The dc will be nice for early cmdrs. I went back to the starter systems and watched an adder take almost 5 minutes to manage to land. So this seems like a good idea to include.
Supercruise assist seems next to pointless, and will make botting easier.
Orbiting will be nice. (It will make mk 1 eye balling stuff easier also if it is needed in the future.)
I think the starter only systems cause more issues that they solve. Next thing you know people will be demanding pve only or pvp only zones and the galaxy will start to get carved up.
An entitely seperate starter "training galaxy" of a few dozen or so systems would make more sense. Once a player gets a rank they "graduate" and are spawned in a random system with a cobra (as a reward for completing training) and a larger credit balance ( maybe 50000 credits).
The training galaxy could be a "historical recreation" with systems from an unused galaxy from the old elite. The teacher could be an old elite pilot from the good old days.
This also provided a way to explain getting booted from the start zone /training area.
Obviously the training should be optional. Making a cmdr starting an alt. account jump through the training restrictions etc would be annoying. If the training is skipped the player get dropped in a random system in a sidey.
If a single ganking zone (like eravate/lhs 3447 is now) is to be avoided simply blocking off a few dozen systems will not work. The gankers will just swarm the surrounding systems just waiting to pounce. (Small ships with limited jump range will likely limit the possible jump out systems for noobs leaving the start zone.
Some excellent points in here, especially the bit about incentivising brand new people to complete the tutorial at least once. I'm reminded of the training missions in Freelancer which stopped after a while and you were left to cash up and get a particular ship to prepare for your next campaign assignment.
When I started ED, 51 solid weeks ago apparently, I read the manual and practiced the tutorials for a couple of weeks before creating my new CMDR. When I got my first HOTAS, the T.Flight X it took another two weeks to config the binds and get used to it, and two more when I upgraded to X52 Pro.
Having seen the results I dunno how many times of providing a one-click tutorial opt-out for people who have absolutely no clue how the game works and expect to figure it out by looking through the keybinds which, shock horror, aren't already set up for you in ED I'm not surprised people just quit.
How close are the newbie systems to Li Yong-Rui space? Could the bootcamp "simulator" include how and where to buy a new ship and equip it for the best prices and could there be a big "PASSING GRADE REWARDS" sign on the wall that clearly states the ship you start with on tutorial completion?
Even better, how about the tutorial asks the rookie what kind of game they want to play and takes them to a cheap, "simulated" ship dealer that only has four options: Combat, Trade and Exploration vessels below a certain price threshold or, if you out perform ALL the tutorial tests, a multirole Cobra MkIII, ooh!
A veteran doing a save wipe may not care about the Failwinder booby-prize, since they already have all the know how to get a Conda within 24 hours so they can just fail every test quite quickly. Waiting for the self destruct on each stage might just be tedious enough to discourage repetitive restarts too?
Keeping rookies in the "simulator" could mitigate a load of permit lock and ganking issues before they even start. Providing four (5=Failwinder) reward options reduces the perceived hassle to one quarter for those with limited patience while still providing a 'win' condition for completionists that want it all.
Imagine if we all still had to wait for Elite to load from audio cassette...
