The simplest solution is to let us either manually punch in coordinate's to generate waypoints, or the ability to upload coordinates to the ships computer. Amazes me that such a simple function was not implemented on horizons launch.
It's so simple to implement, yet so difficult for Frontier to confirm anything about this.
You have just identified the communications issue.![]()
The simplest solution is to let us either manually punch in coordinate's to generate waypoints, or the ability to upload coordinates to the ships computer. Amazes me that such a simple function was not implemented on horizons launch.
I'd rather they retained some "dilemma" for the player.
If you want the most powerful guns, you have to learn to shoot fixed weapons.
If you want the most responsive ship, you have to learn to fly FA-Off.
If you want optimal usage of internal slots you have to forego a docking computer and land manually.
I think the same philosophy should apply to surface landings too.
You shouldn't get an "easy option" without some trade-off.
And, given that almost everything else in ED requires some kind of trade-off, that's probably how FDev see it too.
Your main point is you want the game to have minimal Quality of Life additions, because in your mind the more masochistic your game-playing experience, the better the game.
Your main point is you want the game to have minimal Quality of Life additions, because in your mind the more masochistic your game-playing experience, the better the game.
Wrong.
My main point is, as I said, that ED almost always requires that the player is willing to make some compromise.
With all the other "unrealistic" limitations in ED, I see no reason why surface navigation should be treated any differently.
You want easy surface navigation, fit a DSS.
That seems pretty reasonable to me.
My main point is, as I said, that ED almost always requires that the player is willing to make some compromise.
With all the other "unrealistic" limitations in ED, I see no reason why surface navigation should be treated any differently.
You want easy surface navigation, fit a DSS.
That seems pretty reasonable to me.
This is ridiculous.
It's 2017 as DHMeyer points out above, it's not 1984. We have inertial guidance systems on aircraft and spacecraft today that don't need GPS so you know where you are and where you want to go. Elite is based in the 3300's, not in the goddamned stone age.
Your idea of how the game should be is so 'gamey' it's laughable. Placing such an artificial limitation in the game absolutely makes for a rubbish game experience. People play games to enjoy their time playing them - not feel punished for doing so. It's why as you say lots of aspects of this game put lots of people off when playing it.
Look at it another way - even if you could mark one waypoint on a planet surface - that's still not going to help you discover a new Thing on said planet surface if you don't know where it is to begin with - it's only going to help you get there once you know it's there, so it doesn't in any way touch the game for the people who go out looking for stuff, it only affects and aids those who go after.
I disagree. Unless we have modules for galaxy map and system map as well (both of which allow you to search for objects and add waypoints right now without any modules). Which I am totally fine with, by the way. More even: I would wholeheartedly embrace such a change in ED. As this would require from Frontier to rethink the way we customise the ships and I believe that would do a lot of good to this game. Engineers could offer so much more than a RNG and even with the shortcomings of this system what it gave us was a game changer to me when it comes to reducing unnecessary tedium (lev 5 FSD mod finally making more ships actually useful).
The closest comparison would probably be the Docking Computer.
ED offers player the choice between docking manually, thus freeing-up an internal slot, or fitting a DC for extra functionality at the expense of losing a slot.
Why would a similar compromise not be acceptable in regard to surface navigation?
I would think the closest comparison would be the addition of the ship transfer mechanic. Why? Because it was a QoL feature that was added with a relatively small development investment for the purpose of encouraging gameplay.
Talking about modules and engineering and what not is pointless. So much of the game design of Elite doesn't make sense from different perspectives. If you wanted this new feature to be more consistent with the game you could force the player to enter the coordinates 100 times to create a waypoint - grind quota activated. There are a ton of things thatcouldshould be changed but it doesn't really matter. I personally feel that the implementation of Engineers was one too many shots in the foot.
So, back to comparisons. This is just like ship transfer. It would be relatively simple to implement since the majority of the functionality already exists (as has been pointed out). All that is required is a way to inject a manual coordinate into that system. It's optional so people who like staring at little numbers can continue to do that. And it would provide a huge boost to people who just want to quickly find a spot on a planet for some particular reason (checking out a site, meeting friends, etc).
For people who wanted to add lots of visible waypoints and do surface racing and other cool stuff.... still useless.
What was the trade off with book marks? I mean instead of having to select the system that was hopefully marked with a sidewinder and then go to the system map I can just click on the station I have book marked and I'm good to go. Not everything has to have a trade off. I also don't consider ship transfer to be a QOL improvement. I view it as a luxury.Well, TBH I was making the comparison with the DC on the basis that it's directly comparable. It's a piloting issue where you have the choice of convenience OR optimal use of resources.
I guess ship transfers can be used in regard to it improving QoL though.
So, let's look at ship transfers.
You have the choice of paying credits to make a ship-transfer happen automatically or you can do it yourself where the main "cost" is time spent.
There's your compromise: Pay in money or pay in time.
Where's the compromise in simply upgrading planetary navigation to utilise surface waypoints?
You've improved convenience but there's no "trade-off".
Which is why I think it'd be more reasonable to integrate any planetary navigation into the functionality of the DSS.
The closest comparison would probably be the Docking Computer.
ED offers player the choice between docking manually, thus freeing-up an internal slot, or fitting a DC for extra functionality at the expense of losing a slot.
Why would a similar compromise not be acceptable in regard to surface navigation?
Try to provide an answer that doesn't involve "cos it isn't realistic!!!!" because, as we've seen, that argument holds no water whatsoever.