I loved the exploration content I saw yesterday, will make it much more interesting and engaging for us wanderers of the 'verse.
Great ! Did you have the feeling that the MW will be less empty ?
I loved the exploration content I saw yesterday, will make it much more interesting and engaging for us wanderers of the 'verse.
I loved the exploration content I saw yesterday, will make it much more interesting and engaging for us wanderers of the 'verse.
Yeah, most current explorers would be happy with some drama. Earthquakes, volcanic activity, meteor impacts, ex girlfriends, bring it on!
Good, good, good. Them's the fellers who know their design.
yep - the name´s ELITE DANGEROUS - not Elite fatalOK, ok, I think you're going much too far with introducing blasted ex-partners in as a form of danger......that's much too dangerous, even for hardcore explorer types.
"Anomaly detected ... it won't stop talking"OK, ok, I think you're going much too far with introducing blasted ex-partners in as a form of danger......that's much too dangerous, even for hardcore explorer types.
OK, ok, I think you're going much too far with introducing blasted ex-partners in as a form of danger......that's much too dangerous, even for hardcore explorer types.
I merely meant that I *loved* Mengy's compromise solution, so was naturally biased towards that being adopted officially. Not suggesting, necessarily, that their own compromise won't be good.
As long as Frontier’s “elegant solution” addresses the communities main issue with the 3.3 proposal then it will be good. For the record, that issue is:
The honk needs to provide at least a minimal amount of fast information on the system to allow the pilot to make a snap judgement on whether or not to investigate the system further using the new mechanics..
Honk works for all systems; buying nav data does not, simply because there's no telling whether the data will even be available or not. It's required for any where you have to go on an active hunt for whatever it is you're after, rather than just being outright told where to go (and that location being inside an inhabited system).What kind of missions "require" a honk at present where the alternatives would not work? Yes, buying NavData only works for a specific target system, but so does a honk.
You should probably time it first, because no. You're off by an order of magnitude (or even close to two), especially in the case where there is no nav beacon available.Hmm, sounds about right, "10's of seconds"
Again, not all missions happen next-door any more. What is the range of being able to buy nav data? I mean, you're still right about it being rather silly in how it currently works, but it is how it works and any alterations to how you navigate in, between, or at the very edges of the bubble still have to be accounted for.And why on Zaonce would you fly to a nearby system to buy NavData? You'd buy it -before- leaving on the mission
Because, just like for explorers, it tells helps you decide where to go and what to do — the most fundamental decision in giving the player agency rather than wasting their time just to reach that same point. Agency needs to be free, or it ceases to be actual agency, and agency is the life blood of any kind of sandbox environment.I still have no idea why the honk is so absolutely necessary for non-explorers running missions or trading in the bubble.
That's not the flip side — that's the fundamental problem: that you don't get a choice; that you're robbed of agency; and ultimately, that it doesn't even solve or improve of any perceived problem or shortcoming with the current system. All it does is take time, which is the very thing it ought not to do.Flipside to that argument is that by playing the "minigame" you -are- exploring the current system.
Honk works for all systems; buying nav data does not, simply because there's no telling whether the data will even be available or not. It's required for any where you have to go on an active hunt for whatever it is you're after, rather than just being outright told where to go (and that location being inside an inhabited system).
You should probably time it first, because no. You're off by an order of magnitude (or even close to two), especially in the case where there is no nav beacon available.
Again, not all missions happen next-door any more. What is the range of being able to buy nav data? I mean, you're still right about it being rather silly in how it currently works, but it is how it works and any alterations to how you navigate in, between, or at the very edges of the bubble still have to be accounted for.
Because, just like for explorers, it tells helps you decide where to go and what to do — the most fundamental decision in giving the player agency rather than wasting their time just to reach that same point. Agency needs to be free, or it ceases to be actual agency, and agency is the life blood of any kind of sandbox environment.
That's not the flip side — that's the fundamental problem: that you don't get a choice; that you're robbed of agency; and ultimately, that it doesn't even solve or improve of any perceived problem or shortcoming with the current system. All it does is take time, which is the very thing it ought not to do.
It's particularly weird that it takes time at this end, where it hurts the gameplay, whereas it is sped up at the other end, so that the main purpose of its addition (replacing straight-line flying with some kind of activity) is reduced, and not changed at all at the very extreme end, by necessity as you can't really go to a planet without… well… going there.
It's as if the devs looked at the problem-focused alterations and said “oh no, look at how much quicker and focused this will be — someone, figure out a massive time sink to slow it down, quickly!”
Time to scan planets is reduced a lot.
Now: Arrive at system, honk, fly close to every single body in the system and wait for the scans to complete.
Then: Arrive at system, honk to activate scanner, scan every single body from afar without any travelling time, but just by pointing and button pushing.
I am pretty sure the "then" scenario is much, much faster. The step where you actually have to fly to a planet gives us information we don't have ways to access right now. It's additional and only needed if you want to know details about something you scoped out before.
currently there are no reliable data at hand to support that statement as beeing true...The possible problem though is this: the new system is faster if you want to full scan a system, but slower if you are only looking for specific things.....
So, you are not an explorer and you are angry because you don't want to do the explorer stuff to find your mission locations.
Why not, instead of advocating for the removal or modification of the exploration stuff, you ask for keeping the feature you want? Is not that difficult, you just need to propose for a module that , while in supercruise and with a press of a button, links to the navigation beacon and gives you all the information you need.
Of course this will not be useful in systems without Nav Beacon. In those unexplored systems you will need to do the explorer stuff, but hey! maybe I'm crazy but I think that you should have to explore the unexplored and the auto-explore thing is just for inhabited systems
Depending on what you mean by "casual".Similar to how the engineering revamp made it faster to mod a ship to its max yet much slower to casually mod it.
The possible problem though is this: the new system is faster if you want to full scan a system, but slower if you are only looking for specific things.
Similar to how the engineering revamp made it faster to mod a ship to its max yet much slower to casually mod it.
He already has a module that does that, for every system, with or without a nav beacon, it's called an ADS.
Frontier are removing this staple of discovery gameplay to appease a tiny minority of players who, in actuality, don't really want THIS change. They want reasons and rewards to explore systems AFTER the honk which involves more immersive, skill-based gameplay (as opposed to flying at every body in a system with a DSS equipped).
I'd like to see mass exchange between Roche range binaries, and it would be cool if there was some danger with random solar storms, like a huge plasma wave that throws your ship out of SC and you have to repair.On a serious note, though, more dangers out in the black would be fantastic to see. As would more populated solar systems. For now I'd be happy with the introduction of comets (which are already accounted for in Stellar Forge), more dangerous Main Sequence Stars, more dangerous/better looking black holes & Pulsars. Like I said before, though, it would be nice to introduce some game-play around these dangers-like scanning/mining comets, using Black Holes in a similar fashion to Neutron Stars, being able to refuel faster around less stable parts of Main Sequence Stars.....that kind of thing.
I'd like to see mass exchange between Roche range binaries, and it would be cool if there was some danger with random solar storms, like a huge plasma wave that throws your ship out of SC and you have to repair.