Balancing Ships with Jump Range creates Tedium

An engineered Vulture can achieve a respectable jump range of 25ly, which is perfectly fine to move around the bubble. Why people complain for EVERYTHING?

The fact you posted this common sense before me annoys the hell out of me! And your sentence is too long! And some of it is in uppercase! Oh Christ! Now I've typed too much!
 
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So what, you want a bigger slot for the FSD? Say they do let you fit a larger FSD to the Vulture. Then what? You do it and you have to swap for a smaller shield and worse weapons because you just went over your power cap again. The larger FSD will be heavier. Are you going to want larger thrusters to compensate for that? Boop boop boop power plant capacity exceeded. Modules shutting down. Will you come back and make a thread complaining about the power plant output and asking for them to fix that too?

Nyet, ship is fine.

Engineer the FSD. Fit extra fuel tanks and a big scoop then refit for combat at your destination. Suck it up and pay the few hundred KCr transfer fee. If you're so hot in your Vulture you can make it back waxing 2 large pirate ships.

Use your brain man, we have to endure these threads 10 times a day, every day. Don't come in here whining about FD needing to "fix" a problem you already have the tools to fix in game. I'm sorry if I come across as a bit hostile but many people, myself included, have had these problems ourselves. We are more than willing and able to help you, but threads like this are just going to cause 10 pages of arguments and you'll still have a slow Vulture with short legs. Maybe next time try posting a thread in the Ships or Retrofitting subforums about improving Vulture range. There is a tremendous amount of knowledge in this community, and accessing and culturing useful discussions will only make things better for everyone.
 
The fact you posted this common sense before me annoys the hell out of me! And your sentence is too long! And some of it is in uppercase!

There's a lot of that on the thread, but the OP doesn't want to accept it. Alternative facts FTW, apparently.
 
I love the Vulture. (snip) But I never fly one. Because I can't take it anywhere. And paying through the nose to move your ship - no to mention, waiting for the move - is an awful experience.
There's a reason they limit range on combat ships. Take thirty seconds and think what it might be.
 
I love that the community has devolved to the point where ships are "balanced" based on how many loading screens it generates.

Agreed. And it's plainly obvious that you cannot have a logical discussion with those people.
 
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People get hung up on module size. Like we are talking about real world hardware.

I am not talking about sticking larger modules in smaller ships. I'm talking about pure Meta adjustment. There's no reason for garbage jump range except increased time sink. It adds nothing, game play wise. It's just downtime.
Except for FSD size, weight, power draw...

Remember when I said logic got in the way of your opinion? Right there.

And as said on page one, the vulture can have a perfectly decent jump range. Remember when I said common sense got in the way of your opinion?

Of course then you say that all other ships don't have any use so.. what's the point? You're just looking for something to bang your drum about. Nothing can deter you - people saying other fighters have good jump range, people saying that your specific fighter of choice can have a good jump range, nothing. You are determined to complain. Regardless of what anyone says, you are fully enamored with the idea that you are right, and that the game is wrong.
 
Sorry OP, but this thread has been done 100 times over. It generally goes nowhere, and devs decided a long time ago jump range was going to be a part of balance.

Get yourself to Felicty though and soon your jump woes will be less of a problem. Or just fly an Asp or CM3 or Hauler around and then call your ship. While waiting for your ship, you can always do some dropping into USS or land on planets to collect materials you might be needing, or run some missions for credits or rep.

Yup, it went nowhere - you were ignored.:D
This thread is in the 'It's not fun for me - I speak for everyone' category.;)
 
Except for FSD size, weight, power draw...

Remember when I said logic got in the way of your opinion? Right there.

And as said on page one, the vulture can have a perfectly decent jump range. Remember when I said common sense got in the way of your opinion?

Of course then you say that all other ships don't have any use so.. what's the point? You're just looking for something to bang your drum about. Nothing can deter you - people saying other fighters have good jump range, people saying that your specific fighter of choice can have a good jump range, nothing. You are determined to complain. Regardless of what anyone says, you are fully enamored with the idea that you are right, and that the game is wrong.

Yes, it can have a decent range. After spending millions of additional credits, After hours of RNG grind, if you're lucky with TWO sets of die rolls, congrats...Your ship will now actually be useful as a transportation device.

Yep. Perfectly reasonable. No sign of tedious and unnecessary time sinks here at all.
 
Yes, it can have a decent range. After spending millions of additional credits, After hours of RNG grind, if you're lucky with TWO sets of die rolls, congrats...Your ship will now actually be useful as a transportation device.

Yep. Perfectly reasonable. No sign of tedious and unnecessary time sinks here at all.

it can get good range by buying smaller D class shields, smaller D class power generator, smaller D class distributor, smaller D class thrusters, skipping weapons and not carrying things not needed for transport, then ape out on the biggest class A FSD.

No need to grind.

You can also get an AspX. Much bigger range, kitted out like above.
 
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Tedium? Is that a micromaterial we need for the engineer mods?

[video=youtube;pSg_6T8HrRg]https://www.youtube.com/watch?v=pSg_6T8HrRg[/video]
 
Actually, if you look at the ships with the best jump range, you'll see they have one thing in common: they have a larger module slot than similar ships their size. An Asp Explorer has such a phenomenal jump range because it is designed to accept an FSD twice as big as what a Fer-de-Lance or Vulture can carry. It's like you took a Volkswagen Beetle, and managed to install the engine of a Mack Truck somehow.

Large ships such as the Cutter and Corvette should have a standard jump range much higher than they do. It does not make sense that a medium sized ships jump range is better.
 
Large ships such as the Cutter and Corvette should have a standard jump range much higher than they do. It does not make sense that a medium sized ships jump range is better.

No replacement for displacement. What's the total ship tonnage vs FSD output look like if you want to get technical?
 
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No replacement for displacement. What's the total ship tonnage vs FSD output look like if you want to get technical?

Whats the jump range of the ship I posted a pic of at the beginning of this thread? According to FD it should have a jump range of 1 lyr.
 
FD balances ships with something else:

"FD! What happened to my vulture?! It used to kick butt but with your shield/weapon/engine/power nerf it became useless!!!"
 
Whats the jump range of the ship I posted a pic of at the beginning of this thread? According to FD it should have a jump range of 1 lyr.

It looked like a whole lotta Rosie, so unless there's classified drives in the back of those captial ships that only get their glass broke in case of emergency...

I wouldn't be shocked if if only did 1LY at a time on paper.
 
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Long range on combat ships isn't what makes those other ships useless. It's the complete lack of any engaging game play Mechanics within the scope of their roles that makes those ships useless.

Like trading. It's basically the Dual Screen Simultaneous Netflix/Load Screen Simulator.

Or Honk-sploration, a mechanic so engaging all you need are two free buttons and a legal stimulant to keep you awake during the process.

Of course, you could mine. You know, rock scanning sim 2016. If collecting rocks floating chunks of metal were any more tedious, spaceships in Elite would be made out of wood.

Long Range on combat ships isn't the issue. The issue is that non combat ships don't HAVE actual, real game play to partake in outside of docking and taking off.

Actually I think the exploration gameplay is okay, and it will only get better as planetary landings are improved. But regardless, a class of ship being worthless is not a good reason to buff a different class of ship.

Diamondbacks are bad because exploring requires too many internals, so really all they have going for them is jump range. Jump range is the characteristic of an exploration ship, and it really makes no sense to give it to combat OR multiroles like the Conda or Asplorer.
 
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I propose that we balance ships with a longer jump range by making their loading screen take longer.

This promotes the Pro-Loading Screen game play that people in this thread hold so dear.

Similarly when loading or unloading Cargo there should be a scaling loading screen.

Similarly when turning in Combat bonds or or Bounties you should be forced to fill out paperwork and experience a loading screen for each one.

This cutting edge gameplay will revolutionize the industry!~
 
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