Autopilot/NPC crew continued

What do you want:

  • I want NPC crew or autopilot or both to automate travels in some way

    Votes: 8 57.1%
  • I don't want npc crew/autopilot but I'm ok if those that want it get it

    Votes: 1 7.1%
  • I don't want npc crew/autopilot and no one else can't have it either!

    Votes: 5 35.7%

  • Total voters
    14
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Since last topic got closed as duplicated topic and the previous topic got closed also, hopefully we can continue discussion about it here. I'm also adding a mandatory poll

I messed up the poll! It's can and not CAN'T on third option! or is it? I dn.... english isn't my native language. The third option is basicly: I don't want it and I don't want you to get it either.


Edit: Would be nice if those voting the third option would leave ingame cmdr name, so this could be discussed further in open game if they are met and if someone voting for npc crew or autopilot wishes to discuss it with them in one way or another. :D
 
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I'd like an npc copilot (aka the 2.2's npc pilots taking the helm even out of fight, but only when multirole or space legs are added) but i don't want an autopilot computer... What should i vote?
 
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I'd just like to take a moment to make the case for autopilot adding gameplay rather than removing or invalidating it as some fear.

Adding an autopilot to manage the mundane process of pointing the ship at a (largely) static target and managing hyperspace activation/throttle would free substantial periods of time for the player to engage in other activities in game. Rather than keeping one eye on the game and another on netflix or whatever as so many do now they would actually be able to spend that time digging into the existing but often ignored content. Like galnet, commander chat, system and galactic map perusal, keeping an eye on the system traffic and contacts list, using the debug cam to take in the sights and so on.

Further once you make that time available a raft of potential future gameplay becomes possible. Comming NPCs, checking in with stations, detailed scanning and review of planet details, much higher detailed and involved scanning of local space, searching for and possibly analysing signal sources and of course eventually when space legs arrives stretching a fore mentioned legs, repairing the ships, rerouting power conduits and so on and so on.

So please try to think about the preposed autopilot not as a way to avoid playing, but as a way to engage MORE while playing, to make more of the time and to actually use it in a way that draws you further into the game not encourages you to only half play as it currently so often does.
 
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No reason why not, as long as FDev doesn't consider it game breaking and it can save us gamers some of the monotony of the existing game.

Tbh, an auto-pilot isn't really the ideal solution for alot of the game's monotony. A much better solution would require some real thought put into the game's overall design to ensure that the moment-to-moment gameplay is exciting and varied. That's a very hard thing to do for a game like Elite which finds its roots in a dated 1984 title; especially without annoying the long time fans of the formula (many of which make up this forum's population).
 
No we do not want auto flicking pilot. How many times do people need to ask the same question with the same result???

Yes we want NPC crew, but no autopilot!
 
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I think that getting the two options together is misleading. Can't vote this one.

A copilot (which we'll kinda have in 2.2) taking the helm brings a totally different gameplay to the board than a simple autopilot computer, especially (or ONLY) when multiroles or space legs are added.
 
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I think that getting the two options together is misleading.
A copilot (which we'll kinda have in 2.2) taking the helm brings a totally different gameplay to the board than a simple autopilot computer, especially (or ONLY) when multiroles or space legs are added.

I've put it together and made it as basic as possible, cause I really don't want to assume how FD would implement one or the other. Since the launch and up until now there was quite some approaches to things with "out of the box" thinking.
 
Because as I keep trying to point out it is a way of adding gameplay and keeping people more engaged with the game.

How is it more engaging gameplay for you to not play the game? By adding optional stuff while in supercruise it's going to disadvantage people who do not believe autopilot should be in game and won't get it.

Please elaborate what possible reasons you would want to have an autopilot?
 
None of those options fit my view, didn't vote.

Also, enough with this, if you haven't been able to draw your conclusions on the community opinion by now you probably never will.
 

Panticus

Banned
No reason why not, as long as FDev doesn't consider it game breaking and it can save us gamers some of the monotony of the existing game.

Tbh, an auto-pilot isn't really the ideal solution for alot of the game's monotony. A much better solution would require some real thought put into the game's overall design to ensure that the moment-to-moment gameplay is exciting and varied. That's a very hard thing to do for a game like Elite which finds its roots in a dated 1984 title; especially without annoying the long time fans of the formula (many of which make up this forum's population).

Understood - but a bit wide of the mark. The original Elite had none of this supercruise / staring at a dot nonsense. You travelled to a system, or a port, and the gameplay actually happened there!

Docks weren't some anodyne instance, where all that happens is comms chatter - it was there that you might have to fight.

ED has not only added this huge and boring SC time-sink, it has also made the bases (the centres of activity!) - activity-less. You have to go to some random location called a CZ or whatever, and pretend to fight there.

In short, don't assume the reactionary and tedious opinions of the increasingly diminishing ED player-base on these boards comes from original Elite players - the truth is the opposite!
 
How is it more engaging gameplay for you to not play the game? By adding optional stuff while in supercruise it's going to disadvantage people who do not believe autopilot should be in game and won't get it.

Please elaborate what possible reasons you would want to have an autopilot?

You are assuming that just because the ship is pointing itself and managing the throttle that there is no game to play. If that's true then it's a pretty weak game to begin with. Truth is there is already a bunch of stuff you could be doing that's more interesting without leaving the game (see my post on page one if you want a brief summery). But yes I do think there is room for new content to be added to give the player more and interesting things to do while travelling and I think that has to be something other than pointing the ship or getting interdicted more often. That requires the continuous input to be taken care of, the player would still be in executive control of the ship, would still have a number of systems, information and potential gameplay to interact with. They just wouldn't be nudging the stick, throttle or j key every few moments.
 
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