'll suggest the same kind of castration for the whole universe.
And finally all this talk about malicious players planning to refuse accessibility for players with less time - the pure product of your imagination. As far as it doesn't affect gameplay of others and taking into account that this is your responsibility and restrictions. So far your suggestion drastically affect the gameplay of the others.
Personally I like the way your logic works, but cannot agree with any of resulting game ameliorations - directed solely for your personal comfort.
And you yourself already refused and called all proposed or potential options, solutions and workarounds - and some of them deserve at least to be think about - as just "fixes for game mechanics issues".
btw, italic emphasizing of the text doesn't serve to make a fact from a false assumption.


for sure you are doing something: going from a to b.
i get your point and you are right, most simulators compress time. that's why it's so awesome for me that elite just doesn't.
exactly this

We've got them fancy materials to gather and put into our FSD drive to gain 20%, 50% or 100% jump boost.
Interesting idea - at least to think about. At the first regard it is another sacrifice-chain to the grind-god.

This seems a valid point to me. You are sitting looking at "charging" graphic and a countdown timer when you could be doing something although I think any particular thing might be irritating after a while. I also fully support the "send my ship here" idea though perhaps with the caveat that there ought to be limits such that you can't say "send my ship to Sag A*" and you must have be in another ship or off line for the duration.
tend to agree with this.
But have some possible suggestions:
1) be able at the in-jump stage to somehow choose to which of available at destination gravitational wells to stick upon arrival (if there are more than one) Can be pretty handy sometimes=)
2) Pure fantasy - ability to switch to some absolutely different slice of reality... or flight mode?;) Exiting somewhere in-between, or... ok. stop.
3) 45 seconds is too long to wait while doing nothing, I agree, also agree that they are way too short to have time enough to do something else. The easiest solution will be to reduce this "loading screen" time down as much as possible (conserving jump range), but it is technically impossible at the current stage as far as understand, but... One possible alternative is to increase - and may be significantly - jump time (don't kill me just here:) ) while conserving present jump range (strict no-no to more jump range tuning)=))) So one will have time to do "something" else, yes. The amount is to decide - I'm sure that there is people who can suggest minutes/hours and even month/years=) And one simple addition - that can have really many hard-to-predict consequences - is to implement not only "jump" button, but also "exit" button.
 
Last edited:
And what would capping travel overhead within the bubble to non sleep inducing levels change about that?

Nothing.

Because for any given activity where the volume of the performed activity is of interest, that has however a "latency" (travel overhead) and a "bandwidth" (time spend doing said activity at a given effectiveness), latency becomes negligible and time spend performing said activity at the given bandwidth is the deciding factor.

In Elite's terms, when you reduce travel overhead for long distance travel, the time will - unsurprisingly - remain the deciding factor. Any trader, explorer, smuggler or bounty hunter with more time at hand will still have more time at hand to effectively play the game when travel overhead through the bubble is capped at some reasonable level. The difference here is, that the game's travel design and balance wouldn't give players with less time at hand so much of a middle finger, when they'd like to participate in a community goal at the other end of the bubble during the one evening a week they might have. Especially for a combat player with relatively little time, Elite is like an internet connection with a ping so high, that it actually becomes an uncomfortably notable factor to the time they spend downloading a video.


But I guess accessibility of all of the game's activities for players with less time is undesired for some people? I just can't wrap my head around their reasoning. As seen above, their status would remain unchanged in relation to everybody else.

Have we not discussed this on another thread, your name looks familiar :p

As a bit of background I've recently started full time work and would now classify myself as a limited playtime player. I just don't see the need honestly. We can get anywhere in the game, literally across the galaxy in less than 24 hours. Sag A* in under 8. Let's not reduce the ED's sense of mindboggling scale further than it already has been. It's the same as the reasoning for the in-system jumps. I don't want to play in a universe where I can get to Sag A* in 2 hours or Beagle Point in 4 hours since it just takes the whole challenge and achievement out of it.

If I want to do combat I'll fly my Asp or Anaconda to the system I keep my FDL/Vulture with the nice Haz Res within 100ls of the station.
If I'm going for combat in a new system say a CG I'll take my Python or whatever.
If I'm doing smuggling I take a Clipper not a T9.
I mean if jump range were not a factor I'd have 2 ships, a cutter for smuggling/trading/mining/exploration and an FDL for combat/Piracy. At current I have 6 ships I use regularly and swap between.

We now also have FSD boost. Engineers is due to expand FSD somehow too. I just don't see the need for further movement in this direction. Other open-world games like Skyrim etc feel bigger without it's fast-travel and it ruins it for me personally.
As I say on most of these threads I can see why others would want it to make the game easier and take the achivement and challenge away, I just don't see how it would be a good thing for the game as a whole.

Most people that argue jump range issues have never been on a true exploration trip long distances (emphasis on most since I don't know your background and could be very wrong here), the bubble honestly feels tiny and too small once you've travelled along a galactic arm. Give me a 10Ly Corvette and I can cross human space from one side to the other in about 2 hours. For me unless you are travelling every single session there is no need to change things, even for CG's thats 2 hours per week to get to the next one, all the time in-between you are in the same system or within 1 jump. <- Not including exploration or rare goods trading. Speaking of rare goods would be rather overpowered and need a dramatic nerf bat hit on profits as would smuggling, it'd actually have some quite far-reaching consequences.


Edit: This is getting to be a long post but I've been drinking after a family meal and can't sleep :p
Another thing that gets asked for a lot that boggles me is instant bounty cashouts and SC autopilots and stuff similar to that so you can "play the game more". I just fear a game where it's full on combat or trading or whatever else and there's no calm for the storm. It's like the old COD games (arguably the current ones) where the action was endless and it was encounter straight into encounter into action cutscene. The game was good but quickly got stale because there was no baseline to compare it to, other games like Spec Ops The line which had epic pacing or the original FEAR games where you'd not be pre-warned of every encounter with the appearance of chest-high walls.
The newer COD's, especially the online multiplayer has some larger maps and zombies levels where there's a baseline where you buy weapons or travel to objectives.

Further edit: This exists successfully in other games, I'd argue the problem is with SC/HS not with jump-range. Look at games like Just Cause or GTA. You can take a motorbike or plane for fast travelling or you can go in a tank for security. Same tradeoff but in JC/GTA the travel can turn out more interesting than point and click.
 
Last edited:
Then I can only return you your own argument - don't be rude: Stop suggesting people currently playing (and fond of) the game to change existing rules according to your own wishes effectively transforming this game in something completely different the others would not want (or would be unable to) play, as "they've paid more or less the same amount for Elite as you and have the same right".

Beats essentially telling somebody to go stick it and play another game any day in my book, because you don't like their suggestion. ;)
 
14 pages later and there is no consensus! So FD should sell an upgraded FSD in the store, for $50 USD. This FSD adds 100% to the jump range. That way the base game is not changed, and those of us with more money than time can have our needs met! Win-Win!
 
Last edited:
I've created a monster!

Lol the last few posts were too long to read at 00:30...

Um... So I have no counter argument, but, I shall coment none the less.. Lol
Someone mentioned increased jump range ruining the achievement in doing one of the mega trips to Sag A(which I'm still returning from), or beagle point.

I just want to make it clear that I do not ever want deep space travel any easier or quicker.
I love the mind boggling scale of the galaxy.
I'm not for having a general buff to all jump ranges.

But the complete gimping of jump ranges for certain combat ships (and T9), only serves to make using those ships so annoying to move that FD may as well not bothered putting them in game.
It's the equivalent of playing, Skyrim, and saying, "Well you've picked to play as an Ork, so now you must have double the loading screens to everyone else.... Enjoy!"
...OK....why?
"Why, you ask? Because Orks are big and stupid warriors and cannot open doors correctly the first time"
...well that's dumb...
"If you don't like it, don't play as an Ork!.. Or Skyrim!"
 
Last edited:
I've created a monster!
Sorry, my last post was really a bit... huge =) And nevertheless I have some more things to nail down the cover on the coffin with all those tweak-unify-rescale-insta-jump ideas=)))
But first things first:
14 pages later and there is no consensus! So FD should sell an upgraded FSD in the store, for $50 USD. This FSD adds 100% to the jump range. That way the base game is not changed, and those of us with more money than time can have our needs met! Win-Win!
No comments really, but you either trolling either mixing up Win-Win with Pay2Win =)
I'm glad for you that you are wealthy and, while not trying to count money in your pockets, just from a naive curiosity:
1) How about buying your own separate copy of the Elite universe? You can be a kind of the god there, establishing laws solely based on your own taste and preferences.
2) Pretty interesting what amount of colored paper one will need to buy some smallest bit of change in the fundamental laws of physics? IRL?=)
3)an IRL time-compressing machine can also be an option for wealthy people=)
And if someone don't want to see options there will be no consensus.
____________________________________
OK, so here some more words why - imo - so-called "combat pilots" are "punished" with small-range jumps and why I see no real reason for them to complain about this. Some kind of a look on the origin of the problem from different point view.
So far, ED combat pilots have developed and mastered at a certain level available combat tactics. Close combat encounters in ED have inherited more from classic air battles on the Earth than they have in common with only "theoretically" possible "open space" situations - due to a very special in-game "physics" (more in opposite sense to be precise) . While some of pilots are already "Elite combat/Admirals" they have no capital ships or any fleets of notable sizes (and so far looks like they will never have any of those). So where is the place of military-oriented "strategy" in this game? And following the same rule as with tactics this is supposedly something inheritable from our actual history experience? While ED universe doesn't lack originality and interesting solutions one can always find kind of analogies or similarities based on its own experience or somewhere in history. So I really doubt - no offence, FD - that there will be something really brand-brand-new and absolutely unattended in "strategy" domain of this game.
And why "will be"? Here it is! And time-distance pair is - as always - it's fundamental principle.
1) Faction expansion - 1-2(3?!!) "military" jumps.
2) Zones and boundaries of influence in PP. Already a slightest bit of taste of how it could be - traveling in hostile territory (while this effect somewhere negligible up to now). Here the distance - and the number of jumps - start to be a part of game experience/combat activity.
Annoying "military" jumps are just annoying as far as npc's really have nothing to counteract for those "so-called " combat pilots (with all that about latency, etc). If they will be more than just "occasionally" opposed by the adequate forces in each not-allied-friendly system along their way, with all that promised system of crime and punishment, with npc-s chasing any criminals from system to system following the same fsd-range rules - et voila - there will be much more of so deserved "action", may be more than those pilots can support really, and this annoynig 45 seconds gap of the jump can become the only possibility to take a breath of relatively fresh air in non-hostile environment. Like this ED can become really "Dangerous" for those who like to repeat this "Dangerous" slogan currently only to justify their own actions and impunity. So why they are so attached to CG events - the only possibility to encounter any real opposition as other combat pilots, as in "fair case" the rest of the universe - npc's and non- combat oriented players is just kind of "background" of their game play (or "legitimate" prey, yes). And I can only suppose that 's it is may be simple fact of fear - or something similar - of not to have the biggest gun (at least as big as have the others) upon arrival to the destination that forces those players to travel in those not so suitable for travel meta builds.
Why neutral factions must attack "neutral" combat pilots (if they are really "neutral", and owners of IC or FAS are formally not)? No, they must not, but you know, in most jurisdictions in ED - besides anarchy/dictatorship - personal or battle weapons are prohibited. So why by any means arrival of fully loaded with much more powerful weapons battle ship must not at least alert them? A single ship that can multiply by zero all present "security forces" at present state (cannot take down station but solely because they are indestructible by default). And how can a faction, a Power, or a Super-Power defend itself in case of the war or invasion in this circumstances? Imagine a super blitzkrieg directly to opponent's HQ with proposed insta-jump capabilities? And here comes the jump-range restrictions, where military units can advance only one cell at a time, and "civilians" are not so limited. So defender can establish layers of defenses on the possible approach routes of the aggressor. Some military units can advance faster than others at an expense of decreasing its firepower/defenses. Looks like a good point to prepare a strategy in case of, say, global Federation-Empire conflict.
However resides a problem of travel time/distance to CG's. Actually the importance of CG's is a bit over estimated - and with purpose - as they somewhere appeared as a response for initial lack of in-game content complains - so complains about travel time/distance is just a kind of derivative of original ones about content. With the arrival of the new content their role will diminish. Think of them as kind of Olympic games. And you know, I haven't heard about many cases that, say, a professional cyclist use solely its sport bicycle to travel from US to Europe just to take part in a championship there. Or brand new Olympic "tank battle" competition (just imagine), Russian crew takes direct route from Moscow to New-York, in their tanks, yes (hello WWIII)=). Looks like public transport (possibility to recall your ship) is much more "natural" (and safe) solution.
 
Sorry, my last post was really a bit... huge =) And nevertheless I have some more things to nail down the cover on the coffin with all those tweak-unify-rescale-insta-jump ideas=)))
But first things first:

No comments really, but you either trolling either mixing up Win-Win with Pay2Win =)
I'm glad for you that you are wealthy and, while not trying to count money in your pockets, just from a naive curiosity:
1) How about buying your own separate copy of the Elite universe? You can be a kind of the god there, establishing laws solely based on your own taste and preferences.
2) Pretty interesting what amount of colored paper one will need to buy some smallest bit of change in the fundamental laws of physics? IRL?=)
3)an IRL time-compressing machine can also be an option for wealthy people=)
And if someone don't want to see options there will be no consensus.
____________________________________
OK, so here some more words why - imo - so-called "combat pilots" are "punished" with small-range jumps and why I see no real reason for them to complain about this. Some kind of a look on the origin of the problem from different point view.
So far, ED combat pilots have developed and mastered at a certain level available combat tactics. Close combat encounters in ED have inherited more from classic air battles on the Earth than they have in common with only "theoretically" possible "open space" situations - due to a very special in-game "physics" (more in opposite sense to be precise) . While some of pilots are already "Elite combat/Admirals" they have no capital ships or any fleets of notable sizes (and so far looks like they will never have any of those). So where is the place of military-oriented "strategy" in this game? And following the same rule as with tactics this is supposedly something inheritable from our actual history experience? While ED universe doesn't lack originality and interesting solutions one can always find kind of analogies or similarities based on its own experience or somewhere in history. So I really doubt - no offence, FD - that there will be something really brand-brand-new and absolutely unattended in "strategy" domain of this game.
And why "will be"? Here it is! And time-distance pair is - as always - it's fundamental principle.
1) Faction expansion - 1-2(3?!!) "military" jumps.
2) Zones and boundaries of influence in PP. Already a slightest bit of taste of how it could be - traveling in hostile territory (while this effect somewhere negligible up to now). Here the distance - and the number of jumps - start to be a part of game experience/combat activity.
Annoying "military" jumps are just annoying as far as npc's really have nothing to counteract for those "so-called " combat pilots (with all that about latency, etc). If they will be more than just "occasionally" opposed by the adequate forces in each not-allied-friendly system along their way, with all that promised system of crime and punishment, with npc-s chasing any criminals from system to system following the same fsd-range rules - et voila - there will be much more of so deserved "action", may be more than those pilots can support really, and this annoynig 45 seconds gap of the jump can become the only possibility to take a breath of relatively fresh air in non-hostile environment. Like this ED can become really "Dangerous" for those who like to repeat this "Dangerous" slogan currently only to justify their own actions and impunity. So why they are so attached to CG events - the only possibility to encounter any real opposition as other combat pilots, as in "fair case" the rest of the universe - npc's and non- combat oriented players is just kind of "background" of their game play (or "legitimate" prey, yes). And I can only suppose that 's it is may be simple fact of fear - or something similar - of not to have the biggest gun (at least as big as have the others) upon arrival to the destination that forces those players to travel in those not so suitable for travel meta builds.
Why neutral factions must attack "neutral" combat pilots (if they are really "neutral", and owners of IC or FAS are formally not)? No, they must not, but you know, in most jurisdictions in ED - besides anarchy/dictatorship - personal or battle weapons are prohibited. So why by any means arrival of fully loaded with much more powerful weapons battle ship must not at least alert them? A single ship that can multiply by zero all present "security forces" at present state (cannot take down station but solely because they are indestructible by default). And how can a faction, a Power, or a Super-Power defend itself in case of the war or invasion in this circumstances? Imagine a super blitzkrieg directly to opponent's HQ with proposed insta-jump capabilities? And here comes the jump-range restrictions, where military units can advance only one cell at a time, and "civilians" are not so limited. So defender can establish layers of defenses on the possible approach routes of the aggressor. Some military units can advance faster than others at an expense of decreasing its firepower/defenses. Looks like a good point to prepare a strategy in case of, say, global Federation-Empire conflict.
However resides a problem of travel time/distance to CG's. Actually the importance of CG's is a bit over estimated - and with purpose - as they somewhere appeared as a response for initial lack of in-game content complains - so complains about travel time/distance is just a kind of derivative of original ones about content. With the arrival of the new content their role will diminish. Think of them as kind of Olympic games. And you know, I haven't heard about many cases that, say, a professional cyclist use solely its sport bicycle to travel from US to Europe just to take part in a championship there. Or brand new Olympic "tank battle" competition (just imagine), Russian crew takes direct route from Moscow to New-York, in their tanks, yes (hello WWIII)=). Looks like public transport (possibility to recall your ship) is much more "natural" (and safe) solution.

Hate Much?

how is having a bigger jump range giving me the iWin? I can already buy every ship in the game, minus the Cutter and Corvette. And I'm doing the rank for those now.

Thats one long Butt diatribe, just because you want to force people into playing the game how YOU want. It's a GAME that is an open sandbox. So don't force me to play your way!!

Oh BTW, if I want to buy the game and be a GOD there, I can!!! It's called Solo, I get that option everytime I log on!
 
Last edited:
Back
Top Bottom