Gotta say you are posting much faster than i can rep you.
I did it for you
Gotta say you are posting much faster than i can rep you.
The sad thing about all of this is that FD at no point put any thought into "how could it be explained" at all. Sure, lots of stuff that doens't make sense in the game, 2.1 brought a lot too but I always got the impression that while they not always can go for realism they at least try. Like David Braben talking about that Mechanik in Vietnam doing stuff with choppers when talking about engineers. While it didn't end up being anything realistic, I still always had the impression they try making sense where possible and try making the galaxy feel believable. Here its just "Teleoport, cause its fun teleporting stuff".
Sadly no, you don't win. As his suggestion allows people to wait if they want to and not if they don't. Where as yours is just restating that people don't have to sit on their hands while waiting. But that's not their problem, their problem is that they want instant transfer to do something then and there. Right or wrong you can't give them what they want by your method. But folks taking the game rules into their own hands and RPing a wait for delivery works just fine. So, I'm afraid, in this context he wins.
Now instamagic comes to break all the previously established rules and opens the door to unexplainable questions like: why does trade exist at all
The autoPilot as suggested in the DDF didn't bring anything new to the table, to code it, I'm not a programmer, so please correct me if wrong, would not be a huge task, there are already hacks you can apply in ED that will do just that and more.
What I ask is a simple automation of the rotate press (J) before you warp to the next star. Anything the interrupts the NAV computer will disengage it and you're on you own. if we can have instant ship transfer, I can't see why we can't have the AP, and even if we can't have the IST, I can't see any logical reason not to have the simple AP.
it could be a crewman you need to hire and pay a salary to keep, just like the fighter pilot.
Actually given the nature of travel and the Elite galaxy (well the populated bit of it anyway) that question is already absurd. Trade in ED is equivalent to me buying a van, driving 2 mins to the local corner shop buying a few crates of coke, driving round the corner to the local supermarket and trying to flog it to them. It just wouldn't happen because the distance between those two places is tiny, just as with ED tech the distance between two space stations even in different star systems is tiny. Of course there would be distribution but it wouldn't be handled by random passing drivers in their own vans.Now instamagic comes to break all the previously established rules and opens the door to unexplainable questions like: why does trade exist at all
I can explain it to you if you feel it's important for you to understand.I don't understand this
Sorry if I'm hard to follow.. it's "logic" .. not everyone's friend.You went to a lot of effort there just to say nothing of consequence.
OK for those that want a set "delay" (or delay based on distance!) in ship transfer. a quick question...
Do you want the same "delay" to happen when you are blown up and you getting past the rebuy screen to the last station you visited in your ship? (or default station)
Because I don't see where you can hate the idea of transporting your ship instantly when it happens, in-game, to the pilots all the time!
Ironman Elite
During commander creation the player may set the "ironman" flag. Ironman commanders can never be grouped with normal commanders. Players can use the same name for both normal and ironman commanders.
Escape pod systems can be damaged and made inoperable (they are still invincible once launched)
Escape pods are disposable: after use, a new pod can be purchased
Escape pods must be manually activated
Failure to use an escape pod permanently kills the commander if the ship suffers catastrophic hull damage (breaks apart)
Permanently killed commanders can be resurrected as a normal commander (no ironman flag), continuing from when they died
Ship warning systems and visual/aural cues activate when the ship nears total operational failure
The commander is not killed by any amount of ship operational failure
Commanders have emergency personal life support which activates in the event of life support failure
Personal life support can only sustain a commander for a limited time, but restocks when the commander is in a breathable atmosphere
If a commander's personal life support runs out the commander is permanently killed
Sorry if I'm hard to follow.. it's "logic" .. not everyone's friend.
Here's another picture of the galaxy (not the "universe") .. spot the difference. 5 bonus points if you rewrite the C++ code at the same time.
http://i.imgur.com/l2wlLyi.jpg
OK for those that want a set "delay" (or delay based on distance!) in ship transfer. a quick question...
Do you want the same "delay" to happen when you are blown up and you getting past the rebuy screen to the last station you visited in your ship? (or default station)
Because I don't see where you can hate the idea of transporting your ship instantly when it happens, in-game, to the pilots all the time!
I felt it was the opposite. They give a reason FOR instant-transport, suggesting if you wanted to participate in a pilot event, but weren't in your Eagle, you could zip it over fast and swap ships. Seems to me, and I could be wrong (this is an assumption afterall), that it is almost a passive defense to the reaction; "this is why we at FD are PRO the instant-teleport: has anyone considered this reason?" sort of vibe.
My answer would be, "yes that's great, if you want Elite to feel like a selection of multi-games to participate in. Hell, on that logic, why not just have them marked on the galactic map and we just click the system and just get insta-transported there? No need to worry about travelling, distance, planning etc - or accepting that you might be in the wrong place at the wrong time, as in life... active-entitlement mode: no risk, big reward!"
... if I was to be horribly tabloid, that is.
But will it then achieve the goal the designers are hoping to achieve. Which is presumably about lowering the barrier to gameplay. Make the feature too expensive or time consuming and it stops being a feature which gives you easy access to the gameplay you want and instead becomes just a useful management tool for folks with fleets of ships. Now that's not to say the latter isn't a good thing to have, but it's not why the devs implemented this feature.A combination of expense for large ships and distance combined with real time will solve both the exploitation issue and the simulation value of the game.
OK for those that want a set "delay" (or delay based on distance!) in ship transfer. a quick question...
Do you want the same "delay" to happen when you are blown up and you getting past the rebuy screen to the last station you visited in your ship? (or default station)
Because I don't see where you can hate the idea of transporting your ship instantly when it happens, in-game, to the pilots all the time!
I'm afraid if you didn't understand my reply your the one slow on the up take, try reading it slower next time.