FSS is way better than what we had before
Choice. As in, not having it forced on us. Forced gameplay is not engaging and is bad.
FSS is way better than what we had before
Not after the introduction of traders, technically, but from what I gathered in order to engineer your FSD your best bet is to shoot Type-9s delivering relief cargo which isn't exactly ethical.
Am I the only one who find FSS more realitic approach to exploration than old system, though? Think about it.
I think the OP might be referring to the activities required to unlock the engineers, rather than the mat gathering. This is however, entirely optional for each engineer, and in no way forced.
Myth! Sure, if you just have to have something right now, there is always a quick route. Cheminal Manipulators... destroy transport ships (clean or wanted), surface POIs, Combat Aftermath USSs... So, no you don't need to destroy innocent civilians. I havn't - all ten of my ships have engineered FSDs and I have 104 ChemMan in my material storage.
3 people tbh, rest of you are professional moaners, you're opinion counts for squat.
? Which components are these?
Choice. As in, not having it forced on us. Forced gameplay is not engaging and is bad.
I haven't yet had any luck finding either Combat Aftermath signals
Exploring horizons since returning it would seem that FD has made a design decision force you to engage in certain in game activities to obtain engineering upgrades.
Every aspect of the game must be dipped into, some more than others, in order to engineer your ship. You have to mine, you have to trade, you have to explore and you have to fight.
If someone enjoys each of these at different times then that's fine. But a constant activity which is unfun, to obtain needed materials is a bad design choice. And their is no option around it. If someone preferred combat above all else, there would be indirect ways to obtain something which you could use to get materials. Suppose you could trade combat bonds for materials? Instead of prospecting the tacked on ride a buggy around an airless rock shooting rocks which they call a feature. What about selling or trading exploration data for materials? It gives you an option beside doing something repetitive that you don't like, which is grinding. That way one of each profession which is liked by a wide range of players could still do the one they find most fun gameplay wise, while still being able to stay relevant in a post engineered world.
Someone came up with the brilliant idea that they know how to get players to do every in game activity. You want materials? You will explore. Mine. Trade, fight, prospect etc etc.
As an aside, how is it you can have such awesome spaceships in the 34th century but you have that god-awful buggy which just turns over on the slightest bump or going too fast? Could have used a hover craft or something, seriously? Come on.
You can still discover and scan planets the old way without ever touching the FSS. Ditto for USS. Shoo and begone.
Exploring horizons since returning it would seem that FD has made a design decision force you to engage in certain in game activities to obtain engineering upgrades.
Every aspect of the game must be dipped into, some more than others, in order to engineer your ship. You have to mine, you have to trade, you have to explore and you have to fight.
If someone enjoys each of these at different times then that's fine. But a constant activity which is unfun, to obtain needed materials is a bad design choice. And their is no option around it. If someone preferred combat above all else, there would be indirect ways to obtain something which you could use to get materials. Suppose you could trade combat bonds for materials? Instead of prospecting the tacked on ride a buggy around an airless rock shooting rocks which they call a feature. What about selling or trading exploration data for materials? It gives you an option beside doing something repetitive that you don't like, which is grinding. That way one of each profession which is liked by a wide range of players could still do the one they find most fun gameplay wise, while still being able to stay relevant in a post engineered world.
Someone came up with the brilliant idea that they know how to get players to do every in game activity. You want materials? You will explore. Mine. Trade, fight, prospect etc etc.
As an aside, how is it you can have such awesome spaceships in the 34th century but you have that god-awful buggy which just turns over on the slightest bump or going too fast? Could have used a hover craft or something, seriously? Come on.
Could you make a youtube showing this happen?
What do you need a video for? Just fly towards the planet until its close enough for the discovery as you always did.
Cause you cant see the planets till you FSS them out, can you? Sure you get a free one or two close to the star but other than that the honk only tells you how many are there and nothing else. You might not notice if you are traveling in previously mapped systems. Of course if you know different then show me.
Harsh tbh. OP is talking about forced gameplay. The FSS fits that description perfectly. People are literally begging for choice but there is none.