I love the game but FD ignoring 95% of folks and caving to 1% makes me want to walk away.

Especially considering how many other threads there are that complain about not wanting "tacked-on mini-games."

"Tacked-on" sure, but I don't think that's an indictment of minigames as a whole. Under that umbrella we could put interdiction, fuel scooping, and planetary scan missions to name a few. There's nothing wrong with small tasks with defined rules and a clear victory condition per se, as long as they're implemented well and mesh with the rest of the game.
 
Last edited:
"Tacked-on" sure, but I don't think that's an indictment of minigames as a whole. Under that umbrella we could put interdiction, fuel scooping, and planetary scan missions to name a few. There's nothing wrong with small tasks with defined rules and a clear victory condition per se, as long as they're implemented well and mesh with the rest of the game.

I guess my issue is the tendency to dismiss some game mechanics as "mini-games" in the first place. I mean, if you break down any game you can claim any mechanic is a "mini-game." But where does that stop? It's like saying using the microwave to heat a hot pocket is a mini-game. I can't agree with that perspective.
 
I really don't get the whole idea of this thread. I mean, a freighter accidentally ended up as an exploration ship due to changes in a beta. It's like a bug that has been fixed. Like a Hauler with a huge hardpoint this was wrong right from the start and has been corrected. End of story.

I’m no Elite D stats fanatic but,
You realize the biggest change in jump range, the neutron highway was a mistake, an error that many decried.
That destroyed the status quo, and there were some Grandfathers who saw folly in wild change, still they Harumph! when these Star mapping zealots post their highway on the internets with the google, the google no less.

#resist the Grandfathers

The huge jump range of the ‘conda Is also an error in ship mass. Sure make up some crazy metal that the Imps don’t have, it’s an error and breaks the fictional physics, or so forum members claim.
Chance favours the prepared mind or somemat.
This Fortuitous move should have been capitalized on.
Not that a Type. 7 is some elegant star ship, bloody tram car, boxy container bin.

But the grandfathers have won, no specialized long range trader, nope.
Little itty bitty explorer with not so much slots, I mean who would spend a year in an Asp, there’s no kitchen, no toilet, you can barely get a workout in.
Compare that to a little Keelback, with 2 SRV, a Reconnaissance ‘fighter’ and an extra slot, this could work.
C’est la vie
 
Last edited:
I guess my issue is the tendency to dismiss some game mechanics as "mini-games" in the first place. I mean, if you break down any game you can claim any mechanic is a "mini-game." But where does that stop? It's like saying using the microwave to heat a hot pocket is a mini-game. I can't agree with that perspective.

If that's where we go, then the people who are scared of this thing can't even define the thing they're scared of, which renders the complaints kinda moot. I think they're instead complaining about tacked-on design in general (stuff that seems arbitrary), which is more of a real issue. See also CQC, holo-me, the entire USS mechanic.

I'd put interdiction as the single best example of a minigame that E: D has to offer. It:

1. Is a discrete event that is triggered under very specific conditions (someone uses an interdiction module)
2. Has a clearly defined win/lose condition (you evade or you do not)
3. Has clearly defined winners and losers (the person who pulls you out of cruise succeeds or not)
4. Has a score to track (the pips during the time you're participating)
5. Tests the skill of the participants (obvious)

Scooping and planetary scans are a bit more fuzzy. Scooping has 1, 4, maaaaaybe 5, planetary scan only has 1. If we add neutron jumping, that has 1, 2, and 3, and 5, but not 4.
 
Last edited:

Deleted member 115407

D
At delivering tiny amounts of cargo. It gets a bit tedious when larger quantities of commodities are required.

With the new trading tools, a T-6 can just A-B trade 500k Cr per run to its heart's content, without missing a beat.

A CMDR could just sit there and do it all night and make tons of cash.

(edit... a bit out of context for the Pleiades discussion though. Admitted.)
 
Last edited by a moderator:
With the new trading tools, a T-6 can just A-B trade 1M+ Cr per run to its heart's content, without missing a beat.

A CMDR could just sit there and do it all night and make tons of cash.

It's not about making credits. It's about getting a lot of commodities form the bubble to the Pleiades.

Yes, to make credits jump range is completely unimportant.
The moment a specific goal comes into play jump-range becomes something to consider - can the system be reached at all, does it require a 7 jump detour to reach the system because it is 1 ly further away than the ship can jump fully laden, is it worth 30 jumps in on direction?
 
If that's where we go, then the people who are scared of this thing can't even define the thing they're scared of, which renders the complaints kinda moot. I think they're instead complaining about tacked-on design in general (stuff that seems arbitrary), which is more of a real issue. See also CQC, holo-me, the entire USS mechanic.

I'd put interdiction as the single best example of a minigame that E: D has to offer. It:

1. Is a discrete event that is triggered under very specific conditions (someone uses an interdiction module)
2. Has a clearly defined win/lose condition (you evade or you do not)
3. Has clearly defined winners and losers (the person who pulls you out of cruise succeeds or not)
4. Has a score to track (the pips during the time you're participating)
5. Tests the skill of the participants (obvious)

Scooping and planetary scans are a bit more fuzzy. Scooping has 1, 4, maaaaaybe 5, planetary scan only has 1. If we add neutron jumping, that has 1, 2, and 3, and 5, but not 4.

Gonna agree that CQC didn't get the attention it deserved - I still haven't managed to play one round.
I can't even begin to fathom fuel scooping being considered as a mini-game...going to the gas station and filling the tank with Premium isn't much of a game to me.

When I hear "mini-game" I think "game within a game" like Dabo in Star Trek Online, not game mechanics that directly affect one's immediate circumstances.
 
I’m no Elite D stats fanatic but,
You realize the biggest change in jump range, the neutron highway was a mistake, an error that many decried.
That destroyed the status quo, and there were some Grandfathers who saw folly in wild change, still they Harumph! when these Star mapping zealots post their highway on the internets with the google, the google no less.

#resist the Grandfathers

The huge jump range of the ‘conda Is also an error in ship mass. Sure make up some crazy metal that the Imps don’t have, it’s an error and breaks the fictional physics, or so forum members claim.
Chance favours the prepared mind or somemat.
This Fortuitous move should have been capitalized on.
Not that a Type. 7 is some elegant star ship, bloody tram car, boxy container bin.

But the grandfathers have won, no specialized long range trader, nope.
Little itty bitty explorer with not so much slots, I mean who would spend a year in an Asp, there’s no kitchen, no toilet, you can barely get a workout in.
Compare that to a little Keelback, with 2 SRV, a Reconnaissance ‘fighter’ and an extra slot, this could work.
C’est la vie

The neutron star FSD burst error still fit within the basic concept of allowing a boost from neutron stars. And the change made sense when talked over with the devs. Having the T7 suddenly double its jump range by going up only one FSD class, despite adding the weight of a thruster one class bigger, a power plant two classes bigger, and a distributor a whopping 3 classes bigger (plus extra hull mass on top of it) didn't make any real kind of sense, so this being fixed was understandable.
 
Perhaps we are missing the root of the issue. There simply are not enough options for long range exploration ships. Sure we have over 10 options for medium combat vessels, but we have 1 small, 1 medium, and 1 large exploration ship capable of long range jumping. How about a few more options? IMO that is what the OP was about.
 
Perhaps we are missing the root of the issue. There simply are not enough options for long range exploration ships. Sure we have over 10 options for medium combat vessels, but we have 1 small, 1 medium, and 1 large exploration ship capable of long range jumping. How about a few more options? IMO that is what the OP was about.

This? I could see, and support enthusiastically. But they did say there were a new range of ships coming out in Beyond, so we may see something along those lines.
 
This? I could see, and support enthusiastically. But they did say there were a new range of ships coming out in Beyond, so we may see something along those lines.

Yes that's true. And I am hopeful but not optimistic. So far we have type-10 defender (combat ship) / chieftan (combat ship) / krait (not confirmed but appears to be a combat ship)....
 
Last edited:
Perhaps we are missing the root of the issue. There simply are not enough options for long range exploration ships. Sure we have over 10 options for medium combat vessels, but we have 1 small, 1 medium, and 1 large exploration ship capable of long range jumping. How about a few more options? IMO that is what the OP was about.

No one ever accept the Whales into the Explorer debate. They have good stats for an Explorer ship, and they were built for the Exploration school of Ranking. Those three ships add one more ship into the dedicated explorer ships to each size. And, each of them has enough mods slots to keep even the most tortured of the poor explorers happy.

Poor explorers indeed.
 
No one ever accept the Whales into the Explorer debate. They have good stats for an Explorer ship, and they were built for the Exploration school of Ranking. Those three ships add one more ship into the dedicated explorer ships to each size. And, each of them has enough mods slots to keep even the most tortured of the poor explorers happy.

Poor explorers indeed.

Hardly. Firstly they are passenger ships not exploration ships. They have about 10ly less jump range than the primary exploration ships.
 
With the new trading tools, a T-6 can just A-B trade 500k Cr per run to its heart's content, without missing a beat.

A CMDR could just sit there and do it all night and make tons of cash.

(edit... a bit out of context for the Pleiades discussion though. Admitted.)

At delivering tiny amounts of cargo. It gets a bit tedious when larger quantities of commodities are required.

Think it was in reference to Pleiades deliveries
Ah see your edit now
 
Why is everything so zero sum here; if I get a nice exploration dedicated ship to work towards it’s nothing to you if this is a sandbox game, not a competitive stamp collecting scavenger hunt.
Poor her, cry baby him, whiner, pathetic, that’s the name calling today.
The only moderation I’ve seen is when I mentioned CIG’s VLog.
Civility, why not, you really are not in competition, if this is a sandbox. Is it?
PvP aside we can support each other
Anyways kids.

‘Sure we have over 10 options for medium combat vessels, but we have 1 small, 1 medium, and 1 large exploration ship capable of long range jumping’


Is the long range exploration ship the
Stripped down military escort, the Anaconda?
Or the cabin less Cruise Ship the Beluga.
Or the Cutter, haven’t broken through the IMP Rank wall.
We do need to start the year with some options.
 
Last edited:
Back
Top Bottom