Help me understand what is it you get to do after getting longer jump ranges.

Peronally what bothers me is the journey to wherever I am going when I have nothing on board. I am just going somewhere, so I don't get interdicted, I'm not earning any credits, and I sure as hell am not having any fun. Now to your question, how to solve this without increasing jump ranges?

1. Autopilot which works when the ship is empty and you don't have any active missions. Takes the same amount of time, only stops when you need to fuel scoop.

2. Ship (and CMDR!) delivery service. Say I know that I want to do something, somewhere, tomorrow. I pay my price, and then an hour later I log in and my ship is where it is supposed to be.

Both these options would of course only work in the bubble, and only with no cargo/missions. You could even make it so you had to manually "map" the route once first, to teach the autopilot/delivery guy what route to use. Store that route and then press play when needed :)

Edit: I like the idea of being able to do other system related tasks during the auto-pilot run. Such as configuring fire groups, viewing the system map/galaxy map, and so on. Might be tricky to do given that the jumps are in fact loading screens, but nice nevertheless :)
 
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1)

Auto pilot for jumps

Give docking computer jump control, have it arrive at stars, circumnavigate them to find next target, and jump on.

Pilot would need to consider fuel range, and possibly cancel auto pilot to spend time scooping. Would also need to remain present in case of interdiction.

So on the balance, the game isn't circumvented, but boring repetitive parts are somewhat automated, to allow the player to undertake other tasks.


2)

Allow interesting tasks during jumps

Don't lock side panels during jumps, let us check the route, gal map, news, stats etc.


3)

Speed loading

Preload the next star system in a series of jumps in the background during FSD cool off, to shorten load times. This alone could make a huge improvement to travel times

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Thus we have CCQ.

1, from my perspective, sounds awful.

2 & 3 could be nice.


Again, on CQC, I want to play an MMORPG, with my friends, like was advertised. Not just COD in space...
 
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Again, on CQC, I want to play an MMORPG, with my friends, like was advertised. Not just COD in space...

Unfortunately, to me that sounds like exactly what you want.

If you want the biggest ship, you have to understand it comes with certain drawbacks - like not having the jump range of an Asp.

Why should us Asp pilots suffer not having the firepower of the bigger ships? Why should those of us on the other side of the galaxy have to suffer planning the journey back to whichever system is current pew-pew-of-the-week?

It's pretty simple. With choice comes consequence.

I actually think things are pretty good as they are.
 
Thus we have CCQ.

I mean, CQC is fun and all, but because it's so detached from the main game it loses a lot of its appeal.

Many of us are attached to our ships because we worked for them, earned them, and personalized them. It's only natural we want to fly them. Some of us also want to make progress towards upgrades and future ships, which CQC doesn't help with. Further, sometimes we're looking for some chill PvE and not a PvP arena shooter.

So no, CQC is not a valid answer to my co op concerns.
 
Travel in Elite fits into this time scale where it's just long enough to be boring but not long enough that you can go do something else.
If they are not going to add any gameplay to the travel mechanics (which they should because it will make exploring a lot more interesting) the least they could do is double the distance we can jump and also roughly double the time taken per jump. That way I can read a website or something while still getting the "space is big" feel that loading screens provide.

Also anyone who thinks CQC is a quick substitute for playing the actual game obviously hasn't seen the wait times for a match (at least where I live).

CMDR CTCParadox
 
Unfortunately, to me that sounds like exactly what you want.

If you want the biggest ship, you have to understand it comes with certain drawbacks - like not having the jump range of an Asp.

Why should us Asp pilots suffer not having the firepower of the bigger ships? Why should those of us on the other side of the galaxy have to suffer planning the journey back to whichever system is current pew-pew-of-the-week?

It's pretty simple. With choice comes consequence.

I actually think things are pretty good as they are.
Well, you may think you know what *I* want, but I can assure you, you're not me, and you do not. Again, CQC is fun, but it does not replace playing the greater sandbox with friends.

Lets apply an ESO template to the situation:

So, lets say you have ESO, an MMORPG, with a huge sandbox world where you can travel anywhere. But if your character wears heavy armor, well that slows them down. Ok, I can jive with that, but to scale this to level ED penalizes "heavy armor," your character cannot run, they must walk everywhere, and have to stop every 5 minutes to catch their breath.

So exploring the wider world, is fine. Playing as a mage, or a light armor rogue, is fine. But if you want to play as a tank, well you have to accept the consequences. BUT look here, we did add this fancy new game mode where you take your character, but all that heavy armor stuff you worked for in the game isn't available, here, take these weak stock light armors you don't want or care about instead, and you can play deathmatch with some random people, with little to no effect on your actual game!



And you're getting into extremes now. No where did I ask for a corvette that jumps like an Asp. No where am I lamenting that my asp does not have the same firepower as an FDL or Python, and your lecturing is very patronizing.
 
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Jumping is not the problem.

The waiting is.

The waiting for the spool-up. The arbitrary additional 5 seconds countdown (really, what the hell?).

The waiting for the next system to load.

The waiting for the honk to spool up.

The waiting.

Feels like waiting for Godot.
 
My favorite solution could happen with crafting. Think variations of the standard FSD:

- Decreased max range but less affected by weight. Brings up the laden jump for heavy ships, but prevents them from being used to explore.
- Increased range when jumping to a Nav Beacon, decreased without one. Great for being mobile in the bubble, not so good for long range smuggling or exploring.
- etc
partial credit for outside the box, but it's still jump range
1)

Auto pilot for jumps

Give docking computer jump control, have it arrive at stars, circumnavigate them to find next target, and jump on.

Pilot would need to consider fuel range, and possibly cancel auto pilot to spend time scooping. Would also need to remain present in case of interdiction.

So on the balance, the game isn't circumvented, but boring repetitive parts are somewhat automated, to allow the player to undertake other tasks.


2)

Allow interesting tasks during jumps

Don't lock side panels during jumps, let us check the route, gal map, news, stats etc.


3)

Speed loading

Preload the next star system in a series of jumps in the background during FSD cool off, to shorten load times. This alone could make a huge improvement to travel times

- - - - - Additional Content Posted / Auto Merge - - - - -



Thus we have CCQ.

These are all good. and I'd wondered about them at one time or another, but promptly forgot.
Google's got self driving cars, and it's only 2016. As long as it don't let you skip scooping and RNG/PvP interdictions. have to be present and take over controls. Maybe sensor upgrade to let you know someone's within proximity for interdiction? or that someone's "locked on" to you for interdiction?
 
Well, you may think you know what *I* want, but I can assure you, it's not quite CQC. Again, CQC is fun, but it does not replace playing the greater sandbox with friends.

Sorry - I'm not presuming to know what yo want, I can simply offer my interpretation of what you seem to be asking for.

Lets apply an ESO template to the situation:

Please no - I threw that away during the beta.

So, lets say you have ESO, an MMORPG, with a huge sandbox world where you can travel anywhere. But if your character wears heavy armor, well that slows them down. Ok, I can jive with that, but to scale this to level ED penalizes "heavy armor," your character cannot run, they must walk everywhere, and have to stop every 5 minutes to catch their breath.

So exploring the wider world, is fine. Playing as a mage, or a light armor rogue, is fine. But if you want to play as a tank, well you have to accept the consequences. BUT look here, we did add this fancy new game mode where you take your character, but all that heavy armor stuff you worked for in the game isn't available, here, take these weak stock light armors you don't want or care about instead, and you can play deathmatch with some random people, with little to no effect on your actual game!

Pretty much - yes. If you want to be a tank, you have to put up with other classes being able to do what tanks cannot.

And you're getting into extremes now. No where did I ask for a corvette that jumps like an Asp. No where am I lamenting that my asp does not have the same firepower as an FDL or Python, and your lecturing is very patronizing.

I'm merely offering opinion. If I were lecturing - I'd be getting paid for it :D
 
While, I am enjoying CQC, That's not quite the right answer, either.
I got this sense, but care to elaborate?

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I mean, CQC is fun and all, but because it's so detached from the main game it loses a lot of its appeal.

Many of us are attached to our ships because we worked for them, earned them, and personalized them. It's only natural we want to fly them. Some of us also want to make progress towards upgrades and future ships, which CQC doesn't help with. Further, sometimes we're looking for some chill PvE and not a PvP arena shooter.

So no, CQC is not a valid answer to my co op concerns.
What if CQC had a separate mode.
What if EDC (CQC analog) existed that let you bring your ships for a 16 v 16 epic station battle?
 
Jumping is not the problem.

The waiting is.

The waiting for the spool-up. The arbitrary additional 5 seconds countdown (really, what the hell?).

The waiting for the next system to load.

The waiting for the honk to spool up.

The waiting.

Feels like waiting for Godot.

FYI:

The FSD countdown is basically so you can't just as easily bail from combat; it also lets you throttle to zero so you don't run into neutron stars and black holes.

You also don't have to wait for the honk and can do it while fuel scooping while your FSD cools down, or even during the countdown before a jump.
 
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What if CQC had a separate mode.
What if EDC (CQC analog) existed that let you bring your ships for a 16 v 16 epic station battle?

That would be fun, but does it help me earn money? Don't get me wrong, I'm not asking for Robigo level income here, but being able to make *some* progress towards new upgrades or ships would really help.

Also, what about PvE? I enjoy the laid back RES farming with a friend. No pressure, no rage, no teams to let down. CQC is a PvP mode and does nothing to scratch the PvE itch.
 
Unfortunately, to me that sounds like exactly what you want.

If you want the biggest ship, you have to understand it comes with certain drawbacks - like not having the jump range of an Asp.

Why should us Asp pilots suffer not having the firepower of the bigger ships? Why should those of us on the other side of the galaxy have to suffer planning the journey back to whichever system is current pew-pew-of-the-week?

It's pretty simple. With choice comes consequence.

I actually think things are pretty good as they are.

The mentality that permeates this forum and game is one of the absolute worst I think I've ever seen. This idea that if something is good, whether it is missions, ships or modules, it must have an equally negative attribute to counter it, logic or gameplay be damned. Even worse is this toxic attitude around here that is basically "it doesn't affect me or the way I play, but I don't want it changed anyway".
Quite frankly, if all you fly is an Asp Explorer your opinion on the jump ranges of other ships is irrelevant.
 
What do they do after getting a jump range buff? ( If it ever happens )

Demand more of course... It is never ENOUGH until they get instant teleportation to the far side of the galaxy.
 
What do they do after getting a jump range buff? ( If it ever happens )

Demand more of course... It is never ENOUGH until they get instant teleportation to the far side of the galaxy.

I'm calling you on your slipery slope argument. Please leave the logical fallacies at the door :/
 
That would be fun, but does it help me earn money? Don't get me wrong, I'm not asking for Robigo level income here, but being able to make *some* progress towards new upgrades or ships would really help.

Also, what about PvE? I enjoy the laid back RES farming with a friend. No pressure, no rage, no teams to let down. CQC is a PvP mode and does nothing to scratch the PvE itch.
Alright, I started suggesting this earlier to Lily, although Lily sounds like one of those upside down smiley faces.

What about a VR emulator system you can get to through Galnet. A system with maybe a station and Res/HazRes and a HI/LI CZ? Access it from anywhere in the galaxy. you and your friends.

maybe we can argue that you still need to pay insurance if you blew up. or maybe you don't. Maybe you need to pay a small hourly or daily fee to get in. maybe you earn full credit. or maybe at a reduced 10% or 5% rate. And maybe each time you blow up a ship you earn the credits from Corporate Sponsors. "X,XXX Cr vouchers brought to you by Sirius Corp" on your screen.

I mean corporations are suppose to be in someways as or more powerful than governments according to lore no?

somewhat unrelated is what if FD made CQC a bit more relevant to the main game. Join up through galtnet menu. observer mode at space stations. gamble on matches? earn corporate sponsorships?

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The mentality that permeates this forum and game is one of the absolute worst I think I've ever seen. This idea that if something is good, whether it is missions, ships or modules, it must have an equally negative attribute to counter it, logic or gameplay be damned. Even worse is this toxic attitude around here that is basically "it doesn't affect me or the way I play, but I don't want it changed anyway".
Quite frankly, if all you fly is an Asp Explorer your opinion on the jump ranges of other ships is irrelevant.
Don't be a debbie downer. you and lily are the most toxic ones in this thread. Everyone else is pretty constructive.
i mean, i suppose it's your prerogative to be all doom and gloom if that's how you want to live life, but do it in the other thread ploxkthx.
 
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somewhat unrelated is what if FD made CQC a bit more relevant to the main game. Join up through galtnet menu. observer mode at space stations. gamble on matches? earn corporate sponsorships?

This right here, although utterly OT, is what I have imagined from the start. I would really like if CQC took place in some ACTUAL place in the galaxy.
 
What do they do after getting a jump range buff? ( If it ever happens )

Demand more of course... It is never ENOUGH until they get instant teleportation to the far side of the galaxy.

Play the game I guess.
This is the problem that jumping is not engaging or skillful in anyway.

Jump ranges can play a part in balancing for sure.
- Ship x can jump further than ship y meaning ship x basically cannot pursue ship y interstellar.
- Ship x can complete jumps faster than ship y meaning ship x can arrive at the destination before ship y allowing for easier interdicts.
etc.

At least in other games with travel times (Stalker, Far Cry, Skyrim) there is interesting scenery and possible encounters to be had during travel. In Elite there is only charge, swirly space, star, cooldown, charge repeat with the required inputs at precise intervals that mean you can't really go and do something else (I usually do manage to get a bit of browsing done on my phone though).

CMDR CTCParadox
 
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