Excursion length - what do you think about this?

I want to bring up a discussion about the length of time the game allows us to do [thing]. To illustrate, I bring up the idea of consumables in combat (though this applies to far more than combat). We have them in ED in the form of SCBs, AFMUs, chaff, heat sinks, and ammo.
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Generally speaking, I see consumables doing two things, sometimes both:
Allows players to buy time and power (such as healing potions or food buffs)
Limits the excursion time (such as ammunition)
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After X number of anacondas, we have to go back and rearm, because we've run out of chaff and SCBs or ammo or whatever. We have to return because we've only brought so much 'fight time' with us in our ship, and we've consumed it all.
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I was recently talking to someone in a thread about exploration. The OP was saying that smaller ships are having an easy time making it to Sag A*, which is among the most prestigious journeys in the galaxy. They argued this devalued larger ships. I don't think it devalues smaller ships. But... Doesn't it reduce the value of the Sag A* pilgrimage?
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People say they stay out at a CZ for four hours and make millions. The profit per hour doesn't bother me one bit. What bothers me is they could spend four hours out in the stresses of heavy combat. They didn't take damage because of shields, and they didn't run out of ammo because of thermal weaponry.
...Is this okay? At first pass, I see nothing wrong with this. They choose boosters over chaff and pulse lasers over cannons. They built in a way that gives them an indefinite excursion time.
But then I started thinking about the repercussions of a long excursion time. I began to wonder if this is why the game feels so grindy, if everything is so monotonous, etc. Because we can spend hours and hours doing the same thing.
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-Traders will truck commodity01 to stationA and commodity02 to stationB, for hours. They'll get interdicted occasionally, but this in itself does not prevent them from continuing. The only thing limiting their excursion time is that they eventually burn out their route, but only if they work in big enough volumes.
-Combat players will fight and fight and fight forever at a CZ or crime sweep. Target, hit subsystem button seven times, pew pew powerplant. Spin, pop, +52k credits, target nearest hostile, repeat. They may bump someone or get attacked, but this in itself doesn't impose a hard limit on their excursion time - it's a minor inconvenience.
-Explorers can plot to a destination 350 jumps away, jump honk jump honk jump honk, then plot 350 jumps back. They see a high value thing and run over and scan it. The only real limit to their excursion length is their luck, their stupidity, and their patience. This is for the most out of the game's hands.
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I ask the following two questions:
Should there be more hard limits to how long you can do something in the game? Would this bring more movement and fluidity to the game? Should thermal weapons begin to 'burn out' and become less and less effective sometime after the thousandth shot? Should trader routes dry up faster or take longer to recover? Should scooped fuel wear down the FSD until it loses most of its range (this is also in the DDF)?
Would mechanics like these help more solidly define ships and their roles and identities? Would combat ships be combat ships because the way they were built greatly increased the length of time their thermal weapons would remain optimal? Would explorers be explorers because they had extremely robust engines that were resistant to wear and tear from lots of jumping?
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Thoughts?
 
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There are some limits in place.
Trading, demand can dry up.
I have heard combat players saying, the combat zones and Res going dry.

As for exploring this is down to ship/hull integrity and how long you want to take the risk. Having personally nearly lost 50 hours of data when I jumped into system but through a star, which should have killed me. And near misses in jumping into random systems happen a lot on long trips.

So what you do think needs extra limits?
 
There are some limits in place.
Trading, demand can dry up.
I have heard combat players saying, the combat zones and Res going dry.

As for exploring this is down to ship/hull integrity and how long you want to take the risk. Having personally nearly lost 50 hours of data when I jumped into system but through a star, which should have killed me. And near misses in jumping into random systems happen a lot on long trips.

So what you do think needs extra limits?
Was I unclear? What you reference is either irrelevant or addressed in the OP.
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CZs and RESs going dry is not a hard limit for an excursion. All you have to do is restart the instance.
Integrity is not a hard limit. You can play indefinitely with integrity at 0.
I do not consider being unlucky and jumping into the center of a sun a hard limit. Technically it is a hard limit, but it's a bad one and really should be patched out.
 
Defiantly a interesting notion! (at the moment I don't have the time to respond in length)

One of the many things I read on this forum which would greatly increase the liveliness of the simulated galaxy. I especially like the idea about diverent types of ships facilitating diferent activety by being specifically suited for them. Like you said a Engine with less fuel wear by scooped fuel (which could be argued is less pure and more corrosive). The same thing with the thermal weapons, this could also be true for the different hard point (thermal optimized, or ammo optimized) giving a new meaning to ship variations like shield killer or hull destroyer.

Quite intersested whar other people say! But also start to think what is the point to these collective efforts of exchanging all these toughs,.... will somebody from FD ever be reached by all these toughs,.......
 
Should there be more hard limits to how long you can do something in the game? Would this bring more movement and fluidity to the game? Should thermal weapons begin to 'burn out' and become less and less effective sometime after the thousandth shot? Should trader routes dry up faster? Should scooped fuel wear down the FSD until it loses most of its range (DDF)?

No to all of this. I want to define for myself how long I want to stay out.
 
The big difference between exploration and other forms is that you have much less control over when you can cash in the cargo/data/bonds. Traders "cash in" every trip. The only time they are at risk is in transit. Same with combat ships... you can leave the RES/CZ any time you like and claim your bonds. The "at risk" time is measured in minutes (traders) or hours (combat). Explorers your "at risk" time is measured in days. Not too many Asp trader or combat pilots can lose 60m CR from a single insurance claim, and if they did they'd have to be rather foolish not to have cashed in earlier. An explorer has very little choice or control in the matter.
 
The big difference between exploration and other forms is that you have much less control over when you can cash in the cargo/data/bonds. Traders "cash in" every trip. The only time they are at risk is in transit. Same with combat ships... you can leave the RES/CZ any time you like and claim your bonds. The "at risk" time is measured in minutes (traders) or hours (combat). Explorers your "at risk" time is measured in days. Not too many Asp trader or combat pilots can lose 60m CR from a single insurance claim, and if they did they'd have to be rather foolish not to have cashed in earlier. An explorer has very little choice or control in the matter.
I understand risk, but this isn't about the risk itself, it's about the assessment of the risk, and understanding your ship and its limits. I don't this is brought to the front enough.

Do I have enough cannon ammo to take out that clipper?
Do I have enough fuel to make it across this string of brown dwarfs?

These kind of questions are really health I think, but there are certain elements of the game that circumvent these really pivotal decisions - and it comes down to the idea of the indefinite excursion: being able to stay out there forever.

At least, this is my view of it. I understand that for exploration that's difficult, because often 'limit' is synonymous with 'self destruct', but if it didn't (like with running out of ammo), could you understand it?
 
The big difference between exploration and other forms is that you have much less control over when you can cash in the cargo/data/bonds. Traders "cash in" every trip. The only time they are at risk is in transit. Same with combat ships... you can leave the RES/CZ any time you like and claim your bonds. The "at risk" time is measured in minutes (traders) or hours (combat). Explorers your "at risk" time is measured in days. Not too many Asp trader or combat pilots can lose 60m CR from a single insurance claim, and if they did they'd have to be rather foolish not to have cashed in earlier. An explorer has very little choice or control in the matter.

Yeah I found that out the hard way!! there definitely is a large risk being out in the *ss-end of the universe with your bits dangling in the wind and no station for a few week's worth of jumping solid to claim your finds (unless that has changed since my explorer days?)
 
"I was recently talking to someone in a thread about exploration. The OP was saying that smaller ships are having an easy time making it to Sag A*, which is among the most prestigious journeys in the galaxy. They argued this devalued larger ships. I don't think it devalues smaller ships. But... Doesn't it reduce the value of the Sag A?* pilgrimage? "

I think you will I was referring to both the points that it devalues the larger ships and the value of reaching Sag A. Reaching, Sag A should be an epic journey, requiring epic levels of team work, planing, decision making... not a sight seeing jaunt for those will put a few days in, just to say you have been there... It completely undermines what exploring is about. Huge risk, but huge rewards, if you get back and only the best will be able to do it.





 
No to all of this. I want to define for myself how long I want to stay out.

I completely disagree with this and agree with the OP, that laser weapons and things will wear out over time and poor maintenance runs the risk of things breaking during battle, exploring and trading. No challenge at all, just infinite ammo... well, basically you want a legal cheat really. Kind of makes the game boring really and just removes a little more depth from the game.
 
I completely disagree with this and agree with the OP, that laser weapons and things will wear out over time and poor maintenance runs the risk of things breaking during battle, exploring and trading. No challenge at all, just infinite ammo... well, basically you want a legal cheat really. Kind of makes the game boring really and just removes a little more depth from the game.

After how long though?

An Hour?
A Day?
A week?

If you want a system that will stop people from flying in combat for hours on end, does that limit exploration to a few hours endurance before they come home?

Or will everything need a rating for maintenance?
Pulse Lasers only good for so many pulses
Thusters only good for so many minutes in real space.
FSD only good for x jumps or y minutes Super cruise
Power Plant can only run for z hours
How quickly will fuel scoops fail?
 
After how long though?

An Hour?
A Day?
A week?

If you want a system that will stop people from flying in combat for hours on end, does that limit exploration to a few hours endurance before they come home?

Or will everything need a rating for maintenance?
Pulse Lasers only good for so many pulses
Thusters only good for so many minutes in real space.
FSD only good for x jumps or y minutes Super cruise
Power Plant can only run for z hours
How quickly will fuel scoops fail?

Depends on the piece of equipment or module and what they are being used for.

For example, I would like to see jump engines reduced to a x number of jumps before failing, due to impurities in scooped fuel. Of course, you could have modules for larger ships that increase the number of jumps you can do before failing, or, you can scoop gas giants for cleaner fuel increasing the number of jumps you can do. But in the core systems, it may not be so much of a problem with clean purified fuel doing hardly any engine wear at all.

Whilst, thrusters can be for x minutes as they are used differently from the FSD's (hyperspace), obliviously, better the rating (E-A) the longer lasting and more efficient they are, for example. Whilst fuel scoops, which are not used that intensively, can last for a long long time before wearing out as they are more or less nothing classy a funnel.

So it depends and it has to be balanced. No point making it that things break so quickly that you are in an out of stations every 30 seconds, but you do want them so that people keep an eye on what is happening.
 
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Was I unclear? What you reference is either irrelevant or addressed in the OP.
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CZs and RESs going dry is not a hard limit for an excursion. All you have to do is restart the instance.
Integrity is not a hard limit. You can play indefinitely with integrity at 0.
I do not consider being unlucky and jumping into the center of a sun a hard limit. Technically it is a hard limit, but it's a bad one and really should be patched out.

Sorry, jumping into the center of a sun (is and should be) a 'hard limit'.
 
TL;DR: No. Hell no.

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I ask the following two questions:
Should there be more hard limits to how long you can do something in the game?

No.

...

Would mechanics like these help more solidly define ships and their roles and identities? Would combat ships be combat ships because the way they were built greatly increased the length of time their thermal weapons would remain optimal? Would explorers be explorers because they had extremely robust engines that were resistant to wear and tear from lots of jumping?
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Thoughts?

Possibly. But hell no. Doesn't worth it. People who want to stay in combat / out in the black indefinitely should be able to do just that. Depending on skill of course. Not arbitrary game mechanics forcing their hands.
 
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Depends on the piece of equipment or module and what they are being used for.

For example, I would like to see jump engines reduced to a x number of jumps before failing, due to impurities in scooped fuel. Of course, you could have modules for larger ships that increase the number of jumps you can do before failing, or, you can scoop gas giants for cleaner fuel increasing the number of jumps you can do. But in the core systems, it may not be so much of a problem with clean purified fuel doing hardly any engine wear at all.

Whilst, thrusters can be for x minutes as they are used differently from the FSD's (hyperspace), obliviously, better the rating (E-A) the longer lasting and more efficient they are, for example. Whilst fuel scoops, which are not used that intensively, can last for a long long time before wearing out as they are more or less nothing classy a funnel.

So it depends and it has to be balanced. No point making it that things break so quickly that you are in an out of stations every 30 seconds, but you do want them so that people keep an eye on what is happening.

Fuel scoops are refineries, not just funnels, reactors are picky about contaminants and the corona isn't just pure h2
Hence why bigger modules and better grades process the fuel faster without anything funnel like being enlarged on the ship


I think it would be really hard to balance and not add another layer of "this is needed as it is a game" or creating a lot of minutiae to worry about if a lot of different systems had different fail points.

Frontier had you service you ship once ever 6 months - year tops before system failure.

To turn that to a matter of minutes, when there are the same ships that are supposed to have travel systems as sub-lumental speeds

Ships already have extremely short life spans on a tank of gas.
My Eagle has a 4 ton fuel tank and the power plant uses 0.8 tons an hour so the ship has an endurance of 5 hours

- - - Updated - - -

We need FSD inhibitors. Other than having to disable the FSD itself by shooting it.

Completely different issues.
We are talking about maintenance, wear and tear, and eventual failure, not battle damage




Fact this would only limit Explorers and Combat pilots as Traders being in station, very often, would just add the Maintenance Button to any trade Routine
 
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Thing about a limit is that would make most of the galaxy unreachable, and also make it impossible to get to unexplored space for "first scan" credit - which, as an explorer, is what I like best. Got to have some point to it. It already takes significant travel just to begin doing that, as exploration boundaries grow - unlike combat, or trading, where you can pop over to start doing your thing almost immediately. So explorers already have a lot invested, have to make what could be hours of jumps (which could mean days of play, as in my case) just to get to somewhere to start plying their trade.

Then there's the fact that it can take days, or weeks, to actually see any benefit from that - if you spend days getting out to unexplored places, you have to stay out there, can't just scan a couple of systems and head back. While scanning, you get no boost to exploration rank, no credits at all, nada - again, unlike combat or trading or any other route, where you'll see cash and rank benefits on the same day.

I think this is limiting enough - and if other forms of limiting the journey come in on top of that, well, not sure what would be left. We'd all have a bubble that was as far as we could reach, and it would be explored out fast, and then nothing left of explorers to do.

As for risk, same things apply here. If I am doing combat or trading, I can choose to cash in my results as soon or as long as I like - an explorer has no choice, it has to be days or weeks of play before they can cash in. I think if you add risk there, it is unbalanced - someone doing combat or trading chooses to keep going for another hour or six, knowing they risk being popped and losing their credits. An explorer has no choice but to put days or weeks of play on the line, and if there were increased chances of all that time and investment going up in smoke, I think it would lose its appeal.

The only way I could feel comfortable with extra risk is if there was some way to "cash in" or "protect" my gathered data on a more regular basis, even while out in the black, which would put it on an even keel with combat and trading where you can choose to control your risk by choosing how long before you wait to cash it in.
 
Thing about a limit is that would make most of the galaxy unreachable, and also make it impossible to get to unexplored space for "first scan" credit - which, as an explorer, is what I like best. Got to have some point to it. It already takes significant travel just to begin doing that, as exploration boundaries grow - unlike combat, or trading, where you can pop over to start doing your thing almost immediately. So explorers already have a lot invested, have to make what could be hours of jumps (which could mean days of play, as in my case) just to get to somewhere to start plying their trade.

Then there's the fact that it can take days, or weeks, to actually see any benefit from that - if you spend days getting out to unexplored places, you have to stay out there, can't just scan a couple of systems and head back. While scanning, you get no boost to exploration rank, no credits at all, nada - again, unlike combat or trading or any other route, where you'll see cash and rank benefits on the same day.

I think this is limiting enough - and if other forms of limiting the journey come in on top of that, well, not sure what would be left. We'd all have a bubble that was as far as we could reach, and it would be explored out fast, and then nothing left of explorers to do.

As for risk, same things apply here. If I am doing combat or trading, I can choose to cash in my results as soon or as long as I like - an explorer has no choice, it has to be days or weeks of play before they can cash in. I think if you add risk there, it is unbalanced - someone doing combat or trading chooses to keep going for another hour or six, knowing they risk being popped and losing their credits. An explorer has no choice but to put days or weeks of play on the line, and if there were increased chances of all that time and investment going up in smoke, I think it would lose its appeal.

The only way I could feel comfortable with extra risk is if there was some way to "cash in" or "protect" my gathered data on a more regular basis, even while out in the black, which would put it on an even keel with combat and trading where you can choose to control your risk by choosing how long before you wait to cash it in.

Sorry, but there is zero challenge to exploring, none what-so-ever. It is far far far too easy and I am sorry, if you make the choice to go further out than you can handle, then you deserve to lose all your data, your choice, your mistake.

Exploring is about big big risk, lots of planning, huge amounts of team work, but that should come with big big rewards, for those smart enough and brave to take on the challenge. Not in it current format of point and click with almost zero risk, other than getting bored... which really isn't a problem if you enjoy it.
 
Possibly. But hell no. Doesn't worth it. People who want to stay in combat / out in the black indefinitely should be able to do just that. Depending on skill of course. Not arbitrary game mechanics forcing their hands.
You don't need to TL: DR four lines of words.

Follow up question: You mention staying out in the black as long as someone wants - should that be an explorer class ship only thing? Should exclusively combat ships be able to have infinite ammo from their thermal weapons? I don't have answers, I'm looking for more elaborate discussion.
 
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