OK, Frontier, You Win.

Hey bois, it's not like I haven't stared for my share at ye old jump screen, it just seems that having to pay attention while flying your ship is the least of this game's issues.
 
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The game has become too "real" for many. I realize that sounds counter to what's being said here, but the immersion some experience gets thwarted by the limitations of the game, the grind, the fact that first and foremost it's a game with goals and funnels to point you at those grinds. You can ignore them, many do, but many want the immersion to develop into walking on planets, then to maybe having their own base there, then to having a simulated spouse or a dog, then maybe a simulated community that needs them. It's a game, basically a board game with a flight sim component. That's all it is. Add some cool effects and cut scenes and you have it. The explorers probably get more out of this game from a pure immersion/design realization standpoint than anyone else, because they can be "out there" for a long long time, never knowing or caring what's happening in the bubble, never seeing a station menu or the Power Play world, or community goals, or even Thargoids. They are the least funneled, I think.
 
Sorry about that, Smeg. It's not pressing buttons that is killing my game. It is the ever increasing spiral of requirements, to have a viable ship.

I hope that clarifies things.

Okay I'm comming back.

Well you only need scout to unloack felicity, so that's not too difficult
Then you need to collect the mats..I mean they;re not that rare...bit of a chore, but doable
Of course you need the right ship...oh

I see what you mean.
 
The game has become too "real" for many. I realize that sounds counter to what's being said here, but the immersion some experience gets thwarted by the limitations of the game, the grind, the fact that first and foremost it's a game with goals and funnels to point you at those grinds. You can ignore them, many do, but many want the immersion to develop into walking on planets, then to maybe having their own base there, then to having a simulated spouse or a dog, then maybe a simulated community that needs them. It's a game, basically a board game with a flight sim component. That's all it is. Add some cool effects and cut scenes and you have it. The explorers probably get more out of this game from a pure immersion/design realization standpoint than anyone else, because they can be "out there" for a long long time, never knowing or caring what's happening in the bubble, never seeing a station menu or the Power Play world, or community goals, or even Thargoids. They are the least funneled, I think.

We called it "Traveller", back in the day. :)
 
Having you quoted, when I have you on Ignore, is even more generous. :)

People who overly utilize the ignore feature generally lack the wit to explain themselves or defend their poorly thought out opinions. I'm guessing over half the membership of this forum are on your ignore list. On the other hand, not one single member is on mine.

Can someone please quote this so Ralph can fully appreciate the point I'm driving home?
 
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Pfft.. 12+ hrs! No dedication. Try 20+ UK to Australia in the Aerowinx 744 sim in one sitting.. well, some laying after that bottle of whiskey, but I digress.. :D

Board the C-141 at Nellis.

Sit in web belts, with a multi-ton generator in front of your face, loosening it's restraints with every roll of the 141's 2-axis autopilot.

Reach Goose Bay. Latrine call for 200. Tighten restraints. Get twisted web belt up (redacted) when re-boarding.

Reach UK, after watching #3 lose oil visibly all the way across the Atlantic. MAC crew finally admits loss of #3 over Midlands, UK.

Solid deck below, all alternates below minimums. Generator getting loose in it's straps, with all the other palletized cargo.

Burned through entire Pink Floyd, Rush, and Alan Parsons opuses while waiting to have *any* field come up to minimums.

23 hours after departing Vegas, one of worst landings *ever* at Mildenhall. No MAC (Military Airlift Command) to unload bird.

Do it ourselves. Our squadron made it to it's own field, but no equipment or ground crew. Force Limeys to provide transport of disused cattle trailers to get equipment to our intended field.

Then sixty mile bus ride to "temporary quarters" (WW 2 Quonset/Nissen huts). First launches scheduled in three hours for mandatory exercise. Col. Alford loses wings, if not in right place at right time, over target.

We make the save. Well Done is heard, then the usual abuse for the next sixty days.

Naaaah. This game has no grind. I don't know what grind is! :(
 
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