Elite Dangerous - Community Goal FSD Reward and Modification/Application of Experimentals

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Can't believe it's taken four pages and nobody posted it yet...

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Something something pride and accomplishment for unlocking different heroes.
 
They shouldn't penalise players because they were not able to compete in a community goal either.

If you start handing out OP stuff, make at least sure all have access to it. If not, asking for ideas about an engineering balance pass doesn't make much sense.
Hmmm I wanted to do it but like wasn't able to. I have no problem with that and don't feel penalised and besides they have already said that the modules will be made available again. which is also fine with me
 
Hmmm I wanted to do it but like wasn't able to. I have no problem with that and don't feel penalised and besides they have already said that the modules will be made available again. which is also fine with me
They did? Where? When? The double engineered rails I got are nowhere to be found, and I did the CG about a year ago...
Honest question, I have been looking for them, but for the life of me cant find them.
 
The overall feeling I'm getting from this thread is that FDev forgot to add the ability to add Experimentals along with any error handling for attempts at adding them, and then when pushed decided it was easier to say it was by design. Please tell me this isn't the case because it sure looks like it from where I'm standing.
 
Makes you wonder how many things we as players "think" are intentional, yet fdev don't know are happening and would remove them if they found out.
Well, there have been some interesting historical examples. I could tell you more if you are interested, but going into detail would be quite off-topic in this thread.

FSD stats are really just QOL anyway so there isn't a reason to restrict this, so far as I know. Yes these are a big deal because it changes theoretical max jump ranges for a lot of ships but you already decided to do that when releasing the modules in the first place.
Then there's also what I mentioned before, that nerfing jump ranges retroactively also runs the risk of stranding some Commanders. Suppose you had a maximum jump range of 52 ly, and you made a 101 ly jump (via the synthesized boost) to a system in a clump where you couldn't get out of other than the way you came... and then your maximum jump range was suddenly decreased to 50 ly. In that case, you'd have no way back and you'd be stranded on a tiny "island" of stars, through no fault of your own.
The only two options to get back safely then would be to file a support ticket asking to be moved, or arranging for a carrier to come pick you up - a rather expensive option.

Of course, so few people are out exploring the fringes of the galaxy that in practice, any retroactive lowering of jump ranges might only strand maybe one or two players. So this is mostly theoretical, but even if it only happens to one person, that Commander is definitely not going to be happy about it.
 
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The only two options then would be to file a support ticket asking to be moved, or arranging for a carrier to come pick you up - a rather expensive option.
Or self destruct. Not an ideal option, but neither are the two you suggested.
 
So are we definitely not getting to add experimentals? Or are FDEV in discussions about whether to add or not? (sry, I will read all the posts at some point).
 
Then there's also what I mentioned before, that nerfing jump ranges retroactively also runs the risk of stranding some Commanders. Suppose you had a jump range of 52 ly, and you made a 51 ly jump to a system in a clump where you couldn't get out of other than the way you came... and then your jump range was suddenly decreased to 50 ly. In that case, you'd have no way back and you'd be stranded on a tiny "island" of stars, through no fault of your own.
There is an alternative method ... FSD Injection ;)
 
Being able to add an experimental to the double-engineered modules has been known and talked about for quite some time. Here's a post from February

 
There is an alternative method ... FSD Injection ;)
True, I should have written a 101 ly jump instead, to demonstrate that there are situations where an FSD injection would not save you either. (When you used an injection to get there in the first place.) Thanks for pointing that out, I've edited my post. My point that retroactively lowering jump ranges can strand some players still stands.

It's also true that self-destruct would be an option, even if a poor one: thanks to @Diwrnach for pointing that out, I edited the post to reflect that I was talking about getting back safely, not losing any exploration data in the process.
 
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