If I wanted a 'radio-tuning' game I would have rather bought an old radio.

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Just replying quickly to acknowledge, and snipping as it's not really a discussion with me as such. I wasn't giving my perspective on things, or what I would consider to be an overall objective assessment of things with points and counterpoint, rather I was just attempting to summarise some other peoples perspectives in a way that someone else would be able to readily follow rather than it having to go through another long drawn out argument/discussion which wasn't going to be good for anyone involved.

And that's me more or less done for the night! :)

Sorry... what?
 
Of course. Its for the rewards obsessed only.

You're also doing it wrong.. if you drop into a nav beacon every single signal source is resolved without needing to use the fss at all..

Takes way too long with all the slowing down to 1000km needed. They really need to remove the gravity effects from FSD.
 
But conversley a honk and flying in a straight line at a little white dot is engaging!

They have a point - a style of exploration gameplay has been lost with the introduction of the FSS (planets remaining partially unknown till you actually fly out to them) and the whole twiddling exercise before you can see what is in the system rather then the old single-button honk. IMO the new version (clunky UI aside) is a vast improvement and far more time-respectful and that some explorers doth protest toomuch, methinks. ;)
I'm not pushing for a return to the ADS. What I'd like is the FSS to actually be part of the ship, so it works when moving above a crawl.

I'd also teh the honk (which still exists with the FSS) to populate the system map with blank icons for the planets (this happened for a while in one of the 2.x Betas, but FD removed it). This way I'd have a choice to twiddle knobs or target and fly to a planet. Noone loses anything with this approach.

edit - BTW, not my idea. Ziljan suggested this idea last year: The Compromise to End All Compromises-Exploration Scanner Edition.
 
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I'd also teh the honk (which still exists with the FSS) to populate the system map with blank icons for the planets (this happened for a while in one of the 2.x Betas, but FD removed it). This way I'd have a choice to twiddle knobs or target and fly to a planet. Noone loses anything with this approach.

If they didn't want it then, why would they want it now?
 
Go play with your old radio then.
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This 1938 Zenith 12 tube Walton model 12S232 sold for $4200.
Not exactly something one "plays" with, but there is a certain charm to things like this that is lacking these days.
 
Ahhhh!
This explains a lot:

To celebrate 25 years of Frontier, we're giving you the chance to unlock a brand new paint job for the Cobra MK III, free for all Commanders called the F25! To unlock it, join forces and collectively travel 250,000,000 light-years between 24 - 31 January. It's that simple! If you reach that amount of light-years jumped on the 31st, the paint job will be unlocked!

Make exploration simple and lucrative, add in a Pokemon Go mechanic so people feel like they're achieving something, and then make a community event out of it, complete with free stuff.
Not surprising they don't give a monkey's about those of us who'd like exploration to be more challenging - we're not the target audience.
 

Guest193293

G
I mean this is an opinion, this is subjective, nothing to do with facts as far as I know so there is no need to be salty, or if you are that pis*ed off then close the door on your way out.
 
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One thing the new method has done is to have made the Sidewinder an even more excellent ship for those who prefer small craft.

Using the engineering tools to get jumps above 20 light-years, a fuel scoop, and a DSS or AFMU, it is just as powerful at exploring systems as an Anaconda. It wont *reach* the distant locations, but a patient pilot can eco-jump about anywhere else.

The same is even more true for the Adder, which has more internal slots, and a slightly greater range.

A Cobra 3 can be made to jump 35 light years, with engineering, and has lots of room.

The only limit is time.
 
One thing the new method has done is to have made the Sidewinder an even more excellent ship for those who prefer small craft.

Using the engineering tools to get jumps above 20 light-years, a fuel scoop, and a DSS or AFMU, it is just as powerful at exploring systems as an Anaconda. It wont *reach* the distant locations, but a patient pilot can eco-jump about anywhere else.

The same is even more true for the Adder, which has more internal slots, and a slightly greater range.

A Cobra 3 can be made to jump 35 light years, with engineering, and has lots of room.

The only limit is time.

It's interesting that all the things people say they love about the FSS are all the things I think are wrong with it. I guess I'm not the explorer FDev are looking for.
 
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