This is a review I recently wrote and its a shame, it had so much potential and still does.

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There is a simple and easy way around it though, base the following on integrity ship range.

Explorer class - have a 10,000 Ly round trip range.
Combat Class - have a 750ly round trip range
Traders - have a 2500Ly round trip range
General Class (Anaconda et al) - 5000Ly Round trip range

This means that you may to think very carefully about what and how you engineer items. As for an explorer, extending the jump range, may actually reduce your overal range. When you might want increase integrity instead, so you can stay out further and go deeper.
Ten thousand is really quite minimal range. Barely out in the woods. Not even enough to get to Colonia.
 
But everyone just goes jump range as there are no mechanic in place making it worthwhile to pick anything.

That the problem with a game with no consequences. It's jump range, why pick anything else?
You need jump range to get to certain places. Some places even need boost and such to be available.

And it is same as it is for combat pilots, they optimise their ships for combat ability. Sacrificing all else.
 
But everyone just goes jump range as there are no mechanic in place making it worthwhile to pick anything.

Everyone?

Anyway, this is absolutely not true. You are probably looking at guides that explain how to maximize a ship's jump range. Maximizing jump range involves the trade-off you were speaking of. Do you bring an AFMU? Two AFMU? Repair limpets? Shield Generator? What size of Shield Generator? Heatsinks? How many? SRV Hangar? Are you planning frequent planetary landings? Exobiology? Is your exploration ship based around a FC that is doing the big jumps anyway? Etc. etc.
 
Ten thousand is really quite minimal range. Barely out in the woods. Not even enough to get to Colonia.

Hence why you add the mechanic to build base camps, wo you can stop off repair, sell your data and off you go again.

I then allow's truckers to do real long haul trucking, keeping these base camps full supplied. This is why class ship should get class specific components. A trade ship should get upgrade that are more efficient at carrying good.

So a Class 5 E carries 32 tons of goods
But transport only specialisations can have 5 D Cargo racks that can take 50% more (48) tons of goods

That means, The Delboy, Type-6, Type-7, Type-10, become the kings of trading. Yes, you can carry cargo in a cutter, but it isn't going to be the best anymore.

I wish they did dedicated transport ships etc for all the major factions with their pro's and con's.
 
Everyone?

Anyway, this is absolutely not true. You are probably looking at guides that explain how to maximize a ship's jump range. Maximizing jump range involves the trade-off you were speaking of. Do you bring an AFMU? Two AFMU? Repair limpets? Shield Generator? What size of Shield Generator? Heatsinks? How many? SRV Hangar? Are you planning frequent planetary landings? Exobiology? Is your exploration ship based around a FC that is doing the big jumps anyway? Etc. etc.

Nope, played with tons of players over the years. 100% jump range (engineering improvements I am on about), nothing else. Why would you? There is nothing stopping you.

So please read carefull what I am typing.

When it comes to engineering, people always choose to increase jump range, as their is no mechanic in place to choose other wise.
I am specifically talking about engineering and because of the lack of mechanics in place, there is no point in picking something that increases integrity of you jump drives, as the mechanic is a dud as when you get to zero, nothign happens.
 
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But everyone just goes jump range as there are no mechanic in place making it worthwhile to pick anything.

That the problem with a game with no consequences. It's jump range, why pick anything else?
At the risk of repeating myself, why are you worried about what "everyone" is doing? A few months back I took an Eagle out exploring, because I wanted a very fast ship with an excellent view (especially in VR) for flying over the surface of interesting planets. For the first time in my many hours of exploring, I almost ran out of fuel, because I wasn't used to having a ship that uses half its fuel to make a single jump! It totally changed how exploring feels, because I had to be much more careful in picking my target systems. An Eagle will also force one to be very particular in what they pack for their little camping trip, compared to the stereotypical explorer out there.

This game doesn't force you to choose easy mode, yet it seems the people who complain the most about the game being easy do just that.
 
There is a simple and easy way around it though, base the following on integrity ship range.

Explorer class - have a 10,000 Ly round trip range.
Combat Class - have a 750ly round trip range
Traders - have a 2500Ly round trip range
General Class (Anaconda et al) - 5000Ly Round trip range

This means that you may to think very carefully about what and how you engineering items. As for an explorer, extending the jump range, may actually reduce your overal range. When you might want increase integrity instead, so you can stay out further and go deeper.

Also means, the skill of the pilot comes into effect.

What about scoping gas giants for fuel? Less stress on the ship if you have the option too? There are system with no gas no giants, so why not take advantage of them when you can. Then we get to fly through the gas clouds of giants.

Just one change, to one thing, opens up so many unique and interesting ways to get around the problems. Scoping for fuel in gas giants, during an electral storm? Hell yeah, why would anyone say no? Whilst making it meaningful too
Mad. Have you even done any exploration? 10,000ly won't even get you a significant part of the distance to Sag.A*.
 
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At the risk of repeating myself, why are you worried about what "everyone" is doing? A few months back I took an Eagle out exploring, because I wanted a very fast ship with an excellent view (especially in VR) for flying over the surface of interesting planets. For the first time in my many hours of exploring, I almost ran out of fuel, because I wasn't used to having a ship that uses half its fuel to make a single jump! It totally changed how exploring feels, because I had to be much more careful in picking my target systems. An Eagle will also force one to be very particular in what they pack for their little camping trip, compared to the stereotypical explorer out there.

This game doesn't force you to choose easy mode, yet it seems the people who complain the most about the game being easy do just that.

I like to fly around in VR over the surface of planets too, in all sorts of ships. One of my favourite ships is the Eagle, especially with the right kit and livery. Mwah, I would sleep with that baby and have its children.

The probelm is the game is shallow becasue of that precisly that. There are 260,000 star system within sol, millions within 250 light years of the bubble. You have more than enough choice to last you a life time.

So what a little sacrfice in order for richer more indepth game play that is worthy of matching the love and detail they put into creating the galaxy in the first place?
 
But everyone just goes jump range as there are no mechanic in place making it worthwhile to pick anything.

That the problem with a game with no consequences. It's jump range, why pick anything else?
Because you will miss everything, most explorers don't care too much about jump range, my big explorers are only 50LY jumpers but my favorite atm is my clipper and its only 45LY which is plenty.

O7
 
Mad. Have you even done any exploration? 10,000ly won't even get you a significant part of the distance to Sag.A*.
Hence why I replied with this to the same question from some one else. What was I saying about the people not seeing beyond the end of their nose?

Hence why you add the mechanic to build base camps, where you can stop off to get repaired, sell your data and off you go again. Sell your data without having to return to the bubble. So you don't spend all that time returning to the core. You can stay where you need to be.

It then allows truckers to do real long-haul trucking, keeping these base camps full supplied. This is why class ship should get class specific components. A trade ship should get upgrade that are more efficient at carrying good.

So a Class 5 E Cargo Rack Carries 32 tons of goods
But transport only specialisations can have 5 D Cargo racks that can take 50% more (48) tons of goods

Explorer ships should get explorer class only upgrades for their bays.

That means, The Delboy, Type-6, Type-7, Type-10, become the kings of trading. Yes, you can carry cargo in a cutter, but it isn't going to be the best anymore.

I wish they did dedicated transport ships etc for all the major factions with their pro's and con's.
 
Because you will miss everything, most explorers don't care too much about jump range, my big explorers are only 50LY jumpers but my favorite atm is my clipper and its only 45LY which is plenty.

O7
So you took jump upgrades then.

See, what did I say.

If you had mechanic in place, lets say, integrity, you would be thinking differently
 
Hence why I replied with this to the same question from some one else. What was I saying about the people not seeing beyond the end of their nose?
Unfortunately you don't know enough about the game to be making statements. Hence your review isn't worth reading. And much of what you say is worthless.

This is not a personal attack. It is a review of your statements made about the game.
 
Unfortunately you don't know enough about the game to be making statements. Hence your review isn't worth reading. And much of what you say is worthless.

This is not a personal attack. It is a review of your statements made about the game.
Unfortunately, I do enough.

8 years to join the Alliance.
 
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