The Galaxy - Is its size now considered to be a barrier to gameplay by the Developers?

Just in folks :-

Season 3

Pokemon Stops
Instant porting to any location on a, (currently), landable planet
NPC Tinder - match with Elite NPC's NOW!
Every hole is a goal feature' - all systems have rare commodities that will sell at THE SAME STATION for 10X purchase price.

enjoy!
 
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Breaking immersion is a bad thing.

Instant ship travel breaks my immersion.

I will however forgive Fdev when they put a hooters bar in all major stations that I can visit and a SSV(surface sailing vehicle) for me to go fishing on my water world.
 

Robert Maynard

Volunteer Moderator
Super-cruise was the first concession to convenience. ( Or was it hyper-drive? )

Not really - we were going to be jumping straight to POI rather than having the free-form in-system travel system that Frontier proposed after the DDF rejected their first proposal, i.e. from this:

The player travels from one system to another using Hyperspace travel. Although the distances between planets are not as vast as inter-stellar distances they still require the player to travel faster than normal flying speeds in order to traverse between them in a reasonable time. Fast travel is a way of travelling between planets that allows the player to jump quickly across a system:
  • Arrival From Hyperspace – When players arrive in a system from hyperspace travel they will arrive at the outskirts of the system
    • In inhabited systems the player could arrive at a designated edge of system point of interest such as an orbital station or planet (complete with information boards relevant to the system)
    • In uninhabited or undeveloped systems the player could arrive at a random point at the edge of the system
      • Once a player has arrived and generated a random arrival point, any other players jumping to the system will jump to that point
      • The point remains until there are no players in it, at which point any new player jumping to the system will generate a new arrival point
  • System Maps – Show the player the details of the system they are in. Points of interest are shown on the system map
    • Planets, large planetoids, and discovered features for known systems can be found in the players navigation computer
    • Players can buy additional ‘map details’ from information brokers that add extra points of interest (instances) to systems
      • Map details can include treasure maps, locations of valuable asteroids for mining and other such generated places of interest
  • Selecting an Fast Travel Destination – The player opens a map of the system they are in and can select objects and known points of interest in the system
    • The player uses this map to select which planet/station/other point of interest they wish to visit
    • The player can only select destinations they know about or have discovered

Once the player has selected a target for their fast travel jump they can activate fast travel to begin the jumping process:
  • Preparing to Jump – The player presses the ‘jump button’ to begin the fast travel transit
    • The player is shown GUI to show the direction they must face their ship to trigger the jump
      • If something is blocking the path of the players ship the GUI will adjust so that the player will jump around it without colliding
    • The Fast Travel system will go through a quick warm-up sequence (a couple of seconds) before the jump begins
    • If the player does not have enough fuel to complete the jump the jump process is cancelled
  • Once the player’s fast travel system has charged the player will enter fast travel and begin travelling towards their selected destination
    • Once in transit the destination cannot be changed and the player does not have control of their ship
    • Other players can ally with the player and slave their ship to the players to jump as a group

Players are mass locked by large objects and must be a minimum distance from in space away from them before they can initiate a jump
  • Distances are short (100s of metres) and can be crossed in a few seconds
    • The larger the object the larger the distance is required
  • If a player is near a larger ship they will be mass locked and unable to jump
    • Players must fly clear of large ships to begin a fast travel jump
    • Ships have considerably smaller mass lock ranges than stations/planets etc.

When a player enters fast travel any players who had them targeted will be shown their destination
  • Players targeting a ship entering fast travel will be shown the likely destination of that ship and can use that to pursue fleeing ships
    • A brief visual indicator shows the point and direction where a ship entered fast travel
  • When a player enters fast travel they leave their current session and disconnect from other players
    • Any players that were targeting the fleeing ship (and so received their destination) reserve themselves a place in the players next session for a short period of time, allowing players to be pursued
  • As the player is in transit the game begins connecting them (plus any allies and pursuers travelling with them) to a session in their destination
    • The rate at which the player decelerates is controlled to allow the system time to connect to other players before dropping out of fast travel transit
  • The player’s ship will follow its course and make its way towards the player’s chosen destination
  • Once the player has reached their destination they come out of fast travel transit
    • Their selected fast travel jump destination should now be cleared
    • The players fast travel jump destination is cleared if the player leaves the system
    • Miss-jumps should not be possible using fast travel transit

The player can activate their hyperdrive from any point of interest in the system to leave that system and begin interstellar travel, however they must meet the following conditions:
  • The player must have correctly gone through the hyper-drive setup process, as detailed in the hyperdrive proposal
  • The player’s ship must be a suitable distance from any objects to avoid being mass locked by objects/other ships

Issues
Do we want players to be able to have mis-jumps fast travel with damaged/poorly serviced equipments? Is this enriching or annoying? What would be the consequences of a mis-jump?
Does the player have enough tools to detect discoverable points of interest? Do we need a scan button the player can use in transit etc.?
Does the player have enough to do while in transit?
Should there be equipment that can stop/delay/interrupt a fast travel jump?

to this:

Hello, you lovely backers!

Our initial proposal for in-system fast travel raised almost universal concern from the DDF. As developers, we of course make the calls and live with the consequences, but it's fair to say that even in such a small, fanatical (in a good way!) demographic, the response was clear enough to make us step back and take another look at what we were trying to achieve.

Well, it turns out that look become a long, unyielding gaze into the abyss of design. Brains were racked until you could use them for pizza base, stones were turned until the insects had nowhere to sleep, and teeth were gnashed until we were forced to drink our dinner.

The often conflicting issues of multiplayer and scale made this an extremely thorny issue, requiring compromise between many disciplines, but we pushed through to the other side, and I think we found something pretty darn good along the way.

Now it's time let our concept out into the wilds and get some feedback. This is a fairly meaty proposal update, so it's split into two posts. Have a gander, have a think, and let us know.



THE FRAME SHIFT DRIVE

1 GLOSSARY
1.1 POWER PLANT
A ship’s power plant is an internal module. It consumes fuel and converts it into energy that is used by powered modules when they are turned on.

As each powered module is turned on the power draw of the power plant increases, meaning that fuel is consumed at a higher rate.

Power plants have maximum draw levels; once reached, the commander will have to turn off powered modules to turn on new ones.

1.2 ENGINES
A ship’s engines consist of the following elements:
  • One or more powered, internal modules, that consume fuel and generate thrust
    • The greater the thrust produced the higher the fuel consumption
  • A series of external thrusters that direct the thrust to provide ship movement
A ship’s engines allow it to travel at speeds of several hundred metres per second.

1.3 FRAME SHIFT DRIVE
A frame shift drive is a powered internal module. Basically a cut-down version of a hyperdrive, it consumes fuel to allow a ship to travel at a significant fraction of the speed of light.

1.4 HYPERDRIVE
A hyperdrive is a powered, internal module. It consumes fuel to allow a ship to perform hyperspace jumps, travelling vast distances (light-years) in seconds, and to frame shift. The hyperdrive is the name given to the whole assembly, but essentially a frame shift drive is an intrinsic part of it.

2 MODES OF TRAVEL
There are three modes of ship locomotion in Elite: Dangerous, allowing commanders to travel around the galaxy. Both super-cruise and hyperspace travel are inertia-less. Both are closely related, and involve shifting the frame of reference such that distances become very much contracted – essentially distorting space-time in the immediate vicinity to achieve this effect. This means people travelling on such a ship do not feel an acceleration when doing so (though that’s not to say it doesn’t involve jolts and some violent motions so people should be strapped in!):

  • Conventional Travel: Conventional travel allows it to attain speeds in hundred of metres per second. Conventional travel uses a ship’s engines. The following activities are possible:
    • Docking
    • Combat
    • Trading
    • Mining
    • Some methods of exploration

  • Super-Cruise Travel: If fitted with a Frame Shift drive, a ship is able to travel at speeds approaching significant fractions of the speed of light, colloquially known as super-cruise. The Frame Shift Drive is a discrete, powered module. The following activities are possible whilst at super-cruise:
    • Freeform travel between in-system bodies
    • Freeform high speed orbit around in-system bodies
    • Freeform travel to arbitrary in-system locations
    • High-speed pursuit and artificial mass locking of targeted ships
    • Some methods of exploration

  • Hyperspace Travel: If fitted with a Hyperdrive, a ship is capable of near instantaneous travel between gravity wells, either within a system or between systems. These journeys are known as hyperspace jumps. A Hyperdrive is an upgraded Frame Shift Drive. As such, it retains all Frame Shift functionality. The following activities are possible:
    • System-to-system jump
    • In-system jump to in-system body

3 THE FRAME SHIFT DRIVE
The Frame Shift Drive (FSD) is a module that has grid, ship class, mass and power requirements like any other module.
It allows a space ship to travel at super-cruise:

3.1 INITIATING SUPER-CRUISE
When fitted, the FSD allows a ship to engage super-cruise:
  • There is a wind up time when engaging the FSD, with associated visual, audio and sensor effects
  • The FSD cannot be engaged when the ship is within a calculated distance of another vessel or structure that has a large mass– the greater the mass the greater the required distance – conventional flight using engines must be used to clear the distance
    • Modules and consumables exist that can delay/prohibit/cap speed and allow FSD engagement, creating an arms race between those who want to engage super-cruise and those who want to prevent them doing so

3.2 TRACKING AND MATCHMAKING
When a ship successfully engages the FSD it is removed from the session and joins a super-cruise session:
  • The act of engaging the FSD leaves a brilliant particle trail that dissipates over time – other vessels which match the position and vector when engaging their own FSD increase their chance of being matched in the same super-cruise session
  • Any players in the session that is left will see the commander having engaged FSD dart off at an incredible speed in their initial super-cruise direction and then disappearing – enabling such a ship to be followed.
  • Targeting a ship which then engages its FSD increases the chance of being matched with the vessel if engaging super-cruise within a window of opportunity
  • Allies can slave their FSD to guarantee that they enter super-cruise in formation at the same time and in the same session
    • When slaving the FSD, all vessels use the capabilities of the weakest drive
    • The vessel that others slave to has flight control during super-cruise, though slaved ships may break off at any point (and re-slave if they are within a set distance)
  • As with all matchmaking, there is no guarantee of being successfully matched with a particular session beyond slaving FSDs
3.3 SUPER-CRUISING
Once super-cruising, a commander can employ the following ship systems:
  • They can linearly accelerate up to the ship’s maximum super-cruise speed (though in practice this will almost never be reached) and decelerate down to a standstill (these two rates will most likely be different – it will be easier to come out of super-cruise than enter it), at which point they drop out of super-cruise and into normal space
    • Commanders that drop out of super-cruise far from any gravity well may broadcast their location directly to known ships which can use the data as a hyperspace destination
  • They can manually control the direction of the vessel
  • If outfitted with the correct sensors they can attempt to scan for un-mapped celestial bodies, phenomena and other points of interest using associated sensor interface options
  • They can use long range sensors to track other ships super-cruising nearby
  • If they have the correct modules or consumables they can attempt to mass-lock a targeted ship or nearby ships, dragging them all out of super-cruise into normal space relatively near each other
    • Ships do not automatically mass lock each other out of super-cruise no matter how close they visually get – the process must be commander initiated
    • Ships that have a slaved FSD will be dragged out of super-cruise when they are in proximity to a slaved FSD ship that is mass locked, even if they were not targeted themselves
  • Whilst in super-cruise a ship with a hyperdrive can engage a hyperspace jump to a gravity well within the system (a micro jump) or to the major gravity well of a different system (a hyperspace jump) assuming they have the fuel
  • Whilst travelling in super-cruise, the effects of gravity will be accentuated, so travel is both ‘bumpy’ and any gravity well will distort the player’s direction of travel.
3.4 SUPER-CRUISE EXPERIENCE
When travelling at super-cruise the commander pilots the ship using standard controls. They can speed up, slow down, pitch, yaw and roll.

However, several aspects of the flight model are significantly reduced in efficiency; pitch, yaw and roll are much slower.

Although the ship accelerates and decelerates at incredible speeds, the range of acceleration and deceleration is such that it takes in excess of twelve minutes to reach maximum velocity. This fact combined with reduced manoeuvrability, places a greater emphasis on planning ahead.

Because super-cruise relies on the frame shift drive rather than engines, manoeuvrability and acceleration are dependent on the capabilities of the frame shift drive, as well as the ship’s construction; some vessels are inherently better suited to super-cruising than others.

When fitting a FSD/hyperdrive module, the various brands and models have different capabilities in terms of cost efficiency speed and resistance to debilitating effects.

Travelling at super-cruise distorts space-time around the ship in a manner that effectively contracts distances – though this effectively greatly increases gravitational effects too. If these speeds were achieved in normal space the accelerations of many hundreds of ‘g’ would turn the occupants into jelly. It also alters the visuals from the cockpit significantly, for example other ships travelling at super-cruise are rendered as distorted flaring lights, visible way beyond normal visible range, and other astronomical effects, like magnetic fields become accentuated too, rendering them visible in many cases.

Travelling at such speeds causes the ship’s HUD to engage a number of additional elements to help the commander correctly pilot the vessel:

  • All celestial bodies and phenomena within a large distance are enhanced with AR elements, showing distances and collision warnings based on the commander’s speed
  • Other ships travelling at super-cruise within a large distance are also highlighted with AR elements showing distance and direction of travel
    • The commander may target these ships as in normal flight – this is a pre-requisite for some methods of using optional technology fitted to the ship dragging down ships out of super-cruise
3.5 RISKS OF SUPER-CRUISE
Super-cruising allows a commander to theoretically fly their ship anywhere in a system under manual control. However, there are risks involved with travelling so quickly:

  • Although ships cannot collide with each other, they can collide with celestial bodies and phenomena
    • Because the FSD frame-shifts at a constant rate it is possible the player is forcibly ejected from super-cruise while still at a high level of frame shift when approaching a celestial body or phenomena. This can be damaging to the ship (and its contents) – in extreme cases resulting in their destruction.
    • Manoeuvrability whilst in super-cruise is significantly less effective than under conventional drive, requiring earlier intervention to avoid collisions
    • Celestial bodies and phenomena are still present regardless of whether a commander’s system map knows about them
      • When travelling directly towards a known celestial body the ship interface will be able to provide collision course warnings
      • Flying close enough to a celestial body, phenomena or point of interest will update the system map, though this will not necessarily leave the commander enough time to react
    • Atmospheric/surface impacts will cause a ship to drop out of super-cruise – potentially causing damage or destruction to it depending on their degree of frame shift at that point.
  • Although the FSD locally distorts space, effectively shrinking distances, it does not affect gravity, so the effect results in apparently massively increased gravitational forces:
    • Gravitational influence from locations is significantly extended in both range and strength, dragging the commander’s vessel off course, but also allowing skilful slingshots around massive bodies.
    • A skilled pilot is able to use gravitational effects to their advantage, skimming around locations to gain additional temporary gains to turning arcs
  • Super-cruise consumes fuel; running out of fuel will cause the FSD to drop back down into conventional space, potentially leaving the vessel stranded
    • Stranded vessels can use their escape pod or begin transmitting a distress signal
  • Some consumable devices can be deployed by vessels and structures that create a “net” capable of dragging super-cruise vessels down to conventional drive speed if they get too close

Part the Second

(Apologies in advance for low quality designer art!)

4 THE HYPERDRIVE
The hyperdrive is a module that has grid, ship class, mass and power requirements like any other module. As well as allowing a ship to travel at super-cruise, a hyperdrive also allows it to make hyperspace jumps (system-to-system) and micro-jumps (between points of interest within a system).

Whilst travelling at super-cruise a commander may execute any hyperspace jump or micro-jump they have plotted beforehand.

Separate documentation exists covering the hyperdrive, with the following additions:

  • When the commander has plotted either a hyperspace jump or micro-jump destination, it will be present as an AR element in the cockpit interface
  • When using a hyperspace jump to a system, the ship arrives nearby the largest mass present, normally the most dense star
  • A hyperspace jump can only be initiated by a ship already at super-cruise
  • A hyperspace destination can be programmed at any time (the ship does not have to be at super-cruise)
  • Programming of hyperspace destinations can be done by (a) pointing at the destination object and selecting it, (b) using the galactic map and selecting an object, (c) by selecting a destination address that has been stored or sent electronically from another player and (d) by slaving the hyperdrive to another player, flying in formation.
4.1 PLOTTING A MICRO-JUMP
  • The commander can directly select a known location using the cockpit interface, either before or whilst super-cruising :
    • The cockpit interface allows the commander to interrogate and select the destination by directly highlighting the location in the star field
    • Engaging the hyperdrive causes the vessel to micro-jump in a straight line directly to the location, arriving nearby at super-cruise speed
      • The destination point is calculated to be at the centre of location on the edge facing the commander (imagine a snooker cue hitting a cue ball dead centre)
      • There is some amount of arrival point fudging to maximise the chance of matchmaking with commanders already present at the location and nearby
    • Using this method it allows no control over the destination point, but it is the fastest method of quickly reaching a point of interest and does not require use of the orrery system map
View attachment 74

  • The commander can use the orrery to plot a more precise micro-jump:
    • In the orrery view the commander can select a location and move a cursor over its face to pick a destination point
    • Much like aiming a snooker cue at the cue ball, the commander cannot select a destination point round the back of the location, only to a point that their ship has a direct line of sight to
    • The arrival point is still subject to some amount of fudging as required by matchmaking
View attachment 75

  • The commander can use the system map (orrery view) to plot a multi-stage micro-jump, potentially allowing them to travel to locations and destination points that they do not have direct lines of sight to
    • In the orrery view the commander can select a location and move the destination cursor to the edge of the location’s visible face
    • This triggers a slingshot corridor to be displayed – this is a three dimensional volume that curves and expands around the location
    • The commander can select a new destination point at any location that can be reached whilst staying within the limits of the slingshot corridor
    • A micro-jump can consist of as many slingshots as the vessel has fuel for
View attachment 76
  • A micro-jump that contains slingshots is treated as a single journey; the vessel jumps to each slingshot, arriving at super-cruise, realigns for a few seconds then automatically jumps again
    • However, the game checks all slingshot points when the micro-jump is initiated and is able to determine if the ship should be dragged down to conventional drive speed during the alignment stage
4.2 PLOTTED MICRO-JUMP RISKS
When a commander plots a micro-jump there is potential for the route to become invalid:

  • Various locations have orbits of different speeds
  • If the commander plots a route to a location with an orbit, the route may eventually become invalid as the location moves out of alignment with the route
    • The system map interface warns of potential miss-alignment issues with a route
    • The ship will not be able to initiate a micro-jump with an invalid route

OK, so, there it is. I personally think that our revised proposal is ambitious, exciting and inclusive, offering lots of game play opportunities and really supporting the concept that space is really big as opposed to a set of corridors and boxes. It's also hopefully a real positive result of opening up the design process and getting input from the community. But who cares what I think!

Importantly, now, what do you guys and gals make of it? Does this proposal fan the fires of desire or is it too darn complex and unnecessary? Are we making the right call by mixing jumps and cruising or are we messing with balance.

Whether it's issues you can see or potential, we'd really like to hear.

Engage!
 
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"I just did 30 trade runs and I'd like to hunt a few pirates to liven things up but I left my vulture 40 jumps away. Oh well, maybe another time." The idea that they would implement a fix for that but put an arbitrary delay on it is silly. No honestly guys, that would be silly! "You can have your other ship but you have to wait 8 minutes because that's how long it would take you to get here in real life."

Perhaps on your 28th trade run, you transfer your ship, and it arrives while you are doing those last 2 trade runs... everyone is happy, and you where rewarded because you planned ahead. The point is you wouldn't have to wait doing nothing for those 8 minutes...
 
Glad at this turn of events.

The realism vs. fun conflict should usually win on the fun side.
Noone is forced to fast-travel ships. If you want to, you can roleplay realism all you like. Make the game harder for yourself. Fly flight assist off. Etc.

But in the end the goal is to have fun by playing or creating meaningful content.
And adjusting the balance between "doing stuff" versus "getting somewhere to be able to do stuff" is usually a good thing. And it is in ED as well.
 
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Well here goes my 2 pennies/cents/currency of your choice

Instant ship travel is a feature I dont want in the game.... right nailed my colours right to the mast there

Reason: it makes the game too easy , especially for the griefers and other undesirables. wanna get to the latest CG and raise hell... hauler 30 ly jumps, then move the impie cutter there and blow away the combat novices
Also it makes the whole concept of rares rather pointless(I trade rares when I cant smuggle)

"But but when you die 20 000 ly from Sol, you instantly respawn back at the last station........" with a huge penalty in the form of a re-buy and loss of data.
It also ruins that sense of achievement of getting your ship from the bubble to jaques... its the frontier... you're never going to get heavily armed dropships or impie cutters out there because of the jump range, you are going to have to compromise your ship builds to get the jump range, make do with what you can fly out there, its more risk, but the rewards maybe out there.
After all, when the americas were discovered , it was'nt discovered by a heavily armed ship of the line, just 3 tiny ships with an idea for a shortcut to the indies.

In fact the only way I'd even consider instant ship transport if it was charged at so many cr/ship ton/ly distance, so to move a sidey or a viper 30 ly costs you 10 000 cr, to move your heavily armored 'conda to Jaques costs 10s of millions.

Bill

<<<off to merope ina bit.... please dont shoot at me [sad]
 
Its crazy... and so out of left field...

The B option that FD said they wont use was so perfect...
You pay more for fast transport
Or pay a small fee for slow transport

Choice must not be on the list...

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Good, that is settled then, AutoPilots for everyone!!!
Actualy , what about a options like this :
You hire an NPC pilot , who can for a fee drive you to a place when you are offline.
However its in real time
 
Something that would do it for me: the ship you call pop near to the star then auto fly / land into the base / star port. If u fear griefer u have to go to escort it. That would be cool.
 
But in Practice there is Super cruise(Fast Travel System) and there is a Frameshift drive jump through witchspace.

The Fast Travel system was the only system for travel in place.

The Frameshift drive is the concession. Originally in Elite you could only put your crew into stardreamer sleep and then press a button to speed up time.

Since we cannot move the timeline of the game forward every time a person wants to go to the next system, they invented FSDs. That allowed a shared universe.

That is why this argument means nothing. The game will change and continue to change. At no time did they ever say anything about instant travel. It was never discussed as the only option for travel and has categorically denied by the development team time and time again.

This is an opinion post that to quote someone earlier is misusing "straw man" (Strawman is used for taxes) extremes to try and justify their arguments.

Just because FD does this one thing doesn't mean that the whole system is going to fall down. Let it happen and we will see if its good or bad. You have no idea what they have in store for the future. You can try and punish chastise and question every change that they make, then they wont make any more changes and the game is over. This is similar to the whole biting the hand that feeds you conundrum.

Also when did straw man become a thing on forums? It really doesnt fit here as logic doesnt come into play. This was clearly an opinion thread of someones personal views. Its not an immutable logical fact. So how does it work here? This game will change as needed until FD deems the game complete.
 
I love they way some members have twisted this argument with Trumpian like spin to be
Realism vs fun.

A very sly shifting of the nuance to insinuate that realism =/= fun.

Well done. proof that Propaganda works.

Nobody is saying that this game should simulate real life. It's set in 3300.

Please return to the original argument, which is should we have insta magic ship transport that caters to the Twitty bird rush GO! Crowd or some .. and here is a difficult word, so please forgive me... semblance of reality.

But introducing majorly unbalanced and quite frankly disrespectful mechanics is just offputting to many.
 
It's a feature that reduces the need to strategize by reducing the impact of existing features without creating meaningful new impacts.

These bandaids do more to hurt the game than improve it. Solve the problem and this kind of workaround isn't needed. Make Traveling fun / exciting / engaging.

I guess that's too hard to do.
 
Problem is they're not creating meaningful content, but render already existing meaningful content (different FSD sizes, classes and resulting jump ranges, the size of the galaxy) meaningless. Go figure!

This. This so much that it practically hurts!
 

Robert Maynard

Volunteer Moderator
Originally in Elite you could only put your crew into stardreamer sleep and then press a button to speed up time.

Since we cannot move the timeline of the game forward every time a person wants to go to the next system, they invented FSDs. That allowed a shared universe.

In the original Elite we had a hyper-drive for jumping between systems and a torus jump drive that allowed faster than normal travel in "normal" space.

You must be thinking of FE2 or FFE - there was no time compression (or crew) in Elite.
 
What like a minigame in witchspace? I dont enjoy driving to work or flying to designations in a skybus. I do however enjoy the destination and coming back home. Driving not so much. Not saying it should be instant and this issue is not about instant travel. You still have to fly someone at least one time with any of your ships. So its not like there was no investment in getting to the location. There just isnt going to be wasted money on buying temp ships to fly back and get your other ships 4 and 5 times or more.

I do like the person suggestion that you can pay a premium for instant ship vs slower time vs full time. Pricing structure would go from expensive down to cheap. Depends on how much you want to spend. We have multi billion if not trillionaires in the game from back in the days when all the exploits were still in place.

It would give them a reason to spend some of that money since they dont have anything to spend it on now.

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The stardreamer sleep thing was from the backing portion of this game. Pre alpha

I didnt explain very well.

It was a concept that was thankfully never ever implemented. Never played FE or FE2. Although I probably should have. It could have been in there.
 
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Did anyone say that other than you? I get it. You like to go to the extreme opposite end of the spectrum because you think it proves a point.

Until there is a true risk reward system put in place for Pirates I could care less about what they think. Especially when it comes to long range travel. Casual players?The people with jobs family and other such things. How dare they enjoy a game that they paid money for. Shame on them.

Until this game is an exact clone of Candy Crush there are no such things as Casuals. There are people with a lot of disposable time and there are people whose time is at a premium. That is the only difference and this helps balance that out a tiny bit. It still takes 9 hours just to get to Jacques in the first place.

I agree that piracy needs a fix in the risk vs reward but it sounds like you want to make it HARDER. So much wrong with that post that I think some if my brain cells died, if I interpreted it the right way.

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Welcome to Elite: Appeal to everyone - Appeasing nobody.

FD: "We made a realistic universe that is gonna make for a immersive experience and be great!"

Hardcore: "Sweet!"

Casual: "I dont have time to do any of this stuff in the 1-2 hours i have to play per week"

Single player: "I really wish this game was single player so I could mod it and run trainers and cheats without repercussions"


FD: "Ok, we made jump range really large ....like insanely large compared to ever before so now you can get places quickly"

Hardcore: "Ok, so now basically all the ships can get to distant places quickly, killing the downside of heavily armored / large ships"

Casual: "Yea, this is a good start but it still takes too much time for me to do things that other players spend weeks doing in my 1-2 hours of playtime."

Single Player: "I'm really upset at everything that isn't geared towards single player. Can we get a single player offline mode in this game that is obviously not ever going to get single player offline mode? I'm going to continue to post angry posts on anything i can to convince people we need a single player offline mode."


FD: "Ok, we made credits basically worthless by making them stupid easy to acquire vast amounts. We further increased jump range. Also, we're going to allow instant transfers of ships where all you need to do is spend credits....which are now devalued to less than hydrogen fuel since there is no limit to how much you can have! Fly your 100ly small ship anywhere and move any ship you want to that location for free, instantly!"

Hardcore: "So is there any point at all as to why you made the galaxy large? Why even have jump range limits at all? Who is this game for?"

Casual: "This is a step in the right direction, but can we do something about dying costing me money and/or items ? Also, i'm not as great at fighting as people who spend more time practicing in the game. Can we either make that conflict not possible or give me a opt-in option after i determine if i can win or not?"

Single Player: "Yess yess.. destroy your game. run it into the ground. Perhaps I'll be able to convince FD of putting a single player offline mode in the game when absolutely every action in the game doesn't matter in multiplayer because even if i was cheating with credits and infinite shields etc, death no longer means anything, credits are worthless, and you can instantly warp anywhere you want. In the meantime, more posts about not getting enough solo features!"

2real4me.
 
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