Now this I totally disagree with. As I mentioned earlier in the thread, just because something forces players to choose certain ships over others doesn't make it the right choice to achieve that goal. You could use menu lag to balance ships. You could decrease the speed of the landing gear massively. You could make a Corvette produce a weird squeak every time you applied any yaw. All things that would prevent many people using various ships, but not a single good idea from a game play perspective. For me FSD ranges with such a large difference as we currently see fall into that category of being annoying for the sake of it.
If the goal is to ensure variety in ships, then make sure we have enough varied things to do with them, and make sure they have sufficient variation in stats to make us compromise on one aspect versus another. But don't make me compromise on my time in the game which is essentially what increased time spent honk-jumping does.
Edit: As a compromise I will say that this issue would not be so bad if there where more ships to choose from which had Asp-level jump ranges. What makes it so unbearable at the moment is the large drop from an Asp to basically anything else once you give it a good multipurpose fit, meaning that if you do choose to prioritise jump range you are stuck with only that one ship for use on outposts.
I know the FSD is a module like thrusters, but I don't really believe it should be. At least not to the extent of the variation there is now, and especially not with such large variation between different ships. The points I brought up could just as easily be introduced as modules (grade 6A Ship Electronics Package anyone?), but it doesn't make sense to do so because it would make for horrid game play. I feel the FSD variation falls into that category.All of that is just camouflage. Nothing you mentioned as ways to balance ships have any connection to the gear you put in a ship. I know you brought them up as a form of satire but, here I have a real point to counter it. The FSD is just like Thrusters, Power Plants, and any of the other modules you have to choose from when outfitting a ship.
Now this I can't argue withI have to stress, that your dislike for a design decision does not make it an invalid decision.
They are indeed, but I like to waste my time doing something I enjoy. As stated earlier this would not be such a big concern if interstellar travel in Elite was actually enjoyable or challenging. As it stands though it is ridiculously simple (jump, turn, jump, turn etc.) and rather boring.Your complaint is about the use of your game time. I have sympathy but, it's just not enough of a concern, when playing a video game, to circumvent the logical effects of the overall design of the ships. Video games are inherently a waste of time.
I know the FSD is a module like thrusters, but I don't really believe it should be. At least not to the extent of the variation there is now, and especially not with such large variation between different ships. The points I brought up could just as easily be introduced as modules (grade 6A Ship Electronics Package anyone?), but it doesn't make sense to do so because it would make for horrid game play. I feel the FSD variation falls into that category.
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That last part is what makes the FSD range balance so different to any other balancing elements in the game. It forces you to spend more time in the absolute least fleshed out mechanic that Elite has, which really is not a good thing.
Fair enoughIn the end I just have to admit that I don;t agree with you.
According to the data here http://www.elite-dangerous-blog.co.uk/Blog/2015/5/21/elite-dangerous-ship-sizes-to-scale-updated a FDL is 51.6 metres wide, while an Anaconda is 61.8 metres. I'm curious as to how exactly the OP is expecting to fit one into the other. It certainly won't go in through any cargo hatch I can see, and short of making the Anaconda in two halves like an Easter egg I can't think how it could be done, if you are leaving room for the necessary internals. I suppose you could strap it to the outside, or tow it behind on a length of rope - though that might be a bit tricky when you tried to dock...
Yet the FDL is one of the most used ships in game. So does it need even less jump range?![]()
Guys. The FDL and ASP X are like the same size. There is no reasoning as to why the FDL or other combat ships are gimped. If you're trying to cut them off from exploring, then that is extremely simple. Military grade FSD's. The fuel must be bought. The jump range is increased by 50% and fuel consumption per jump is lowered. Yay balance. This makes it easier to get around the immediate area as fighters should, but are ill equipped for long journeys. The journey to the CG may take the same time, but now it's a literally more interesting and I'd dock with some new stations on the way instead of FRIENDSHIP DRIVE CHARGING. FUEL SCOOPING INITIATED.
And by the way, I'm no stranger to going long distances. I have something like 100,000 LY's travelled. But exploring there's the interesting part of scanning the system before jumping. Buckyballing is awful.
Guys. The FDL and ASP X are like the same size. There is no reasoning as to why the FDL or other combat ships are gimped. If you're trying to cut them off from exploring, then that is extremely simple. Military grade FSD's. The fuel must be bought. The jump range is increased by 50% and fuel consumption per jump is lowered. Yay balance. This makes it easier to get around the immediate area as fighters should, but are ill equipped for long journeys. The journey to the CG may take the same time, but now it's a literally more interesting and I'd dock with some new stations on the way instead of FRIENDSHIP DRIVE CHARGING. FUEL SCOOPING INITIATED.
And by the way, I'm no stranger to going long distances. I have something like 100,000 LY's travelled. But exploring there's the interesting part of scanning the system before jumping. Buckyballing is awful.
Well Python is a multi roll, and not as great at combat, though 2.1 does change that a good bit, but FDL still has a very big advantage in agility and speed, which is something combat needs, doesn't seem like it should be underestimated, I fly my FDL for combat stuff, python for 'general' missions but it is a significant difference when it comes to combat, heck the two extra utility points that the FDL do a lot.Current disadvantages to the FdL - low customizability, low jump range, tiny fuel tank requiring use of limited slots to compensate with fuel scoop or spare tank, role-locked into combat and unable to progress at a reasonable pace in either trading or exploration, unlike the Python which is a much more efficient long-term investment. The weight of drawbacks the game puts on combat ships never ceases to puzzle me.
Also, there are many ways to balance ships. Jump range is one of the least important, as it literally only limits time and exploration potential.
And why is that a good solution? A space game where only the most tolerant of boredom can use more than a few ships seems rather badly designed in my eyes.So buy an Asp X instead.
Except I just explained over the last few pages why this isn't true. FSD range is different to every other ship stat because it:Really does sound like people doesn't want Ship choice to be anything but external aesthetics and maybe sound
Everything else must be the same, right?
Agree totally Vasious. In some ways one could argue that there is not enough variation between the ships. Personally I'm comfortable with the way it is right now. But then I suspect that I am a bit of a masochist because I actually love the T9. And I don't love the Anaconda.
Care to expand or are you too shocked?
Actually I'm shocked, I read to page 2 and thought that was it, suddenly I realise there was a whole 9 pages to this thread![]()
And why is that a good solution? A space game where only the most tolerant of boredom can use more than a few ships seems rather badly designed in my eyes.
I'm afraid it really isn't clear to me. I understand and accept that others (Fdev included) believe it to be a good and fair way to balance ships, but I do not.
For instance, what would you say if the speed of accessing the nav menu varied from ship to ship? Opening your left side panel in an Asp would take 30 seconds, vs 0.5 seconds in an FDL. Say the reason was something like "fighters have faster processors", followed by "because balance". That is how meaningless the large FSD range variation appears to many of us. It serves no purpose, adds no fun, adds no tactical element once your are at your destination, all it does is force anyone who wishes to travel longish distances to choose between a few ships with good FSD ranges. Assuming they value their play time of course. Players time should not be a significant balancing element in any well designed game, in my opinion.
...'once you are at your destination'... Brushing that aside is your mistake. That time is what is used as part of the balance. What if a fighter could jump as far as a trader? How would the trader be able to High-Wake from danger? Your fighter could just line up and pursue. That would foul up the balance of ships.
I have a hunch that these are the same people that would defend it the other way it FD initially had jump ranges be relatively equal across the board.
Well, in the end it's all just what we think. Telling me I'm insane, or need to open my eyes doesn't make an impression on me. It just shows your temperament. I won't change what you believe but, hopefully FD and others will see that your opinion is balanced by others. That's all I can ask for.