To those crying that they do not want to see an autopilot:
YOU DO NOT HAVE TO USE IT. YOUR PROBLEM IS SOLVED!
Not remotely. Since this is a multi-player game, I’d still have to put up with the problems created by the autopilot: botting, multi-boxing, and the inevitable Netflixers.
An old saying comes to mind. Don't confuse him with the facts, his mind is already made up.
My biggest gripe in the vein of this topic is that any airport that isn't just a strip of grass with a windsock has an ATC that does real traffic management for every craft that wants to use the facility. That stations in ED don't enforce actual traffic management is pretty silly.
And while FDev might be saying, "Oh, well, we're just keeping the model that Braben/Bell created in the original", yeah, no they aren't. In Elite, Elite+, and Elite 2 you docked the moment you touched the back of the mail slot, and on departure you launched out of the mail slot. There was not flying around inside the station. So it's inspired by the original, but shouldn't be constrained by it at all.
Which means automated docking and launching should be a default feature. One that you can override for things like smuggling, since you don't want to be dallying outside the station and getting scanned. Granted, the whole "call the station for landing approval and then sneak in under silent running" is pretty damn stupid. The comms channels for ATC aren't shared and monitored by system police ships? Ludicrous. Especially since you can scan the contents of a ship remotely. Thus, every station would have scanners on it that would scan ships as they approached. Radar and Lidar work just find even if you aren't producing a heat signature, so it's not like they can't see you coming. Hell, you just called them and asked for permission to land! (FDev has some game mechanics that are just so poorly thought out in terms of being consistent with each other and with the technology.)
As for system-to-system autopilot for routed jumps, and in-system autopilot for flights to a designated target... this is just obviously tech that would exist. That the docking computer exists means that the other features would, also, exist. Launching and navigation are exactly in the same domain as the docking logic. No-fricking-brainer.
Question: Would this destroy the game?
Answer: As currently implemented, it might upset large portions of it. The major concern seems to be botting, of course. I'll tell you straight up that the solution is not to try to ban botting, but rather to require human decision making that isn't dead simple. Choosing the right answer out of four isn't hard if the question and answers are always the same (or nearly the same), even if slightly randomized.
The problem comes down to how simplistic the mechanics of gameplay actually is, when you boil it down. "Pick up these things and transport them here, click the box, and you've influenced the fight." This is easy to automate because it's boring, uninspired, and lacking in real depth.
You foil botters by making the interactions and decisions complex enough that a simple FSM or decision tree can't reliably make the right decision. You throw out missions with difficult choices where it's not just picking a reward, but also juggling possible negative impacts from your decisions.
As far as I can tell I can just pick any reward for any mission and it will never have a truly bad impact on me. (I'm not doing any powerplay stuff, so this might be a naive statement.) There really isn't meaningful story to participate in that can be influenced... at least in a fashion that *matters* on a personal level that could screw up a bot.
Complexity and depth are the key here. Simple gates (like a captcha) are not going to help. There are still people who bot in World of Warcraft despite the Warden actively looking for them. Because the really talented botters are actually professional code developers and assembly language experts, not just kids hacking away with code in their parent's basement.
This is all a very long-winded: yes, auto-pilot and auto-navigation should be a feature. But it should be balanced with complex and nuanced gameplay that prevents simple botting from upsetting the economies and sub-games that people enjoy playing.
Well, sure.. I had my share of docking incidents, but most of them had to do with my speed being over the legal limit and NPCs actually coming out of nowhere and crashing into me. So yea, in that regard I'd be happy even if NPCs were slightly more 'aware'. Once a shieldless NPC sidewinder crashed into my anaconda and died resulting in my instant destruction for 'murder' even though I was just barely over the limit (probably between 100-110) and was trying to stick to the green side, but the sidey was slightly towards the middle on his.. I was kinda scratching my head saying 'whatever happened to the "give way to larger vessels" part..'. Other times (this one happens often) I am going out with my T9, when random NPC Orcas decide it's a good idea to try and come in at the same time, resulting in them being pretty much stuck to the front-side of my ship and being dragged out of the station as I'm leaving.. They're just mindlessly thrusting forwards not realizing, they're travelling backwards.My biggest gripe in the vein of this topic is that any airport that isn't just a strip of grass with a windsock has an ATC that does real traffic management for every craft that wants to use the facility. That stations in ED don't enforce actual traffic management is pretty silly.
And while FDev might be saying, "Oh, well, we're just keeping the model that Braben/Bell created in the original", yeah, no they aren't. In Elite, Elite+, and Elite 2 you docked the moment you touched the back of the mail slot, and on departure you launched out of the mail slot. There was not flying around inside the station. So it's inspired by the original, but shouldn't be constrained by it at all.
Which means automated docking and launching should be a default feature. One that you can override for things like smuggling, since you don't want to be dallying outside the station and getting scanned. Granted, the whole "call the station for landing approval and then sneak in under silent running" is pretty damn stupid. The comms channels for ATC aren't shared and monitored by system police ships? Ludicrous. Especially since you can scan the contents of a ship remotely. Thus, every station would have scanners on it that would scan ships as they approached. Radar and Lidar work just find even if you aren't producing a heat signature, so it's not like they can't see you coming. Hell, you just called them and asked for permission to land! (FDev has some game mechanics that are just so poorly thought out in terms of being consistent with each other and with the technology.)
Now this is imo where the line has to be drawn between 'what could exist in that imaginary universe' and 'what the developers can allow to still keep this as a game that can be somewhat balanced'. So yes, I agree that the technology would probably exist in that future universe, but I also think that's not enough of an argument for the devs to cause themselves a whole set of new problems.As for system-to-system autopilot for routed jumps, and in-system autopilot for flights to a designated target... this is just obviously tech that would exist. That the docking computer exists means that the other features would, also, exist. Launching and navigation are exactly in the same domain as the docking logic. No-fricking-brainer.
Question: Would this destroy the game?
Answer: As currently implemented, it might upset large portions of it. The major concern seems to be botting, of course. I'll tell you straight up that the solution is not to try to ban botting, but rather to require human decision making that isn't dead simple. Choosing the right answer out of four isn't hard if the question and answers are always the same (or nearly the same), even if slightly randomized.
The problem comes down to how simplistic the mechanics of gameplay actually is, when you boil it down. "Pick up these things and transport them here, click the box, and you've influenced the fight." This is easy to automate because it's boring, uninspired, and lacking in real depth.
You foil botters by making the interactions and decisions complex enough that a simple FSM or decision tree can't reliably make the right decision. You throw out missions with difficult choices where it's not just picking a reward, but also juggling possible negative impacts from your decisions.
As far as I can tell I can just pick any reward for any mission and it will never have a truly bad impact on me. (I'm not doing any powerplay stuff, so this might be a naive statement.) There really isn't meaningful story to participate in that can be influenced... at least in a fashion that *matters* on a personal level that could screw up a bot.
Complexity and depth are the key here. Simple gates (like a captcha) are not going to help. There are still people who bot in World of Warcraft despite the Warden actively looking for them. Because the really talented botters are actually professional code developers and assembly language experts, not just kids hacking away with code in their parent's basement.
This is all a very long-winded: yes, auto-pilot and auto-navigation should be a feature. But it should be balanced with complex and nuanced gameplay that prevents simple botting from upsetting the economies and sub-games that people enjoy playing.
I would disagree on depth: as I mean depth of mechanics, not depth of the thargoid storyline. I'm not really interested in the thargoid thing at all... I'm more interested in trading and building. I want more open universe, not story on rails.
And the open universe has very simplistic mechanics: the trading model nods at real economies without actually modeling actual economies. The mining model is, likewise, very simplistic. It's no more deep than the old arcade game Sinistar, since you can only mine {X} number of units of ore (randomized to the asteroid type) before you have to move on. The mission system and passenger system is, likewise, terribly simple. You never really have to make an seriously meaningful choices in these missions. You take the mission, you do what it says, and you turn it in for the reward you want. Sometimes there is a single, alternative option for completion, but it is just as simplistic as the original mission, just with a different completion criteria. It might include criminal activity, but there's never any meaningful story.
For example, if you took on refugees, and then are threatened by system police for harboring fugitives, but are begged by the passengers for travel to a sanctuary system in violation of the local law. Then you'd have meaningful story... especially if it started a chain of events in which you had *actual* decisions to make that would have lasting impact to your reputation or the state of the universe. But, no, it's super simple. The decisions you make are *not* complex. The results are *terribly* simple. And your place and impact upon the game universe are superficial at best.
This is what I'm talking about in terms of meaningful and complex game mechanics that bots cannot easily handle. It's also a type of interaction that would actually make the game *worth* investing time to pay attention to the details. As it stands, you can just ignore every single alternate mission completion possibility without consequence.
Which returns us to my core thesis: that autopilot breaking the game means that the game is so simplistic that a mindless bot can play it effectively. That points towards shallow and exploitable game mechanics that are, ultimately, not very fun for humans in the long run.
Which, in turn, explains why I play the game for a few weeks and then wander off to play something more enjoyable for a few months, then come back when I wonder if FDev has put in some better content and mechanics, then end up wandering off again. I love the *idea* of the game, but the actual details are... still far short of a truly enjoyable and rewarding experience in the long run. Well, unless you like blowing up thousands of ships. Mindless repetition is what some people love.
Which makes me question why you think you know better? No offence but if you were any sort of important you'd not be mostly Harmless and we'd be rushing out the buy your computer game![]()
With that being said, I don't really have a problem with the DC, I understand that docking can be a pain for new people or a QoL improvement for people doing trading in large ships who CAN dock, but maybe are used to smaller ships and don't like doing it in a T9 or something.. It would be nice if people didn't rely on it too much though, just so we have better pilots. Half of the complaints on the forums are due to pilot error (crashing into stuff getting fines / bounties.. shooting stuff they shouldn't.. etc).
Now this is imo where the line has to be drawn between 'what could exist in that imaginary universe' and 'what the developers can allow to still keep this as a game that can be somewhat balanced'. So yes, I agree that the technology would probably exist in that future universe, but I also think that's not enough of an argument for the devs to cause themselves a whole set of new problems.
The developers wanted this to be an 'active' game.. so, not a game where you log off and you still progress (like some 3d space shooter version of farmville or other 'games' where you log in once a day to collect on all the progress you made) and that goes for being afk as well. Even if it takes just one button-press to progress, they don't want you to do so, unless you're in front of the computer, pressing that button. And it's not just botting that would be a problem. Completely legit gameplay that involves travel is also an issue. For example think of all the Colonia passanger missions that pay up to 60 million per mission.. You're going camping for the weekend? awesome.. pick up 5-6 of these missions in an Anaconda.. point your ship to Colonia.. hit the autopilot and be on your way. When you come back you're already there.
Now obviously the above scenario can be balanced in form of ships not using the fuel-scoop and running out of fuel or other ways.. etc.. but guess what will happen then? All the people who want to do JUST that will start advocating that if autopilot is already in the game, they might as well make it so it uses the fuel-soop. And they will have all the same 'legit' reasons to advocate for it, like people have now.. For example the most popular ones will probably be: "Autopilot makes sense only for long trips. I can fly my ship inside the bubble, why do I need an autopilot? The long range trips is where it's needed most. It makes sense! the crew of a ship on a long flight has to sleep! It's not realistic that autopilot stops after 2 hours, does it get tired, or what?"
Once that door opens, there's no turning back. So that right there is probably why the developers don't even 'want' to listen to threads like this.. They know very well that you cannot please everyone at the same time and human nature dictates that people always want 'more'.. You give them something? They instantly take it for granted and want more based on that..
Then after a year we'll simply end up with a game where you log in once a day to collect your riches that the NPCs farmed for you and there will be pay-to-win stuff in the store, since the company will have to make a living somehow seeing as they cannot charge 50 quid for a game that plays itself.
That's why I was suggesting earlier to come up with alternatives instead.. I mean.. nobody is stupid here, we all understand that when you do more than a few jumps and all you do is circle the star to scoop and hit the jump button it gets really boring..
Heck.. I've been to Colonia and back with a 27LY range ship... that's 1800 jumps I did across 4-5 days.. Do you honestly believe that I enjoyed every second of it? Especially when I wasn't even interested in what's there at Colonia.. I was simply doing a passenger mission and scanning beacons on the way for money..
So yes, I completely agree that travelling long distances in this game is boring as hell, unless your actual goal IS the travelling and looking at all the planets and stuff.. But when all you see is a star in your face after every jump, after a while you can even tell filename of the texture file they're using for it lol.
Yet I still am strongly against autopilot, simply because of the above mentioned reasons of opening a door that cannot be closed anymore and turning this game into something it never aimed to be.. If something is boring and repetitive.. automating it to where the game is playing itself and you're just watching isn't the answer imo.. Making it less boring and less repetitive would be the proper answer or coming up with alternative mechanics. That's why I suggested ways of faster travel within the bubble.. to engineer systems and the likes instead.. like.. you go to a system nearby.. charge up some super gate possibly powered by a white dwarf or something fancy.. enter.. and drop out at Maia.
Even the above idea has its flaws.. it needs to be perfected and probably plenty of people would be outright against it. But at least it deals with one important aspect: When you're devoting your time to a game and you're sitting down to play the game needs to make sure you CAN devote that time to it.
What I mean by the above: If I want to play this game, I don't want to watch Netflix or be AFK.. I actually WANT to play this game.. and the argument everyone keeps mentioning that 'if you don't like it you can turn it off' is completely invalid, since I just mentioned a couple of lines above that it IS boring and repetitive to me too.. but I dedicated that period of time to the game and I don't wanna watch netflix so automating that process would only leave me with.. what?... staring at the screen for a few hours while my ship flies itself and not being able to use the game? Or should Frontier team up with Netflix and sell the subscription in a bundle with the game?... Have a TV in the cockpit.. like.. do you guys get what I mean? Automating a boring process is not a solution, redeveloping it to be less boring IS.
If that same old star with a different skin wouldn't be jumping in my face after every jump and there was actual meaningful stuff to do and look at while on these travels, they wouldn't be boring anymore and you just might not want an autopilot either.
The game HAS depth.. too much in fact, but not when it comes to travel unfortunately.. (example of depth: Thargoid site scans give you audio messages that if you record with an actual DAW software and turn it into a spectogram, it reveals an image - that area COULD be a bit less deep imo)
You're supposed to shape your own story, so yea.. there isn't a personal story mission, I mean it's a simulator after all.. Though the thargoid stuff is probably sort of a 'main mission' if you like that kind of story, but yea.. you have to really work for it and they're not really giving away too many hints on where to look next..
Also you can't compare botting in MMORPGs to botting in Elite. In games like WoW, there's a separate market for it, because the number one usage of bots is the so called gold selling "industry".. There are "companies" developing the bots to be constantly up to date, since that's how those people make a living.. they sell gold and to get enough gold, they need to automate the process.. Of course that is against the terms of service of the game, but apparently that doesn't seem to stop them..
In Elite, they pretty much prevented the problem, since you cannot trade money.. and jettisoning cargo only works for pocket-change and is more work than actually getting your own gold.. so there can't really be a market for that in ED like.. ever![]()
The only bots we have are the ones seeking some personal gain... they're annoying.. but they're just small fish, so imo that's why Frontier isn't really developing much of an anti-cheat.. and is simply solving them with customer service tickets and temporary bans manually..
Anyway, hope that explains why I don't really like autopilot..
Cheers!
Which makes me question why you think you know better? No offence but if you were any sort of important you'd not be mostly Harmless and we'd be rushing out the buy your computer game![]()
I would disagree on depth: as I mean depth of mechanics, not depth of the thargoid storyline. I'm not really interested in the thargoid thing at all... I'm more interested in trading and building. I want more open universe, not story on rails.
And the open universe has very simplistic mechanics: the trading model nods at real economies without actually modeling actual economies. The mining model is, likewise, very simplistic. It's no more deep than the old arcade game Sinistar, since you can only mine {X} number of units of ore (randomized to the asteroid type) before you have to move on. The mission system and passenger system is, likewise, terribly simple. You never really have to make an seriously meaningful choices in these missions. You take the mission, you do what it says, and you turn it in for the reward you want. Sometimes there is a single, alternative option for completion, but it is just as simplistic as the original mission, just with a different completion criteria. It might include criminal activity, but there's never any meaningful story.
For example, if you took on refugees, and then are threatened by system police for harboring fugitives, but are begged by the passengers for travel to a sanctuary system in violation of the local law. Then you'd have meaningful story... especially if it started a chain of events in which you had *actual* decisions to make that would have lasting impact to your reputation or the state of the universe. But, no, it's super simple. The decisions you make are *not* complex. The results are *terribly* simple. And your place and impact upon the game universe are superficial at best.
This is what I'm talking about in terms of meaningful and complex game mechanics that bots cannot easily handle. It's also a type of interaction that would actually make the game *worth* investing time to pay attention to the details. As it stands, you can just ignore every single alternate mission completion possibility without consequence.
Which returns us to my core thesis: that autopilot breaking the game means that the game is so simplistic that a mindless bot can play it effectively. That points towards shallow and exploitable game mechanics that are, ultimately, not very fun for humans in the long run.
Which, in turn, explains why I play the game for a few weeks and then wander off to play something more enjoyable for a few months, then come back when I wonder if FDev has put in some better content and mechanics, then end up wandering off again. I love the *idea* of the game, but the actual details are... still far short of a truly enjoyable and rewarding experience in the long run. Well, unless you like blowing up thousands of ships. Mindless repetition is what some people love.
Totaly understand and share your concerns.
But there is a fine line between having 5-10 minutes to take your breath and leaving PC on for a week. I see AP as former only. Not in any case as the latter.
Neither I am against alternatives. For example, "bus lines" of frigates (like those rescue or prison ships) warping all over the bubble on a schedule. But even then, not having AP would not sit right with me. It is just unnatural. As well as not having customizable UI, fixed weapon zeroing, partial flight assistance, etc. Why all the things I am capable of having on a lousy mobile are unavailable in 3300?
But I am certain that I don't want to play "press J 30 times" game when I'm tired and want to wreck some bad guys before sleep. And I'm again not ok with something instant unless well explained. AP is a good solution, give me whatever to do instead, be it Netflix, GalNet, stock markets, hell just plant Space Invaders somewhere in that 3300 dysfunctional ship computer.
As for passive gameplay, well I, trust me, neither want to play "stay AFK to win" or "Farmvile in spess" game. But I wouldn't call "do something smart then get some profit for some limited time" gameplay an AFK one. That is, as many things (AP included), are questions of implementation.
And, by the way, trader's gameplay is already shallow. So far all you can do is haul biowaste on a T9. That's it. What they gonna do next? Add in Panther Clipper to haul biowaste on? So far stock market as a side activity fits in well and won't change much of existing stuff IF implemented right. And BGS is not changing supply/demand well enough to create some alternative to Slave Imps/something loops. But I am no game designer, I'm a player.
Not even speaking about that King/Admiral of the Rear bull. Just why?
I'm one of those types that has great interest in history and context, so let's back up a moment and talk about how we got here. Which, of course, means starting off with the ideas that Braben/Bell used when writing Elite in the first place. I haven't researched this, so it's conjecture, but I'm betting good money that they played the tabletop RPG "Traveller" and wrote Elite to match the idea of being a pilot on a Free Trader.
[Context link] https://en.wikipedia.org/wiki/Traveller_(role-playing_game)
The original Elite stuffed you into a Mk3 and set you loose in 5-map-universe "wild west" collection of pseudo-random stations. The governments of those systems was mostly fluff, as aside from the ambient level of pirates the only other impact was on the price of goods and how many Vipers were patrolling. You were most certainly not flying around in a universe where you could identify or join factions, look on the map and see trade routes, or really even have an idea of the structure of life in these systems, except for buying and selling things and shooting other ships.
The most important feature of this is the whole "wild west in space" type of feel, where you as a free trader or mercenary/pirate could fly about and have some fun and build up your reputation and your ship's capabilities. In this type of unstructured universe being a free trader makes perfect sense.
But in the universe of Elite: Dangerous we have established factions, identifiable system allegiances and governments and corporations, and a bubble of civilization surrounded by a huge fringe of "wild west" star systems, and then the vast desolation of the galaxy that is mostly uninhabited. In this context the free trader role is only a tiny slice of how goods and services would be provided, especially within the civilized worlds of the core.
As you're driving down the road this week, please take a look at the trucks, trains, and planes that are hauling around cargo. Do any of the drivers or pilots own the cargo they are carrying? Of course they don't. Speculative investment trading is a fringe activity: it's the guy you know who drives a couple states over at the end of the growing season and picks up a truckload of peaches ripe from the tree to sell on the street corner. Sure, we can think of a few examples of free traders who buy goods at one location, haul them somewhere else, and then sell them in that market, but it's actually pretty rare.
The bulk of cargo transport is contracted service, where the risk is not really absorbed by the transport company at all, as they are insured. Which does raise the question of why ED doesn't have a wealth of financial options, including insurance, to offset the various risks. This is a critical feature of how economies work, and the lack of economic and legal structure that make sense to us is one of the myriad reasons why this game slowly palls over time for anyone who is not seriously invested in the main story-on-rails that is the thargoid menace.
But back to the point: moving tons of goods from system to system as a speculative investment on the part of the single pilot owner is an economic fringe activity. The core mercantile model of ED falls far short for this reason. It feels hollow because it simply is. The depth of gameplay that surrounds this portion of the game is, frankly, less complex than many modern board games that use the topics of transport and merchant trading.
My similar example in the Fantasy MMO realm is any computer game that is based up Dungeons & Dragons rules: I'm not interested in playing that as a long term, open-ended computer game because the actual game mechanics were designed for a paper & dice game. As a result, the mechanics are simplistic to the extreme, and often subject to very odd min/max or exploit strategies since the whole structure of D&D was supposed to be interactive storytelling with simple mechanics for resolving conflict that were broad enough that everyone could enjoy it.
ED isn't a Free Trader game any more. The scope and scale of game that Braben/Bell wrote has been overlaid with a rich and complex far future story, with history that should tie directly back in to the modern day since the Sol system and Earth exists in this universe.
As a space fighter simulator, the game is pretty great. Although, when you get down to it, flying space fighters is a lot of boost and turn, which in and of itself is kind of silly since computer controlled laser turrets are firing beams at the speed of light that, in space, should remain coherent for millions of kilometers since there is only vacuum for it to pass through. Engagement ranges of modern jets is already beyond visual range, and that has been true of sea-born battleships for decades. To imagine it makes any sense to be getting within a kilometer of another space ship in combat is a huge contrivance.
It's because people want to fly a fighter like they do in Star Wars or Battlestar Galactica or any other big screen sci-fi flick. It's fun to do, so the game uses it as the model, and that's okay. But, seriously, a human pilot aiming an entire ship to line up the crosshairs is pretty silly in a hard sci-fi setting. It begins to break down when we are flying ships that are much bigger than fighters. Computers should be doing most of the work for us, because they are already doing it today in such applications, such as navigating a ship or aiming a cannon for optimal trajectory.
It depends upon whether you really want ED to provide a coherent narrative or not. There are plenty of opportunities to find enjoyable gameplay in a game where you are not a free trader or mercenary flying your ship by the seat of his pants. But at the moment the entire model is being forced through that knot hole of design, which brings with it some very odd results.
At times I like to think of the stations we visit as the Free Trade stations and bases that are set up to cater to our crappy little ships. Meanwhile, on the other side of the planet, the Amazon Shipping Center Station is loading up a Wal-Mart MegaCarrier with ten million tons of food to ship to nearby systems. The idea that shifting ten thousand tons of cargo makes any kind of dent in a planetary economy of a couple billion people is silly. A single system in the core would likely have a daily economy that moves several billion credits. The few millions that we Free Traders shift is chump change.
So it all depends upon whether FDev wants ED to evolve into a more expansive Sci Fi MMO with deep economies, or whether they give up that crown to Star Citizen (if it ever materializes in a meaningful way) or some other game that decides to go there. I know people will suggest Eve Online for anyone who want to play "Spreadsheets in Space", but that game has its own huge set of deficiencies that make it even more boring.
My thesis here is that FDev is trying to push ED into this larger territory, but they are currently hamstrung by the original model, which is that we are playing a Free Trader, Free Miner, or Free Mercenary/Pirate role. If they're going to do things like PowerPlay they they have to embrace the idea of player corporations, government dynamics, contracts and bidding, system (not universal) stock exchanges, futures markets, joining factions that can be utterly wiped out or grow into dominant control, military operations including real battles for system control and not just story blurbs that we read on galnet, and a lot more.
In this context, and with this level of complexity, the impact of something like autopilot becomes far less. But if we stick with the Free Trader/Merc model, then the impact of autopilot is high, because the time investment in piloting is the gatekeeper to higher level advancement and perks. Let me restate that for emphasis: Time spent piloting is the gatekeeper to higher level advancement. Since the trade model is so simple, the mining model is so simple, and the combat/mercenary/piracy model is (aside from a need to know how to use your weapons against AI) pretty simple, too... the only thing truly necessary to become Elite reputation in various forms is time investment.
Putting an autopilot/autonavigator in the game grates on the nerves of many because it invalidates the "time spent piloting is the gate" model. But let us all understand that this game design is just as arbitrary as "flying space ships like World War 2 airplanes" because that's the experience they are trying to curate and present. Which is fine if that's the game experience that FDev wants to present. But it apparently isn't, exactly, because they're tacking on new game modes, like PowerPlay, that are decidedly not that experience.
You can't have it both ways. Either ED is a fly-by-the-seat-of-the-pants space sim of Free Trader and Free Mercenary, or it's not. If we're going to get involved in system politics, upsetting factions and influencing commodities, and flying ships that are giant freighters and mini capital ships, then we're going to need something more than the original constraints thrown into the original Elite by Braben/Bell.
And this means not having stick-time investment be the gatekeeper of all advancement. Because eventually a meaningful competitor to ED will come along and provide these options and experiences without the rigid design constraints, and players will likely play the game that provides the most meaningful involvement and enjoyment... without mind numbing repetition.
TL;DR: I used a lot of words.
Amirite?
On a more serious note, Commander Egy Ace Fyke, I absolutely agree that some sort of basic autopilot should be available in ED. This is the 33rd Century after all! I fly an aircraft with autopilot for my job, it substantially reduces my workload and would also in ED.
Well, in the 33rd century, ships would probably be flown by sophisticated AI, so why even play the game at all?
That is a different game indeed.
You are up against people who can afford to spend scores of hours a week playing Elite.
Remember the original game came out more than 30 years ago. So quite a few players are retired and have the time. Me for one.
That is blazing your own trail. But I fear your quest is in vain. FD by their response to these threads make it obvious that it will not be done.
The autopilot for landing on planets already exists, we just cannot access it. Recall your ship when in your SRV and watch it land all by itself.
Yes have recalled the ship many times. I was talking more along the lines of an actual guidance system that we can use on atmospheric worlds, low visibility, bad weather etc. It is clear the current self land capability is the ship magically popping into an instance, then finding a clear patch to land.
How is it "not playing the game" if auto pilot is introduced? In fact that would be just one more piloty thing to do, turn on autopilot for a while, rest while the ship does your jumps for you and take over again whenever you feel like it or need to take control.
I asked this in the other thread. There is basically a light version of auopilot introduced. When you use an SLF without a crewmember the ship computer takes over flying the ship. It's already in there why not extend for automatic jumping as well?
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Seriously, maybe you are just trolling?
I agree that this game is primarily about us being the pilots of our own ships and if I can extrapolate upon this, I believe it is the main reason why Frontier decided against instant ship transfer as well.
There is more to it. Long ago, in the time of Ancestors, people had Voted on Kickstarter that there will be no autopilot.
And sadly, they view any attempt to change things in the game as a personal attack, without giving any thought to ideas.
Despite the fact that game at that point had no activites planned which would require that much of mindless inconsequential jumping.
Yet we have RNGneers instead.
Me neither, guess it is just the way things roll around here.
Honestly mate you are wasting your time with this crowd, does my head in, I've learnt to just accept it.
I think there might be some macho thing about doing jumps manuallyAnd if they have to suffer then the rest of us do. It is ridiculous, but it is what it is.
Off and on, out of developer curiosity, I'd looked for evidence of ab autopilot program for Elite Dangerous, but hadn't found it until this week. After seeing a couple videos on it, it looks like a toy at best given that things like interdictions are common.
It was interesting to finally see a couple video examples of an external autopilot for this game, but I would have to say I'm glad that we don't have an in-game autopilot.
I don't see why some people would be so disturbed about the autopilot(s) which have been developed because I saw no example which was anywhere near sophisticated enough to be used as any kind of exploit except maybe honking systems for exploration. Even doing that AFK would be quite risky I'd think.
I still do enjoy the landing even after many thousands of landings and don't ever use a landing computer (tried maybe two landings with one).
I do wish that long travel could be made a bit more engaging in this game. Maybe any number of potentially deadly mini games (in addition to interdictions and hyperdictions) could be added?