Autopilot - a proposal for balanced in-game implementation

Preface
Before getting started. I'd like you all to know that I am well aware someone may have posted something similar to this before however since there are so many posts on this. If it has been brought up before please don't just post the link to it, but also add how that discussion progressed and how it may differ.

I'd like to have a meaningful discussion and not just a terse argument, or just a wall of posts about how it will 'break EVERYTHING'. Tell me why you think it would how it would affect the way YOU play. After all that is literally what this game is about. It is up to each of us to forge our own experience with this game, and since I only have my own experience to reference; I certainly need to hear your's as well to develop a much more informed opinion; and potentially forge a suggestion that could actually work for everyone.

Issue
We all know this is a game of many paths. With one of the most defining and tedious actions being the jumping mechanic. It can quickly become very exhausting and time consuming.
In my experience Jumping efficiently means:
  • entering a system
  • doing a close pass of the star to get a quick boost in my fuel supply
  • and then lining up and jumping again
Each jump takes between 20-30 seconds, and each fly-by of a star task about 35-40 seconds.
This leaves little time for me me to do much of anything else while performing this insanely repetitious action. And while yes space its amazing to look at; after 20-40 jumps with over 300+ in a route. It loses it's luster. Also the jump animation has incredibly small variation, and thus something you don't really care to watch for 4 hours over and over again.

Also when say if you're an explorer and you want to go back to the starting area. You could be thousands of jumps away, and returning could mean stopping whatever exploration route your were taking, for quite sometime.


Proposal
To have an autopilot system that utilizes the user's past experience of star, and nav beacon scans to build up valid autopilot routes.

Valid routes being systems that the user has previously passed through where they user has stopped to perform a specific scan of each systems nav beacon (if available) or of the star itself. This takes time to perform, and prevents it from being abused; if it were automatic.

The autopilot should be able to handle all actions taken by the pilot during a normal route.
  • Maneuver - away from or around a star to realign with the next jump
  • Refuel - if the user has a fuel scoop then they system should be able to safely refuel the ship at a steady rate (slower than a player could, but not severely slow. ie. like 50% of the scoop's capacity)
  • Realign - line up and engage the FSD, after getting out of range of the star to avoid overheating.
  • Error handling - If an error occurs the ship should point itself away from a star, travel X distance from it, and drop out of supercruise in a "safe" area and wait for the user to resume control.

It should NOT handle interdiction, AT ALL. This means the use must at least pay attention to they flight in part.
Like a self driving car the user should be ready to take control of the ship if necessary.
Autopilot is for jumping only and will not handle planet approaches, or wider in system operation.

For merchants or passenger carriers, they can map frequent routes to make long hauls easier. Since passengers have variation as does cargo, the route wont always be 100% automated nor should it.
For explorers, whom scan systems it gives them a way to go backwards without the tedium.
For assassins it gives them ways to go to or from hubs or systems for contracts if they are farming an area.

The information for autopilot can be dealt with in a few ways.
1. Complete loss if the ship that was used is destroyed (doesn't make sense if it information accrued by the pilot over time)
2. The information is backed up to the pilot's profile each time they dock, and info that hasn't been backed up is lost

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I believe that this type of over-time build up of autopilot valid paths, and requiring a specific action to enable/validate a system would work well in allowing it to slowly scale up with the player's progress. It eases the strain on the user, and stays true to the core philosophy of the game. To let the user craft their own experience. Users can choose to put in the effort required to setup such routes and thus make themselves feel like they are making a place for themselves in the galaxy. It could lend itself to other features like course plotting; where the user must lay in the course throughout their own validated systems. A user can also choose not to use it at all.
As manual control of their ship would make trip shorter overall. still giving them the advantage.

It also can give a bit of credence to a game in which there are high-tech ships and FSD's but no autopilot, a tech so simple we have it now on loads of merchant marine vessels.
The explanation for the mechanic can be, that the system needs the nav beacon data or a scan of the star in order to properly navigate it.

To all, I would like to know how this type of in-game autopilot would effect your experience.

** - Also I know there are third-party ones that exist; however this could only really exist as an in-game function, and needs to be in-game to be balanced.
 
You said not to put a link so i wont. There is another discussion where npc have more roles and uses. This could be one of them. If you would like to see what the discussion is search for make npc crew more useful when not being used.
 

Lestat

Banned
All I can say is Bots and Macros. So players can let the game play it self.

To get a good idea what I talking about. Look here auto pilot
 
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71-RN-ohhtL.png


So you want one of these for your game play!
 
I'm usually quick to shoot down the "easy button" suggestions that remove perceived "grind" from the game.... but I also recently bought VoiceAttack and an HCS VoicePack and I'm loving being able to get my "AI" to take care of some simple actions.

I actually LIKE this suggestion. I shall tell you why:
1. You have to actually DO something to make it work in the first place. For instance, right now, I have no reason at all to scan stars (not worth the Credits/Time) so I only ever do it when I happen to be "passing" when scanning other planets, as the stars can be scanned from further away. Scanning Nav Beacons is also extremely time consuming. But if it meant I was building up a repetoire of systems that I could "auto-navigate" I might be more tempted to spend that time, thus exposing myself to pirates/bounty hunters more. The PVP folks, I'm sure, would love that...

2. The proposal doesn't involve SKIPPING any gameplay. Your ship would still enter the system, navigate around the main star, take on some fuel if appropriate (in fact, I might actually suggest eliminating automated fuel-scooping from the proposal), line up with the next system and go through the motions of jumping. The only upside is that your joystick hand gets a rest.

3. The CMDR can't "set it and forget it" - you'd still have to watch out for interdictions, neutron stars (which I imagine would "break" an autopilot), etc. As such, you couldn't use this feature to go watch TV while your ship completed that 300-jump traverse.

So, that's a +1 from me. I'd rate it a low priority for development, though. I'd rather see saved outfitting, re-vamped mining and SRV multicrew first.

Fly Strong

-Maniac o7
 

Lestat

Banned
Hay mdmaniac44 you should read the other tread I posted. You see why we don't need Autopilot.
 
I like the idea of building up a data base of nav way points, via scanning the nav becons, but once you outside of the bubble it should stop. Not sure about auto refuel and the get out of jail free card. I remember a lot of my time in Eve when I was just tradeing could be done as afk gaming, but then I moved to worm hole space and that changed everything.

So yeah in the bubble Id welcome a auto pilot of sorts but then I use a docking comp, allways have I can dock but I find it easier to use one, I dont see either as a win button but more of a making life easier, I dont play this game to be any better than anyone else nor for it to test me.

Id also give whats left of my back teeth if FD ever got around to doing NPC crew right, let one of them take the helm for a bit.
 
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Hay mdmaniac44 you should read the other tread I posted. You see why we don't need Autopilot.

I'm working on that thread ATM. The OP in that thread was very long-winded and whiny. The responses weren't much better. As I've made clear, I abhor "easy mode" and "skip the boring bit" but... I have also felt the arm-strain of working the throttle through a hundred-jump sequence. I don't MIND doing that sort of thing, I knew what I was getting into when I bought this game, but I can also see how a *slightly* more relaxed return journey could be nice -- obviously at the expense of not scanning new systems, losing an equipment slot and being more at threat from pirates.

I like the idea of building up a data base of nav way points, via scanning the nav becons, but once you outside of the bubble it should stop. Not sure about auto refuel and the get out of jail free card. I remember a lot of my time in Eve when I was just tradeing could be done as afk gaming, but then I moved to worm hole space and that changed everything.

So yeah in the bubble Id welcome a auto pilot of sorts but then I use a docking comp, allways have I can dock but I find it easier to use one, I dont see either as a win button but more of a making life easier, I dont play this game to be any better than anyone else nor for it to test me.

Id also give whats left of my back teeth if FD ever got around to doing NPC crew right, let one of them take the helm for a bit.

I think the OP intends for this AP system to only be able to retrace your previous routes. In the bubble, that can mean scanning Nav Beacons to get the relevant data. Outside of the bubble (where there are no Nav Beacons) the functionality could be even less but require a level 2 or even a level 3 scan of the star.

I agree wholeheartedly that FDev needs to fix multi-crew. I tried to (human) multi-crew a Skimmer mission the other day only to find that we couldn't land the 'conda if I was out in the fighter and then that we couldn't even launch the SRV at all if I was on the crew! That was a shame. You should at least be able to switch your human crew into the helm seat for a while. Double-driving would make for some interesting gameplay....
 
Greetings,

PrelatePhoenix I applaud your effort. It defines the issue as you see it and how you currently play the game. Then you come up with a PROPOSAL (not a demand) about how to resolve it. You considered the game mechanics so as not to give an advantage with NPCs or live players. You also considered different play styles per trading, passengers, explorers and assassins. Finally providing your positive opinions including the immersion side of the game.

Very well thought out, professionally presented and considerate of some (not all) of the player styles. It is refreshing to read and should be a 'Sticky' on the Forum per how to make a suggestion.

Will you get it? Probably not. It is in the raw stage and needs more development. Hopefully some replies will give you technical concerns to consider (versus the silly ones).

First up some will think it's making the game easier to play versus accepting the game and it's difficulty as designed. You won't change a lot of minds here. Some will be offended especially explorers who went out into the black and back the hard way then making it easier for new players.

Next some will also feel that it is a 'farming BOT" as in an invincible Corvette farming kills in a CZ except now we're farming system jumps. Your version requires attention but with great programmers they could develop a script BOT to to capture the log file, plot unknown routes, add a flag to 'Honk' the ADS with every system arrival and now we're farming Cartographics. Maybe even easier with apps like "Voice Attack". When offering a proposal "think dirty" per exploits as I'm sure others are considering how to do it.

The complexity between scoopable and non-scoopable stars, different stars have scooping speeds and heat generation, multiple jumps without scoopable stars, neutron and white dwarf stars, changes in the galaxy map per jump options and interdicted while scooping could all make this proposal a programmer's can of worms. They would need a dedicated Frontier Dev assigned who would probably go crazy getting this to work. Of course when he/she did then the SRVs would blow up upon exiting the ship (sarcasm going for a smile)! :)

So you might not get this one but keep making proposals! I look forward to your next one and some day PrelatePhoenix will add a feature to ED. Years later I can add it per a trivial quiz as "Who suggested this feature to the game?".

Regards and have some rep.

 
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I think the OP intends for this AP system to only be able to retrace your previous routes. In the bubble, that can mean scanning Nav Beacons to get the relevant data. Outside of the bubble (where there are no Nav Beacons) the functionality could be even less but require a level 2 or even a level 3 scan of the star.

I agree wholeheartedly that FDev needs to fix multi-crew. I tried to (human) multi-crew a Skimmer mission the other day only to find that we couldn't land the 'conda if I was out in the fighter and then that we couldn't even launch the SRV at all if I was on the crew! That was a shame. You should at least be able to switch your human crew into the helm seat for a while. Double-driving would make for some interesting gameplay....

Ahh then yeah thats not so bad, one of the reasons its taking me so long to get back into logging in every day is the fact Im on the way back to the bubbe, needless to say scan honk jump is very boring, and theres only so much scanning I can do done enough of that already :).

I agree some of the flaws with MC are the main reason ive not even tried it.
 
To all, I would like to know how this type of in-game autopilot would effect your experience.

I wouldn't use it, exploring actually means exploring, not jump/honk/scoop jump. At each jump I take at least a few seconds to check the system map to see if the are any interesting bodies, if there are I go and check them out (this doesn't mean just ELW's). Having an autopilot would essentially mean stopping exploration, the point is to see what's out there, not just jump past it all. The only reason I can see for an autopilot is to get somewhere as quickly as possible with as little interaction with the surroundings as possible. In other words autopilot to me is a more useful trade tool, not an exploration tool.
 
Preface
Before getting started. I'd like you all to know that I am well aware someone may have posted something similar to this before however since there are so many posts on this. If it has been brought up before please don't just post the link to it, but also add how that discussion progressed and how it may differ.

I'd like to have a meaningful discussion and not just a terse argument, or just a wall of posts about how it will 'break EVERYTHING'. Tell me why you think it would how it would affect the way YOU play. After all that is literally what this game is about. It is up to each of us to forge our own experience with this game, and since I only have my own experience to reference; I certainly need to hear your's as well to develop a much more informed opinion; and potentially forge a suggestion that could actually work for everyone.

Issue
We all know this is a game of many paths. With one of the most defining and tedious actions being the jumping mechanic. It can quickly become very exhausting and time consuming.
In my experience Jumping efficiently means:
  • entering a system
  • doing a close pass of the star to get a quick boost in my fuel supply
  • and then lining up and jumping again
Each jump takes between 20-30 seconds, and each fly-by of a star task about 35-40 seconds.
This leaves little time for me me to do much of anything else while performing this insanely repetitious action. And while yes space its amazing to look at; after 20-40 jumps with over 300+ in a route. It loses it's luster. Also the jump animation has incredibly small variation, and thus something you don't really care to watch for 4 hours over and over again.

Also when say if you're an explorer and you want to go back to the starting area. You could be thousands of jumps away, and returning could mean stopping whatever exploration route your were taking, for quite sometime.


Proposal
To have an autopilot system that utilizes the user's past experience of star, and nav beacon scans to build up valid autopilot routes.

Valid routes being systems that the user has previously passed through where they user has stopped to perform a specific scan of each systems nav beacon (if available) or of the star itself. This takes time to perform, and prevents it from being abused; if it were automatic.

The autopilot should be able to handle all actions taken by the pilot during a normal route.
  • Maneuver - away from or around a star to realign with the next jump
  • Refuel - if the user has a fuel scoop then they system should be able to safely refuel the ship at a steady rate (slower than a player could, but not severely slow. ie. like 50% of the scoop's capacity)
  • Realign - line up and engage the FSD, after getting out of range of the star to avoid overheating.
  • Error handling - If an error occurs the ship should point itself away from a star, travel X distance from it, and drop out of supercruise in a "safe" area and wait for the user to resume control.

It should NOT handle interdiction, AT ALL. This means the use must at least pay attention to they flight in part.
Like a self driving car the user should be ready to take control of the ship if necessary.
Autopilot is for jumping only and will not handle planet approaches, or wider in system operation.

For merchants or passenger carriers, they can map frequent routes to make long hauls easier. Since passengers have variation as does cargo, the route wont always be 100% automated nor should it.
For explorers, whom scan systems it gives them a way to go backwards without the tedium.
For assassins it gives them ways to go to or from hubs or systems for contracts if they are farming an area.

The information for autopilot can be dealt with in a few ways.
1. Complete loss if the ship that was used is destroyed (doesn't make sense if it information accrued by the pilot over time)
2. The information is backed up to the pilot's profile each time they dock, and info that hasn't been backed up is lost

---------------------------

I believe that this type of over-time build up of autopilot valid paths, and requiring a specific action to enable/validate a system would work well in allowing it to slowly scale up with the player's progress. It eases the strain on the user, and stays true to the core philosophy of the game. To let the user craft their own experience. Users can choose to put in the effort required to setup such routes and thus make themselves feel like they are making a place for themselves in the galaxy. It could lend itself to other features like course plotting; where the user must lay in the course throughout their own validated systems. A user can also choose not to use it at all.
As manual control of their ship would make trip shorter overall. still giving them the advantage.

It also can give a bit of credence to a game in which there are high-tech ships and FSD's but no autopilot, a tech so simple we have it now on loads of merchant marine vessels.
The explanation for the mechanic can be, that the system needs the nav beacon data or a scan of the star in order to properly navigate it.

To all, I would like to know how this type of in-game autopilot would effect your experience.

** - Also I know there are third-party ones that exist; however this could only really exist as an in-game function, and needs to be in-game to be balanced.

+Rep

Great idea.

Yes, similar things have been posted before - pretty much this many years into a game there are few 100% original posts.

That said, I really like your spin on Autopilot.

All I can say is Bots and Macros. So players can let the game play it self.

So you want one of these (easy button) for your game play!

There is no major Sci Fi work that I know of where the spaceship pilot of the future sits in the command chair pressing a single button every 60 seconds because he's too lame tech phobic to use 1980's computer tech.

And the existing Docking Computer is miles ahead of Autopilot in complexity.

Heck, even the dismiss and recall feature (while in your SRV) is miles ahead of the mindless "press this button every 60 seconds"

But hey, if you think it's great gameplay then please keep doing it!

I for one am glad to have the automation currently in the game, and would like to see more common sense options added like what the OP proposed.
 
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There is no major Sci Fi work that I know of where the spaceship pilot of the future sits in the command chair pressing a single button every 60 seconds because he's too lame tech phobic to use 1980's computer tech.

Because most Sci-fi pieces have a person in command that is commanding the helmsmen to press that jump button a thousand times. You have to remember, Fdev simplified ship management because in some case the larger Elite ships would need more personnel to operate the ship.

And the existing Docking Computer is miles ahead of Autopilot in complexity.

You should check the forum for the "FDEV please fix DC, running into other ships while docking and getting fines" threads. So expect the "FDEV please fix auto-pilot" threads as well.

Heck, even the dismiss and recall feature (while in your SRV) is miles ahead of the mindless "press this button every 60 seconds"

The ship is going into orbit not traversing the galaxy with you on the planet/moon surface.

I have no problem with a little automation. I use a few of the 3rd party apps (EDDI, Roccat Power Grid, & VoiceAttack) to automate some of the functions I use when I play but not to where I can press a button and walk away from my game for extended periods of time. To simply put it, you shouldn't be able to set a destination to Colonia from the bubble, press a button and come back to your game hours later to have arrived at your destination.

I would like to have a pause button so I can get up and use the bathroom or grab a drink but that doesn't make for good gameplay.
 
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+1 for that proposal. Autopilot is a breaking point between adding more gameplay and not adding it because we spend our time to watch the controls.
Forums can be made accessible directly from the cockpit. Stock markets can be added. Some time to listen to GalNet as well.

To all who might oppose it. Please, do not let your blind pride for participating in DDF to block your reasoning.
 
I think that autopilot makes sense for this game. I also believe that space legs makes sense and that you should be able to physically repair stuff in let's say an engine room. The important thing however is that it's done right and everybody has an oppinion regarding that. I think your take on the AP is a take that gives a satisfactory amount of automation without it becoming an AFK-fest. It requires that you have previously explored the route before you can use it. I think that this is a good suggestion for someone like me that likes flying in Elite but sometimes could use a break without exiting the game.
 
I to think it is a low priority for development but it would add a little bit jumping.
I also agree that automated fuel scooping could be disabled on autopilot. which would the require action from the player to enter a fuel scooping cycle manually. With say the ship just flying large "lazy" circles around a suitable fuel star on the route. Leaving it up to you the pilot to refuel before your autopilots slow drains the tank to empty. It could simply stop but I feel that would be to easy and forgiving to just let you ship do that. As circling would make your far more visible and vulnerable to other players/npcs. and add the threat of running out of fuel if you forget to check.

In general the idea is to give navigation more flexibility, and make it more worth while to spend time scanning thing in a system, and could make building a route to say Jaques Station worth it. If you then want to return it then lessens the burden and distaste of making such a long trip again. Allowing players to spread out further and make exploration a bit more worth while to the players themselves. I.e. Give people the option to do it that requires them putting in the time to make use of it.

Also thank you for your critique and thoughts on the matter.
 
I like the OP idea, particularly the bit about restricting it to routes you've already traversed.

How about a simplification to a "some time later" button? Similar to the ship transfer to another station, I say "Travel to system X". If I have previously scanned systems which make a route to X, the autopilot calculates the number of jumps N and says that this will take N minutes. If I then accept, I get logged out and can't log back in during that time. When I finally log back in, I'm near the star in the target system.

The advantage is: hardly any new coding.

I'm not sure about this myself, just throwing it in as an idea. It really doesn't affect gameplay at all, except that I don't have to do the unskilled repetition; it's accepted that I could do it if I wanted.
 
Thank you for your comment. It's nice to see such a formal reply.

I certainly agree that it's unlikely that this proposal will go far anytime soon. But the goal is to show the devs that the community can flesh the start of something out.

And while there is always the possibility, Nye the inevitability, that someone somewhere will exploit the system. That shouldn't prevent it from being a possibility. Even now people are working out methods of enacting external autopilot. Which is far harder than a dev built one in my opinion. As the devs have access to far more in game info and variable than we do. For example. Fuel stars are automatically piloted on routes. Usually plotted so your ship ship has at least one max range jump left once it reaches it. The game knows what stars are viable. Then again as another user mentioned. Auto refueling shouldn't be a thing. And I very much agree.

It makes it to easy. And instead just have the ship fly large lazy circles around the designated fuel star along the Route. This would require the pilot to pay a lot more attention to the vessel as during the circles the vessel is extremely vulnerable and visible to any other players or NPCs. At the same time the vessels continuously burning fuel while also being well outside the range of a potential automatic fuel scoop. So it would require action from the player to tighten the loot and scoop fuel properly while also preventing their vessel from overheating before continuing on with the journey. This adds a bit more risk but it also makes it slightly easier for the devs to program.

Naturally, these ideas will have their fair share of flaws. Though eventually with enough collaboration and information we could supply the devs with a proposal that just might make it's way into the game in the future.
 
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