I think most people would be happy to move their ships around from station to station for a small fee. But, in answer to your question, I'd attend combat CGs more often.
If my FDL had higher jump range, for whatever reason (not disucssing it!), I would travel to combat CGs more often, and, I would like to be able to run escorts for traders.
As it stands, my full combat FDL, that I use in RES or CZ sites can jump 11ly.
If I switch it to a more escort oriented loadout, I can just about get 13ly.
A fully laden Python (272 tones of cargo), can still jump 15-16ly.
So I could only follow if I stripped my FDL out of anything that makes it useful at escorting. Weapons, shields, armour etc.
Plus, travel is a real chore in an FDL.
I got this sense, but care to elaborate?
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?
Every reasonable suggestion about jump ranges is typically met with "fly a different ship", "go play CQC" or "you're playing the wrong game".
It's getting tiresome.
I think you're being deliberately obtuse there.Yeah, what "balance" does it bring to the game?
Every reasonable suggestion about jump ranges is typically met with "fly a different ship", "go play CQC" or "you're playing the wrong game".
It's getting tiresome.
Easy answer to that is find a ship more suited to the task at hand
Yes and no.
Yes, obviously, that is the easiest answer.
But then why have the FDL in game at all? What's its purpose, if it's essentially travel locked inside a fraction of the playable space?
I'd be more inclined to agree with you if ships/outfitting were cheap and readily available, where you could pick "the right tool for the job" with out having to sell off your favorite fit fighting ship to afford it.
Thread cross over time:
That's why the new Shadow Deliveries missions are so important. I can finally afford to take the right tool for the job, to which ever job I choose, with out having to comprise or sell off all my previously obtained ships.
except he didn't nail it because he's way off topicPretty much nailed it there
I think most people would be happy to move their ships around from station to station for a small fee. But, in answer to your question, I'd attend combat CGs more often.
Thank you. RepIf my FDL had higher jump range, for whatever reason (not disucssing it!), I would travel to combat CGs more often, and, I would like to be able to run escorts for traders.
As it stands, my full combat FDL, that I use in RES or CZ sites can jump 11ly.
If I switch it to a more escort oriented loadout, I can just about get 13ly.
A fully laden Python (272 tones of cargo), can still jump 15-16ly.
So I could only follow if I stripped my FDL out of anything that makes it useful at escorting. Weapons, shields, armour etc.
Plus, travel is a real chore in an FDL.
I think you are not understanding. reading comprehension. "try harder!"Lots of pages, still no understanding?![]()
Again, that leaves a large portion of the games only real content (ships and outfitting) out the realm of usefulness, and isn't a real answer.Well my answer to that is, read the ship descriptions before buying them and sinking millions into upgrading![]()
Mmmmn hes not actually. Welcome to my ignore list.(You are the first, well done!)except he didn't nail it because he's way off topic
I think you are not understanding. reading comprehension. "try harder!"
Great input. Thanks, apparently I can't rep you again yet.Yeah, I'll try.
I mean, as best as I can articulate it, CQC is a pvp only, arena combat mode with little over-lap into the main game. Again, I want to play in the greater sandbox with friends. In my opinion, the way the current travel mechanics work is detrimental to spontaneous, multiplayer gaming in that greater sandbox. I don't want some sweeping change in game mechanics, or a new arena mode. I want to play Elite: Dangerous, and I want to be able to play it with friends with out having to invest half an hour in preparing to travel, traveling, then preparing to play, before doing so. Something to made travel in combat ships a little less cumbersome would be welcome, I think.
Point to point jumps would be dumb, IMO, sorry Jex.
That's much closer, but again, I think it's a band-aid of sorts. Don't overcompensate by making these big new gaming modes that will only see a limited amount of use by a majority of the player base.
IMO, the best way to accomplish [what I interperate as] the goal here, would be to add module storage so that I can store my travel/combat modules for easy access, and eliminate the module search every time I want to go somewhere, and MAYBE a little bit of a buff to fuel mileage on combat ships. I can live with the junk range if I could get, say five jumps, instead of three, out of a tank of gas.
Yeah, I'll try.
I mean, as best as I can articulate it, CQC is a pvp only, arena combat mode with little over-lap into the main game. Again, I want to play in the greater sandbox with friends. In my opinion, the way the current travel mechanics work is detrimental to spontaneous, multiplayer gaming in that greater sandbox. I don't want some sweeping change in game mechanics, or a new arena mode. I want to play Elite: Dangerous, and I want to be able to play it with friends with out having to invest half an hour in preparing to travel, traveling, then preparing to play, before doing so. Something to made travel in combat ships a little less cumbersome would be welcome, I think.
Point to point jumps would be dumb, IMO, sorry Jex.
That's much closer, but again, I think it's a band-aid of sorts. Don't overcompensate by making these big new gaming modes that will only see a limited amount of use by a majority of the player base.
IMO, the best way to accomplish [what I interperate as] the goal here, would be to add module storage so that I can store my travel/combat modules for easy access, and eliminate the module search every time I want to go somewhere, and MAYBE a little bit of a buff to fuel mileage on combat ships. I can live with the junk range if I could get, say five jumps, instead of three, out of a tank of gas.
Hell yes.
I think you're being deliberately obtuse there.
It's why you buy an FAS instead of an FGS. Or why you might combat fit a python for a long range strike fighter over an FDL.
Now, if it were easy to afford multiple ships like this I don't think there'd be much of an issue.
But ships are expensive, and more expensive to outfit or repair, and there was a long, long time, where I was pretty stuck in a single ship, and earning money isn't supposed to be easy in Elite, so...
He's still talking about jump ranges and getting TO the destination. The topic here is what do you do ONCE you get to your destination. Not even remotely close.Mmmmn hes not actually.
Great input. Thanks, apparently I can't rep you again yet.
I think it's dumb because it's:You can say they are dumb, point to point jumps (not that it was my idea btw though I can see why you made the mistake) but unless you're prepared to back up WHY it is dumb, you've pointlessly just gave your opinion.
Please stop using that line from the shaw shank redemption because you think it makes you look smart - how am I being "deliberately obtuse"?
What does me being able to jump 10 ly's instead of 15 ly's have any affect on you? I've never bought a ship for it's jump range and I doubt anyone else has but deciding what ship to buy isn't game balancing so again, how does limiting jump distance affect balance?
There are a few nebulae I can't reach in my combat capable exploration Vulture, the Ronin. Can't bring myself to give up those military bulkheads though.
This isn't one of them...
...nor this one...
...this one...
...this one...
...this one...
...this one...
...and this one.
To be continued...![]()
More jump ranges would make it a lot easier to traverse sparse areas and get to lonely stars.
Therefore, it takes away the challenge of route plotting and diminishes the achievement of people who travelled far under the current system.