Hi GG7, I don't think the OPs comments are specifically aimed at 'ship controls', but more broadly around game mechanics. Even if the OP is new to the game his comments should be given value, maybe more because he is new... He hasn't because blind to the many weaknesses in ED yet...
Because ED has a very large handful of Handwavium thrown into the mix. Given this basis, why bother with the stupid attempts at providing immersion with things like time delays to ship modules and ships around? How is taking an hour and a quarter to transfer a thruster module to Prof. Palin in any way improving my game play? IT DOESN'T! IT JUST MEANS THAT I PACK UP FOR THE NIGHT BECAUSE THERE IS SOD ALL I CAN DO BUT WAIT!
There are a lot of things like this that I just shake my head at while rolling my eyes! It's plain stupid and dumb in a video game! Please get your immersion kick somewhere else (within the game)! But don't lecture on how adding time delays in any way improves game play! It doesn't, it just completely stalls it!
They already have... This is a GAME. Immersion should not be about adding RL elements, it should be about adding elements that pull you into its own universe, not relive RL deficiencies!
Same here.
The immersion breaking RL elements need to go imo. Let ED pull you into its own universe, don't impose your RL expectations on to it.
ED should stand within its own universe and if that allows a mix of automation via autopilot etc and manual flight, great both camps are happy. Why impose your view upon me?
You see those letters and symbols falling down the screen, that is the game play melt down while we wait for ages for anything to be shipped around because some people think that RL elements improve the GAME PLAY.
In game universe immersion is the way to go. Not RL immersion.
Or convince people with your kind of viewpoint that you are warping ED into a horrible mess of a game. There is nothing wrong with wanting an autopilot! If manually flying is all ED is to you, you have a very sad viewpoint of what ED is... there are times when it would increase immersion!
Firstly, I've never ever said anything being instant in this game. Op updated. Sorry, but I can't possibly include every aspect of my opinion inside it.
2 hrs for cargo load is not ok. 4 month for repairs is not as well. Those aspects are necessary same as respawn and absence of a relativistic time and realistic movement models.
And them being instant is not OK either. Those mechanics are clearly placeholders for space legs.
2-5 minutes for both is reasonable enougth. There are like 25 ships in the game.
Yet scaveanging for broken ships' parts while rolling cash is not integral to gameplay. Neither is two fire buttons only limitation. Neither is an absence of an autopilot and/or player-with-ship transfers.
And sorry, I know that "Silence is golden./Ignorance is bliss. And I often asking /what you would rather forget.", but I cant wear same pink eyewear as you do.
And I'm hardly alone in that, check out
this thread, which opened my eyes on why all I do in Elite is grind.
What is possible backstory for the state of things?
That Earth was taken over by North Korea at some point? Explains some, but adds more questions.
More like universe was lead by '84 gameplay fans. And is this somehow belivable *sarcasm*. Even then game doest not hold it's style. And then some Thargoids and some people asking everyone for help each week. Tf is going on?
And it makes occasional attention grabs such as powerplay, MC and stuff. ITS IN THE GAME. Seriosly, even EA operates less disgusting in some aspects, if you think about it. Which level of game reasearch would show me the state of things before purchase? You dont expect a game with such realistic universe having that rudimental level of gameplay in some areas.
But I've found out what ED is. Fine. As this game have no alternatives in some aspects, I have nowhere to go.
But why do some people think that ED taking itself more serious would hurt it. I don't belive inconsequent things help this games' charm in any way. Destroy more like.
Because gameplay balance and development resources constraints.
I've shown in op some ways it could've be done, or the original idea at least. While some things do require investment of those things, some require nothing.
Transfer wait times are there for a reason. Not because of immersion, but so mechanics such as mission restrictions have a purpose. Ship outfitting consequences exist and also ship consequences exist. It also means that you have an option, whether to go and get that module/ship yourself or get it transported. Options are good.
Having instant transfer of ships/modules removes a lot of the consequences from the game, it will make instant transfer of modules/ships the default way of moving stuff around. The only way to mitigate that would be to make it so expensive that only the very wealthy could use it, therefore making it something that virtually nobody would use.
As it stands now, it has it's uses that everybody can use. What you do while your ship/module is in transport is up to you, but the game certainly does not force you to log off and whether it kills your game or not is really down to your own choices. That is all on you.
It is made exactly for immersion, I belive. And I'm ok with that. Exept big 3 transfer prices, those are unusable by anyone.
And I'm not ok with having no pilot-with-his ship transport services. Why there are no transportation lines to Colonia, with fixed departure and arrival times? Imagine how immersive that would be. Yet I hope it is planned already, for the time when enougth people visit it by themselves.
Why life is so hard? Because.
This is a game, innit? Why devs often see hard only in terms WORK TIME you have to put in it, no matter how stupid said work is?
Just to pickup on this...cant ye just create yer own binds so ye remove the need fer fire groups period? Ive done it on an xbox controller and have several modules that normally require a fire group that now have their own bind on the joypad...meaning they dont need a fire group at all. Stuff like scb, chaff, heat sinks, slf launch, data link scanner, limpets both hatch breakers and collection...all of those things have their own unique bind on an xbox controller meaning I have only two fire groups total on a cutter.
Now that takes about 45 minutes to an hour and then a week or two getting used to the binds as there are quite a few to remember...but if I can do it on what some think of as the peasant controller, what exactly is everyone elses problem? Either they dont know or cant be bothered to learn and then complain about having several confusing fire groups when they really only have themselves to blame.
If yer in a fight and its going the whole ten rounds to the wire, then bear in mind that everytime ye switch fire groups, yer guns stop firing so ye can fire something else...thats giving yer opponent time to recover...how is that a smart thing to do? Im not a pvpr but Im sure they might actually agree with that point considering such a tactic would be of much more benefit to them...thats just common sense really.
Keep the pressure on constantly while binds take care of everything else...spotty dog problem sorted and fights are won a fair bit easier...it aint rocket science ^
Been here, done that. But is sort of wrong having all by means of my desktop, and not by means I have in a 3300 ship's computer. How immersive that is?
I had my 3rd fire button. But it doesn't work for Seeker missiles. Exactly the thing it is stupid to not have fire button for.
To narrow disparity of PC players with 2 mouse buttons was given as an offcial reason, I belive. Marvelous... Even at the early developement it caused some backlash. And I'm not sure which ships were announced at that point. Sidey and Cobra III?
So what would be the ideal number of triggers: 3, 4, 5, unlimited? And there would be a significant amount of work for FDev to undertake to do this, redesign of the firegroups panel, redo of all huds, redo of the bindings screen. Honestly, I would rather FDev spend that time on developing better missions and fixing the current missions than programming additional triggers just to satisfy the minority that are asking for them (and yes it is a minority).
Yes, same old "If I dont need it, no one does."
No offence being made. This a is natural reaction.
It would take two days of work for two people. Something like that.
But ship's computer needs more customisation options than Nokia 3310.
Fixed hardpoints zeroing by pair, power distribution conditionals, etc.
I just don't get this obsession some people have with 'stock market' gameplay - I can't imagine anything more tedious.
Research more on the subject. Idea of having it there is brilliant. Coupled with BGS, this is the most cost-efficient way in terms of developement to add immersive gameplay and fix a lot of incosequence with investment-profit-upkeep situatuion.
A lot of people want to be able to get more money.
A lot of people, including me, hate when most cost-efficient activity is some skimmer genocide. Or pole banging in Fehu. Or slave processing. Or whatever really. It's hard to force yourself make money in more fun way when you know about more efficient alternatives, and them being stupid just makes things worse.
Stock markets is the best of both worlds. You can make a lot of money, provided that you can think and have some to start with. Its not a passive gameplay, more like playing it passively wont get you much. You can affect things by yourself.
And this is not simply abusable in the ways such as following "go to system A and do stupid activity B" instruction. Stocks are usually limited in supply. You have to think for yourself. And implementation of this thing won't hurt anyone uninvolved more than BGS does already.