A path!
Agreed, like this...
Flimley
I would also like to see this in the game:
Yep, pretty much like that, but with the wave thingie a bit more centered, maybe not clipping the holographic display, but yeah, pretty much that would be grand.
That's just my opinion and will stick with it unless they are reworked in some way that works with the FSS.
I would have range limits on them. The BDS has a 1000ls range, the IDS has a 10000ls range and the ADS has a 30,000ls range. The more powerful the scanner the more space and power it uses.
Or don't have the Scanners back at all. Have the system map populated with untargetable blobs which give you a rough idea of the system layout.
These are what I would have happy to have and think both of them are a reasonable compromises. It can replace the FSS, but it may take a bit longer depending on the system and what scanner you have on board. It can complement the FSS too, but there are negatives. The FSS should be the main scanner, with the other scanners as an upgrade bit with negatives such as power usage, size and weight.
Why are you against the ADS having infinite range?
The FSS has it so it's not like you have a problem with the concept. The ADS in your suggestion already suffers a power/mass penalty and yet you still want players to have to use parallax to find distant bodies - essentially rendering the whole thing meaningless. If I have to use parallax to explore I'll just not bother with the ADS or FSS and just do that.
Please explain your logic, because to me it just looks like you want the FSS to be 'better', simply because you like it.
That would be good.Agreed, like this...
A good idea is a good idea.What about having a new crew member that would automatically do all the exploring tuning the knobs thingyallow those who just want to fly get on with it. It would help those who dont like the exploring part. The crew member would take a share of the cash.
I dont use crew members but wouldn't mind getting an 'observer' to tag along and get the exploration data? If he needs me to fly over to planet X666..no bother![]()
A system like that works with the FSS and would work reasonably well and not make the FSS and ADS combo over powered. If you dont want to fly there use the FSS, it's what it's there for.
The FSS honk will already tell you that there is a star there, it will tell you how many planets are left, you can fly there and do another honk.
It's what you want isn't it, fly to places to explore?
A system like that works with the FSS and would work reasonably well and not make the FSS and ADS combo over powered. If you dont want to fly there use the FSS, it's what it's there for.
At this point i can see that we are all stuck with the blue blob mini game for good and no one is going to improve it. I didnt want to say this, but since we are always stuck with unfinished stuff like multicrew, then i must also support the suggestion about bringing back the old ads, in order for someone to choose it instead of the mini game.
Let them co exist in the game but only can use THE ONE OR THE OTHER. If someone installs the old ads, then he looses the precious slot, while still have to fly to every planet in order to map it and tag it, while the mini gamers can have the free slot, their ancient radio device to play with and continue getting rich very fast by zooming in endlessly deeper and deeper to their hearts desire.
So you have no reason for limiting the ADS other than forcing people to use the FSS. Okay.
Incidentally, it's not just stars that can be at long distances from the drop-in point. There are plenty of systems with planets orbiting the main star at ranges > 30kLS.
FD quite correctly assume that provided we can make credits quickly, the majority of players will be happy.From watching the frontier presentation again, the issue was frontier went into this whole thing assuming that all people went exploring for was the save game impacting components, pushed it all to the front of the experience and.......
FD quite correctly assume that provided we can make credits quickly, the majority of players will be happy.
However, there are a few of us who don't think imaginary money equals fun.
With 71 ships and over a billion in raw credits, I didn't go exploring for the money.
So you have no reason for limiting the ADS other than forcing people to use the FSS. Okay.
Incidentally, it's not just stars that can be at long distances from the drop-in point. There are plenty of systems with planets orbiting the main star at ranges > 30kLS.
It's when people crap on the new mechanics, makes it sound like they are attacking the people that do like it, and it just doesn't stop.
It's almost as if some of the people posting feel they need to protect the value of the FSS when that's not really being called into question. The idea that if any concession is made it must have significant drawbacks to discourage its use is really strange. We're not trying to stop anybody from using or enjoying the FSS, just give us a choice in how we evaluate a system to decide if we want to spend time playing in it.![]()
I think I might have a twitch on why we have the current mechanics.
It was designed as a standalone astronomy game. I'm quite serious. It had not yet been fully developed or coded. It was a very important idea to someone.
When Frontier got the idea to integrate all forms of play with the FSS, this game was fully realized. They created the FSS, based on the original game design.