Would you object to a "select random in-range system" button?

  • Thread starter Deleted member 110222
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Deleted member 110222

D
It comes to me as an idea to make things a little more bearable for the average trade ship pilot.

If they get interdicted, they can hit a hotkey on their keyboard that will target a random system in range of their FSD. It would ignore star class, so if a trader has no fuel scoop, there is a risk of landing in a system & needing to call a rat.

Just a little idea I had. I'm sure you can see where I'm coming from, in that it *might* bring some players into Open.

Discuss. And only about the hotkey idea. I won't let this thread turn into Hotel California.
 
I'd prefer to be able to target any visible star from the main game.
If out of range for whatever reason, ship plots the route.
This way, if trying to escape, at least I can choose something that's in the general direction I'm boosting.
 
It should be possible to have a key/button/voice command, to select the nearest system. Someone with the know how, should be able to do that, with the tools we have.

Yes/No/maybe?
 
I think a little pre-planning goes a long way here. Some ownership of the escape should be on the Trader.

If I know I'm heading to a hot system, I'll plot an overshoot so that system is just a stop and my next one will still be programmed. Or I'll quickly select a jump system while the interdiction is happening.

I guess target nearest system would be just as fine as target next hostile. Sure, why not.
 
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It comes to me as an idea to make things a little more bearable for the average trade ship pilot.

If they get interdicted, they can hit a hotkey on their keyboard that will target a random system in range of their FSD. It would ignore star class, so if a trader has no fuel scoop, there is a risk of landing in a system & needing to call a rat.

Just a little idea I had. I'm sure you can see where I'm coming from, in that it *might* bring some players into Open.

Discuss. And only about the hotkey idea. I won't let this thread turn into Hotel California.


[video=youtube;lHje9w7Ev4U]https://www.youtube.com/watch?v=lHje9w7Ev4U[/video]

Sorry I just could not resist.

I just love this record.
 

Deleted member 110222

D
I think a little pre-planning goes a long way here. Some ownership of the escape should be on the Trader.

If I know I'm heading to a hot system, I'll plot an overshoot so that system is just a stop and my next one will still be programmed. Or I'll quickly select a jump system while the interdiction is happening.

I get where you're coming from. Indeed, these are tips I can learn from myself, so for that you have my thanks.

Unfortunately, we live in a world where a lot of players are never going to hear this suggestion, and continue to make errors in their trade flight patterns.

I view my idea as a compromise, and as with all compromises, I'm aware some people will object. I want to see why that is, and indeed, it may turn out, my idea is a bad one. I'll never know if I don't ask.
 
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I'd prefer to be able to target any visible star from the main game.
If out of range for whatever reason, ship plots the route.
This way, if trying to escape, at least I can choose something that's in the general direction I'm boosting.
The targeting systems in our gold fish brained ships, have a lot to be desired. The cave men had better targeting systems, than we have and that was just look and throw. We should be able to run a mouse over the HUD and just click. System, ship, whatever.
 
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I think a little pre-planning goes a long way here. Some ownership of the escape should be on the Trader.

If I know I'm heading to a hot system, I'll plot an overshoot so that system is just a stop and my next one will still be programmed. Or I'll quickly select a jump system while the interdiction is happening.

I guess target nearest system would be just as fine as target next hostile. Sure, why not.
I played the 84 game and took 2 years to get to Elite. Most of the time, was waiting to re-load, by the way. It took me seven sidewinders, to get out of the starter station, the first time I played Dangerous. Experience and hindsight are wonderful things to have, but no matter how much of both we have; we can still learn something new tomorrow.

Does a new to CG player, stand a chance in open play, in a below par T-9? Nope. End of subject.

Can they learn to? Of course, given time.
 
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A similar idea I had, was to push a button and the HUD show every possible system to jump to. Very similar to the mark on the target system when FSD is charging, each with name and range. I suppose they could limit those shown to the list on the Navigation panel, for simplicity.

Then you pan the ship nose over the constellation of systems highlighted on the HUD, and as each passes under the center of the HUD, it brightens (maybe animates a bit). Push the same button again, and that highlighted system is targeted/selected and the FSD begins charging.

I remember making a mockup screenshot of this concept, long ago.
 
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