In game travel - the critical flaw?

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If you're all friends. :p
I'm not friends with everyone in the various guilds I'm in. I don't know them from a bar of soap.

Squadrons are clans, Braben didn't want them because it didn't feel right for more than that.
Enough shouting from lots of players though, and we now have a clan system.

Nothing is set in stone; and if Frontier feel it will benefit the game and the direction the game takes, they will likely change their stance.
Surely a squadron IS a friend's group?
 
I have no issue with what we have right now either. I like it. Just saying I take what Braben ( or any developer ) says with a pinch of salt because plans change, nothing is set in stone.

The "they tend to behave like Mafiosi" quote is straight from the horses mouth, no idea if it was the same interview with DBOBE. I think what we have works for factions and randoms, like the linked modes its really clever design pretty unique to ED.
 
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If you're all friends. :p
I'm not friends with everyone in the various guilds I'm in. I don't know them from a bar of soap.

Squadrons are clans, Braben didn't want them because it didn't feel right for more than that.
Enough shouting from lots of players though, and we now have a clan system.
....

So how many squadrons can you belong to? ;)
 
I have no issue with what we have right now either. I like it. Just saying I take Braben ( any developer actually ) says with a pinch of salt because plans change, nothing is set in stone.

I don't see it as a change of tack really, he doesn't like traditional player guilds (neither do I) so we got the FDEV version instead with their teeth pulled. They were never a forbidden thing they just needed tweaking so independent pilots could ignore them as irrelevant (or not yay for choice).

We always knew change was going to be a thing it was all over the kickstarter and every interview, or we really should have in some cases.
 
Good grief, is this thread still going? Well, I feel a rambling story coming on...

Just to follow up on something Voidwalker said, I do find it interesting that gameplay often comes at least as much from what you can't do as what you can do.

Personally, I admit, I use a docking computer on almost every ship, because I find manual docking tedious and annoying and probably the one thing in the game I'd call most like a 'grind'. Sometimes I start to think, wouldn't it be great if every ship had a built-in docking computer that didn't use up a slot? A lot of my ship builds would become perfect instantly!

And you know what? It wouldn't be great at all, for that exact reason. Whether or not to throw away a slot on a DC for my personal convenience is a choice that I have to make, and more choices to make means a more interesting game. Regarding crossing the bubble in a combat ship - well, I'm now saving up for a Corvette, and gosh, that jump range is awful. Moving that around is going to be painful - but hey, I could fit a Guardian FSD Booster, or a much bigger fuel scoop, or even another fuel tank. That would make moving around much easier! But, it would make the ship less combat-ready! Perhaps I could buy an alternative set of modules, fly to wherever the CZs are with the travel-build, then pull the modules over and refit to a combat build? Maybe, but it costs money and time and is a bit tedious. Or I could fly the whole way in the combat loadout. Decisions, decisions! And what's that? Gameplay, that's what that is.

I think travel times are just fine as they are, for many reasons. Including that one.

Good on ya. (y)

Any muppet can come up with things that'd improve the game for them but it's much rarer to find somebody who's willing to concede that something that they'd find useful shouldn't be implemented because it undermines the balance of the game.

FWIW, I used to fit a d/c to a lot of my ships for similar reasons but I found that once I started to omit them from various ships due to necessity, I ended up getting rid of them from other ships as well.
Oddly enough, even though I usually fly my Cutter without a d/c, if I'm doing a CG I will bung a d/c back into it just cos I'm docking so frequently and then it does become tedious.
 
Any muppet can come up with things that'd improve the game for them but it's much rarer to find somebody who's willing to concede that something that they'd find useful shouldn't be implemented because it undermines the balance of the game.

Oh so I'm a muppet as well as a zombie am I Stealthie?

God outreach with you guys is always such a joy.

Still yet to hear how risky intra-bubble warps would actually impact your gamestyle negatively incidentally. But don't worry yourself with petty details like that.
 
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Oh so I'm a muppet as well as a zombie am I Stealthie?

God outreach with you guys is always such a joy.

Still yet to hear how risky intra-bubble warps would actually impact your gamestyle negatively incidentally. But don't worry yourself with petty details like that.

What would it add given how easy it is to get around the bubble ?.
 
What would it add given how easy it is to get around the bubble ?.

An end to needless repetition...?*

*(Plz return to start of our discussion ;))

Or more seriously:

  • New mass piracy-potential + social hubs around warphole gates
  • Accessibility to all events and sites of interest across the bubble within a lower time-frame / credit-range than current, without impinging on the range advantage of explo ships.
  • A fun new risk/reward piloting challenge (ideally), in place of the current repetitious 20+ jumps to engineer / meet your freinds / track down Thargs etc.
The pitch is here :)
 
Still yet to hear how risky intra-bubble warps would actually impact your gamestyle negatively incidentally. But don't worry yourself with petty details like that.

Remember that we already have the jet-cone boost. "Risky", improved range, limited start points, it already has a few of the features you list. There are a few of them in the bubble.
 
But I don't see the jumps as a "waste of time" I see them as the game, the game is about travelling between stars with a couple of missions to break it up 🤔

Just because OP is bored by the game doesn't mean others are, the responses to your post indicate this.

I get the feeling you didn't read the tin before buying and now are wanting changes that the majority don't.

I don't mind the idea of an autopilot that doesn't allow discovery data etc for long flights but you sh
 

The Replicated Man

T
I feel that when Raxxla is found it will solve this issue. This is a part of the game which many people including myself find inconvenient. Especially with limited play time. What would I rather do, Fly to a CG halfway across the bubble for 45 mins, then wait for stuff to transfer. Or would I want to fire up Battlefield or Apex and get into the action right away?

Obviously you can't compare those games to Elite at all, but if you have experienced this you will understand my point.

My thoughts in order to fix this would have multiple "Jump Gates" in parts of the bubble where you can pick a destination and jump there after paying a fee or using some materials. Perhaps even include the addition of NPC crewmen for AUTO PILOT etc.

Just a few thoughts
 
Remember that we already have the jet-cone boost. "Risky", improved range, limited start points, it already has a few of the features you list. There are a few of them in the bubble.

True but the white dwarf boost is pretty negligible, and they're not exactly common in the bubble even then.
 
True but the white dwarf boost is pretty negligible, and they're not exactly common in the bubble even then.
It's a question of balance, then. Setting aside the 'lore' objections, as just an abstract set of constraints - risk and limited start points versus increased travel range - there isn't really anything wrong with it. The problem is the numbers - how risky, how common, how far - and the effects that has on the game, how much it 'shrinks' the bubble.

And on that point, I'm afraid we just seem to disagree. I like the current balance because it sometimes makes it inconvenient to get around. I find that makes things more interesting, as well as more immersive.

But, each to their own I guess. It's neither of us, but FD that gets to decide, and if they can indeed be influenced by the opinion of players on these forums, I state mine here so that they can see it too. :)
 
An end to needless repetition...?*

*(Plz return to start of our discussion ;))

Or more seriously:

  • New mass piracy-potential + social hubs around warphole gates
  • Accessibility to all events and sites of interest across the bubble within a lower time-frame / credit-range than current, without impinging on the range advantage of explo ships.
  • A fun new risk/reward piloting challenge (ideally), in place of the current repetitious 20+ jumps to engineer / meet your freinds / track down Thargs etc.
The pitch is here:)

There are no in-game player pirates anymore, they both left.

Time frame and credit range is minutes and a part engineered DBS.

Twenty jumps is out to the Guardian ruins way beyond bubble range.
 
It's a question of balance, then. Setting aside the 'lore' objections, as just an abstract set of constraints - risk and limited start points versus increased travel range - there isn't really anything wrong with it. The problem is the numbers - how risky, how common, how far - and the effects that has on the game, how much it 'shrinks' the bubble.

And on that point, I'm afraid we just seem to disagree. I like the current balance because it sometimes makes it inconvenient to get around. I find that makes things more interesting, as well as more immersive.

But, each to their own I guess. It's neither of us, but FD that gets to decide, and if they can indeed be influenced by the opinion of players on these forums, I state mine here so that they can see it too. :)

Hah fair play ;)

I don't jive with the regular inconvenience (or what I see as a botched rationale for combat ships), but yep, we've stated our cases for sure :D

(Personally I suspect any push for increased convenience in this area will be driven by the desires of new players to an extent. They're a key component of the current funding stream, and the updates addressing the onboarding suggest FDev are paying attention to them, and have concerns about new players not becoming long-termers. If the newbie red carpets are successful then I suspect the next issues they raise will be on aspects like the above. Will be interesting to see if that happens, and if FDev blinks on that strand ;))
 
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