Are you looking for high pay, or missions in particular? Because if you are looking for income in a combat ship you'd do best hanging out in one system with RES and Haz RES sites. You could spend a full week fighting in such a system and only need to use supercruise
Me choosing not to fly a ship with a low jump range is not a balancing factor. It's me being sane while you are not. Or you just have that much patience. To me, friendship drive charging feels like a loading screen. Not playing the game.
As far as I know, ships will be able to hold fighters the size of a Cobra, so you are likely to be able to use your Cobra or your Eagle
There is no reason to start insulting people. We differ in opinion, nothing more. I can see that something that causes you to make a decision is a balancing feature. You can't, seemingly because it doesn't suit your designs. That's normal enough, but just don;t expect others to just accept your diagnosis.
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Not nearly the size of Cobra's, or even Eagle. More like the fighters you see in the CQC/Arena portion of the game.
That was hardly meant as an insult. You need to open your eyes. The argument really boils down to you think it's a balancing factor because some people are not patient enough to stare at loading screens. I think that's absolutely ridiculous and a poor excuse for balancing factors. That's like saying in Call of Duty... Well tell you what. You can have a minigun, BUT, you must only spawn with 1 minute left because it should take longer for you to reach the battlefield cause you have a minigun. Or just properly balance it and make it have a spool up time and be innacurate. Much like you can properly balance the ships to fit the roles they were designed for. There is no jump a long way role.
It's a game. The real world has advantages that would make you too powerful in a game.
Agree to disagree. I'm of the mind of don't waste my time with silly mechanics that you think are necessary. You obviously like having your time wasted. Right on commander. Also, FRIENDSHIP DRIVE CHARGING. 30 times in a row just to get to a community goal. Never again. I sold that piece of junk.
I still don't get what you are arguing about. Ship transport will be implemented soon, this should fix the problem.
There is no reason to start insulting people. We differ in opinion, nothing more. I can see that something that causes you to make a decision is a balancing feature. You can't, seemingly because it doesn't suit your designs. That's normal enough, but just don;t expect others to just accept your diagnosis.
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Not nearly the size of Cobra's, or even Eagle. More like the fighters you see in the CQC/Arena portion of the game.
Are you sure ? But are we gonna be able to actually fly fighters or they will be like drones ?
Are you sure ? But are we gonna be able to actually fly fighters or they will be like drones ?
Most missions require you to jump to the next system, which is possible with every ship in the game (not just Anaconda and ASP...). If you want to do long range smuggling/hauling/trading you can do this with every ship that has a jump range close to 20 ly or above (=most ships in the game). Why should you be able to do efficient trading in a combat ship? Just take a Cobra or Python.It might solve the issue of getting fighters out to CGs, but it doesn't solve the wider issue of FSD ranges stopping us from using ships that would otherwise be suitable for the purpose, as in my "general mission running" example. If you enjoy running missions, and value your spare time, you are VERY limited in your choice of ships. If interstellar travel was made more interactive and fun I could have understood why they chose to balance on range, but it is pretty much the single most mind numbing aspect of Elite. Jump, turn, charge, jump, turn, charge, jump...
Most missions require you to jump to the next system, which is possible with every ship in the game (not just Anaconda and ASP...). If you want to do long range smuggling/hauling/trading you can do this with every ship that has a jump range close to 20 ly or above (=most ships in the game). Why should you be able to do efficient trading in a combat ship? Just take a Cobra or Python.
For the FSD range balance fans - can you explain why you think this is a good mechanic? And I am not talking about the need to balance ships against each other, I am talking about using FSD range to do it.
- Why balance on an aspect that has zero tactical effect? (Besides the extreme fringe case of hyperjump chases that most commanders have never experienced)
- Why balance on an aspect that has such a dramatic impact on a players time usage?
- Why balance on an aspect that forces you to use one of the least developed mechanics in the game for a longer time (jumping from star to star requires only the barest minimum of input from the pilot, but still enough to not allow you to do something else at the same time)?
One of the reasons I ask is that when you see any poll or discussion on Engineer mods, the vast majority state that the first thing they will change is the FSD range. So interstellar jumping, repeatedly, is clearly an aspect of the game that very few people actually enjoy as they seek to limit as much of it as soon as the opportunity arises. Why FDev have chosen this particular stat to vary so greatly between ships is a mystery to me, and smacks of poor design, or variation for the sake of variation without any further thought behind it.
As said above, ship transport should adress most of the issues. I think some people just like the idea of different ship roles.
You're all insane.
But you already have different ship roles, the ships are in fact noticably different in a large amount of tactically relevant stats. What need is there to add huge variation in FSD range to this mix, which as stated only has the effect of boring the commander with honk-jumping?