Can we talk about things that just don't make sense?

  1. Python, a medium size ship, considered an all arounder, has more cargo space than a Type 7, a large size ship, that is dedicated to hauling.
  2. There are still no vital information stats on modules/ships.
    1. How many MWs does a shield provide?
    2. What does a better sensor do outside of just further range?
    3. What size platform does the ship I'm about to buy occupy?
    4. Why does one weapon with 3 bars in the DPS turn blue over another weapon that is also 3 bars. It's better apparently but why is 3 bars better than 3 bars? How much better?
    5. How does the more expensive armor help me? What are its kinetic resistances and what are its thermic resistances?

There are all values that must be in game to be used in calculations, why can't we just have that variable displayed in the UI? It really shouldn't be still missing 3 months after launch.
 
Why do NPC ships drop out at Nav beacons just to fly in a straight line to nowhere in particular?
This has always confused me, especially when it would have made the system make sense if when Warping to a new system we dropped out in normal space at the star's beacon, at least then we'd have a reason for being there. They could have made the beacons themselves useful too by making them transmit system data, like commodity prices at the local stations and bounty info, it would then be like gathering around the water cooler...
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I know some people worry about the gank potential if we dropped out at Nav Beacons but you could counter that with high security systems having a permanent police presence to deter ambushes and then leave anarchy systems wild and as very dangerous places to travel to/through...
 
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NPC pirates who demand you hand over cargo when you are carrying none. Or if you do have cargo and drop some shoot you up anyway, ignoring the cargo. NPCs, 100s of light years from anywhere, who appear in a planetless system coming from deity knows where and just attack you.
 
This has always confused me, especially when it would have made the system make sense if when Warping to a new system we dropped out in normal space at the star's beacon, at least then we'd have a reason for being there.

I think it was the intention that the Nav Beacons were the drop in point for systems, but this was changed early on. Perhaps some Alpha / Early Beta people could confirm?

My 'wha?' is the silly interdiction rate in zero pop Anarchy systems by ships that couldn't get there in the first place, i.e tooled up Eagles / Sidewinders with no fuel scoops. Or shields in many cases.
 

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Damage. If my thrusters are at 57% health I want it to be harder to control the ship, if the hull is damaged I should be made to fly slower or make smaller umps with cool down time in between. You get the point.
Stations. I have to pay for parking when I go shopping in town but I can park a spaceship rent free for as long as I like? Be more realistic if there were fees.
Nav Panel. I use the same panel to select destinations and look at jobs/contracts with destination information included within. Shouldn't I be able to lock in my desired destination right from the contract with one click?
 
All good questions ''Bojamijams''......you are only the 11th thousand player to ask for more clear statistics on the modules, weapons and ship characteristics such as landing pad size on the buy screen.
If you went to buy a car and the car salesman could not tell you how much gas the car used or how long it was I would walk out and buy a bicycle.....but you get my drift anyway chaps.
There is a couple of players who have some good armor stats done from Python testing I think it was, sorry I do not have a link, but really, it should not be up to us to guess or sort through the code to find out these simple needed game stats.
 
Stations having super duper high demand on things like food cartridges, but refusing to pay a higher price for it... even if they starve. No luck, no big volume trader will ever deliver your food, sorry

Generally the economic simulation needs to have less fixed limits. Everybody only hauls high profit stuff. And as things are, its only the expensive stuff that can be high absolute profit. I would like to see a comparison on how much palladium is hauled in comparison to lets say clothes. I bet it's at least 100 : 1. The economic simulation should react to that, making palladium cheaper and clothing more expensive where it is in demand, without hard limits. That's not how a real economy works.

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Stations having super duper high demand on things like food cartridges, but refusing to pay a higher price for it... even if they starve. No luck, no big volume trader will ever deliver your food, sorry

Generally the economic simulation needs to have less fixed limits. Everybody only hauls high profit stuff. And as things are, its only the expensive stuff that can be high absolute profit. I would like to see a comparison on how much palladium is hauled in comparison to lets say clothes. I bet it's at least 100 : 1. The economic simulation should react to that, making palladium cheaper and clothing more expensive where it is in demand, without hard limits. That's not how a real economy works.
 
Case 1:
- Bring your ship to a stop.
- FA Off.
- Strafe up until reaching maximum speed (another thing that makes zero sense).
- Now strafe down until you decelerate to a stop. Note how long it takes.
- Again Strafe up until reaching full speed.
- Now turn FA On. Deceleration to a stop is significantly faster despite it supposedly using the same thrusters.

Case 2:
- While flying normally, your ship is most agile at 50% speed. For example about 150m/s for a Cobra with 4 pips on engines.
- Deploy cargo scoop. Suddenly, your ship becomes most agile at 75m/s (effectively 25% speed).
In fact, the whole "different rotation rate at different speed" is non-sense. Speed according to a random point of reference is meaningless. Acceleration is all that matters.

Case 3:
- Boost.
- FA Off.
- Go to modules panel and disable engines.
- Ship continues slowing down by magic.
 
Space stations not completely filling up with biowaste until it spills out of their hatches - nobody carts it away as there's no profit in it.
 
When you plot a hundred+ LY journey and target anything else along the way you have to replot your course to get it to show your next jump point. This in particular drives me mad.

It doesn't have to drive you mad, as you don't actually have to replot your course after targetting something else. :)

Scroll down your Nav panel, and look for the little "plotted course" icon. That's your next jump. And, as soon as you've selected it and jumped, your NEXT hop will be ready to go as a destination.



Note: The "icon" thing break down a bit when you're in a long-range-jump-capable ship, and are hopping over 20 LY. Mot everything shows up in your nav panel - some long distance jumps kind of fall off the bottom of the list (at present).
 
Unidentified Signal Sources - Fly along at 30kms and you constantly run into these. Space is not big and (mostly) empty, it's more densely populated than Manila, relatively speaking. Makes no sense. I hate USS!
 
OK ive got one

Dock at an outpost and add up the total amount of available commodities on offer, compare this to the total volume available in the outpost, taking into account how much of this volume is for commodity storage(imagination required)

Take into account how much of the station space is given over to ship docking space. Not much volume left over after that

There is no way they can have that volume of goods stored at an outpost

If i remeber, my rough calculation was the outpost had enough goods to fill about 1000 asps
 
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No real stats for ships/modules/weapons is certainly very annoying and something we're constantly being reminded of in the shipyard and outfitting screens.
General nonsensical NPC behaviour: pirates that don't scan for cargo, security vessels that interdict and then do nothing at all, besides being generally useless against pirates with huge bounties who just fly about without a care in the world. The list goes on and on...

I think the main issue with things like these, is that most background mechanics and systems in ED (AI, economy, missions etc.) are just too simplistic. Not enough complexity to really drive the gameplay and develop somewhat realistic and interesting situations...
 
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