Lorries don't pay more either... I can't actually think of any example where vehicles are charged different prices for the same thing. Do you have an example?
Lorry toll, car toll.
Lorries don't pay more either... I can't actually think of any example where vehicles are charged different prices for the same thing. Do you have an example?
Lorry toll, car toll.
Toll bridges charging one rate for private vehicles under 3.5 tons,. one rate for fare carrying vehicles under 3.5 tons, and a different rate for vehicles over 3.5 tons
Access to the bridge is the same thing
You're talking about toll roads, not filling up with petrol. At least, I've never heard of that in the UK if you aren't talking about toll roads...
Saw the other response saying the same thing first. You're comparing apples and oranges.
Tolls are higher for lorries because they cause more wear and tear on the road/bridge. Completely different scenario.
Even Silent Running is mostly pointless now. When i smuggle in my Annie as soon as i hear "Scan Detected" i just pop a heatsink. Breaks the scan for 30 or so seconds. Don't even need to rig for silent.
You wanted an example of two vehicles being charged different prices for the same thing.
Not sure how tolls are any different.
That's such a stupid argument, have you any idea how much maintenance goes in to military and civilian flight equipment?
Even in WWII engines were completely rebuilt if the pilot used WEP in a sortie...
On wear and tear and repairs, well, it can get pretty expensive already with ship integrity costs on cutters, condas and vettes, i've paid out more than 100,000 many times just for making a few dozen jumps (and that's with no other damage).
To be honest, I didn't even know/remember that ship "integrity" existed as something that needed to be repaired separately. I just checked my Vulture, and it's integrity is at 96% (and paint at 93%!). Now maybe I did happen to notice this was not 100% at sometime in the past, and then forgot I repaired it (*), and yes I don't engage in combat much at the moment, but still Integrity doesn't seem to drop enough to be a concern.Repair all does not restore ships intergrity by the by, have you to manually select advanced maintentce then Intergrity.
Sounds nice but: This game is for some reason unable to tell which commodities and modules it sells. ... (* Yes I can display the system economy on the galaxy map if I'm looking for some tea. Still no guarantee that it will actually have some. Same goes for high tech stations, that may or may not have what I'm looking for)
If you are doing this for a CG, then the most likely explanation is that other players have depleted the station's stocks! (But I haven't tried trading outside of CGs anytime recently, so you might still be right?)On the Galaxy Map, the lines indicating the flow to/from of Commodities seems useless to me. So many times I've flown to a system where those lines indicate a Commodity can be sourced, and never found it available.
I thought this was still the case??? But I don't do combat much, so maybe it changed & didn't notice?!? Or maybe you mean in PvP (which I don't do)?And I may be wrong on this, but back in my early days I remember specifically that thermal weapons were best for shields, and kinetic weapons best for hull.
Really? My ship is fitted with a large Beam Laser & a large Cannon. The BL seems to work well against NPCs, but I had been wondering if the Cannon was doing it's job now, maybe I should try a MC again.But for a good while now, it seems like multi-cannons are the "only" choice outside of having one other weapon with a special bonus effect.
Do you mean Cannon or Multi-Cannon? In any case, any *large* weapon will pown smaller ships, due to how ED calculates damage.The Cannon build will one-shot insta-kill fully shielded small ships to the point that it's absurd.
Yes, I am aware of the punitive running costs of aircraft, but that doesn't mean they should find their way into a video game about flying spaceships. If the game was called NASA: Space Program Management Simulation, fair enough, but it's not.
IMHO gameplay trumps realism (and David Braben claims to agree). If a change will benefit gameplay, then you can think of any ad-hoc explanation you want. And Elite Dangerous is already chock full of such explanations.Yes, I am aware of the punitive running costs of aircraft, but that doesn't mean they should find their way into a video game about flying spaceships. If the game was called NASA: Space Program Management Simulation, fair enough, but it's not.
FWIW, despite asking for these extra costs, I have specifically avoided most "get rich quick" schemes, either because they are abusing game mechanics (sometimes so much that FDev classify them as cheating) or because they still require a lot of "grinding" (and I have zero interest in any kind of grinding, even if the credits are fairly good).To a lot of players credits in general are meaningless because there are so many ways be to get super rich really quick. Even if you charged people more money for things it wouldn't change the way people play the game, but would just slightly inconvenience those who haven't done any big money schemes.
You are entitled to your opinionAnd even then I don't think that is a game mechanic, I just think it's a blatant inconvenience.
I've spent less on fuel, and ammo in the past 2 years, than I've made just today in-game. If you include rebuys and fines, one week's play covers those.
I don't think FDev could put it back to how it used to be, because that was way too harsh for most players (and would make it impossible to watch YouTube while SuperCruising, lol)... but I do think they could make it a LITTLE MORE tricky.
Super Cruise times are very controversial, but one way to avoid a player backlash would be to make it so that the *typical* times in Super Cruise are unchanged, but careful piloting could reduce the times from what they currently are. Surely no one could complain about that?
It would certainly be nice to see slightly more volatility. They really ought make these tweaks at every point release, and so they can see if it starts to cause problems for players. Incremental adjustments, rather than big all-or-nothing changes.
Makes much more sense than a silly analogy of buying a car regarding operating costs.
IMHO gameplay trumps realism (and David Braben claims to agree). If a change will benefit gameplay, then you can think of any ad-hoc explanation you want. And Elite Dangerous is already chock full of such explanations.