We could use more nav beacons

Current Elitists have it easy, old Frontier and FFE had semi-Asimovian* hyperdrive. Meaning jump exit was always at fringe of system and every trip took quite long fly time. Especially because there also was no supercruise, ships just accelerated in true Newtonian way.

*(Full Asimovian would mean also that to MAKE jump you'd need to be far away from heavy gravity fields...)
 
I mean, I just took a delivery mission (elite) and the destination is about 2-3kls from the star. In that time I was interdicted 5 times by mission targets (4 unique targets, one jumped away and interdicted me again immediately after).

4 fights. In less than 3kls travel time.

To suggest nothing could happen if we were able to jump to any star in a system is a pure fabrication. In all likelihood, it'd mean more would happen because you'd spend more time travelling in meaningful space and less time travelling in 100% safe deep space at several thousand c.
 
To add to the discussion. Given that rewards for missions and passengers are increased the further the trip is, should it be changed then would you have the amount paid change too?

Your reward is already commensurate with the distance and should you be OK with a longer flight then surely you should be fine with accepting the larger reward?
 
🤷‍♂️ If nothing else but for the sake of convenience, and making the game less tedious with the unnecessarily long flights to your destination. All they need to do is blanket each star system with more navigation beacons, that way, all I have to do is pick the one that is closest to my destination. It will take me five minutes to get to the station, instead of 15-20 minutes. I mean, these are basically akin to little futuristic VOR/TACAN stations, except in space, so flying would be less of a chore and more realistic (there is that word again) if I had a little more control over how I plot my route and exactly where I stop in each star system. This would also somewhat help solve the problem with griefer's as well, since they would have to take a wild guess as to exactly which navigation beacon you'll use. The default beacon selected would of course be the one closest to the sun for the sake of brevity, but really, if this were for real, these star systems would be chalk full of beacons to use. 👍👍

iu
 
Autopilot was optional module :) And it was not cheap either so you needed to learn doing things hard way before gettin option of doing things easy way

I do remember that one. Also, the autodock was the same. Expensive, and you really didn't need it that much when you could finally afford it. Now it's the reverse. You get them for free and, as a result, every newb crashes horribly when they try their first planetary landing where autodock is not a feature. :D
 
🤷‍♂️ If nothing else but for the sake of convenience, and making the game less tedious with the unnecessarily long flights to your destination. All they need to do is blanket each star system with more navigation beacons, that way, all I have to do is pick the one that is closest to my destination. It will take me five minutes to get to the station, instead of 15-20 minutes. I mean, these are basically akin to little futuristic VOR/TACAN stations, except in space, so flying would be less of a chore and more realistic (there is that word again) if I had a little more control over how I plot my route and exactly where I stop in each star system. This would also somewhat help solve the problem with griefer's as well, since they would have to take a wild guess as to exactly which navigation beacon you'll use. The default beacon selected would of course be the one closest to the sun for the sake of brevity, but really, if this were for real, these star systems would be chalk full of beacons to use. 👍👍

Sorry but you don't jump to a nav beacon so adding more wouldn't help in any way.
 
Autopilot was optional module :) And it was not cheap either so you needed to learn doing things hard way before gettin option of doing things easy way :D Flight assist was in built.
If it is FE2 / FFE you're talking about, then it's not quite the way you put it.

The default starting position ship had Automatic Pilot installed.
Alternate starting positions were with much more spartan ships.
 
If it is FE2 / FFE you're talking about, then it's not quite the way you put it.

The default starting position ship had Automatic Pilot installed.
Alternate starting positions were with much more spartan ships.
Hmm you may be right, a long time since I had started in those games.
 
If it is FE2 / FFE you're talking about, then it's not quite the way you put it.

The default starting position ship had Automatic Pilot installed.
Alternate starting positions were with much more spartan ships.
I liked the Lave starting position that gave you a cobra mk3 instead of an eagle, but you also started as a fugitive in both the federation and the empire. Ross 154 was boring and just set you up for Sol/Barnard's Star milk runs forever, and Mars... well, that was really just the one you loaded up for dogfighting practice against police vipers since you only got an interplanetary drive and a beam laser.
 
I finally got FE2 for Amiga, but well considering that my Amiga is A500 with just memory expansion, no turbo (and nowadays USB-diskdrive) it is kind of unplayable.
 
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