Especially considering how many other threads there are that complain about not wanting "tacked-on mini-games."
We should be happy that nobody needs a long range trader or working space stations in the Pleiades. Because long jump-range is apparently only something exploration ships might need.![]()
"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 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.
The T6 does a good job.
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.
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 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.
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.
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
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.
Blasphemy!② Jump ranges are IMAO too high across the board anyway
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.
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.