Nah, 5 billions to install module and 10 mils to put beacon in space + 10 mils / week while you own moduleIt's 5 billion per use
Nah, 5 billions to install module and 10 mils to put beacon in space + 10 mils / week while you own moduleIt's 5 billion per use
I would get tired of NMS pretty quickly because of it's cartoony and toyish character so here I am on ED.
I'm fine with cartoony and play it day-two per year, when I want to build something ... but not moving planets is a reason to stop till next yearYep, im there too...
The NMS cartoony worlds/characters are simply a no-go for me (and i'm the type that enjoys cartoons/anime)
Agreed. Which is why I'm at 1,200hrs in NMS and still playing.NMS may be cartoony compared to ED but it's got a lot more game play going for it!
I'm not really sure what point you're making, with 1200hrs in NMS and Triple Elite in ED. You like them both for different reasons?Agreed. Which is why I'm at 1,200hrs in NMS and still playing.
basically he's proposing what amounts to a 'Cynosural Field Generator.' Now that would make for some interesting PvP. "Hot-drop o' Clock anyone?"I was about to mock this idea, then I realised some kind of personal Nav buoy isn't a terrible idea. If only you can use them, you'd be the one setting them up, so it wouldn't take away gameplay, since to get the benefit, you'd need to do the work.
Except that since the FSD is based on Thargoid drives, and Thargoid drives have the ability to pin point accurately drop out of witch-space where ever they want (to the point where Thargoids don't use or seem to need, super cruise drives.) AND navigate freely in witch-space. The video seems to contradict you're own claim that FSDs can't be tuned this way. That seems more a failure of the human made navigation systems rather than the drive's physical limitations.Except there are literally lore reasons that explain exactly why they can do that.
There are multiple types of FSD engines for jumping between systems. the version that are in capital ships are able to make precise and extremely long jumps. But the cost of this, is extreme size and fuel in order to make that jump.
The version of the FSD that is in the pilotable ships are a newer version of FSD that while smaller, retain a sizable jump range, at the cost of jump accuracy, while also allowing for hydrogen to be used as a fuel source rather then other materials.
Thats and established lore thing.
Source: https://www.youtube.com/watch?v=JyKdBTi7B1U
a video by one of the guys that writes for the universe.
No, just no...Ok so i had this idea,
People have been asking for in system jumps for ages and i understand why this is not desireable as game play goes.. BUT..
What if ypu could have a module in your ship that could carry a personal nav beacon you could mabe carry one or two depending on module size. You go some where and drop the beacon and it would be hyperjump-able to. So you have to have gone there in the first place and you have to sacrifice a module slot amd you have a limmited amout. But it would perhaps make trade and mining runs, even haz res runs a bit less punishing in systems where there is a lot of distance to cover.
Only you can target the beacon and they dissapear after death or if you remove the module or deploy more than your alowed.
What do people think? What kind of problems could arise in terms of abuse and exploit.
EDDIT: i meant that you can hyperspace jump to them once you are in the system. Not from other systems. And yor arival is much like a star arival. You cant apear in an instance, such as an asteroid field, you apear ''in orbit'' near the beacons location much like if you die in an srv.
Care to explain why? Or just triggered by the idea like every one else?No, just no...
This is false logic. It's not problem of people making their business more successful and streamlined. It's problem of price management and market. Balance this by increasing/decreasing prices according on material inflow. etc.There are crazy people who do "mining maps" out of screenshots to do 500mil/hr. If you add such a beacons they will pass 2 bils/hr I guessSo nope. Such a thing will dis balance on ALL money making methods.
Care to explain why? Or just triggered by the idea like every one else?
Did you properly read the OP? There are restrictions.. my spelling and grammer isnt the best so i get it might be a hard read, but you would have to go there, and place the beacon, and only you can use it. And you only get to place one so you could not jump to a B star straight away, you would have to travel there and place it. Then you can only jump to that beacon in that system once you arrive, and placing the beacon some where else removes the first beacon. I feel it realy is very limited in its scope.unrestricted and easy in-system jumps means that all the multi-star big systems will be reduced to single star systems.
it will remove the dimension aspect of every multi-star system.
at least carriers - the only asset that can provide micro jumps have certain drawbacks (they cost money, they have upkeep, their jumps are on a timer, each jump costs fuel which is rather expensive or requires mining and not at last, they cannot jump absolutely everywhere)
Did you properly read the OP? There are restrictions.. my spelling and grammer isnt the best so i get it might be a hard read, but you would have to go there, and place the beacon, and only you can use it. And you only get to place one so you could not jump to a B star straight away, you would have to travel there and place it. Then you can only jump to that beacon in that system once you arrive, and placing the beacon some where else removes the first beacon. I feel it realy is very limited in its scope.
Its realy just for short cutting one long journey you may use frequently or particularly disslike having to do often.
Well it costs a module slot.. say a size 4? And it is totaly for the reason you state to make a big journey short. In one location you set up.it's not really limited in scope for you, while it limits the ability of your enemies/competition/whatever to micro-jump and get you, at least for a while.
And it does not cost anything nor it has any drawback bar the initial trip.
If, anything - it's just another approach to cut make big things really small.
I was thinking that NMS has fast, convenient supercruise and still manages to provide lots of gameplay. I still play ED because of the realistic cosmic models and combat mechanics. Both of which are non-existent in NMS.I'm not really sure what point you're making, with 1200hrs in NMS and Triple Elite in ED. You like them both for different reasons?
Ok so i had this idea,
People have been asking for in system jumps for ages and i understand why this is not desireable as game play goes.. BUT..
What if ypu could have a module in your ship that could carry a personal nav beacon you could mabe carry one or two depending on module size. You go some where and drop the beacon and it would be hyperjump-able to. So you have to have gone there in the first place and you have to sacrifice a module slot amd you have a limmited amout. But it would perhaps make trade and mining runs, even haz res runs a bit less punishing in systems where there is a lot of distance to cover.
Only you can target the beacon and they dissapear after death or if you remove the module or deploy more than your alowed.
What do people think? What kind of problems could arise in terms of abuse and exploit.
EDDIT: i meant that you can hyperspace jump to them once you are in the system. Not from other systems. And yor arival is much like a star arival. You cant apear in an instance, such as an asteroid field, you apear ''in orbit'' near the beacons location much like if you die in an srv.
Like the eleventeen hullion other threads about in system jumps, this suggestion would turn the game from a space ship flight game into a game of "spam J button". Even though the proposal you listed involves the players having to run to a location then place a beacon at it before they can jump to it, you'd completely wreck the game. At the extremities of the distance from jump is hutton orbital, I'm pretty sure players would switch on to the idea of placing player-beacons at hutton orbital and instantly travelling the .22 LY to the station. You'd also unwittingly create credit farms, where missions to destinations hundreds of thousands of light seconds from the station, paying vastly more money because of of the distances involved, could be insta-glibbed by spamming J button.Care to explain why? Or just triggered by the idea like every one else?
If this feature existed - no one would force you to to use it.
It's honestly kind of creepy how many people are overly concerned with how others want/choose to play a game.
Like I think it would be nuts to not use SCA - but other people apparently enjoy playing without it. My reaction? Good for them - whatever they enjoy.
Ok.. so.. triggered then.. got it lolLike the eleventeen hullion other threads about in system jumps, this suggestion would turn the game from a space ship flight game into a game of "spam J button". Even though the proposal you listed involves the players having to run to a location then place a beacon at it before they can jump to it, you'd completely wreck the game. At the extremities of the distance from jump is hutton orbital, I'm pretty sure players would switch on to the idea of placing player-beacons at hutton orbital and instantly travelling the .22 LY to the station. You'd also unwittingly create credit farms, where missions to destinations hundreds of thousands of light seconds from the station, paying vastly more money because of of the distances involved, could be insta-glibbed by spamming J button.
Then there's the incompatability with the lore, FSD works not off nav beacons, but off the gravitational pull of the stars, thats why you usually drop in a few LS from the nav beacon, not in its pocket instance. Then there are the issues covered a gazillion times before....
Now since you've made me elaborate on this, I'm increasing my hostility to it from a straight ""No, just no..." to an "Absolutely no fracking way!!!"