There are lulzbuckets everywhere if you know where to look 
You'd never be forced to use micro jumps, you know?But other players who are at the mercy of the missions the current system generates are forced to point their ship somewhere and do nothing unless they avoid the particular parts of the game altogether.
Just like it'd be a great solution to offer missions from the board in the ship bridge, but optionally have the opportunity to walk up to the mission giver, for both Star Citizen and Elite. Offer a good game to those that would like it, while also offer those who want to take their time for whatever they require for immersion the option to do that.
this isn't true. avoiding interdiction and routes of travel through a system definitely are things alreadyThere's no skill based mechanic to avoid that, no stealth mechanics in supercruise etc
And to go back to Star Citizen, travel is another blind spot there. There's the in-system jumps between POIs and there's the kinda somehow inter system worm holes. How do you interdict ships in in-system jumps? How much time does travel between systems take etc.?
I sympathize very much with your position and I wouldn't mind seeing improvements to supercruise (though I also don't mind the current system either), but I've really never bought the argument that "you're not forced to use [a particular mechanic". It's a copout argument.
By that logic one could argue that FD should implement a button that instantly deposits 100 million credits into the players bank account. It'll help skip the boring bits for those who don't want to be forced to find some way to earn that money, and for those concerned with immersion or to take their time - they're not forced to use it! Everybody wins.
I have never understood the desire to skip the flying space ships in the flying space ships game. Supercruse is what makes ED an amazing game, with out it it would just be a connection of small rooms, and people would really complain about how it all feels the same.
Off topic, but there's a bunch of improvements coming in 2.2.03.
Michael
You're right of course. For the record, I don't subscribe to the argument you were responding to, so I think both arguments are inappropriate. I agree that supercruise could be improved so that it allows *all* styles of play.Just as much as the argument I was responding too: "If whatever I am doing is so tedious I'd just do something else in the game, or if that fails, not play that game." You simply chose to point out the argument where it doesn't fit what you might personally prefer.
And it's not asking for an instant win button, it's asking for a minimum measure of sense in game design. Pointing a mouse and going on for half an hour without input is not game design. It's lack thereof.
Supercruise is essential to the feel of the game. Without Supercruise there is no space. It just turns into a (boring) boxed level game like the X series, EVE, etc.
Walking is essential for an FPS game, riding on a horse is essential for the witcher 3. But those are interactive and somewhat interesting/enjoyable - you make choices to manage risk/reward etc. In ED, supercruise is basically 'point your ship at the target and get a cup of tea' - with a flat N% risk of getting interdicted.
I don't want to get rid of supercruise. But this is perhaps the most important component of the game, and yet it doesn't really have any gameplay associated with it.
Basically you want obstacles and intersections/corridors in space? Because apart from that, essentially you're pointing in a direction in a FPS or Witcher 3, and encounters along the way are Elite's interdictionsWalking is essential for an FPS game, riding on a horse is essential for the witcher 3. But those are interactive and somewhat interesting/enjoyable - you make choices to manage risk/reward etc.
Walking is essential for an FPS game, riding on a horse is essential for the witcher 3. But those are interactive and somewhat interesting/enjoyable - you make choices to manage risk/reward etc. In ED, supercruise is basically 'point your ship at the target and get a cup of tea' - with a flat N% risk of getting interdicted.
I don't want to get rid of supercruise. But this is perhaps the most important component of the game, and yet it doesn't really have any gameplay associated with it.
I actually have a question.
Do you see it possible to have 1000+ man instances . In open world space game. that has fps and space combat happening in same instance
With assumption that each of 100 systems will have its own server.
And if it was possible what would the cost's be for 100 of those server's?
After all there has to be a reason (cost) why Frontier did opt for p2p networking solution, instead of building 1000 man server's
ps.
p2p will screw up the multicrew, regardless of the improvements.
Let say a european player with 3 man american crew jumps into system filled with 10 players from europe.
Will the player continue seeing his american crew members? or will those american crew members just disappear
Or will that mixed crew ship be forever shunned from populated instances.
In ED, supercruise is basically 'point your ship at the target and get a cup of tea' - with a flat N% risk of getting interdicted.
Simply not true. It's entirely possible to fly around and avoid interdictions and engage in tactics in supercruise.
The fact that you choose not to doesn't stop it existing.
And those games also have moments of just point in the direction and go. Any time you have a large open word you are going to have travel times and sections of gameplay that nothing happens in. Happens in GTA, Skyrim (all the past eldercrolls games), WoW (all MMO's). That is the nature of larger worlds.
That's a bit of a fallacy. Just point & go? On any ground open world game, that's not possible. You're constantly required to control your character or vehicle, otherwise won't go anywhere but inot a wall, down a cliff etc.. Crossing open space in Elite, bar cheesy interdictions of ships spawning behind you, does not require any input other than point your mouse somewhere and that's it.
What do even today's vehicles, especially planes, in our actual reality offer to the driver, when they have to maintain a monotonous course over a long period of time? It starts with auto and ends with pilot.![]()
Daddy, daddy, are we nearly at the Star Citizen discussion yet?