I am referring to boring time (no user inputs into game) spent in super cruise, in the bubble systems only.Huh? You can traverse the Bubble in 10 mins. Use ships with 60+ Ly jump range as Bubble taxis.
Hyperdrive jumps are ok I think
I am referring to boring time (no user inputs into game) spent in super cruise, in the bubble systems only.Huh? You can traverse the Bubble in 10 mins. Use ships with 60+ Ly jump range as Bubble taxis.
yes, catering to instant gratification kids whos whole argument is , "thats Pathetic".this is What ED needs
seariously, ED isnt for you, not every one likes instant action all day everyday, go play NMS or something
This ^Hyperspace trave is ok, IMHO, bit repetitive, but it'll do. At least it's interactive, and can be a slight suprise on exit, and there's plenty of ways to speed it up.
Since finding out about the awesome G4 biological sites, I have enough materials for 125 premium synthesis jumps, so if I'm feeling impatient, I just use that.
Supercruise on the other hand is incredibly dull. There's no real way to speed it up, and gravity bogs you down so much it's actually just infuriating. You can't even use the FSS without stopping.
So what do you do? Stick galnet on to read to you?
Look at the rather minimalist engineering page, which contains so little information, it my aswell just not be there? Pledge or unpledge to PowerPlay, repeatedly?
Or just pointlessly cycle targets hoping for some useful scan data?
There is almost zero gameplay in supercruise. I don't want to skip it entirely, but I'd like to have more options on how I get about the system.
Some problems with this: SOME people want to fast travel, tinker with stuff etc. Some of us DON'T: we're happy to look around for interesting signals that may turn out to be G5 mats while we are in supercruise.
Pip management already affects manouverability in super-cruise, and throttle control affects acceleration/deceleration curves. To expect any more than that is to my mind unjustifiable. Lets not infect ED with pointless mini-games any more than is absolutely necessary... the 3.3 FSS/DSS changes were already a step too far IMO.I would like changes to supercruise.
CHANGE 1 PLAYER AGENCY.
I would love more player agency. I want to have more influence on flying in supercruise, more piloty things to do.
This could be done via pip management for example.
We might perhaps use pips to control certain aspects of sc travel. Pips in sc travel might influence different things compared to normal space travel.
We are already travelling faster than light, slingshot manoeuvres like you are talking about would not make sense in that context.CHANGE 2 HUD CHANGES.
I also would like the HUD to change its layout in supercruise with new HUD elements, just like it changes when you approach a planet.
I am sure FD could make something up to make it look cool and different and appropriate for Supercruise.
The HUD might give you an ideal travel solution by showing you a flight path to fly around a planet to accelerate and speed up travel.
"Doing nothing for long periods of time IS Elite!"
If nothing else, statements like this show how pathetic the situation really is.
"Projectile vomitting IS this restaurant!"
Depends on the purpose of the travelling, I don't disagree FD messed up exploration with their 3.3 changes but I disagree that any form of FSS integration with SC would change much regarding super-cruise in general.For me FD missed a trick with the the new scanner. Instead of being effectively a minigame, it could have been available in SC live and when you probed a planet you sent the probes to the planet visible in SC. It would have made logical, finding in system jump points so you could jump between major stars. Suddenly SC is no longer a tedious wait.
As for intra-system/inter-system fast travel points, I disagree with the fundamental need for this. That being said, FD have implemented some long-distance jump "taxis" and I personally think that is as far as they should go.I also think there is a need to provide facilities to allow players to discover some form of fast travel between galaxy sectors. This would benefit players being able to move to different locations in the galaxy once the necessary exploration has been done for the player to find those jump points. In open this would also create more points that are likely to contain players.
IMO they are wrong in their conclusions - travel time is a consequence of the scale, not explicitly designed to extend playtime.Obsidian Ant has done a few good videos covering this subject. Basically saying that this is just a mechanic to extend playtime due to a lack of something to do in game.
I really wish this game wasn’t crowd funded. The original plan was to allow players to jump directly to their destination a la Star Wars. If that had been implemented without any concern of backers, no one would be debating this boring mechanic that we have now.
Problem isn't that it needs to be instant. But super-cruise time (spent doing nothing) needs to be dramatically reduced in the bubble in my opinion.
BUT....keep long supercruise travel for exploration, long range tourism, missions etc. Problem solved I think.
How would you propose to shorten in-system travel-time without also reducing to opportunity for hostile ships to attack?
I'd say around 80% of the gameplay (such as it is) is related to Supercruise in one way or another.
The point is SETA is only kind of feasible for single player games, in a multiplayer context it is effectively impractical due to the way it essentially works (effectively running the game/simulation at faster than real time). I believe the science behind it is based around the idea that when near a high-gravity well time effectively slows down for you, but not everyone else outside the field of effect.SETA being the 'time acceleration by changing perception' mechanic, right?
I think the SETA times were pretty short, tbh. The Barnard/Sol run was what, a minute in each system? You could get more credits than you'd ever need in about an hour and a half.
Check out this suggestion.How would you propose to shorten in-system travel-time without also reducing to opportunity for hostile ships to attack?
I'd say around 80% of the gameplay (such as it is) is related to Supercruise in one way or another.
As a VR user myself, I would disagree with that assertion.IIRC we disagree on a few things, but I totally agree with you here. Supercruise on average takes what, five minutes? Maybe 10 if your destination is a few thousand Ls away? It's a short break to do something else in my book. The only people I'd understand being mad about it is the VR crowd, who kinda have to do nothing for all that time.
Don't say that - it's what they want. I guess they're focusing on one aspect of the game, maybe PvP, and so any other part is 'getting in the way'.You know what I want? The game to completely play itself for me. How's that for a request.![]()
Poes Law applies to many of these threads just as it does your own postSeeing a lot of these kinds of threads lately, and I'm still new here and haven't read much of anything of these forums.
You know what I want? The game to completely play itself for me. How's that for a request.
I'm out in the black and I think I'm going to stay there.![]()