... A few people who hated the idea of autopilot in this thread have started having more of an open mind about it, and rather than simply saying NO, have started thinking about ways to keep it balanced, and prevent it from being abused as a farming method, and they have come up with some very good ideas about it.
First, I'm not talking about 'farming', I'm talking about preserving the journey as a true, involved, plan-weeks-ahead, epic-undertaking journey.
Second, I did read through it all, and no, none of it is satisfactory to me whatsoever. I am adamantly steadfast on this point,
I do not want autopilot at all.
Not to mention, but as far as I'm aware Elite lore includes having had a "Butlerian Jihad" of sorts of its own (that's a Dune reference if you don't know), and that is the reason there is no true artificial intelligence in Elite - only limited, virtual intelligence, like what you see in Mass Effect.
And this...
when combined with more interesting interstellar flight mechanics, using an autopilot could in fact result in a higher chance of jump failure, and a significantly increased time to complete a jump.
...is an absolutely atrocious idea in my eyes, far worse than simply adding autopilot to the game. You might as well start adding random chances of your ship blowing up out of the blue for no reason at all. Just NO.
That's World of Tanks rubbing off on you mate - I'll say it again, it's *not* a good game and having RNG thrown everywhere is NOT a good thing. That's what ruined Mechwarrior Online and keeps that game from appealing to more than pre-existing Battletech fans, they followed Wargaming's example, to their own detriment, and tossed RNG into their otherwise excellent game. And we got more than enough of that here with RNGineers, and I'm still hoping Fdev is making plans to revisit Engineers and redo it from the ground up for that very reason.
As for the current super cruise mechanic... I don't know really how that can be improved upon. It's a logarithmic scale.
I'm not sure you actually read my thread then? The
rate at which your speed increases - and decreases! - is *artificially capped*. You can easily notice that cap when going in long distances in supercruise and paying attention to your speed. And it's been dev-confirmed, not that I have a link ready on-hand, but I do recall seeing a dev post explaining it. It's most certainly not some kind of software/hardware limitation.
I also find it funny that you're criticizing the autopilot idea as something that would "reduce the scale of the universe" in one hand, but stating that you want to get to your destination FASTER in super-cruise in the other.
The scale of the galaxy, specifically, and removing an acceleration rate cap in supercruise only applies to 1, single star system at a time and only creates access to locations that are a massive number of light-seconds away from the jump point of the system...so I fail to see why you find it funny.
I mean, it's literally quite faster by a few orders of magnitude to pick two systems with everything nearby the jump point, rather than staying in 1 system where half the things are close to the nav beacon and the other half are over 100k ls away.
That's outrageously silly.
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Sorry, yes, the keel-back... The ships blend together sometimes. I use rougey to figure out what ships have to offer.
Rougey isn't bad, but it's not as nifty as coriolis or edshipyard, I'm afraid.
The Beluga definitely isn't as good of an explorer than, well, MANY ships. But I didn't mind it being a passenger ship, since passenger missions appear to be really the only ones that mesh with long range exploration. I also kind of like the idea of being a cruise ship captain, showing "tourists" cool crap I've found... I dunno... I guess it's more down to role play than functionality. I figured, if I managed to find the time, I could try taking on one of those long range passenger missions.
Besides, it was the next thing up that I could afford with fighter capability... Like I said, I was getting pretty impatient with the mission boards and the progression rate by this point. It's why I lost the Beluga in the first place. I wasn't about to spend time grinding out twice as much money as I had at that point.
I believe this was your PEBKAC moment then!
I suppose you're right about exploration's profitability. I guess that's true IRL as well. One of my ancestors, the great Tom Crean, was a 3 time antarctic explorer. Real nut job, almost got himself killed going down there, and saved lives while doing it. He became a house hold name in Ireland... But he wasn't rich. He retired to a small house and owned a little pub.
Maybe if there was something else to do out there. I mentioned the possibility of more in depth scientific study of interesting finds. Maybe this could be used as a way to grind faction reputation that's far better than more economic options like trade. Explorers aren't usually rich... But they do tend to be famous.
Well, you can always go visit Ram Tah for a spell....
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I think I begin to see where our disconnect is.
In short, my goal is not to reach Elite in trading. I don't care about reaching any of the three categories as fast as possible. It will happen sooner or later, and they provide no benefit beyond bragging rights.
Not true, they *do* provide you benefits: 2.5% discount applied to prices of anything, anywhere, per each Elite rank, as well as access to Founder's World where you can buy all ships & modules.
My goals in this game are:
[*]To have fun
Sorry, but I have to stop you here a moment. EVERYONE playing any game, anywhere, any time, has the goal of having fun. It's really, really not something you can just list as though it puts you on an idealistic pedestal above myself and the way I play the game. Carrying on.
[*]To not break character.
[*]To help spread the light of freedom, civilization, and prosperity throughout the Galaxy
[*]Flying my space ship, and pushing it too its limits to travel as fast as possible.
For this, you need credits...and if you actually mean 'fast as possible', that means trading efficiently as possible as well.
[*]To seek out and learn new things.
Like how to use eddb.io and find good routes by what is, essentially, word-of-mouth between other CMDRs around the galaxy!
Whether it is developing a new skill in the game, exploring a new region of space, or trying to understand some aspect of the game Universe, the fun is the process of discovery, not the fruits of that discovery. Which is why I try to avoid walkthroughs, guides, or spoilers. And I personally consider sites like eddb.io to be all three. The only thing I use it for is to find out the average price of grain at Azaban City when I'm away from home, because I don't have access to the game.
You could always get one of the third-party tools that I *think* work while you are ingame to do that. As for avoiding all walkthroughs/guides/information of any sort...I've said it before in other threads, but for some reason, this game sure seems to attract masochists from all walks of life.
[*]Roleplaying. I'm a roleplayer at heart, and when I play a game, I play that game as an inhabitant of that Universe, NOT as a player sitting in front of her computer (in VR) playing a game.
...That's what you just said, "Roleplaying". FWIW I have my own roleplaying I do as well.
Combine that with what I wrote above, it means I have a tendancy to pay attention to things. I read the tourist beacons in any system I'm operating in, as well as scan as many information nodes as I can. I also pay attention to things most gamers skip. This creates a rather interesting picture of why the Elite: Dangerous Universe is so dysfunctional:
[*]The first is to confirm that Corporations in the Elite: Dangerous Universe were still cut from the same cloth as Omni Consumer Products, Wayland-Yutani, and or Lexcorp. And there are a lot of corporations out there that are basically Corporate Towns scaled up to control entire star systems. I'm both very familiar with the history of Corporate Towns, the history of the East India Company, and have read the Wealth of Nations. This paints a rather horrific picture.
[*]When I started reading the beacons in Shinrarta Dezhra, I was rather startled to discover that the Pilots' Federation was this Universe's version of Comstar, a "corporation" that controlled interstellar communications in the game Battletech. Only rather than being a cult of techno-pagans who wanted plunge humanity into a new Dark Age, so that they could reshape the Inner Sphere in their own image
*This was a particular faction of Comstar, rather than Comstar as a whole, IIRC
the Pilots' Federation is a criminal cabal uses their "near monopoly" of the flow of information to enrich their members, and to ensure that their members can literally get away with mass murder.
I confess haven't seen the beacons myself; but...most of what you talked about is from other games/real life.
The second is to not break character.
[*]I have a rather detailed history of Inga Stevenson, as well as a personality profile. While Commander Stevenson has a lot of traits in common with me, she is also a traditional Imperial, the "bad guys" of Elite's two sequels. Whenever I'm at a loss of what the right choice is to be, I just ask "What would Inga do?"
[*]I also try to keep OOC knowledge separate from IC knowledge. Of course, part of Inga's background was that one of the reasons she sold herself into Imperial Slavery was to get a full education, AND she apprenticed with an ancient prospector before the FSD was invented, so she knows a lot. But the bottom line is that if she shouldn't know something, then she doesn't.
[*]Which leads me to the topic at hand: the in game trade tools. Yes, they aren't very good if your goal is to get to Elite in trading as fast as possible. There is no way to get market data remotely. But from what I've read IN the game, as well as from Frontier's dev diaries, newsletters, and some of the stuff in the DDF, my conclusion that this is a deliberate design choice made by Frontier. You are free to feel that this is a horrible design decision, but I personally enjoy it. But as far as the game universe is concerned, the Pilots' Federation has a "near monopoly" on information and station services, and if they don't provide that information to its members, then they don't want you to have it.
Again, where's the proof of that?
There's no ingame indication whatsoever of this Pilot Federation Mafia thing going on - no inkling is ever clearly made to the average player who doesn't go around triapsing tourist beacons (which, really, what kind of mafia would let those things sit around?).
The best it amounts to is handwavium to excuse the lack of development time to put fix the ingame tools so they are functional, and elevate them to what eddb.io manages to do.
[*]The Pilots' Federation, however, DOES regularly update the Galaxy Map, to let us know about faction state changes. It is trivially easy to go into the Galaxy Map, select the "faction state" filter, and select on the "war" states if your interest is combat, or "famine" and "outbreak" states if your interest is faction state trading.
[*]I tend to avoid meta-gaming, primarily because doing it frequently requires me to break character and rely on OOC knowledge.
Finally, my third goal is to help spread the light of freedom, prosperity, and civilization throughout the Galaxy. This means that I tend to support Imperial factions, and work against the Evil Galactic Federation. This means I tend to play with the Background Simulation. This is probably the closest I ever get to meta-gaming, but I can usually justify it IC. BGS work is basically how many transactions you can complete per minute. Whether they are missions, exploration data, or trade, the more you do, the more influence you deliver to a particular faction.
On the trade side of things, influence gain is capped both on profit per transaction, so you want a wide variety of commodities to ship, and you want to compete as many runs as you can. Coincidentally, Commander Stevenson isn't omniscient, so when she has extra room in her cargo hold while running a mission, she tends to hedge her bets by bringing in several different commodities.
Okay, manipulating the BGS & roleplaying is good and all, but in the context of whether the ingame tools actually function...that's neither here nor there.
I get that you've accepted the non-functionality as such as head-canon and possibly intentional, but I flatly don't. It's like the HUD color thing; they simply haven't devoted development time towards making it function. Which is why I'm less excited for 2.4 itself and more excited for what comes after.
It may sound silly that I'd rather have trade tools and being able to customize HUDs (or at least unique huds per ship manufacturer & so on) as opposed to aliens, but that's exactly how it is.