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

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.
 
Lots of pages, still no understanding? :p

Time sinks are either for game balancing, engagement / immersion and revenue. Since it isn't a game that sells you game time / time acceleration separately, it isn't for revenue but for balancing the amount of activities you can achieve in 45 minutes. Tried cheating at games in the past? If you fulfill the entire possibilities in a game in less than 45 minutes the chances are lower you will come back because there is no investment needed to reveal any further progress in the game.
 
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.
 
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.

Easy answer to that is find a ship more suited to the task at hand
 
I got this sense, but care to elaborate?

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.



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'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.

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.

Hell yes.

Yeah, what "balance" does it bring to the game?
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...
 
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.
 
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.

Well my answer to that is, read the ship descriptions before buying them and sinking millions into upgrading;)
 
Pretty much nailed it there
except he didn't nail it because he's way off topic
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.
Thank you. Rep
What FD announced a new CG a few days before it started. would that be helpful to plan things earlier? Give you time to finish what you're doing any plot a route out there without the timer ticking?
not sure how else to tackle the escort missions. other than have missions that are 1 port to another within the same system
Lots of pages, still no understanding? :p
I think you are not understanding. reading comprehension. "try harder!"

I swear it's like herding ADHD Cats
 
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Well my answer to that is, read the ship descriptions before buying them and sinking millions into upgrading;)
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.


I don't know how many different contradictory sentiments are all flowing across this forum at any given time.



Everyone flies the same ships! We need more content!

Well how a bout we make some of the ships slightly less burdensome to own and participate in the larger game with?

Noo! Balance! warbgarble! Why not add an "I win" button!?

Ok, how about we introduce a higher paying mission system so that you can afford to play with multiple ships more easily?

No! I spent hours grinding ABA trading and everyone else should have to as well!
 
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.
Great input. Thanks, apparently I can't rep you again yet.
 

Jex =TE=

Banned
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...

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?
 
Mmmmn hes not actually.
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.
hopefully that means you can't access/hijack this thread anymore
 
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Do what every other player does in Elite. Fly your ship, trade, explore, mine, pirate, bounty hunt, run missions, smuggle, earn merits, whichever gameplay mechanic you want to spend your time doing. You can do everything in any system. You can do everything in any ship.
 
Great input. Thanks, apparently I can't rep you again yet.

Well, I'm tryin'. Thanks.

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?
I think it's dumb because it's:

A) Off topic
B) Will never happen, considering the backlash we're seeing in trying to discuss the merits of simply increasing the jump range of a few select ships by a small percentage. Read your audience, man. It's up to both sides in a debate to try and progress the conversation. Going further to one extreme is counter-productive.



But it does make me look smart.
Haven't seen that movie in ages.


What? It affects me by my jumping 15Ly's instead of 10, pretty clearly? But I'd be on board with that...

Anyway - jump range is absolutely a balancing factor. It SHOULD be more difficult to get around with 350 tons of cargo. Likewise, it SHOULD be harder to get around with 350 tons of hull reinforcement. I do believe FD have been a little heavy handed in limiting the range of a few of the ships, however that is not the point of this thread. Now, more to the point of this thread, I think some other long-asked-for additions could circumvent that issue.
 
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The advantage of longer jump ranges:

- Exploration!! You *can* do exploration with a 15 LY jump range, but I wouldn't consider it. For exploration to be worth it, you need to get out at least a couple thousand LY from the bubble. That's when you'll run into profitable undiscovered systems regularly. Or 15000+ LY and you'll be in the neutron fields ... and those are REALLY profitable!

- Long range smuggling missions: Robigo/Fehu/Sothis/17 Draconis ... all these require travelling around 350-400 LY to and from them. And if you accept any of their transport or courier missions, you'll be interdicted *constantly*. With short jump ranges, you will be pulling your hair out and yelling at the screen. Not to mention failing many courier missions because you didn't get there in time.

- Simply getting from point A to B faster within the bubble. So here's the thing: combat ships have short jump ranges as it's assumed most will find a specific system or set of systems. But if you're the type of player who simply likes to travel around and go somewhere new on a whim, the time spent going from point A to B is dead time. So taking five minutes to get there is certainly better than taking 10 or 15 minutes to get there. Not to mention time spent fuel scooping.
 
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... :p
 
A man after my own tastes.
 
+REP
I adore using ships for purposes they were not intended. My Heavy combat T9 seems pretty much the complementary opposite of yours.
 
To OP, join powerplay, and limit your game time to 2 hrs a night.
You'll answer you own question very quickly.
 
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.

REPPED. I hadn't thought of this.
 
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