Stars are no where near hot or dangerous enough.

I agree with the op and most replies, the Game should have environmental phenomena and Sun's should be dangerous beasts to skim fuel from however Please DON'T implement difficulty levels IE "Elite Least Dangerous", "Elite More Dangerous", "Elite Mostly Dangerous" and finally "Elite Dangerously Dangerous" :D

Traveling to the outer rim or to Sag A should not be a complete walk in the park.
 
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Accelerating after the initial star-rushing-toward-you effect as you drop out of witchspace has literally never happened to me except when I've forgotten to zero the throttle. Perhaps it's an issue with the way CH write their drivers or the way the game client interprets the output.

No, don't think so - I've just tried a few jumps and watched the various bits and bobs, and this is what happens on my screen at least -
1) throttle has to be set to 100% prior to the 4 s countdown as you iniotiate jump, anything less and the jump doesn't start, and a message says to throttle up.

2) Any time after the start of the 4s countdown you can move the throttle slider back, and it WILL be actioned on exit from jump, but during the 4s countdown and subsequent whizz through witchspace the throttle display on the HUD shows 100% throttle is still dialled up.

3) On exiting witchspace at the target system IF you have previously pulled your throttle back THEN it responds - watching the speed display on the HUD at this point your speed rapidly falls from exit speed to 30 M/s, which is minimum speed in supercruise.

Throttle being physically zeroed before exiting witchspace has no visual clue to show it's been done, but the throttle display on exiting witchspace rapidly falls following exit - as if the ship is obeying a 'stop all engines' style command. Whether this produces a negative acceleration that is greater than I would achieve by pulling the throttle myself on exit I'm not sure to be honest, it seems to me to be doing the whole thing perhaps a fraction of a second faster.

Pre-zeroing the throttle makes the 'stop engines' command execute the moment that the control of the ship reverts to your command, following witchspace exit.

As far as I can tell my original statement is true - you exit witchspace at 100% throttle aiming at the star. I'm not saying that to be a clever or anything, but it's what's happening in my game - and it's not doing anything different to the way it did it before I got my CH set up, or at any other time during 1400 hours of play.

Dave
 
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Remember, you're in the year 3300 in Elite. Just picture that technology has advanced since current-day.

One would assume to refuel near a star, one's ship would also have extensive heat dissipation functionality to combat against said heat build up.

Mmm... so your ship can dissipate the heat from a star's corona indefinitley, but a five second blast from beam lasers is a problem? Sorry Brett but disbelief is NOT suspended. Stars DO need to be a bit more dangerous than firing ships weapons... at least a small amount of skill should be required to skim the surface of a star sucking gases at 2 million degrees into your ship without melting. Right now you can fly to an appropriate point, zero the throttle, and waddle off to make a cup of tea. Ho hum, refueling again.
 
I usually just dip into the corona, reaching maximum scoopage for a brief moment than pull out while charging my friendship drive. With Class 6A, that goes really quick.

But for the general discussion:
When you look at where you die, it happens almost exclusively in spacedock. Docking/undocking is by far the most dangerous activity in the game currently. It seems the player base is happy with it, as they welcomed the speeding mechanic changes last year that made it even more dangerous.

Interdictions, exploring etc. is rather harmless if you pay attention.

So far I have been killed only once in combat, that was in a Cobra when I was rather unexperienced and the NPC decided for a suicide run.



That in itself would be believable. But on the other hand, heat builds up quite rapidly when firing lasers, railguns and plasma accelerators, even though there is only a fraction of the energy involved. That just makes no sense.
Especially given the fact that the shields can hold off laser fire, but are completely useless against the sun's radiation?

Maybe due to the lasers being attached on your ship cause issues , and maybe there is a degree of internal heat?
 
Guys shielding from external heat is easier than radiating internal heat. The ships work with mini fusion power plants. That heat build up is internal and must be purged. Your shields are meant to block external heat from harming systems. The only thing I would change is have stars start to strip your shields away before building your heat gauge.
 
Remember, you're in the year 3300 in Elite. Just picture that technology has advanced since current-day.

One would assume to refuel near a star, one's ship would also have extensive heat dissipation functionality to combat against said heat build up.

Yet we haven't been able to communicate with stations from a distance to complete or receive missions... :p
 
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I kinda feel the opposite, but also agree.

Stars should be much more challenging to scoop from, but also, I'd like to get much closer, because I find it hard to judge scale of stars, most of them feel the same, just a different colour, with the exception of a few giants I've seen.

Maybe shrink the crash ring and scooping distance and it's effects, but then make everything more difficult?
Best of both worlds then!

It would be awesome to be well inside the sun's corona, and see the surface up close. Obviously you'd need to prepare your ship for that!

For general scooping, your shields should protect you from most of the harmful stuff, but if you want to take a closer look(FD could add a reason to go that deep, collect data, scoop gas for a mission or general exploration etc), then you need to bolster your shields and run as cool as possible...

I think there is something to your idea. imagine a hull reinforcement package designed for gas giant and star work, or even a type of hull material shielding that was much stronger against heat and might even offer some minor protection boost against thermal weapons... It might even be that the reflective armour could help against stellar rads... That would be a nice reason to use it.

Shields should be the primary (only) thing between an intrepid fuel scooper and imminent death, though.

But yes, it really annoys me that the super giants are just scaled up, including all the surface details like stellar spots and flares etc, so it's impossible to judge the size of them. And the corona's on supergiants are ENORMOUS... too big considering the scale of the entire star. If they made the super cruise speed somehow relative to distance from the surface of the sun rather than the centre... that might fudge it. You'd spend 10 or 20 minutes just getting to scooping distance of one of the really big stars like VY Canis Majoris (one of the largest known stars).
 
Remember, you're in the year 3300 in Elite. Just picture that technology has advanced since current-day.

One would assume to refuel near a star, one's ship would also have extensive heat dissipation functionality to combat against said heat build up.
This is true but in the process you've lost a totally logical and still half-present gameplay mechanic of stars having different hazards.

Neutron star - Deadly. Sneaky. Freaky as with it's huge exclusion zone and dot - makes sense.
White dwarf - Deadly, but more easily judged.
Virtually everything else - pretty much not deadly, you have to try and get lots of warning and it's identical in every case be it supergiant, C-star, WR, 'cool' L types, ultrahot O types - all exactly the same
Crappy little Y/T brown dwarfs - surprisingly dangerous because you drop out so close it takes a while to accelerate away to a safe turning distance and bizarrely they're just as hazardous as an O type when closer despite being many orders of magnitude cooler
Black hole - utterly harmless.

It makes no sense.

I suspect if you polled you'd find almost everyone entirely expects that order differently:
- The white dwarfs and neutrons seem right
- Y types should be totally harmless and probably barely raise the heat - as you say futuretech
- T types should give a good heat rise but nothing harmful.
- jump in heat to proper risk of heat harm at L
- the rest should scale M->O with M a doddle to scoop from at full rate and O taking a good heat-efficient setup and finer judgement or settling for a lower scoop rate
- black holes should be fine until you drop out - too close at that point (e.g. because of a collision) and your ship gets torn apart

I can't imagine you'd get many complaints - it's how I totally assumed everything would be until proven otherwise. It's a minor addition to the complexity but a distinct added bit of depth to keep in mind and to keep the experience feeling consistent. All the information about star heat is there in the system info, the topic of black holes being ridiculously safe is a regular repeat.

Why not run a few polls? Surely anyone who fills their entire screen with a blue hot star is kinda asking for it....
 
Guys shielding from external heat is easier than radiating internal heat. The ships work with mini fusion power plants. That heat build up is internal and must be purged. Your shields are meant to block external heat from harming systems. The only thing I would change is have stars start to strip your shields away before building your heat gauge.

I accept that, but we're still talking about a ship resisting the corona of a star WHILE containing a fusion reactor... and doing it indefinitley without breaking a sweat... but still unable to shed.the heat from it's own weapons. One might expect that the energy required (and therefore the heat generated) to maintain a shield of sufficient strength to resist a star would.exceed that to fire some lasers?
 
This is true but in the process you've lost a totally logical and still half-present gameplay mechanic of stars having different hazards.

Neutron star - Deadly. Sneaky. Freaky as with it's huge exclusion zone and dot - makes sense.
White dwarf - Deadly, but more easily judged.
Virtually everything else - pretty much not deadly, you have to try and get lots of warning and it's identical in every case be it supergiant, C-star, WR, 'cool' L types, ultrahot O types - all exactly the same
Crappy little Y/T brown dwarfs - surprisingly dangerous because you drop out so close it takes a while to accelerate away to a safe turning distance and bizarrely they're just as hazardous as an O type when closer despite being many orders of magnitude cooler
Black hole - utterly harmless.

It makes no sense.

I suspect if you polled you'd find almost everyone entirely expects that order differently:
- The white dwarfs and neutrons seem right
- Y types should be totally harmless and probably barely raise the heat - as you say futuretech
- T types should give a good heat rise but nothing harmful.
- jump in heat to proper risk of heat harm at L
- the rest should scale M->O with M a doddle to scoop from at full rate and O taking a good heat-efficient setup and finer judgement or settling for a lower scoop rate
- black holes should be fine until you drop out - too close at that point (e.g. because of a collision) and your ship gets torn apart

I can't imagine you'd get many complaints - it's how I totally assumed everything would be until proven otherwise. It's a minor addition to the complexity but a distinct added bit of depth to keep in mind and to keep the experience feeling consistent. All the information about star heat is there in the system info, the topic of black holes being ridiculously safe is a regular repeat.

Why not run a few polls? Surely anyone who fills their entire screen with a blue hot star is kinda asking for it....

All of this ^
 
Fly to close to a star it should kill you fly to close to a black hole it should kill you. plus black holes should look like the one from interstella.

apart from that i like these massive objects

Yes, The original elite was a lot less forgiving re. Stars.

Michael Brooks talked about more geographical dangers.

I hope it's like, you're scooping fuel, a warning detection starts flashing "SOLAR FLARE DETECTED". And then the fun starts.

There's also been talk of volcanoes and ice geysers, which might make planetary exploration more dangerous.

Oh boy. that would be ripping! "Warning, shield levels critical. Shields going down in 20... 19... 18..."
Don"t forget the ubiquitous yet outrageously retro rotating red light of impending doom! EPIC Sci fi right there.


The solar corona is about 2 million degrees hotter than the surface, so it's not even possible to do the sort of things elite does, shields or not. I guess we can just handwave some game mechanics about elite.

That is true, however temperature does not mean the same thing in a near vacuum and on Earth (at sea level pressures). Plasmas can easily reach millions of degrees but their density precludes them from imparting as much "heat" as you would expect to anything they come in contact with. Knowing that heat is really just oscillating or jostling particles (and particles excited into motion by photons). A plasma can be at an incredibly low density meaning that there are very few particles within to impart momentum on the impinging body... Thus they would feel (on average) much cooler than their temperature would suggest. If that makes sense.

Weren't fuel scoops supposed to be dangerous? It seems a bit strange considering we all almost all fit one (I think :p)

Maybe they should make them dangerous again, as long as i don't arrive in systems and instantly explode lol

Fuel scoops themselves weren't dangerous, it was the act of scooping that was perilous.

Lol

FD can never please everyone.
While I hate to admit it, FD should try to please neither the Hardcore Henry's, or the Handwavium crowd, and just go right down the middle.
Not too arcade, not too sim. Exactly how it is now. It's quite a good balance.
Obviously some things are just missing that would make the game more challenging, but the game is still in development.
PvE is currently too easy. So I'm excited about 2.1s changes to AI.
But we desperately need more environmental dangers other heat from stars, or heat from gravity.

Yes, can't please all the folk all the time etc etc... But I agree with you. Need more variety in all the environments.


Personally I think you are all barking.
Your fuel scoop actually scoops at a fraction of the advertised rate, unless you are happy to overheat long before the tank fills. In my Anaconda, as the jump system seems to think it's a good idea to exit at full throttle (can't jump if set less than 100%, remember) pointed at the star - so if it's a white dwarf, for one example, I have to chop throttle and pull hard to avoid getting too close and dropping.

Now I will happily conceed that the damage caused when you get too close is little more than nuisance value, the odd percent of hull damage and a faff about to jump away, a faff that is more annoying the less agile your ship....the most I'd go for would be a modest increase in damage when you DO fall foul in a botched scoop.

This is a game, and no, I don't want a hard core simulation - you can't have a game which let's you explore the entire galaxy if it's trying hard to kill you every 10ly you jump....you'll end up seriously wondering whether you dare leave the landing pad - in short, turn the stars into killers and you'll have increased the simulation aspect and gone a long way towards killing the game.

For the chap pondering the stellar corona temperature I suggest you check the density of all those free protons, and consider what that might mean for the energy density of the hazard.

Dave

My OP stated that suns are not nearly hot enough. With larger shields, one might even be able to get closer than one usually does now, but what I was stating was that it should be the shields that allow you to do that and survive. Should the shields go down, the hull of the ship should start to take the full brunt of the stellar radiation (at whatever ridiculous distance you're at) and start to deteriorate and heat up RAPIDLY. Now if your canopy blows... Well...

So you see, the typical explorer exploring with light shields should be largely unaffected.
BTW, you don't need 100% speed to engage FSD and you can and should throttle down once in hyperspace. You'll immediately slow to a stop when you come out of your jump. Then you are free to turn away from the star.
I have used my cutter to jump more than 1000 times and have not once been dropped out of super cruise. I"s really not even challenging, let alone dangerous.

I'm also not sure what you mean about killing you every 10 ly.


The stars were definitely hotter in previous builds you had to really focus on heat levels as well as scooping, now it's possible to get stuck inside one and still supercruise out of harms way.
Bring back the hot stars several builds ago I'll be a happy camper.

And yes black holes should be terrifying if you get too close to the event horizon which could be set at variable distances.
I'd like to see some kind of cool warping effect in the cockpit followed by spaghettification as your cockpit stretches out and then black nothingness followed with the words "You Died."

Maybe the warping effect could be a visual clue to turn tail and get out fast.

I remember the trepidation I felt as a got closer and closer to my first black hole.... And then just flew past it at 7.5km distance. That was is. 58% heat, wobbly bobbly star field and then "out the other side"
Now, had I popped out of another black hole 2000 ly away I would have been like, "Whoopee!" but as it was I was like, "Meh!"


As far as I know, fuel-scooping is a planned feature for gas giants. As soon as this happens, suns might get a nice buff in danger.

An interesting trade-off, isn't it?
- Sun: close to the arrival point -> fast traveling, but risky.
- Gas giant: safe scooping (and awesome cloud-riding!), but slower to reach.

I'm hoping for something along those lines.


They'll be epic! I wonder how awkward they will be though - gas giants have gravity up to ~40G. Is that taken into consideration in the gravity well modelling? If so they'll be painfully slow to reach. And what happens if you were to disengage from FSD over one of those planets? 40G acceleration would be nearly instantly fatal, no?

The sun has a little shy of 250G gravity at its "surface" so the fact that you can shut off your flight assist and not be sucked in is rather bizarre.

Remember, you're in the year 3300 in Elite. Just picture that technology has advanced since current-day.

One would assume to refuel near a star, one's ship would also have extensive heat dissipation functionality to combat against said heat build up.

Yes, but that "heat dissipation" even works when your shield is gone, power plant destroyed and your canopy is blown out.


I usually just dip into the corona, reaching maximum scoopage for a brief moment than pull out while charging my friendship drive. With Class 6A, that goes really quick.

But for the general discussion:
When you look at where you die, it happens almost exclusively in spacedock. Docking/undocking is by far the most dangerous activity in the game currently. It seems the player base is happy with it, as they welcomed the speeding mechanic changes last year that made it even more dangerous.

Interdictions, exploring etc. is rather harmless if you pay attention.

So far I have been killed only once in combat, that was in a Cobra when I was rather unexperienced and the NPC decided for a suicide run.



That in itself would be believable. But on the other hand, heat builds up quite rapidly when firing lasers, railguns and plasma accelerators, even though there is only a fraction of the energy involved. That just makes no sense.
Especially given the fact that the shields can hold off laser fire, but are completely useless against the sun's radiation?

I would say that rather than the shields being completely useless against the sun's radiation, they are completely unnecessary with current game mechanics. That's the disappointing thing. They should be MANDATORY for scooping and living to tell the tale.
 
I'm guessing if you have the tech to fly 20 light years in the blink of an eye, then you have the tech to make ships heat resistant. Then again, you can't check to see if the station at the next planet has animal meat, so there's that.
 
If they're going to make stars more dangerous, they better let me decide where I'm going to drop out of hyperspace. Not within spitting distance like it is now.
 
I imagine this might be unpopular

But Use the interdiction mechanic for fuel scooping

Better refuel rates if you based on how well you stay in the zone, which is moving about, and your ship is buffered from the turbulence of being in the corona.
Heat build up as you fall outside the target zone, and add in solar flairs and those magnetic arcs (Lowitz arcs??) as hazards.

Closer to the star too for the visuals

I hope we get something similar for atmospheric entry too
 
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Guys also black holes are not near as dangerous as they are made out to be. Magnetars on the other hand... If Jupiter was replaced by a magnetar right now? The iron would be ripped out of your bloodstream. A black hole would just disrupt orbits. Whether the disruption would cause a chain of events that would kill us? Who knows.
 
I imagine this might be unpopular

But Use the interdiction mechanic for fuel scooping

Better refuel rates if you based on how well you stay in the zone, which is moving about, and your ship is buffered from the turbulence of being in the corona.
Heat build up as you fall outside the target zone, and add in solar flairs and those magnetic arcs (Lowitz arcs??) as hazards.

Closer to the star too for the visuals

I hope we get something similar for atmospheric entry too


We kind of had this in a way with Elite 2 and scooping from Gas Giants. Many Panther Clippers imploded to their doom to bring us this information. ;)
 
I imagine this might be unpopular

But Use the interdiction mechanic for fuel scooping

Better refuel rates if you based on how well you stay in the zone, which is moving about, and your ship is buffered from the turbulence of being in the corona.
Heat build up as you fall outside the target zone, and add in solar flairs and those magnetic arcs (Lowitz arcs??) as hazards.

Closer to the star too for the visuals

I hope we get something similar for atmospheric entry too

I'm liking that idea a lot. I'd also like to see different star types refuel you at different rates. It certainly should require more skill than just "get close enough, stop, then go make a cuppa".
 
I imagine this might be unpopular

But Use the interdiction mechanic for fuel scooping

Better refuel rates if you based on how well you stay in the zone, which is moving about, and your ship is buffered from the turbulence of being in the corona.
Heat build up as you fall outside the target zone, and add in solar flairs and those magnetic arcs (Lowitz arcs??) as hazards.

Closer to the star too for the visuals

I hope we get something similar for atmospheric entry too

I'd back this 100%! imagine flying closer to the star with gradually intensifying aurora dancing over your shields as you enter the corona and start syphoning fuel.

I would go a little bit beyond the interdiction mechanism which, when it works is mechanistic and rather dull.

I would have two vectors suggested by the navi:
One of lowest temperature gradient and one of least EM radiation. As a pilot it would be your job to fly between the two juggling temperature and EM based shield attrition until the tank is full, where you break away and make a beeline for the escape vector. That, in my opinion would be a more skill and experience based mechanic it's a possibility of things going pear shaped if you lose concentration.
As it is now you can just sit in high "orbit" for 10 minutes supping fuel while u make a cuppa.

Moreover, unlike the current system, I would like speed to also play a part in determining the scoop rate.
 
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