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  • Cosmo's Avatar
    Today, 6:14 AM · 67 replies and 2033 views.
    Well I'd rather have them make water worlds landable and no underwater gameplay than nothing at all. It's a lot of work to populate underwater. Although many water worlds would be lifeless. That's like a major expansion. I prefer to land on an Earth-like planet with alien jungles.
  • Dogeh's Avatar
    Today, 6:04 AM · 8222 replies and 593291 views.
    The goons created a Star Citizen Twitch channel, today. It was the most popular stream on SC Twitch, at one point.
  • Genar-Hofoen's Avatar
    Today, 12:12 AM · 360 replies and 8681 views.
    There are 400 billion star systems in the ED galaxy. We aren't even anywhere near close to 1% of that explored yet - a small fraction of 1%. I'll bet there are quite a lot of planets of doom. :)
  • Cosmo's Avatar
    Yesterday, 10:27 PM · 67 replies and 2033 views.
    It would be very cool to explore water worlds. This is easier to generate procedurally than an atmospheric world with lush forests. I don't mind if we can't go underwater. We could dock at cool bases above sea-level. Such as Tipoca City of the Kamino in Star Wars.
  • Cosmo's Avatar
    Yesterday, 10:22 PM · 32 replies and 921 views.
    Cosmo replied to a thread Alien races in Dangerous Discussion
    They're called Trumbles in Elite.
  • Cosmo's Avatar
    Yesterday, 10:20 PM · 7 replies and 141 views.
    I wonder if it'll be available on release day of update 2.4. Because it would be lame to wait for it longer.
  • wstephenson's Avatar
    Yesterday, 10:05 PM · 78 replies and 3127 views.
    I think you're right, but not just about the cloud in use. It's more likely to be about the canonical owner of player accounts, which are Xbox accounts and proprietary Elite Dangerous accounts owned by Frontier on PC. From what I can see, these are only shared on the first discovery field of each system, and I guess that these are just plain old text data without a reference back to the originating player account backend (consider the inability to query your first discovereds). If the gameservers used directly by sessions are indeed required to be on Azure for Xbox, then that's indeed a whole other world of pain to unify. Refactoring the player account model, taking into account different platform backends, their customer account models, and how those handle DLC and Game Extra purchases, would give the backend team no end of fun and games. I do something very similar in my day job.
  • Obsidian Ant's Avatar
    Yesterday, 8:43 PM · 30 replies and 1143 views.
    What about the other eye? :)
  • Cosmo's Avatar
    Yesterday, 7:45 PM · 340 replies and 11051 views.
    The notorious grind for engineer upgrades would still be there. It'd be less boring and dull if we can get the necessary materials via trading. Grinding in the form of spending hundreds of hours searching for materials is NOT fun gameplay imo. Credits (capital) shouldn't be meaningless. Just like in real-life, someone with a lot of money (credits) should have stuff to buy or trade at that spending level. That's why things like base-building and guilds are interesting, because it would be a money-sink and provide something interesting for rich players to spend on + improve multiplayer/socialization. Being able to trade materials and commodities with players opens up a new level and deeper layer of gameplay. Because trading is also a form of gameplay. The grind for materials is what caused many people to stop playing.
  • Cosmo's Avatar
    Yesterday, 7:12 PM · 340 replies and 11051 views.
    Player interaction in the form of guilds with guild housing (base building) would be a nice addition.
  • Cosmo's Avatar
    Yesterday, 6:36 PM · 32 replies and 921 views.
    Cosmo replied to a thread Alien races in Dangerous Discussion
    We only know 2 alien species atm: Thargoids = they look hostile, very alien and cool. I hope we can also interact with the Oresrians in a friendly manner. Guardians = apparently they are extinct so we can't do much with them. The galaxy needs more aliens such as Mammalian, Reptilian, Avian, Arthropoid, Molluscoid, Fungoid, Plantoid and robots in the game Stellaris there's many species:
  • Genar-Hofoen's Avatar
    Yesterday, 2:01 PM · 360 replies and 8681 views.
    There have been numerous posts within this thread answering all the points you make - hint hint :) It's not a case of messing up whilst fuel scooping, for example. Look up things like the "Planet of Death" (or was it Planet Of Doom"? Can't remember offhand) - recent-ish thread. I'll leave it as an exercise to read up on what that's all about. Basically, it's about being able to do more risky things whilst exploring, rather than less. You'll find there's a majority of explorers playing the game that want more risk, not less. :)
  • Genar-Hofoen's Avatar
    Yesterday, 1:10 PM · 249 replies and 10999 views.
    Okay, I understand your point of view on this, however, the game is reflecting a very well known phenomenon in the human world called 'progress', which is what I was trying to portray in my earlier post :) It very much looks like you are viewing the engineering of FSD's with some disdain. I view such as progress and a positive instead. With all due respect, this viewpoint sort of smacks of elitism and snobbery dare I say it. :) I have to ask the question: what makes a trip to Beagle Point in one ship better than another? What makes the accomplishment of reaching Beagle Point lesser than another? What I'm trying to point out is that there's glory in being able to be the first player or players to reach some place in the galaxy, and they get the plaudits for that. It's like being the first to climb Mount Everest - once one person has done so, others will follow, and as time marches forward, the equipment and technology available to mountain climbers will be vastly superior to that available to...
  • Cosmo's Avatar
    Yesterday, 12:20 PM · 340 replies and 11051 views.
    Yes it would make the sandbox deep.
  • Cosmo's Avatar
    Yesterday, 11:51 AM · 79 replies and 2788 views.
    I found the source: Well, I wonder if it changes the view.
  • Winterwalker's Avatar
    Yesterday, 11:20 AM · 73 replies and 1380 views.
    Nice tip. I like NeilF's idea of a quick link button in Station Services (though depends what else is planned to go on that page) and as far as the OP goes, a shipyard that can store but doesn't sell ships .. maybe? I get the convenience of it obviously but I think people will start to use engineer bases as a home base and even on a purely roleplaying level .. not sure he/she would appreciate that. I get the feeling Engineers are quiet, keep to themselves hermit types and the fact they're slightly remote kind of resonates with me. Besides how often do you visit an Engineer really? Not all that often in the grand scheme of things I think. Neither do I really. I have a bookmark for any unlocked engineer (eg. ENGINEER WEPS, ENGINEER SHIELDS) and also a bookmark for, ideally a Hi Tech or other shipyard next door (ENGINEER BASE WEPS, ENGINEER BASE SHEILDS) Scouted once, named like that, they sit together in the alphabetical bookmark list, very quick to find.
  • Winterwalker's Avatar
    Yesterday, 10:48 AM · 49 replies and 853 views.
    Been there! Obviously bad for your ship but good, in that engineering can go wrong on you. Reminds me of deploying hardpoints and the rest of your ship shutting down, for lack of power, when surrounded by a wing of Vipers, on your first trip out, and so on .. eek! You can remove the mod of course - I think in any outfitting shop (don't think you can do from ship right panel)
  • Winterwalker's Avatar
    Yesterday, 10:36 AM · 49 replies and 853 views.
    Yeah. You CAN skip through it though. <spacebar> works for me on my set up, once you've started the sequence. Sub-optimal I agree though. I think a bribe the engineer shortcut maybe - BUT I do like and would hope to preserve - that you can choose which blueprint you're going to take to push your tier up. Obviously you choose materials you don't intend to use later, saving those for the mod you really want, and the game wouldn't be able to predict which is which eg. by taking random materials to artificially tier up. He could maybe ask you to jettison, 20 materials for Grade 5 access but .. messy (and to program I expect).
  • Winterwalker's Avatar
    Yesterday, 10:28 AM · 49 replies and 853 views.
    +1 I also repeat that I think the sound effects make a huge difference to the perception here, especially so because the sliders aren't shown to scale. I've also suggested before a basic read out of your ship's new basic stats (jump range, mass and power up/down) with the modification, before accept.
  • Winterwalker's Avatar
    Yesterday, 10:24 AM · 49 replies and 853 views.
    Off topic Cmdr Zeeman but it's not a random setting .. ! When you choose the blueprint you KNOW power will go up by 5 - 10 % but intergrity will go down by 5 - 10% .. or vice versa but you are choosing the bias and that bias is what you get! The exact setting only brings into effect a fundamental truth - engineering tolerances.
  • Winterwalker's Avatar
    Yesterday, 10:20 AM · 134 replies and 3139 views.
    OK .. +1 As an extension - maybe - that's (1) more expensive, 3 of each material per blueprint not 1 (2) uses benefit/drawback balancing (eg. if power goes up this much, integrity goes down by that much) .. based off the experience FD gain from the system we have now. I wouldn't remove the RNG entirely - that's a shipyard - I would include ONE unexpected benefit and ONE unexpected drawback (possibly on different modules altogether) for the fact .. that engineering is NEVER an entirely exact science.
  • Genar-Hofoen's Avatar
    Yesterday, 10:14 AM · 1012 replies and 151316 views.
    Mmm. Maybe. I just glance at the top right corner HUD right after the ADS honk and it tells you the number of bodies discovered. I'm trying to think what use such an AdsHonk event - even with a breakdown on the body types as you describe - could be to Captain's Log or EDDiscovery or similar, and I can't off-hand think of anything useful to do with such minimal data :)
  • Winterwalker's Avatar
    Yesterday, 10:11 AM · 49 replies and 853 views.
    I do as well .. I'm kind of concerned that all the belly-aching might wreck it when it's "worked on" at update 3.0 - as rumour has it. For me all Engineering needs is a less game like UI but I actually like the UI .. I really mean improved sound effects. The tick tick and roulette wheel let it down but improve those sounds (a couple of quick suggestions here) and I don't think it's very far from the mark. I think there are legitimate - questions at least - on whether the blueprint outcome balances and recipes are exactly bang on .. and, suggestion 2, if you apply mods you intend to discard to tier up, maybe a shortcut that skips the generation animation (eg. "engineer training" button or "bribe engineer") - for me that adds some polish. The whole thing though? Good!
  • Winterwalker's Avatar
    Yesterday, 9:58 AM · 134 replies and 3139 views.
    A challenge like this - I think - expects the reply that I'll see you in Anaconda but that's the sort of arms race that - again I think - engineering in the form it is tries to get around. I might see you in iEagle, getting around you no matter how good your thrusters are (if you FA off I'd call that a successful flight defence), hammer your modded shield generator (pimped for power) but with loss of integrity. While you're rebooting that, I nail your FSD then thrusters, again given that chances are you went for a long jump range, and thrust power but lost integrity. Either way, I limpet borked your hatch .. in other words if you're talking tournament fighting, fine, more powerful ship has an edge, earned through engineering work but in game terms - working the background sim - I don't think it's as cut and dried if I don't have to kill you but nicking your cargo is enough for me to call it a successful encounter?
  • Genar-Hofoen's Avatar
    Yesterday, 9:46 AM · 1012 replies and 151316 views.
    I too pondered this very thing on the EDCD Discord a few days ago. It seemed like a reasonable thought - obtain extremely basic body data after an ADS Honk, including counts. After all, you see this data in the system map after an ADS honk. I came to the conclusion that it's not practical in a gamplay sense - you'd be giving away for definite some rather large hints at what a planet type is, for example. Sure, in the system map you can see that a planet might just be an Earth-like World - but you're not 100% sure of that until you either use the 'audio listening method' (whereby you can highlight the suspected ELW icon and you can hear a very distinctive piece of ambient audio denoting an ELW - or some other piece of ambient audio indicating otherwise), or you actually go and detailed surface scan the suspected ELW. If you had an AdsHonk Journal event which supplied such details, then all the surprise has been removed from the game. Therefore my conclusion was; it's not practical.
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    Thanks for the rep Commander!
    Fly safe! o7
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    Cheers bud
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    Thanks for the rep ! Commander

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    Thanks for the rep ! Commander

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