A Message To Elite Dangerous Developers

I think it would assist me in finding planets that are actually worth stopping for and looking at.

That's your job as an explorer.

Furthermore, like I said, this game needs a learning curve, or a difficulty curve... not a patience curve.

Except that patience is pretty much what exploration is. There are stars out there 500,000Ls from their primary with my name on them because I took the time to go to there myself. If we start adding autopilots and auto scanning then all of that become meaningless.

also, again... IF YOU DON'T LIKE IT, THEN DON'T USE IT. If it turns exploration into nothing for you, THEN DON'T USE IT. It wouldn't turn exploration into nothing for ME, I want to explore to find cool planets to land on or look at, not mash J.

Except it wouldn't be you exploring, it would be your ship and your ship's computer.

If you don't like exploring then don't do it.

To put it another way: I'm not especially good at combat, but I'm not asking for a combat computer to take over for me. I'm not asking for a trade computer to work out the best routes for me.
 
Yes. That's another thing that would require your presence (as in, not walking away from the computer for hours on end).

Yes, you can stop and look, but since you can't look at the map and navigate the ship at the same time, it wastes time. If something were honking and jumping for you, then you could use THAT time to look at the system map... That's probably what I'd most want to do with it.

In the bubble, I probably wouldn't even use autopilot for anything under a few hundred light years, as I'd be less likely to get jumped flying manually.

I generally use the system map when scanning the main star and fuel scooping at the same time. When I go exploring I always scan the star, and I am not really in a rush anyway. I know you do passanger missions when exploring which limits your time. My advice is, if you are doing passanger missions that require you to go far out of the bubble, do not use a beluga. Us an AspX, Dolphin, Orca even a DBX. All of those ship will go there far quicker then a Beluga and you shouldn't have time issues either.

From what I can see the Beluga is only good going around the bubble and is useless for long distance travel as it's jump range is just not good enough.
 
@Hat Man, re: Autopilot ideas - not too keen on the idea of mis-jumps, disliked them in Frontier: Elite 2 (as it pretty much meant losing any progress since the last save point) though having something rare and interesting waiting for you might make it worthwhile (like the Thargoid hyperdictions).

What I'd like to see is linked into the 2.4 route plotting, where the last scoopable star for your fuel range is shown on the Galaxy map - an autopilot could do the intermediate jumps and give you a notification alarm on your last jump (a bit like Star Wars when the Falcon is travelling to Alderaan). These would be safe distance, no-scooping transits around the star - if you want to be more hands-on then the intermediary stars could have something like the interdiction vector, an efficient slingshot path that would save you time/be more fuel efficient or something, with the added hazard of heat/solar flares etc for some engaging risk/reward gameplay. Messing up a bit would require the usual charge & countdown timers, messing up a lot would mean dropping from SC and the cooldown period, as we have at the moment.

Leaving it to the autopilot might take longer and wouldn't fuel-scoop en route, but would allow you a few minutes to browse Galnet, check out system maps or go for a piddle etc. (I'm not sure if it would be doable as hyperspace is a disguised loading screen).

I'm not sure about different AI abilities for the autopilot, that's something I hope will one day be covered by NPC crew. Still, I think you've got some interesting ideas and suggestions, +rep
 
Leaving it to the autopilot might take longer and wouldn't fuel-scoop en route, but would allow you a few minutes to browse Galnet, check out system maps or go for a piddle etc. (I'm not sure if it would be doable as hyperspace is a disguised loading screen).

You can already do that.

Jump, honk, scoop, line up on your next jump point, open Galnet/Galaxy Map/Toilet lid, do what you need to do, come back, jump. If you're out in the black then you're not going to get interdicted. Perhaps not such a good idea in the bubble.
 
I already adressed most of the questions you pose in the OP, such as what it should be capable of.

Furthermore, no, it's not supposed to turn this game into a farming simulator. I can see arguments for or against having one that does extra stuff, but for myself, ALL I'm interested in is automating hyperjumping, as that is the single most menial part about navigating in this game. Anything else extra is gravy, but not entirely necessary.

No, it shouldn't be something that allows you to walk away for hours or days. Maybe make multitasking easier, like reading, watching videos, or checking the map or galnet, but not REPLACE the player. Furthermore, there should be reasons to not use one, like saving power consumption, mass, and money.

The single biggest balance I could see is that autopilots make the ship susceptible to things like interdictions (or if the interstellar interactivity suggestion I made is implemented, then perhaps it could have a higher chance of failure than a human pilot). Basically, it should be made such that there's always a reason for the player to BE there. If an interdiction happens, for example, then the player can take over and handle it personally. On these long flights, then the pilot should at least have the option of being there more in a monitoring capacity, rather than participating in unending repetitive menial tasks.

Look, how would you feel about yourself if you tried to leave your game running for 8 hours while you went to work, on autopilot, and then came home to a ship that was destroyed because some pirate managed to catch you.

... You'd probably see that, no idiot, the ship still needs a pilot, and you should still be at least present. Otherwise, you lose your ship, and you fail your mission. It's not an "I win" button, lesson learned.


Eve online already does the whole macro bot ran multiday autoplay function. Its one of the things that drove me off. I got tired of flying around in an area supposedly filled with players but instead they are just bots.

I am all for autopilot as well, but it has to be monitored. You should be able to respond to alarms and or problems that it has from time to time. I mean if you are going to do the same thing over and over for a long period of time and the results are going to be exactly the same, then why not automate it. Especially considering every vessel or ship that we own know that is operating for extended periods of time already have an autopilot.

If FDEV offered something else to do while flying that would be cool. Maybe a science station or some sort of research. Beyond that maybe give the player the ability to work on the interior of their ship doing something. Beyond that they need to have something to do during those long hauls.

They could offer a pop up panel that can allow you to watch media you have on your PC or listen to audio books or something. Being in VR the whole time, I dont have the option of looking at another screen. There is no other screen for me. The music is so calming in the game I find myself nodding off between jumps. I end up having to take a nap after having flown for 2 or 3 thousand light years. Especially if you are going to an area that is well traveled and you have no chance to find something new.
 
I tried abit of exploration once. Got about 7000 light years out from the Bubble and started to feel a real sense of suffocaton or fear of the time it would take to return.

A crushing sense of the distance in time and space. Claustophobia and impending space madness in my little DBX.

I flew home as fast as I could. Space needs to stay big - really big.

Autopilot can't co-exist with that. You wouldn't be an Explorer you would just be a tourist. You might as well ask your NPC pilot to pick up a ton of fish for you on the way.
 
Oh dear.

You don't appear to have actually considered any if the OP, just critiqued it from the viewpoint if the current game.

For instance, why must *all* of the missions have a tight temporal deadline?
What could possibly be the negative impact *to you* IR *to the game* to have some missions on the board that don't time out in 24hrs.
The answer, of course, is that it wouldn't impact on you, or any other players, or the game, despite your negative response.
In other words you have invested no time in proper analysis (or are exceptionally closed minded or hyyst plainly don't want others with less time to play to actually enjoy the game). Which is unfortunate.

Similarly in other topics and suggestions, you just defend the status quo with no real overall analysis.

The OP has spent a lot if time creatively analysing and suggesting improvements for the general player base, nine of which I can tell would be if a negative impact to any other player, including yourself. For instance, I'm pretty certain that he wasn't arguing that *all* missions should have more loosely defined timescales for completion. Just some...
Thoughts?

I play games to engage my brain, not to sit back and watch Netflix while the game plays itself for me. If I wanted that kind of game play, I'd just open my browser and let cookie clicker run in the background. The types of games I enjoy require you to build up skills, make thoughtful decisions, which in turn lead to meaningful consequences. One of those consequences should always be the potential for failure.

Elite: Dangerous does a fairly good job of that IMO. Sure, many players claim the game is boring, and they NEED their Netflix to have fun, but like the "grind" in this game, it is mostly self inflicted. There are entire sites out there dedicated to taking the fun out of this game, by removing any outcome besides success. Your mileage may vary, but I consider guaranteed success to be extremely boring. The chance of failure is what makes success fun.

Much of what the OP is requesting is to remove many of the failure states in this game, often through automation, and then requests to have Netflix player added to the actual game, so they won't get bored. THINK about that for a second.

The IRL mission timers are one of the many things you need to think about and plan for if you're into running missions. Despite their very generous time limits, they still make you stop and think, "Do I have time to do this?" "What problems may I encounter if I do take it?" "How do I minimize the risks?" If I see a lucrative mission and agonize for fifteen minutes over whether to take it or not, considering what I know of my real-life schedule, then this is a good thing in my book. I'm engaging my brain, and feeling real emotion over the choices presented before me.

Removing those timers, either completely or by removing the "timers are still active when logged out of the game" part, simplifies that decision immensely. A 2500 light year passenger mission that gives you three days to complete can be very different from the same mission that gives you three logged in hours to complete. The latter requires only that you ask yourself, "How much time will it take to travel 5000 light years?" Either you have a ship that can do that within the allotted time or not. The former requires another question, "Do I normally have enough time playing Elite over the next three days to complete the mission?"

For players who can dedicate a lot of time to the game, the answer is always obvious. For players like me, who are lucky to get three hours a week at this game (BTW, I'm writing this while on break at work, on my phone, so please excuse any weird autocorrects), this leads to the most interesting question of all, "Is there any way of making up the difference?"

Like many players, I happen to enjoy trying to answer that question, even if I fail. Some players don't. If you're in the latter category, simply don't take any mission you can't complete during your game session. I simply don't want to see yet another interesting part of this game nerfed to meaninglessness, especially when one of the requested "improvements" to this game is an integrated Netflix player. It's happened too many times already.

It's happened to the economic simulation, because players objected when their lucrative trade routes ran dry. It's happened to Supercruise, because players never bothered to learn how to navigate and then brake at their destination, and then complained that it was "slow and boring." It's happened with both the interdiction and the combat AI. I don't want it to happen again.

Are there aspects of the game that need to be improved? Definitely. There needs to be a greater difference between low security and high security systems, places where its safe to go, and places where its dangerous, rather than this "it's not very dangerous anywhere" situation we have today. The reputation system needs to be deeper, so that you're not fed the fattened calf by when you visit a faction you're actively working against, just because you did them a favor in the past and haven't murdered anyone (yet.) The game needs more depth, more decisions to weigh, more chances to fail, not filling in what little depth there is.
 
I tried abit of exploration once. Got about 7000 light years out from the Bubble and started to feel a real sense of suffocaton or fear of the time it would take to return.

A crushing sense of the distance in time and space. Claustophobia and impending space madness in my little DBX.

I flew home as fast as I could. Space needs to stay big - really big.

Autopilot can't co-exist with that. You wouldn't be an Explorer you would just be a tourist. You might as well ask your NPC pilot to pick up a ton of fish for you on the way.

I think the only way I'd accept an autopilot/autoscanner is if commanders using them don't get first discovered status or the cash rewards that go with them. They remain, essentially, unexplored.
 
You can already do that.

Jump, honk, scoop, line up on your next jump point, open Galnet/Galaxy Map/Toilet lid, do what you need to do, come back, jump. If you're out in the black then you're not going to get interdicted. Perhaps not such a good idea in the bubble.

I might not have expressed my idea well enough, but I'd want to be doing the reading/searching/micturating while the autopilot was zooming past several stars on my route, up to the limit of my fuel tanks.
 
I might not have expressed my idea well enough, but I'd want to be doing the reading/searching/micturating while the autopilot was zooming past several stars on my route, up to the limit of my fuel tanks.

Keep in mind that Elite is a game in which you​ fly a spaceship.
 
I think the only way I'd accept an autopilot/autoscanner is if commanders using them don't get first discovered status or the cash rewards that go with them. They remain, essentially, unexplored.

But then they are war-dialing while at their 9 to 5 until an Earthlike is found and then they will manually scan it when they walk in the door.
 
I play games to engage my brain, not to sit back and watch Netflix while the game plays itself for me. If I wanted that kind of game play, I'd just open my browser and let cookie clicker run in the background. The types of games I enjoy require you to build up skills, make thoughtful decisions, which in turn lead to meaningful consequences. One of those consequences should always be the potential for failure.

Elite: Dangerous does a fairly good job of that IMO. Sure, many players claim the game is boring, and they NEED their Netflix to have fun, but like the "grind" in this game, it is mostly self inflicted. There are entire sites out there dedicated to taking the fun out of this game, by removing any outcome besides success. Your mileage may vary, but I consider guaranteed success to be extremely boring. The chance of failure is what makes success fun.

Much of what the OP is requesting is to remove many of the failure states in this game, often through automation, and then requests to have Netflix player added to the actual game, so they won't get bored. THINK about that for a second.

The IRL mission timers are one of the many things you need to think about and plan for if you're into running missions. Despite their very generous time limits, they still make you stop and think, "Do I have time to do this?" "What problems may I encounter if I do take it?" "How do I minimize the risks?" If I see a lucrative mission and agonize for fifteen minutes over whether to take it or not, considering what I know of my real-life schedule, then this is a good thing in my book. I'm engaging my brain, and feeling real emotion over the choices presented before me.

Removing those timers, either completely or by removing the "timers are still active when logged out of the game" part, simplifies that decision immensely. A 2500 light year passenger mission that gives you three days to complete can be very different from the same mission that gives you three logged in hours to complete. The latter requires only that you ask yourself, "How much time will it take to travel 5000 light years?" Either you have a ship that can do that within the allotted time or not. The former requires another question, "Do I normally have enough time playing Elite over the next three days to complete the mission?"

For players who can dedicate a lot of time to the game, the answer is always obvious. For players like me, who are lucky to get three hours a week at this game (BTW, I'm writing this while on break at work, on my phone, so please excuse any weird autocorrects), this leads to the most interesting question of all, "Is there any way of making up the difference?"

Like many players, I happen to enjoy trying to answer that question, even if I fail. Some players don't. If you're in the latter category, simply don't take any mission you can't complete during your game session. I simply don't want to see yet another interesting part of this game nerfed to meaninglessness, especially when one of the requested "improvements" to this game is an integrated Netflix player. It's happened too many times already.

It's happened to the economic simulation, because players objected when their lucrative trade routes ran dry. It's happened to Supercruise, because players never bothered to learn how to navigate and then brake at their destination, and then complained that it was "slow and boring." It's happened with both the interdiction and the combat AI. I don't want it to happen again.

Are there aspects of the game that need to be improved? Definitely. There needs to be a greater difference between low security and high security systems, places where its safe to go, and places where its dangerous, rather than this "it's not very dangerous anywhere" situation we have today. The reputation system needs to be deeper, so that you're not fed the fattened calf by when you visit a faction you're actively working against, just because you did them a favor in the past and haven't murdered anyone (yet.) The game needs more depth, more decisions to weigh, more chances to fail, not filling in what little depth there is.

+1 virtual rep. It seems I need to spread some around before I can rep you again.
 
But then they are war-dialing while at their 9 to 5 until an Earthlike is found and then they will manually scan it when they walk in the door.

Hmmm. How about making the use of an autopilot cancel out first-discovered status in the system you're in? Regardless of which body(ies) you used it to get to?
 
Lets just cancel the Autopilot from working unless there's a Station or Outpost at the end of it's journey.

Edit: Actually I don't even like that. Makes it to easy to go to Colonia or return home from Exploring.

Stupid idea......coming soon in 3.0.
 
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That's your job as an explorer.



Except that patience is pretty much what exploration is. There are stars out there 500,000Ls from their primary with my name on them because I took the time to go to there myself. If we start adding autopilots and auto scanning then all of that become meaningless.



Except it wouldn't be you exploring, it would be your ship and your ship's computer.

If you don't like exploring then don't do it.

To put it another way: I'm not especially good at combat, but I'm not asking for a combat computer to take over for me. I'm not asking for a trade computer to work out the best routes for me.


While I understand the exploring aspect as I am one but to call what we have exploring isnt really correct. We are really just construction company mineral and value surveyors. We get to tag our name on planets and systems and thats it. There is currently nothing to find other than really pretty rock formations on planet surfaces.

We turn in survey and claim sheets when we turn in "exploration data" nobody else is privy to it and nobody else can buy it. It also does not assist anyone in the game. FDEV really needs to do something with the exploration and actually add things out there to find. Exploration should not be solely a profession for the sake of earning money like it currently is. There are those that explore to get glory for finding systems and there are those that explore just to cover long distances. The one thing that they all have in common is that they are all one dimensional and are incidental achievements just by flying in a straight line away from the bubble.

They need to add a bunch of stuff to make exploration and science fun. However before I provide suggestions, I am going to wait and see what they say on the 7th of October as that is when we get a look at the future of the game. They did hint at some big exploration changes. I cannot wait.
 
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