No. The idea isn't to make it so convenient that it becomes the default behavior, the idea is that it adds an extra option, another layer of gameplay. As well as extra immersion, since the idea of SOS calls not existing, and self-destruction being the default response to running out of gas is unfathomably stupid.
The risks involved would include nobody responding, someone passing by and being unwilling to help, much more expensive fuel than if purchased at a station, and possibly a pirate responding to a sitting duck. Hardly a risk-free endeavor. Besides, right now the default for anyone with a scoop is "Jump, sit for 30 seconds. Jump, sit for 30 seconds. Jump, sit for 30 seconds". How is that inherently different than "Jump, jump, jump, SOS"?
To me, being able to send and respond to distress calls would be far more compelling gameplay than everyone who runs out of fuel just self-destructing.
Besides, right now the default for anyone with a scoop is "Jump, sit for 30 seconds. Jump, sit for 30 seconds. Jump, sit for 30 seconds". How is that inherently different than "Jump, jump, jump, SOS"?
It's kinda funny to read through the comments about getting drained is stupid. Yes, it's very bad planning to run out of fuel, but it can happen(well for traders there's almost a station in every system you visit, but for exploring, bad planning can lead you into a cluster of red dwarfes and such). If you would run out of fuel in your car someone could stop by and help you. It's a logical feature, not to be used very often, but its there because it makes sense.
You don't have an interactive game where there's a rock blocking your path on a road and say "well, cant pick that up, must go around it because it's stupid to move it clearing the road".
I am currently 3,000ly from Sol heading towards the core. I know if I run out of fuel it is my fault, no one else's. I also think having a button where some NPC will magically appear 3,000ly out, when it has taken me 15hrs of gameplay to get there, to top my tank up, is dumb and immersion breaking.
Anyway we are covering old ground because this subject has been raised several times.
Actually you do have immovable objects in games to put a confinement on the play area.
I don't understand the posts about not planning ahead.
Planning ahead:
A transporter wants an armed escort but is going further than the fighters drives will take it. There are none/not enough stars that can be skimmed en route. The transporter gets a fuel line fitted.
Running out of fuel, should have planned ahead/fitted a fuel scoop:
What if your fuel scoop gets blasted?
It could be fun travelling to someone's rescue.
No. The idea isn't to make it so convenient that it becomes the default behavior, the idea is that it adds an extra option, another layer of gameplay. As well as extra immersion, since the idea of SOS calls not existing, and self-destruction being the default response to running out of gas is unfathomably stupid.
The risks involved would include nobody responding, someone passing by and being unwilling to help, much more expensive fuel than if purchased at a station, and possibly a pirate responding to a sitting duck. Hardly a risk-free endeavor. Besides, right now the default for anyone with a scoop is "Jump, sit for 30 seconds. Jump, sit for 30 seconds. Jump, sit for 30 seconds". How is that inherently different than "Jump, jump, jump, SOS"?
To me, being able to send and respond to distress calls would be far more compelling gameplay than everyone who runs out of fuel just self-destructing.
Plenty of people run out of gas while driving. Yeah, it's dumb. Know what would be even dumber? Setting their car on fire instead of calling AAA.You said the words exactly: "running out of gas is unfathomably stupid."
Okay. Let's say FDev does implement this. How long do you have to wait? What is the maximum range of the distress beacon? And what is wrong with simply learning not to run out of fuel (do you run out of fuel when driving your car?).
I don't get your point. If distress calls/refueling were implemented, that would also be a game mechanic. And in my opinion, a FAR more interesting and immersive one. Like I said earlier, it would be far less convenient than refueling at a station, far more expensive and risky than using a scoop. Let's say it costs 1000cr of fuel to get from Point A to Point B. The player absentmindedly forgets to refuel before heading out and gets stranded. He sends a distress call...maybe nobody shows up, maybe a pirate shows up and steals all his cargo, maybe someone shows up to help but charges 15,000cr for the fuel. Do you honestly think anyone is going to do that on purpose instead of refueling at stations? And isn't that much more interesting gameplay than just saying, "Well, I'm out of gas. Better blow myself up and get magically transported to a station despite being 3000ly out"?You get planes that can take off, fly around and land on a air craft carrier autonomously. We don't have that level of automation in game because it is a game mechanic, like planning ahead for refueling.
Note you never attempted to answer my original questions.Plenty of people run out of gas while driving. Yeah, it's dumb. Know what would be even dumber? Setting their car on fire instead of calling AAA.
I don't get your point. If distress calls/refueling were implemented, that would also be a game mechanic. And in my opinion, a FAR more interesting and immersive one. Like I said earlier, it would be far less convenient than refueling at a station, far more expensive and risky than using a scoop. Let's say it costs 1000cr of fuel to get from Point A to Point B. The player absentmindedly forgets to refuel before heading out and gets stranded. He sends a distress call...maybe nobody shows up, maybe a pirate shows up and steals all his cargo, maybe someone shows up to help but charges 15,000cr for the fuel. Do you honestly think anyone is going to do that on purpose instead of refueling at stations? And isn't that much more interesting gameplay than just saying, "Well, I'm out of gas. Better blow myself up and get magically transported to a station despite being 3000ly out"?
It could potentially even add another play style to the game: perhaps NPCs as well as players could activate distress beacons. Players could outfit their ships with a "refueling tank", and maybe "long-range SOS scanners" or something, and fly around listening for distress calls and charging for their services. Or maybe finding a waiting trap at the end of that distress call!
The player absentmindedly forgets to refuel before heading out and gets stranded.
I like how it sounds that it's more logical to put a bullet to your head than calling a number to get gas. Wow, we have come far in the year of 3301.
Parts of it are like the wild west, sure. And other parts of it are like downtown NYC. The system might well be useless to someone out in the middle of nowhere, but would still be plenty useful to someone in the middle of civilized space.Note you never attempted to answer my original questions.
You also seem to think about the view as equating the current world to that of the Elite galaxy. I feel it would be better to view the ED universe as similar to exploring the wild west. There is civilisation out there, but it is a long way away and you have to be self reliant.
I honestly don't know precisely the best way it should be implemented, I'm just arguing in general that it would be a better system than the current one. How long you'd have to wait would depend on whether or not anyone is close enough to respond, and whether they decide to do so. If nobody does, you self-destruct just like now. I don't think it should be able to save someone who's thousands of light years away from civilization, unless they've brought along a buddy. But someone out there is going to need a fuel scoop to even get there in the first place, so the point is moot anyway. I feel like you're using a bit of a strawman here...you keep arguing against the idea based on players stranded thousands of light years out, when I haven't seen anyone here suggest that at all. This is something that would benefit players stranded close to or inside civilized space, or players flying with a wing.The point is that you keep bringing up the real world as a why it should be in the game. I bring up other examples in the real world that would destroy the game if we add them to the game.
Which brings me back to my original questions: How long do you have to wait? What is the maximum range of the distress beacon?
Lets say you can hear someone from 3k ly (which violates other tenants of game, as why can't you send combat bonds remotely or find out prices of items from distance?). One guy managed 18k ly in 22 hours on twitch of solid jumping and refuelling from the core to Sol. So even if you were as hard-core as him you would be there in 3 1/2 hours. People have lives and maybe they will log off to go to bed, which means he won't be there once you arrive.
You are assuming that you can make a phone call over a number of light years. The ability to do so would break several other game mechanics.
Like I said, think in terms of wild west rather than Birmingham (or wherever you live).
Well ofc this should be kept in mind. But you can message your friends faster than light.