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

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.

Then you are trolling, as most other people can understand what I am saying, in which case you are being deliberately difficult to derail the thread or provoke a response.

In any case you are being ignored now.
 
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.

Isn't that supporting my point? Installing for instance, the hull package for increased radiation protection, in a FDL or an ASP (as long as it has the same class and rating) shouldn't make a difference?
 
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.

I refer to my earlier post:

"Or as someone mentioned, what about "WAR", with wear and tear at proper levels, you would need the Truckers and haulers to keep the supply chain fed to keep the fighters and Fed Corvettes, or keep them repaired along the way, the combat pilots out deep in space and keep on fighting. It creates more than it takes away. Even long range combat pilots to act as guard in case of enemy attack, get refuelled and rearmed ready for the guard trip back to the core."

So not only does it bring more depth to exploring, it also opens up other game mechanics to bring play styles to the war effort. Like trading for example and moving resources from the core to the war front. From as a little tweaks to game mechanics that already exist. But it brings players together without being forced too, but gives them the tools to work things out on their own. Rather than giving them god ships that can do anything...
 
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Then you are trolling, as most other people can understand what I am saying, in which case you are being deliberately difficult to derail the thread or provoke a response.

In any case you are being ignored now.

That's fine, you can cut dialogue off if that's what you want. I genuinely have no idea what you're talking about beyond trying to classify certain ships as one thing and certain ships as another, impose some kind of jump range restriction based on whether you think a ship is an exploration ship or not, and exploration ships don't degrade as quickly for some reason. I just don't get your logic.
 
Isn't that supporting my point? Installing for instance, the hull package for increased radiation protection, in a FDL or an ASP (as long as it has the same class and rating) shouldn't make a difference?

The difference would be how much such an upgrade would impact the ship performance but that is already the case.
And furthermore, more upgrade of the most advanced upgrade could be ship specific.

A combat ship would receive the best possible upgrade for optimize even further its combat capabilities.
The same could be done for an explorer ship, dedicated advance upgrades to increase the efficiency of it's core design.
 
The difference would be how much such an upgrade would impact the ship performance but that is already the case.
And furthermore, more upgrade of the most advanced upgrade could be ship specific.

A combat ship would receive the best possible upgrade for optimize even further its combat capabilities.
The same could be done for an explorer ship, dedicated advance upgrades to increase the efficiency of it's core design.

But really it is all mute point, as fully upgraded Corvette can jump 30lys plus whilst still being optimised for combat thanks to engineers.
 
The difference would be how much such an upgrade would impact the ship performance but that is already the case.
And furthermore, more upgrade of the most advanced upgrade could be ship specific.

A combat ship would receive the best possible upgrade for optimize even further its combat capabilities.
The same could be done for an explorer ship, dedicated advance upgrades to increase the efficiency of it's core design.

Personally, I don't like the idea of "Exploration Ships" and "Combat Ships" with specific outfitting requirements and buffs beyond the basic tonnage and hull amour class, but I get what you're saying.
 
But really it is all mute point, as fully upgraded Corvette can jump 30lys plus whilst still being optimised for combat thanks to engineers.

But is it not just a "change" of the scale at this point ?
I am not sure but If the same is applied to the ASP, will it not jump even further ?
Will it not always jump further than a Corvette will ever be capable of ?
Assuming both are upgraded of course.
 
But is it not just a "change" of the scale at this point ?
I am not sure but If the same is applied to the ASP, will it not jump even further ?
Will it not always jump further than a Corvette will ever be capable of ?
Assuming both are upgraded of course.

But it is how far the can jump in total. For example, if an explorer and Fed Corvette both travelled to 30,000 light year, the Fed Corvette would have jump twice as many times, with twice as much wear and tear and still make it.

Then take into consideration as you and everyone else has pointed out, the Fed Corvette is not designed for for this sort of thing.

It just makes no sense.

Hence, why you have a problem with the game mechanics allowing PVP'ers in combat ships to go out to Jaques just give people grief. It simply should not have ever been possible in the first place.
 
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Personally, I don't like the idea of "Exploration Ships" and "Combat Ships" with specific outfitting requirements and buffs beyond the basic tonnage and hull amour class, but I get what you're saying.

I think that idea could be fine if well executed because it could lead to more differentiation between each type of ships and yet they would remain highly customizable.
But that is just an odd idea regarding what is currently happening with the Engineers.
 
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.

But it is how far the can jump in total. For example, if an explorer and Fed Corvette both travelled to 30,000 light year, the Fed Corvette would have jump twice as many times, with twice as much wear and tear and still make it.

Then take into consideration as you and everyone else has pointed out, the Fed Corvette is not designed for for this sort of thing.

It just makes no sense.

Aren't you contradicting yourself now?
According to ed wiki, the corvette weighs 900t whereas the ASP for example has a hull mass of 280t.
 
It's possible to buy Vipers at Jaques. Equip them with some bite, wing up and take them down.


As for punishment.. as I said before, killing of clean CMDR's should result in suspension of docking privileges in all stations associated with all factions (minor and the 3 main factions) in all systems - perhaps a week. For doing the same in a no fire zone, that's a month.

Sure, you can still grief, but if you can't dock, then you can't re-arm, repair or refuel. Also, ensure that if your last docked station is one controlled by one of the said factions, you can't re-spawn there. You're ship will, but you will have to pick one of your ships somewhere that is not controlled by one of the factions that you are now bared from. Or - Sidewinder in an Anarchy system.

Anarchy/pirate systems are unaffected, though no fire zone kills in Anarchy systems are not exempt.

Because bounties won't work.

Z...
 
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Aren't you contradicting yourself now?
According to ed wiki, the corvette weighs 900t whereas the ASP for example has a hull mass of 280t.
No. not really... Despite being a very heavy combat ship, it is still not designed for exploration is it. The fighters are designed for mobility, granted.
 
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I think that idea could be fine if well executed because it could lead to more differentiation between each type of ships and yet they would remain highly customizable.
But that is just an odd idea regarding what is currently happening with the Engineers.

The engineers threw everything out the window, but I don't know if that's a bad thing. I think overall, it allows a lot more customization and flexibility. Which I like because I'm a big spaceship fan, and mess with outfitting constantly! I would love MORE exploration modules though, many many more.

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No. not really... Despite being a very heavy combat ship, it is still not designed for exploration is it. The fighters are designed for mobility, granted.

It is still not designed for exploration...

Modules make the ship. Just like people try to say the Python is not a combat ship, it sure can be, it makes one heck of an explorer too.
 
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.
Let's think about this in terms we know: You wouldn't want to drive a Lamborghini $200,000.00 across the United States in a 4,000 mile trip. But you would be alright taking a $20,000.00 Toyota Camry. Why is that? Because exotic sports cars are tuned for extreme performance at little at a time.

So too could EDs combat ships be tuned. Simply put: Combat-grade engines could and probably should require fairly frequent basic maintenance to keep them running. Go too long or make too many jump without putting in and you put your ship at risk of being disabled, just like you'd expect a Lambo to end up being towed somewhere along the way in the trip from Miami to Seattle. Perhaps elements (wind/rain/sand) damaging sensitive engine parts and air intakes that don't exist on our lowly Camry. Perhaps the endurance run is just too long for the poor Lambo. Perhaps it simply ran at too high RPM for thousands of miles to be put on it at once.

As another analogy: Olympic track & field. There is a physical difference between the 100M dash sprinters and the 1600M runners. They're bigger, stronger, faster. But they'd also embarrass themselves if they entered the 1600M run. The distinction is in the intent of the years of training and conditioning. They are different in purpose, shape, strengths and weaknesses. Those strengths and weaknesses allow one to excel in one thing but not others.

But this is the weakness of the Elite Dangerous ship design. There are no real roles because all ships draw from the same pool of weapons and modules to fill out their hard points and internal vacancies. There is no way currently implemented to stop a FdL (the equivalent of a Lambo) from flying all the way to The Great Annihilator. And in that, there is another chance to really differentiate ships and purpose lost.

Sure I'd be happy if they went in and retooled every ship to have a limited number of loadout options. Maybe the Anaconda/Cutter/Corvette have to choose from torpedoes and turreted weapons. Perhaps certain small ships are fixed weapons only but more powerful than their contemporaries and can get far faster. Maybe some ship has access to an Ion cannon that can disable engines. Maybe a mining ship is the only ship capable of landing on asteroids and deploying what looks like a giant drill and extracting minerals.

I could go on and on and at this point it's just spinning wheels, right? Because it's too late to change the core design of the ships. Or, too late for FDev to probably consider it. But yes, people like classes in games becuase it gives purpose. Clear and distinct purpose to characters or in this case, ships. Commanders would have the ability to judge whether they may be able to win a fight purely based on the ships that have interdicted it, rather than "oh suprise!" it's one of any of 50 weapon and mod variants.

Sure, many would appreciate class definition and clarity. But we won't get that with ED unless there are some significant changes among the designer team. So why keep spinning our wheels hoping for something other than what we have? There is nothing that will be added that won't be applicable to every ship because at the end of the day, every ship has modules and hard points...and everything you can add to a ship runs through those. That's how FDev likes it. Maybe Star Citizen will give people the class differentiation they seek in 2018 or whenever it comes out. I don't know. Until then, I'll just live with ED and hope for the best.
 
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.

Here I was, looking to vent at someone for making another       about      ing thread and it turns out I agree with OP. Have some rep.
 
No. not really... Despite being a very heavy combat ship, it is still not designed for exploration is it. The fighters are designed for mobility, granted.

Well, the description says, she is designed for "long range patrols", whatever "long range" means and how long that actually is,...[rolleyes]

I think you know that I was trying to point out, that the corvette certainly is heavier and sturdier than an ASP and you'd still make her suffer more wear and tear even though you said that exploration vessels are supposed to be heavy and sturdy.
 
Let's think about this in terms we know: You wouldn't want to drive a Lamborghini $200,000.00 across the United States in a 4,000 mile trip. But you would be alright taking a $20,000.00 Toyota Camry. Why is that? Because exotic sports cars are tuned for extreme performance at little at a time.

So too could EDs combat ships be tuned. Simply put: Combat-grade engines could and probably should require fairly frequent basic maintenance to keep them running. Go too long or make too many jump without putting in and you put your ship at risk of being disabled, just like you'd expect a Lambo to end up being towed somewhere along the way in the trip from Miami to Seattle. Perhaps elements (wind/rain/sand) damaging sensitive engine parts and air intakes that don't exist on our lowly Camry. Perhaps the endurance run is just too long for the poor Lambo. Perhaps it simply ran at too high RPM for thousands of miles to be put on it at once.

As another analogy: Olympic track & field. There is a physical difference between the 100M dash sprinters and the 1600M runners. They're bigger, stronger, faster. But they'd also embarrass themselves if they entered the 1600M run. The distinction is in the intent of the years of training and conditioning. They are different in purpose, shape, strengths and weaknesses. Those strengths and weaknesses allow one to excel in one thing but not others.

But this is the weakness of the Elite Dangerous ship design. There are no real roles because all ships draw from the same pool of weapons and modules to fill out their hard points and internal vacancies. There is no way currently implemented to stop a FdL (the equivalent of a Lambo) from flying all the way to The Great Annihilator. And in that, there is another chance to really differentiate ships and purpose lost.

Sure I'd be happy if they went in and retooled every ship to have a limited number of loadout options. Maybe the Anaconda/Cutter/Corvette have to choose from torpedoes and turreted weapons. Perhaps certain small ships are fixed weapons only but more powerful than their contemporaries and can get far faster. Maybe some ship has access to an Ion cannon that can disable engines. Maybe a mining ship is the only ship capable of landing on asteroids and deploying what looks like a giant drill and extracting minerals.

I could go on and on and at this point it's just spinning wheels, right? Because it's too late to change the core design of the ships. Or, too late for FDev to probably consider it. But yes, people like classes in games becuase it gives purpose. Clear and distinct purpose to characters or in this case, ships. Commanders would have the ability to judge whether they may be able to win a fight purely based on the ships that have interdicted it, rather than "oh suprise!" it's one of any of 50 weapon and mod variants.

Sure, many would appreciate class definition and clarity. But we won't get that with ED unless there are some significant changes among the designer team. So why keep spinning our wheels hoping for something other than what we have? There is nothing that will be added that won't be applicable to every ship because at the end of the day, every ship has modules and hard points...and everything you can add to a ship runs through those. That's how FDev likes it. Maybe Star Citizen will give people the class differentiation they seek in 2018 or whenever it comes out. I don't know. Until then, I'll just live with ED and hope for the best.

Because, how does the game get better if ideas are never discussed. Apart from limpets, the new mission ui and the ability to find out what the what what planets are. Almost nothing has been added to enhance game play.

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Here I was, looking to vent at someone for making another about ing thread and it turns out I agree with OP. Have some rep.
Why thank you :)
 
Because, how does the game get better if ideas are never discussed. Apart from limpets, the new mission ui and the ability to find out what the what what planets are. Almost nothing has been added to enhance game play.
There is no amount of conversation we can hold here that would result in them changing the core design of how ships work. You (and I) would like clearer differentiation in capability of ships beyond pitch, speed, maximum module class, per jump range and tankiness.

It ain't happening.

Any module created for one purpose can be applied to any ship for the same purpose. Adding more modules for exploration just means the Conda/Corvette/Cutter/FdL/Python pilot can add the same ones to accomplish the same thing. Because those ships will always have more internals than an Asp or DbE.

Is there even any reason to believe they're open to creating special compartments for dedicated ships? Or special hard point options for specific ships? Because I haven't seen or read anything in the last 3 years to suggest so, including a time when it was actually being debated and they went with the "one size fits all" model.
 
Well, the description says, she is designed for "long range patrols", whatever "long range" means and how long that actually is,...[rolleyes]

I think you know that I was trying to point out, that the corvette certainly is heavier and sturdier than an ASP and you'd still make her suffer more wear and tear even though you said that exploration vessels are supposed to be heavy and sturdy.
Yes they are, but it depends on what they have been designed heavy and sturdy for?

Long range patrols are not deep space explorations. Skirting around your borders of an area covering a couple of hundred light years is vastly different from travelling to Sag A, some 25,000 light years away.
 
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