General Dual Supercruise Assist and Advanced Docking Computer

Some choices are good - some are bad.

Example of a good choice. Gimbaled vs fixed weapons offer an interesting trade-off. Fixed weapons are harder to hit with and require more skill to use, but do more damage.

Supercruise assist does nothing but make the game less tedious. My choice is between making my ship a bit less capable or enduring more tedium. Not to mention features like SCA are often a must for players who have a family and a career. For better or worse I can't always just pause the game (which is why this is pretty much the only non single player game I play at all). If SCA actually made you arrive sooner/faster then we might have some sort of semi-interesting tradeoff (although I still think any gating/negative consequences for using the automation itself is terrible game design)
So if we make them "standard", we should loose the extra slots that was added when these modules where added... you now have fixed modules in those slots, that you no longer are able to change....


And the problem with your example of using SCA for doing family stuff during gameplay, is that regardless of what you are doing, some NPC could interdict you... and if you had any cargo, and the NPC was a pirate, and you do not comply with the release x amount of cargo, you come back to the rebuy screen. And if you use headphones you are even less likely to get any audio cue that this happening..

From my own experience using SCA it is mostly a niche feature, as it will only fly in a straight line and slower than what you can fly, (unless they made some changes in Odyssey).

ADC on the other hand can be quite useful, as you do family stuff either docking or undocking, and you will be reasonably safe from harm, and yet the docking computer can mess up, and get you stuck etc. it is a risk. So you will either be docked and ready doing your station business, or be undocked and ready to continue your journey to your next destination.

And for this, every ships got one EXTRA slot for players to choose which module we might want to use, and small ships got TWO extra slots. So we got more slots to allow us to use these modules without having to rework our existing builds. And many choosed to use these slots for other purposes. which is perfectly fine, but if you use these slots for OTHER purposes and then complain that you cannot fit these modules, then you missing the point of why these slots where added.



And the previous mention about DSS, with that module, we did not get an extra slot for it.





So on to the suggestion, combining into two modules, that makes little sense, sounds more like another suggestion to give more module slots...

For owners of Beluga, Corvette and Cutter owners, these will be upset that they do not have any Size 2 slots! so they would have to "waste" a size 3 slot for this. just like how back then had all the threads about Discovery Scanner etc, on these bigger ships that only had a Size 3 as their smallest slots...

All ships would gain one extra free slot, if they use both modules. So should we remove one size slot from all ships then? otherwise, we could just ADD a second size 1 slot to all ships, and we would get the same effect!
 
sounds more like another suggestion to give more module slots...

God, I'm honestly sick of this argument.

We've had dozens of new modules added over time. We didn't ask for extra slots to be added when they came along did we?

And when the discovery scanner (a previously optional internal module) was made a standard feature on everyone's ship. Where was everyone screaming that we should have had a module slot removed then?

Why do people seem to forget this is a game and we don't need to be penalised for every. single. goddamn. thing. they add.

And now because people are saying "Why don't we just make the two small QoL modules standard features" it's apparently going to tear up the rule book on balancing ship builds... I don't even.
 
God, I'm honestly sick of this argument.

We've had dozens of new modules added over time. We didn't ask for extra slots to be added when they came along did we?

And when the discovery scanner (a previously optional internal module) was made a standard feature on everyone's ship. Where was everyone screaming that we should have had a module slot removed then?

Why do people seem to forget this is a game and we don't need to be penalised for every. single. goddamn. thing. they add.

And now because people are saying "Why don't we just make the two small QoL modules standard features" it's apparently going to tear up the rule book on balancing ship builds... I don't even.
So where does this stop then?

how many slots are enough? because lets follow this logic of adding stuff as "standard" and combining stuff into fewer modules....

Add shields to be standard on all ships
Add Fuel scoop to be standard on ships
Add a master limpet controller, that can manage any sorts of limpets.

Add Exploration specific slots to exploration class ships, (compare with the military compartments on combat focused ships)
Remove restrictions from Combat slots.

etc, etc,

Where does it end, when is it "enough"? the answer is never. because there are always going to be people to ask for more...And if just keep on buffing stuff, you end up with great and enjoyable systems like Engineers. where the difference between stock ship and engineered ships are so huge, that for anyone wanting to be reasonably prepared to face any high ranked content (in or other more combat focused players, are almost forced to engage in engineering, regardless if they like it or not.

As an example, you chasing the triple elite status, and you have done you exploration and trading so your now slugging your way on combat. As your combat rank increases, so does the NPC's interdicting you... so what used to be a fairly easy encounter with mission spawned pirates in your stock Type 9, turns into a massacre on your ship!

So just adding on more boosts, etc will create new balance issues, and this is no difference, so instead if just boosting stuff on a whim, we should do more side grades, boost something, at the expense of another thing. That way, you can maximize for a particular option, at the expense of most other things, just like how how the max jump Anacondas, sacrifices just about everything to make those record jumps.

Number and size of slots on a ship is another metric on where a player have to make choices. Because it is not meant to create a ship that is capable of doing anything good. you have to make a choice.


And you seems to forget that yes, this is a game, but it is also player by ALOT of different players, and of course there will be conflicing views on most thigns, wehat is great for some players is worthless to some. And failing to understand this, and then go with some generic, it is just a game. then you miss most of the point of using that kind of arguments, as does that mean that everyone else should just "deal with it"? but then what is the point of making suggestions or making arguments if we can just shut it down with an argument that just tells teh other party to "just accept it, it is just a game.", regsardless how this might affect their game experience.
 
So where does this stop then?

how many slots are enough? because lets follow this logic of adding stuff as "standard" and combining stuff into fewer modules....

Add shields to be standard on all ships
Add Fuel scoop to be standard on ships
Add a master limpet controller, that can manage any sorts of limpets.

Add Exploration specific slots to exploration class ships, (compare with the military compartments on combat focused ships)
Remove restrictions from Combat slots.

etc, etc,

Where does it end, when is it "enough"? the answer is never. because there are always going to be people to ask for more...And if just keep on buffing stuff, you end up with great and enjoyable systems like Engineers. where the difference between stock ship and engineered ships are so huge, that for anyone wanting to be reasonably prepared to face any high ranked content (in or other more combat focused players, are almost forced to engage in engineering, regardless if they like it or not.

As an example, you chasing the triple elite status, and you have done you exploration and trading so your now slugging your way on combat. As your combat rank increases, so does the NPC's interdicting you... so what used to be a fairly easy encounter with mission spawned pirates in your stock Type 9, turns into a massacre on your ship!

So just adding on more boosts, etc will create new balance issues, and this is no difference, so instead if just boosting stuff on a whim, we should do more side grades, boost something, at the expense of another thing. That way, you can maximize for a particular option, at the expense of most other things, just like how how the max jump Anacondas, sacrifices just about everything to make those record jumps.

Number and size of slots on a ship is another metric on where a player have to make choices. Because it is not meant to create a ship that is capable of doing anything good. you have to make a choice.


And you seems to forget that yes, this is a game, but it is also player by ALOT of different players, and of course there will be conflicing views on most thigns, wehat is great for some players is worthless to some. And failing to understand this, and then go with some generic, it is just a game. then you miss most of the point of using that kind of arguments, as does that mean that everyone else should just "deal with it"? but then what is the point of making suggestions or making arguments if we can just shut it down with an argument that just tells teh other party to "just accept it, it is just a game.", regsardless how this might affect their game experience.

You're comparing a minor quality of life improvement to actual ship functionality, and Engineering... And I have no idea what your argument over the triple elite rank is, when you can get to Elite Trader in a few hours these days. Exploration in about a week. The only Elite rank that actually takes effort now is Combat. And suprise suprise, having an autodock or a super cruise assist will not help you there.

A Supercruise Assist module literally exists to point your ship at a destination and slow you down towards the end.
A Docking Computer takes the relatively easy task of docking and automates it for you.

But yes, let's just take a simple quality of life improvement that would benefit everyone and twist into into absurdity by saying we're asking for every ship to have the ability to do everything.

On the argument of removing the slots, how many people actually use those Class 1 slots for the ADC/SCA? I can almost guarantee it's not as high as you think, and it's people using them for other stuff anyway.

Out of interest, what is your opinion on every suit being available from an SRV/ship? An on foot player can now "do everything" without having to refit at a station. Where's the uproar over that?
 
You're comparing a minor quality of life improvement to actual ship functionality, and Engineering... And I have no idea what your argument over the triple elite rank is, when you can get to Elite Trader in a few hours these days. Exploration in about a week. The only Elite rank that actually takes effort now is Combat. And suprise suprise, having an autodock or a super cruise assist will not help you there.

A Supercruise Assist module literally exists to point your ship at a destination and slow you down towards the end.
A Docking Computer takes the relatively easy task of docking and automates it for you.

But yes, let's just take a simple quality of life improvement that would benefit everyone and twist into into absurdity by saying we're asking for every ship to have the ability to do everything.

On the argument of removing the slots, how many people actually use those Class 1 slots for the ADC/SCA? I can almost guarantee it's not as high as you think, and it's people using them for other stuff anyway.

Out of interest, what is your opinion on every suit being available from an SRV/ship? An on foot player can now "do everything" without having to refit at a station. Where's the uproar over that?

But it is is never just a single QoL, just look at the re-occuring threads that ask for another QoL feature, to unlock the military slots. just taking stuff out of context, without NO regard for the bigger picture, will mostly of the time create a bad mess.



As for the people using these added slots for other thing, is their choice, just as it is player choice if they WANT to use these modules.
 
So let's take Limpets as an example,
As is now, a limpet controller can only control one type of limpet, Why ?
By it's very nature being a controller, it should be able to control any type limpet.
Seems this would be more of a software issue than a mechanical one.
Like when you buy a radio, your not locked into only one station, you can change the channel,
not have to buy a radio for each channel, Basic common sense don't you think ?

Same reason all scanners should be on one Unit, and Navigation aids also on one unit.
The game is not set in the 1900's after all, and should reflect the Tech of the time.
With Efficiency and Automation being what you would expect in an a Space Age Future World.
Or did progress stop, and everyone become satisfied with Bananas ?
 
New Optional Internal module, a 2E Pilot Assistance Computer, effectively comprised of an Advanced Docking Computer and Supercruise Assist module put into one. It allows pilots to get both functionalities in a single slot, fully utilising that slot.

Docking, Advanced Docking, Planetary Landing, and Supercruise Assist should all be A/B/C/D/E options on the slot that holds the Planetary Landing Computer with cumulative effects.:
E rated is nothing
D rated gets you planetary landings
C rated gets you docking
B rated gets you advanced docking
A rated gets you Supercruise Assist.
 
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