OP - if you're making another post on the same subject that didn't go anywhere the first time, do you think things will be different the second time around?
Weren't you the same guy telling Orville and Wilbur Wright to give up after the first try?
OP - if you're making another post on the same subject that didn't go anywhere the first time, do you think things will be different the second time around?
If you are that opposed to them, then don't install one. If you do have one installed and are unhappy about it there's not a lot we can do. It is how it is.
I assume that was to me?
Warning, everyone who feel touchy about perfect landing without any scratches, should not watch following video
Exactly, this is what the "gimme fun no matter how stupid it is" crowd dont seem to get. It should be possible to have a good, FUN, balanced game mechanic which ALSO makes sense and is logically consistent. Why not? There's no cosmic law that says you can only have one and not the other.
In many other areas Elite manages to successfully marry both hard realism and fun with its accurate planetary and stellar distances and I'm sure getting movement right with realistic distances took a lot of thought and design effort. They didn't really need to do it but it makes the game far more interesting knowing that stellar distances are accurate and the planets actually orbit and rotate much as they do in RL. So why not invest the same effort to get docking computers and other "software" systems to be both fun and logically consistent? I simply dont accept that its not possible and I have no problem with compromises and trade-offs as long as it at least makes some small degree of sense.
On the same token however, if you remove all fun from a game for the sake of realism/challenge, you get a more nuanced game less people are going to enjoy.
Even games like ARMA have to make some concessions, like a HUD when IRL, no soldier currently has the nano/cyber augmentations to get a convenient HUD.
What is SO desperately wrong about a convenient docking program? It's not going to unbalance much of anything, it literally only has use to make a seasoned pilot let go of the stick for about 1-3 minutes (unless it malfunctions) after a long career of mastering landing.
And besides, even going by realism, a separate computer roughly huge enough to obscure a spot meant to hold a ton in mass (Despite somehow weighing NOTHING) needing to plug into an existing flight computer? That's ridiculously stupid... That should be a program or a Disc that simply goes into the existing computer, hardly a whole module.
A little convenience is NOT going to hurt the 'challenge' of this game. Trust me, a docking program is not gonna make it any easier when I go down in combat...
Yes, I agree. They really need to do a better job of finding the happy medium.We seem to be pretty much in full agreement here, in fact my entire post that you quoted was just saying that there's no reason why the docking computer cant be fun, convenient, requires trade-offs AND ALSO makes sense all at the same time. The problem I and many others have is that as its currently implemented, the docking computer it is fun, convenient, requires trade-offs and is so ridiculously stupid and unrealistic that it actually hurts to try and explain to yourself why a computer program should take up an entire module slot that could otherwise be used to hold 2 tons of cargo (or more for ships without size 1 slots). This is really not good for the overall enjoyment of the game.
We can do better, we should do better. Many aspects of ED prove that both realism and fun are completely possible and compatible. Lets apply the same thinking to the docking program and other game "software" so that it also makes sense in ADDITION to being fun and convenient. There's no reason that making something "fun" must automatically mean it has to be illogical and stupid (like a computer program taking up tons of space).
Yes, I agree. They really need to do a better job of finding the happy medium.
They made this game from scratch, one of the two people who made the first game (By themselves) are leaders, and really, the devs in general are seasoned. I know they can do better.
All modules takes internal slot, and tend to give ship an advantage. Discovery scanners, limpet controllers, surface scanner, fuel scoop, planetary vehicle hangar, AFMU, fuel tank and so on. All those modules give a clear usage and advantage. Docking computer have no more functionality than external lights, wing beacon or orbit lines. Any player that played game for more than one day will be able to finish docking faster manually. And docking computer itself is just for a lazy gameplay, where you arrived to station, and engaged docking computer, while finishing your dinner or something
So, remove docking computer from modules list, and put it as optional function in system menu. That is, make all ship having docking computers, without spending internal slot on it, and let players decide whenever they want to use it or not.
Yes, I'd like to have a docking computer without losing a slot, currently a size 3 slot. It's stupid that it's not included as basic ship functionality, given that your ship can land on a planet when you are in your SRV. I'm an explorer, so I'm gone for months at a time without docking practice. It's nice to have one less thing to worry about.
Yes, I can fly my ship. Yes, I can dock it. No, I shouldn't have to waste 8 tons of cargo space for what should be a simple computer program, so I can multitask while the ship is docking. It's a convenient QoL option; it should be included with the ship (or a separate software module).
I assume that was to me?
Warning, everyone who feel touchy about perfect landing without any scratches, should not watch following video
https://www.youtube.com/watch?v=Ydu-SnjarLo
Normally though i allow for DC to kick in right after i pass mail slot
I haven't used a DC since I joined the VR club. The depth perception and special awareness are on another level, though, in VR. I don't think I needed it before, it was certainly quicker/easier and I hadn't learnt enough about outfitting my ships for specific tasks. Now that I have a [slightly] better understanding of ship configs, it's simply not often I have a spare module spot... I can always use more hull reinforcement on my Vulture!
Any VR uses in this thread, did you find the same?
Ok... first off, the DC isn't exactly a large (it fits in class 1 slots) or expensive (4500 credits). It does offer an advantage, it docks your ship for you. In some situations, its not a bad thing. I learned how to dock a ship manually by watching the docking computer. It can also be good for the really big and sluggish ships (conda, cutter, corvette, t9). Put it on the smallest slot, and you don't really lose much. It has a tiny power draw and weighs nothing. You complain about "spending an internal slot on it," but what are you really sacrificing? Odds are 4 tons of cargo space at worst. You don't bother with a class 2 fuel scoop, fuel tank, or afmu. I will give you that disco scanners and limpet controllers might have an argument, but not a very convincing one.
Also, if this is feedback, then you should have posted in the suggestions and feedback forum.
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what ship are you in where you are wasting 8 tons of cargo space, Also cargo space on an exploration ship?
It's a module, go add cruise or remote start to a car and see what it costs. Dreaming is free tho.
Ok... first off, the DC isn't exactly a large (it fits in class 1 slots) or expensive (4500 credits). It does offer an advantage, it docks your ship for you. In some situations, its not a bad thing. I learned how to dock a ship manually by watching the docking computer. It can also be good for the really big and sluggish ships (conda, cutter, corvette, t9). Put it on the smallest slot, and you don't really lose much. It has a tiny power draw and weighs nothing. You complain about "spending an internal slot on it," but what are you really sacrificing? Odds are 4 tons of cargo space at worst. You don't bother with a class 2 fuel scoop, fuel tank, or afmu. I will give you that disco scanners and limpet controllers might have an argument, but not a very convincing one.
Also, if this is feedback, then you should have posted in the suggestions and feedback forum.
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what ship are you in where you are wasting 8 tons of cargo space, Also cargo space on an exploration ship?
^ I agree 100%Ship recall while in SRV is also an integrated function, no trade off slot needed. Should I continue? There are many, many more examples of functions that are directly integrated into the ship, and gives advantage in either time or performance by using it.
If you want to be against DC integration 'just because' or personal preference for game mechanic - that's fair. That's your opinion, and under a 'just because' or personal preference reason, there's no real right or wrong. But when you attempt to rationalize why DC should not be integrated because it's somehow special, gives advantage, saves time, etc, etc. - then your argument loses all credibility because it can be so readily contradicted with actual facts present in other integrated, non-slot using functions similar to DC.
Might even be pretty expensive. But if the mechanic told me that he would have to remove one of the passenger seats to make room for it, I think I would be tempted to get a second quote.