ED game mechanics that are now pointless :(

ED has quite a few game mechanics that originally had a big effect on gameplay, but were later heavily watered-down (either because of player outcry or new features made them ineffective). These mechanics now have such a small effect, they could be removed and it would not affect the gameplay of most people. I wish that FDev would make them have a slightly bigger effect again, as it'd make the game much more interesting, and for almost no development cost:

* Ship heat stealth mechanic. You used to be able to get your heat down to "0", so your ship iced-up & became invisible to sensors. This was fun/immersive, but then FDev heavily nerfed this in favour of pressing a button (for silent running) that has almost no discernible audio/visual effect. A great shame. ED's newsletter even highlighted a video demonstrating it... shortly before they effectively removed it.

* Ship wear & tear due to usage/travelling. Originally ships wore out quickly, just from a handful of jumps/etc, but players disliked having to frequently repair each ship component individually. So FDev massively reduced wear & tear, and then later added a quick "Repair All" button on station menus. So now (I assume) everyone just taps this Repair All button as a reflex, every time they dock, making wear & tear meaningless (except for explorers). FDev even spent a lot of effort making exciting malfunctions randomly occur at lower ship health, but now we only see these in PvP battles aimed at making them happen... 'Never' do they occur from just normal ship usage.

There are many solutions to this, but the simplest one is this: Every time you dock & decide to use the station's Repair facilities, you should be charged a sizeable fixed fee (and maybe have to enter the underground Hanger?). That way you would not use "Repair All" every time you docked, so ship health would gradually degrade, until it became worth while for you to use the Repair facilities. I guess the fixed fee should be proportional the size (and complexity) of your ship, keeping things cheap(er) for newbie Sidewinders.

A more complex solution would be that you CAN still use "Repair All" every time you dock, but this gradually becomes less effective as the ship ages (effectively the ships maximum possible health declines). Eventually you would have to get your ship "Serviced" (like you do every year with your car), which would cost a lot, but restore it's maximum health back to 100%. The maximum health would never decrease below some minimum level (to prevent ships becoming unusable without servicing). This minimum level could be higher for (say) Grade A or B modules, which would allow Explorers to still explore with suitably outfitted ships.

* Fuel costs. At one time these were a significant worry (particularly for traders trying to make a profit), but some complained about the cost, so now they are trivial except to newbies just starting out in a Sidewinder. You can run out of fuel, but the cost of buying fuel might as well be zero at the moment.

I suggest that the big ships should require much more fuel (so that the costs become significant), while small starter ships would still be able to afford fuel.... although that might require unrealistically large amounts of fuel, so maybe it's not so easy to fix? So what about larger ships requiring a higher "grade" of fuel (which would cost more)?

* Spacestation docking fees. At one time these were a meaningful amount, but now they are effectively zero. (Actually, I'm not even sure they exist anymore, without checking the game. They are THAT low.) Larger ships should be charged a reasonable sum for docking.

And docking at an Ocellus or Orbis spacestation should cost much more than a Coriolis, which should cost much more than an Outpost, which should cost much more than a planetary Surface Port. That way we'd actually have to weigh-up the cost-benefit of visiting an expensive station against the services we need/etc.

EDIT: I may be mistaken on docking fees ever existing, and since some people are focusing WAY too much on the "increased costs" suggestions, I'm just removing this entirely.


What other 'pointless' game mechanics have I forgotten about? I was going to add "Service, Ship & Equipment limited availability at space stations" to my list, but I suppose that FDev roughly got the right balance in this case (you can't find everything at many stations, but they usually offer enough not to hinder gameplay).


Quick reply....

The larger the engine, the more better refined/grade fuel they should use to justify the cost.

If you want bigger profits, run an AI ship, if you want a more efficient ship hire a crew. If you choose to have a crew Corvettes should have 15 crew or something and all requiring wages. Cobra MKIII should have 2... etc etc...

Docking fee's depend on pad size.
 
Fuel used to be so expensive you could easily justify the cost of a fuel scoop....

Changing the price of fuel was probably the first step to making the value of credits meaningless.
 
Please explain that one. Was it hypothetical? If not, please tell me! :D

Supercruise mechanics is non-Newtonian, thanks to how gravity affects the performance of our Frome Shift Drives. In a nut shell, the closer you are to a large mass, the slower you go. In a single body system, dominated by a star, things are fairly simple. Add more bodies, especially ones smaller than 1% of the mass of their primary, things get considerably more complex.

In order to stop quickly at planets, you have to use planetary braking, getting close to a planet to slow you down quickly, without getting so close that it slows you to a crawl.

Check out this video of one of my BRC entries: https://www.youtube.com/watch?v=a6nmFSX4jGk

At about 6:30, you'll see one if my best planetary braking maneuvers I've done, and I'm middle of the board on the racing circuit.
 
Just wanted to second this, Repair All does not repair the paintwork. You can only repair your "wear and tear" by going into advanced maintenance and doing so explicitly (or by having your ship destroyed of course). That's another one the OP probably needs to strike out.
On a side note, I never repaint my long distance explorer. I love to have a dirty, banged up ship that show that it's been used. :D
 
Fuel used to be so expensive you could easily justify the cost of a fuel scoop....

Changing the price of fuel was probably the first step to making the value of credits meaningless.


I honestly don't think the devs had a clue what they were doing back then.
 
On a side note, I never repaint my long distance explorer. I love to have a dirty, banged up ship that show that it's been used. :D

Absolutely, having a paint job that's scuffed to hell is a massive badge of honour ... it basically says "look how long I've managed to keep this ship alive for" (yeah yeah, OK, or it says I've spent 2hrs in supercruise specifically in order to scuff my paint, but let's ignore that).
 
There were no docking fees at launch, and both fuel and repairs were fairly cheap. The only real difference back then was that money was harder to come by, because missions paid peanuts.

Have you played a different version of elite back then?

I can recall having to pay 40.000 credits to fill half a tank of my python back in the days.
That's 40 grand for 16 tons of fuel.
Since you had to refill quite often and fuel scoops weren't a thing it was a cost you had to take into account when doing stuff (before beta 3 I think? someone correct me if wrong).
Even buying ammo for the multicannon could make you sweat when staring at the bill.
The T-9 and anaconda were even more expensive to refuel, around 300k for a T9 100% fill up.

My current fuel costs up to this day since a save reset mid-may are 84k. Refueling 10% of a cutters tank costs around 1k if at all.
Go figure...
 
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Personally I think NPC interdiction is something FDev eventually got right. At one time it was trivially easy, then they increased it (too much), and all hell broke loose on the forums, with people complaining how impossible it was to avoid. Now? I'd say it is "tricky" to evade, but possible to evade 95+% of the time if you know what you are doing. (I'm hesitant to say 99% of the time, since I think an Elite NPC would probably still be able to forcefully interdict me, going by past experience. It's just that you don't usually get interdicted by Elite NPCs these days.)

Yes I think it must depend on player combat rank or something as I evade them 100% of the time currently and haven't been forcefully interdicted by an NPC since 2.3.1 in Feb, but I'm only a master in combat, and I don't think I've ever had an Elite NPC try to interdict me.... I think the issue may be that the variation in NPC interdiction skill needs to be greater so that there's a chance I get an NPC that is really tough to evade and perhaps make this chance and variation from the average higher in Anarchies etc to make them feel dangerous and unpredictable.... This interdiction skill I think should also scale with mission rank (regardless of your own rank). Currently I kind of feel invulnerable to NPC aggressors which isn't that exciting and its a shame since the AI itself (once you are in combat that is) is very good and is challenging.
 
+ Rep OP... A mantra I always tried to remember when working is 'Never remove - Always Improve'. With Frontiers stated intention of improving core game play I can only hope some of these forgotten systems will get a re-visit and perhaps become part of our game again but in a more meaningful way/
 
Personally I think NPC interdiction is something FDev eventually got right. At one time it was trivially easy, then they increased it (too much), and all hell broke loose on the forums, with people complaining how impossible it was to avoid. Now? I'd say it is "tricky" to evade, but possible to evade 95+% of the time if you know what you are doing. (I'm hesitant to say 99% of the time, since I think an Elite NPC would probably still be able to forcefully interdict me, going by past experience. It's just that you don't usually get interdicted by Elite NPCs these days.)
I'm glad they changed it. I have an anaconda that is engineered for long distance expeditions. It doesn't have boost (downgraded PD), not a big thrusters either, and it moves like a fridge. Even when I have nothing in cargo, and no bounty on me, occasionally there's an NPC wanting to get me, "you have something I want". And I have nothing, which is dumb in itself, but before the change, I had to give in and get destroyed. I could never avoid interdiction or boost or jump, simply because this ship isn't for combat or running, it's for distance. So it was quite annoying in the past. Had to take the chance, and occasionally lose a truckload of money only because an NPC wanted something that I had (but I didn't have), and get out of the bubble fast as I could. Now, at least I can avoid the interdiction, but it takes quite some time and patience. My ship turns like an one of those cargo ships on the ocean that needs 10 miles to turn, so the avoiding the interdiction is done with very slow turns. But it can be done, so I'm happy. :)
 
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I'm glad they changed it. I have an anaconda that is engineered for long distance expeditions. It doesn't have boost (downgraded PD), not a big thrusters either, and it moves like a fridge. Even when I have nothing in cargo, and no bounty on me, occasionally there's an NPC wanting to get me, "you have something I want". And I have nothing, which is dumb in itself, but before the change, I had to give in and get destroyed. I could never avoid interdiction or boost or jump, simply because this ship isn't for combat or running, it's for distance. So it was quite annoying in the past. Had to take the chance, and occasionally lose a truckload of money only because an NPC wanted something that I had (but I didn't have), and get out of the bubble fast as I could. Now, at least I can avoid the interdiction, but it takes quite some time and patience. My ship turns like an one of those cargo ships on the ocean that needs 10 miles to turn, so the avoiding the interdiction is done with very slow turns. But it can be done, so I'm happy. :)

ok what follows is subjective, and in no way is an attack on your play style :)

1stly I agree that some of the npc "pirates" in ED are ...... well lets say maybe they were dropped at birth and i totally agree their logic should be improved, perhaps if they do not have cargo scanners they try to shoot out your hatch, and once they do that and realise there is nothing in there they leave..........

That said tho, imo I dont think it is wrong to expect there to always be some risk of getting forced into a fight in ED. If you choose to spec your ship to be a paper ship with amazing jump range, that is fine, but to be honest imo it is right that it should be a very risky thing to do. Indeed i would say flying totally defenceless in ED with no ability to even brave sir robin is a bit like going bareback with a lady of the night in a back street of Manchester.

You will probably get away with it a good few times, but sooner or later you will probably regret it and come to a sticky end ;)
 
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You have just completely changed supercruise for me. One rep isn't enough, but that's all I can give. :D

I have a feeling that I may be facing a lot of rebuys while I practise this one!

Glad I can be of service. :)

I've been trying to thread the needle since Supercruise was introduced in Alpha, and have been enjoyed every attempt. CMDR Furrycat has a video, which I see CMDR Alec Turner kindly linked to above, which illustrates how much faster even the so-called "loop of shame" is compared to conventional forum wisdom.

Feel free to browse the Buckyball Racing Club's threads in the Community Events subforum. Plenty of videos to watch, and advice to read. The latest race just ended, but there's always more on the horizon. Most of us compete against ourselves in an effort to improve our skills in the game, and new racers are always welcome!

Fly fast, Commander! And remember: if you're not willing to damage your ship, then you're not really in a hurry. ;)
 
Given the amount of hyperspace travel required to grind for anything in this game, higher fuel and maintenance costs would drive this game into the ground overnight. Engineering, rank-locked ships, and griefers already make it hard enough for noobs and casual players to be competent in Open Play.

I didn't see it mentioned, but small Combat Ships used to be MUCH more powerful then they are now. Once Deployable Fighters were added in, it made the Vipers and Vulture much less effective and we lost the defense trade-off that came with getting larger ships. Much less reason to wing up with friends for security detail.
 
ok what follows is subjective, and in no way is an attack on your play style :)

1stly I agree that some of the npc "pirates" in ED are ...... well lets say maybe they were dropped at birth and i totally agree their logic should be improved, perhaps if they do not have cargo scanners they try to shoot out your hatch, and once they do that and realise there is nothing in there they leave..........

That said tho, imo I dont think it is wrong to expect there to always be some risk of getting forced into a fight in ED. If you choose to spec your ship to be a paper ship with amazing jump range, that is fine, but to be honest imo it is right that it should be a very risky thing to do. Indeed i would say flying totally defenceless in ED with no ability to even brave sir robin is a bit like going bareback with a lady of the night in a back street of Manchester.

You will probably get away with it a good few times, but sooner or later you will probably regret it and come to a sticky end ;)
Sure. I know what you mean. It's too easy now. Before 2.2 (or whenever it was changed) it was impossible to avoid, so it was on the other end of the spectrum. Also, in the previous version, the NPC could cool and redo the interdiction within 2 seconds, which was crazy. And also, they went into supercruise, came back within 5-10 seconds, fully repaired, so it didn't help to damage them either. It was frustrating. Made me stop playing for 3 weeks. But I agree, now it's on the other end of the spectrum. Way too easy.
 
The net result to docking fees, higher fuel costs and module/hull wear is lower Cr profit. So just ask for lower Cr profit. Problem solved. How is it any more realistic or enjoyable or difficult to press each module repair button instead of "repair all". Might as well have people refueling each separate tank instead of just using a refuel option.

I'd like to have a "sell all" option in the commodities.

You can make the game as hard as you want, impose restrictions on yourself. How other people enjoy it has absolutely nothing to do with your gameplay (gankers and such notwithstanding).
 
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