I would love a NPC Helmsman

Obviously there are some players who would enjoy the game more if there was some method of autopiloting jumps. Equally clearly, there are others who would feel this to be a dumbing down of the game or would detract from the sense of scale that is an integral part of the ED galaxy. Without arguing the merits of either viewpoint, how could both groups of players be satisfied?

Firstly, autopilot must be optional. Off by default in the right hand UIs functions panel. If you want to use it, turn it on before charging your FSD for the first jump.

Secondly, autopilot needs to != rapid travel. It must not be possible to "get there" faster with an autopilot than you do by manually flying it. In fact, you should be able to shave several minutes off even a four or five jump route by manually flying it well or by being prepared to tolerate greater heat buildup than the autopilot will allow etc. The possible mechanics I outline below will handle this quite nicely.

So, those mechanics....
  • Autopilot will not jump to a system for which you do not have system data unless that system has a nav beacon. If your plotted route passes through such a system the autopilot will, instead of jumping there, drop to normal space and signal for your attention. You will have to pilot the next jump manually, and if you don't want to be stopped there again be sure to honk it before you try and move on. Obviously this means explorers will be piloting most jumps manually once they get beyond the bubble, at least on the way out. If they come back in along the same axis as they departed they are likely to be returning through systems they honked on the way out and so the autopilot will transit those systems on the way back in.
  • Autopilot will not scoop fuel. Nor will it execute a jump beyond the last star on your route known to be scoopable (IF you have a scoop fitted) or to have a nav beacon indicating a resident population - whichever one is further along your route and within your unrefuelled range. Note that careless autopiloting can still strand you without fuel if you use up the last of your tank jumping to a system that is populated, has a nav beacon, but only has outposts and you're in a ship that needs a large pad, or that last jump lands you in a system where for whatever other reason you can't refuel there!
  • Autopilot will not attempt a jump that requires neutron star assistance or synthesized FSD boost. It will drop to normal space and disengage, waiting for the pilot to fly that next jump manually.
  • Autopilot will always enter a system at zero throttle and immediately orient on the next waypoint. If the jump target is obscured, it will change course 90 degrees directly away from the center of the obscuring mass and fly in that direction until the jump path is clear, at which point it will orient the ship accordingly. Once the jump path is clear, the FSD has cooled down and ship heat is 55% or lower, the autopilot will engage the FSD and throttle up for the next jump.
  • If ship heat exceeds 95%, the autopilot will make a safe drop to normal space, zero the throttle and disengage.
  • if interdicted, the autopilot will submit, zeri the throttle in normal space and disengage.
  • Autopilot will slow down and make a safe drop to normal space before crossing a star or planets SC exclusion zone (or orbital flight limit - it won't cross either the blue or green lines, it will make a safe drop just outside those limits) but - and this is important - it won't maneuver to avoid them either. It will just safely drop, zero the throttle and wait for you to handle the situation.

So yeah, if you want to you can automatically netflix across the galaxy, provided you're traveling through known systems, taking over the controls only to refuel, run away from a pirate or deal with autopilot brainfarts. If you're more a hands-on type then you'll get there quicker, if you're a hair-on-fire buckyballer you'll get there a LOT quicker. Exploring can't be shortcut by autopilot either.

All of this sounds pretty reasonable - it’s a good middle ground.

It gives those who want to use autopilot a way to cut down on pressing J, but doesn’t just make it an easy hands off experience - there’s still some of the old flying skill involved.
 
Nothing to do with fuel scooping, this mechanics should be untouched.
The idea is to give the option to automate the repetitive task of star jumping, example included.

How do you manage to jump often enough that it becomes "repetitive and utterly boring" without fuel scooping? Do you have any optional modules in your ship besides fuel tanks?
 
First the good stuff, I love the Chieftain, wonderful ship, almost perfect in my opinion.
The Engineers seems to be great too, I only did a few upgrades however the system where you can't go back, is good because you need to grind less. Material broker great = less grinding=more freedom.

And that is what it is about, having fun, less grinding more gameplay. There I was, toddling around in the galaxy, doing stuff, having a good time testing the new features. Then I decided to travel a bit further away from my spawn point, and I remember why I gave ED a pause.

https://www.youtube.com/watch?v=bcYYQDaNgqQ

Turn ship towards star, press (J) to jump repeat and raise 30 time until arriving at destination!
NO WAY MAN, i ain't gonna do that, it's just horrible.

No I don't mind the time to travel, in fact I love the long traveling times, I don't mind the distance in the game, in fact i love the 1:1 galaxy. What I don't like is why I simply can't ask my NPC helmsman to follow my plotted course and tell me when I arrive, and if attacked by pirates tell me, so i can do something, or if we run out of fuel, tell me so i can do something, but for christ sake, don't make me jump manually as it can bring any sane person close to insanity. So I logged out, and played a game where I ride a camel or horse in a huge world to explore, and it got auto camel/horse.

https://www.youtube.com/watch?v=Zg0hic8d-HY

Tell you what, why don't we get FDev to automate everything and then we can just start the game and let it play itself while we watch Netflix, read, go shopping, post to the forum, play Start Citizen or anything else. Think how easy that would be. No grind, no pressing J every 40 seconds.

Just leave the game to play itself and in a few days you'd have every ship fully 'A' rated, engineered to the max and more credits than you know what to do with.

That would please just about everyone that complains about how bad Elite is and how hard it is to do anything because of the grind etc. In fact, you wouldn't know about anything in the game so there shouldn't be anything to complain about.

Except not being able to play the game, of course.

Do you think FDev would go for it?
 
I always have orbit lines off and fuel scooping is easy as.

It's just an annoying chore bereft of all but the smallest need for 'skill'.

Much like refuelling one's car.
I look forward to the video you post of you refuelling your car while driving round the petrol station at a measurable fraction of the speed of light.
 
I look forward to the video you post of you refuelling your car while driving round the petrol station at a measurable fraction of the speed of light.

I get what you're saying but in ED fuel-scooping is not difficult or 'fun'. But as it is refuelling I quite understand that it should be like that.
 
I look forward to the video you post of you refuelling your car while driving round the petrol station at a measurable fraction of the speed of light.

Why would he bother though? There's no need to compare fuel scooping to real-world tasks to suggest that there's something inherently difficult about it. Not when you can just examine the actual task in-game, which is about as difficult as breathing.

I mean seriously, you can write 'some people clearly find it difficult' all you like and I won't even dispute it, having seen what I presume are people wearing blindfolds and boxing gloves playing the game on youtube and twitch, but that's not to say that by any reasonable standard it is a difficult task. With orbit lines on, it consists of flying towards a massive, glowing ball and making sure to keep the nose of your ship pointed to the non-glowing ball side of a line. Sure you can refine the technique and get more efficient at it but to achieve the basic task of getting fuel in the tank without flying into a star that is all that is needed.

Anybody who genuinely finds that difficult probably isn't going to be having much fun by the time they move onto slightly more advanced areas of the game, such as... well anything that isn't flying in a straight line basically.
 
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Enderby, my last post was on the snarky side and I apologize for that.

But the thing is, as an expert pilot there will be many skills you have mastered that you can now exercise without thinking about them. That doesn't mean that you're doing something that's trivial, it means that you're very good.

I'm now at the point where I can fuel scoop without too many mistakes. I'm better than I was, and I'll be better than I am. I've acquired a skill, and one that's rather more subtle than a simple sequence of button pushes that some people seem to think is all that's required to make an extended sequence of jumps.

If FDev see fit to provide an autopilot for long sequences of jumps, so be it. They do after all provide an autodocker. But it'll be a lot more complicated than a button-pushing macro, and it will replace a significant piloting skill, even if that skill may no longer stand out to those who have mastered it.
 
I would love this optional game mechanic. I served on a real ship, and this is exactly what a ship's captain does - he gives appropriate orders to his crew, and then he goes off and luxuriates in his cabin until he gets the call, "Captain to the bridge!" Now obviously he has duties, but the captain isn't the one stuck in the pilot's seat for the entire duration of the trip, I can tell you that right now.

I do believe this game mechanic needs stipulations. It can't be "fast travel", it must happen in real time just as if a human pilot was flying. It should only be available in ships that have multiple seats, and perhaps smaller ships like the Cobra should have a time limit before it's your turn to take the helm. In the Cobra, the NPC is the copilot. Larger ships like the Conda would have a full crew, so there you wouldn't need to take the helm. I do think NPCs should be able to perform system scans, but not surface scans. Instead there should be customizable filters that hands control back over to the CMDR. "Commander, we have detected an earth-like world in this system. What are your orders?" NPCs should not be able to evade interdictions, and one might argue that an NPC needs to be Elite rank to use neutron star jet cones. You get the point.

Many of you just want to be space truckers, and that's fine for you, but some of us want to be actual commanders of a spaceship with a crew. As for reading a book, I'd much rather be reading an ED novel in my "captain's quarters" while my NPC handles monotonous jumps, to eventually be interrupted by, "Commander, you need to take a look at this!" Of course, I can tell my NPC at any time, "I want to fly the ship for awhile. You're dismissed, lieutenant."

Except in ED you're not a captain of anything, you're just a pilot who also owns the ship, in case you haven't noticed ED's ships are nothing like the Allure of The Seas, they don't have a crew of thousands taking commands from you in the captain's chair on the bridge. In fact, they don't even have a captain's chair, nor have a command bridge and even less have an actual ship-manning crew, they just have a couple of seats (3 tops) in the cockpit, ED's ships are much more akin to airplanes than seafaring large vessels, and the airplane's pilots are surely not spending the voyage reading books at his personal quarters :D

Anyway, despite you argumentation being hugely flawed, this doesn't remove your underlying point (having some form of autopilot) from being valid. After all, even planes do have auto pilot.
 
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Enderby, my last post was on the snarky side and I apologize for that.

But the thing is, as an expert pilot there will be many skills you have mastered that you can now exercise without thinking about them. That doesn't mean that you're doing something that's trivial, it means that you're very good.

I'm now at the point where I can fuel scoop without too many mistakes. I'm better than I was, and I'll be better than I am. I've acquired a skill, and one that's rather more subtle than a simple sequence of button pushes that some people seem to think is all that's required to make an extended sequence of jumps.

If FDev see fit to provide an autopilot for long sequences of jumps, so be it. They do after all provide an autodocker. But it'll be a lot more complicated than a button-pushing macro, and it will replace a significant piloting skill, even if that skill may no longer stand out to those who have mastered it.

There was no need to apologise but I appreciate it that you did. Point taken. All the best with mastering the scooping! :)
 
Its a form of reductio ad absurdum, just ignore. There will be some resistence from people who consider repeatedly pressing 'j' a skill, who are proud of having pressed that button 25000 times and consider that auto-jumping 'devalues' their 'achievements'.

Somehow it’s a skill to not fall asleep.
 
Even something as simple as pointing your ship accurately at the system you're jumping to which, if spot on, or degrees of, could give you a fuel-use bonus. At the moment the game centres you on it (if you're pointing in the right general direction). Make this a little mini-game to liven up even a simple jump. Even if it only makes it a little bit more engaging.
 
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Even something as simple as pointing your ship accurately at the system you're jumping to which, if spot on, or degrees of, could give you a fuel-use bonus. At the moment the game centres you on it (if you're pointing in the right general direction). Make this a little mini-game to liven up even a simple jump. Even if it only makes it a little bit more engaging.

Good idea!
 
It makes sense that there be some sort of cost to very-long distance travel, but I agree that it would be nice if it was less dependent on discouraging players with tedium.
 
They could automate the entire trip, star wars style. You jump once then look at the regular "space is flying by" screen with a timer counting down to when you'd reach your destination. A needed update and should be included in the standard autodock module.
 
How do you manage to jump often enough that it becomes "repetitive and utterly boring" without fuel scooping? Do you have any optional modules in your ship besides fuel tanks?

The NPC helmsman flies to the last fueling point, and disengage the automation, you do the refuel thingy and continues to the next point, raise and repeat.

You will still need to do manual flying when you refuel the ship, but you don't need to micromanage every single jump.

Tell you what, why don't we get FDev to automate everything and then we can just start the game and let it play itself while we watch Netflix, read, go shopping, post to the forum, play Start Citizen or anything else. Think how easy that would be. No grind, no pressing J every 40 seconds.

Just leave the game to play itself and in a few days you'd have every ship fully 'A' rated, engineered to the max and more credits than you know what to do with.

That would please just about everyone that complains about how bad Elite is and how hard it is to do anything because of the grind etc. In fact, you wouldn't know about anything in the game so there shouldn't be anything to complain about.

Except not being able to play the game, of course.

Do you think FDev would go for it?

What a utterly silly comment, and it got nothing to do with this OP, that one passes over your head like.....

2hJoEmp.gif


They could automate the entire trip, star wars style. You jump once then look at the regular "space is flying by" screen with a timer counting down to when you'd reach your destination. A needed update and should be included in the standard autodock module.

No thank you very much, this is not needed, as I said we already got ship transfer and It's not something I like, but I accept it, I just want to handle over control a let go of the micromanaging star jumps.
 
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If ya think jumping is bad in Elite Dangerous, try sailing from Kingston to St. Kitts in Naval Action. You could get 1/3rd of the way to Sag A by the time you get there. In otherwords... it could be worse!
 
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If ya think jumping is bad in Elite Dangerous, try sailing from Kingston to St. Kitts in Naval Action. You could get 1/3rd of the way to Sag A by the time you get there. In otherwords... it could be worse!

Don't know the game, can you set a course and it will follow that set course, or do you need to micromanage left and right until you get there?
 
Don't know the game, can you set a course and it will follow that set course, or do you need to micromanage left and right until you get there?

I don't believe so; their website states "Captains are expected to navigate using landmarks and compass." - that tells me no auto-sailing.
 
I don't believe so; their website states "Captains are expected to navigate using landmarks and compass." - that tells me no auto-sailing.

You do know how that is in the real world right, got nothing to do with "auto sailing"

The essentials of modern navigation had been well established by the 1770s, when Europeans first settled on the West Coast of North America. The
sextant, a practical tool for celestial (sky) navigation, was in common use. The chronometer (an accurate clock) had been invented.

Today the most basic way is to:
Plot course....
Set pilot to follow compass....
Check clock......
Set alarm, that is how it was done some years ago.

Even when they didn't had the "pilot" they fixated the rudder on the ship.

It got nothing to do with NAVIGATION, you mix those terms up mate.

Navigation=plot course
pilot the ship=follow set course.
 
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