To all those moaning about being killed around Jaques bu other players.

1) I meant, everywhere, depends of the type of star, gas giant, nebula and other astronomic oddities you are passing by.
(and also where you touch down on a planetary surface)

2) No issue with customizations, optimizations and upgrades.
It is possible to outfit a A10 to engage an air to air combat but it will never be as good as an F16.
The F16 is also design to perform precision air to ground strike. But it is sometime more advisable to engage tanks with an A10.

Customization, optimization and upgrades are fine to get the best possible result for your ship to adapt and overcome a hostile environment and dangerous situation.
But it has to come with a cost and drawback to match a role, a task, in order to achieve a specific goal.
Otherwise it is like saying, I want a B52 to be as good as a F15 to achieve air superiority.

This is where I am coming from and I know Elite Dangerous is more or less different on that matter, so again, it is just an opinion.

I have no argument with this at all. If you want the best ship for the job, by all means! If you want to pick something less efficient and give it a go, why not!
 
I guess I just don't understand what you want, space is space. Do you simply want ships to degrade faster over all?

I thought OP and I are pretty crystal clear.

Combat ships have to carry weapons, shield boosters, Shields cells, etc... to perform optimally their purpose, i.e. destroying other ships. They have outfitting options, game mechanics to consider.

What does Long range traveling require today?
What outfitting choice for exploration (not surviving in the bubble) exist today?
What specific game mechanics (and significant) exist today to make exploration dangerous (apart from being blown up by another ship)?

I hope it is more clear.
 
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Then I refer you back to the IRL argument (which you used earlier) and the person who worked on RAF Tornadoes IRL and then tell me if your argument fits.

All your doing is justifying god (insert whatever you want), the modern bane of all computer games... I want my (insert whatever you want) to be able to everything, because it should be able to do everything, because I am right and I don't care about other people, because my god (insert whatever you want) is the best at everything like it should be.

You keep trying to attribute this "god-ship" thing to me, but I never said it. Just look at what you quoted from me. A Corvette will never be a great exploration ship, but it can still be one if you outfit it properly. An Asp will never be a great combat ship, but it can still be one if you outfit it properly.

What is the problem with that?
 
Your asking the wrong questions and targeting the wrong aspects of the game to moan about.

You should be asking Frontier Developments why they have allowed combat class ships to have the ability to be 22,000 light years from home in the first place? Seeing as only explorer class ships kitted appropriately should be able to survive the riggers of deep space exploration and be seen out in deep space.

I am thinking there is completely failed game mechanic somewhere.... or a few.

Is not FD fault, is yours for play in OPEN!
 
I thought OP and I are pretty crystal clear.

Combat ships have to carry weapons, shield boosters, Shields cells, etc... to perform optimally their purpose, i.e. destroying other ships. They have outfitting options, game mechanics to consider.

What does Long range traveling require today?
What outfitting choice for exploration (not surviving in the bubble) exist today?
What specific game mechanics (and significant) exist today to make exploration dangerous (apart from being blown up by another ship)?

I hope it is more clear.

Yes, a ship outfitted for combat needs all of those things, no argument there. So you want what exactly, more explorer equipment to outfit that would be considered a requirement?
 
You keep trying to attribute this "god-ship" thing to me, but I never said it. Just look at what you quoted from me. A Corvette will never be a great exploration ship, but it can still be one if you outfit it properly. An Asp will never be a great combat ship, but it can still be one if you outfit it properly.

What is the problem with that?

Because your not getting the fact that not being as good as, means not being as good as. There has to be limitation in order for it to be not as good as, and the difference between this in the case of exploration is hardly worth mentioning.

That is the problem. Yes you could equip a corvette to exploring, but it should reach it limits far sooner than an explorer. Hence, it can still do exploring but just not as well. And not as well means not being able to make to like of Sag A on it own in a million years.

Basic Corvette - 1500Ly max
Explorer Corvette - 3000Ly max
Basic explorer - 3000Ly max

Having a smaller jump range is not a significant and justifiable difference between explorer and combat classes.
 
Wear and tear if it was properly implemented, as combat ships are not designed to the same degree as explorer ship.

Then it goes boom.

Nothing against making exploring more difficult and interesting but I'm also wondering under what pretense a combat ship should suffer more wear and tear?
Yes, they are designed as combat vessels, but as other have pointed out, why exactly should a ship designed and equipped for combat, be more prone to wear and tear?

I mean, I'm all for more modules like,...I don't know, hull package with increased radiation protection (if radiation was a thing), sensors that work better in nebulas (if sensors would be less efficient in nebulas)... but I don't see a reason why a FDL couldn't fit one or why it would degrade faster on a Cutter.
 
its always a risk, once there are more stations in more systems that will spread the pvp forces out or make safe havens where there is less pvp interaction for those that are leaning away from it. And of course open forces can always form, the colonial militia or mafia cant remember or both are forming up
 
Because your not getting the fact that not being as good as, means not being as good as. There has to be limitation in order for it to be not as good as, and the difference between this in the case of exploration is hardly worth mentioning.

That is the problem. Yes you could equip a corvette to exploring, but it should reach it limits far sooner than an explorer. Hence, it can still do exploring but just not as well. And not as well means not being able to make to like of Sag A on it own in a million years.

Basic Corvette - 1500Ly max
Explorer Corvette - 3000Ly max
Basic explorer - 3000Ly max

Having a smaller jump range is not a significant and justifiable difference between explorer and combat classes.

To me, it just doesn't make any sense. You feel that a short jump-range isn't a big enough negative. Fair enough, I disagree, but fair enough.

But why, physically can one ship go to Sag A, but another can't, as long as its jump-range is sufficient?
 
Nothing against making exploring more difficult and interesting but I'm also wondering under what pretense a combat ship should suffer more wear and tear?
Yes, they are designed as combat vessels, but as other have pointed out, why exactly should a ship designed and equipped for combat, be more prone to wear and tear?

I mean, I'm all for more modules like,...I don't know, hull package with increased radiation protection (if radiation was a thing), sensors that work better in nebulas (if sensors would be less efficient in nebulas)... but I don't see a reason why a FDL couldn't fit one or why it would degrade faster on a Cutter.

Because combat ships need to be lighter and specifically built for combat, more manoeuvrable etc. Were as explorer ships are heavier and more sturdy to with stand the riggers of long trips for longer as that is what they would be designed to do as they would be out deeper and longer on their own.
 
Yes, a ship outfitted for combat needs all of those things, no argument there. So you want what exactly, more explorer equipment to outfit that would be considered a requirement?

Exactly. New Game mechanics and corresponding outfitting, which would make:

- Exploration more interesting and require some planning/strategy, thinking through outfitting/route planning, material collection
- Environmental Danger (other than being blown out by a ship) and Wear and Tears rebalance

Today exploration is: a Jump, Scoop, Honk cycle. That's dull.

Maybe Long range traveling should actually be challenging like Combat is, and Ships not specifically fitted for that, should be not only sub par (like it is today) but actually dangerous and risky to use:
An optimized for Combat ship should have a lot of trouble and have to compromise significantly on its load-out, or arrive as a wreck barely flying, in order to travel 5'000+ LY, to come back to the original post by OP
 
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…... but I don't see a reason why a FDL couldn't fit one or why it would degrade faster on a Cutter.

There is a good lore point against it: Ship design in Elite Dangerous is modular. A class 5 FSD is the same in a DBX, Asp Explorer, FDS, FAS and Orca. Same for thrusters, shields - they are all the same modules.
The difference between ships is the hull and the resulting placement of maneuvering thrusters, size and mass.
 
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To me, it just doesn't make any sense. You feel that a short jump-range isn't a big enough negative. Fair enough, I disagree, but fair enough.

But why, physically can one ship go to Sag A, but another can't, as long as its jump-range is sufficient?

Are you just trolling now?

Seriously, are you being deliberately difficult?
 
Yes, a ship outfitted for combat needs all of those things, no argument there. So you want what exactly, more explorer equipment to outfit that would be considered a requirement?



Would be great to have the equivalent of the same tools used in our space probes, and "rovers" on Mars for a start and more.
Laboratory room, observation deck, containment chambers, camera, telescope, spectrogram, remote probes, a drill etc.
So that we can "feel" like we are doing the analysis on that particular spot in that tiny part of deep space or somewhere down on a planet.
Better equipment for survivability and better long range FSD at the expanse of combat capacity for example.

Oh ! And a shovel, flags, a kitchen, a bar, a sport room, home cinema, for the long, long trip you know (joke inside!). :D
 
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Because combat ships need to be lighter and specifically built for combat, more manoeuvrable etc. Were as explorer ships are heavier and more sturdy to with stand the riggers of long trips for longer as that is what they would be designed to do as they would be out deeper and longer on their own.

That's not how ships are designed in Elite Dangerous. What you want is a completely new game mechanic for ships in this game.
 
Because combat ships need to be lighter and specifically built for combat, more manoeuvrable etc. Were as explorer ships are heavier and more sturdy to with stand the riggers of long trips for longer as that is what they would be designed to do as they would be out deeper and longer on their own.

Some combat ships are indeed lite. My iCourrier is very lite! However, most combat ships are very heavy, hence the low jump range. All that armour adds a lot of mass.

Exploration ships are generally lite though so they can maximize jumprange.
 
Because your not getting the fact that not being as good as, means not being as good as. There has to be limitation in order for it to be not as good as, and the difference between this in the case of exploration is hardly worth mentioning.

That is the problem. Yes you could equip a corvette to exploring, but it should reach it limits far sooner than an explorer. Hence, it can still do exploring but just not as well. And not as well means not being able to make to like of Sag A on it own in a million years.

Basic Corvette - 1500Ly max
Explorer Corvette - 3000Ly max
Basic explorer - 3000Ly max

Having a smaller jump range is not a significant and justifiable difference between explorer and combat classes.

You're trying propose arbitrary caps on jump distance something which the vast majority of people on here would be against. What if combat ships were needed at jacques, if it became humanity's last bastion. Every ship is built to a high standard, the bigger ships are much more expensive and much more durable and built to a higher quality.
 
Are you just trolling now?

Seriously, are you being deliberately difficult?

To me, your arguments are either completely illogical, or I just can't make heads or tails out of what you're trying to say. You can call me a troll if you want, but my posting history says otherwise.
 
That's not how ships are designed in Elite Dangerous. What you want is a completely new game mechanic for ships in this game.
Actually no, wear and tear is in it already in a basic form and as ship integrity goes down.

The problem is, the mechanic is not developed enough allowing it bring what it should be bringing to the game.
 
Would be great to have the equivalent of the same tools used in our space probes, and "rovers" on Mars for a start and more.
Laboratory room, observation deck, containment chambers, camera, telescope, spectrogram, remote probes, a drill etc.
So that we can "feel" like we are doing the analysis on that particular spot in that tiny part of deep space or somewhere down on a planet.
Better equipment for survivability and better long range FSD at the expanse of combat capacity for example.

Oh ! And a shovel, flags, a kitchen, a bar, a sport room, home cinema, for the long, long trip you know (joke inside!). :D

That all sounds awesome man, I'm all about it! With those kind of additions, I would be back into exploration in a heart-beat!
 
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