In system jumps.

Not exactly.

The changes being proposed, if made optional, would not impact the current play style of those who don't want to use it. They can carry on exactly as they do now with no absolutely no change to their existing play style.

Are you really trying to tell me that's not just another way of saying "If you don't like it, don't do it"?

Pull the other one. It's got bells on.
 
The long distances can work in your favour. It gives you the time to go and do some of the house chores like putting the bins out before your partner gets angry at you.
I made 200 mil in one day by doing hutton orbital missions and fitted the floor in the kitchen while doing it (Everyone is happy).

293i94.jpg
 
Are you really trying to tell me that's not just another way of saying "If you don't like it, don't do it"?

Pull the other one. It's got bells on.

Given the choice of:

  1. Being able to do something and choosing not to do it, OR
  2. Wanting to do something and being unable to do so.

Most people (including me) would choose (1).

Right now, we have (2) because not everyone has as much free time available to play the game as you. We are asking for (1).
 
Given the choice of:

  1. Being able to do something and choosing not to do it, OR
  2. Wanting to do something and being unable to do so.

Most people (including me) would choose (1).

Right now, we have (2) because not everyone has as much free time available to play the game as you. We are asking for (1).

This tragically hollow argument keeps coming around over and over again.
You can make it about pretty much anything.

Dock to dock jumps.
1 Shot PvE kill-hammer.
1000x FSD Booster.
25k Ton Cargo Hold.
And so on

Just because the choice would be there not to use such items, doesn't make them good ideas.
 
This tragically hollow argument keeps coming around over and over again.
You can make it about pretty much anything.

Dock to dock jumps.
1 Shot PvE kill-hammer.
1000x FSD Booster.
25k Ton Cargo Hold.
And so on

Just because the choice would be there not to use such items, doesn't make them good ideas.

Hyperbole is rarely a good way to argue your case. And I doubt this discussion would have resulted in 365 responses if it was such a terribly bad idea.

Perhaps it's not as clear cut as you think?
 
So that I'm not just saying no there are two things I'd do to SC.

Implement the Interplanetary Travel Network.
https://en.wikipedia.org/wiki/Interplanetary_Transport_Network
If you follow the correct paths, your SC acceleration is higher.

Change USSs to a find mechanic instead of a scan one.
The ship tells you the type immediately but you need to locate it.
Maybe using a directional or signal strength indicator.
The USS only appears when you are close enough.
 
What about my point that you seem to ignore on my last post.

Players who have smaller ships would complain and also traders? While larger ships have the advantage.
 
Hyperbole is rarely a good way to argue your case. And I doubt this discussion would have resulted in 365 responses if it was such a terribly bad idea.

Perhaps it's not as clear cut as you think?

It is clear cut - some systems are big, some are small. It's a basic outcome of the Stellar Forge and a key feature that differentiates one system from another.

It provides game choices:
- Am I sure that planet 500kls away is an ELW?
- Do I really need to up my reputation with that faction when their station is 50k ls out?

Any in-system jump mechanism completely obliterates that by removing the distance factor from your decision making process.
 
And what will you tell the people who complain about the minute in cooldown?

I know many of these suggestions are meant in good faith, but all of them exemplify in one way or another the very core of complaints. People wanting to change optional things because they don't like them, while completely overlooking the beauty of the design, which is if you don't like it, there is no compelling reason to do it. There is no inherent advantage to doing the Hutton run, no is there are drawback for not doing so. This, I think is the root of the issues with engineers actually. They got away from that design idea. Engineers actually gave significant tangible benefits, rather than being an additional option. And just look at the complaints about the Guardian Modules. People got used to engineers as then got bent when the guardian modules offered more of a side grade, optional thing, with no compelling reason for or against. And all that gets back to the root of why some people have such a difficult time with Elite in general. There is no narrative, no direction, no progression. Too many choices and options for some people to cope with.

What would I tell the people who complain about the minute in cool down? Simple. "Then don't use in-system jumps. You aren't required to. Go ahead and spend the extra time in supercruise. But you will be in supercruise longer than it would take doing micro jumps." And I think these micro-jumps should only be accessible from supercruise.
 
It is clear cut - some systems are big, some are small. It's a basic outcome of the Stellar Forge and a key feature that differentiates one system from another.

It provides game choices:
- Am I sure that planet 500kls away is an ELW?
- Do I really need to up my reputation with that faction when their station is 50k ls out?

Any in-system jump mechanism completely obliterates that by removing the distance factor from your decision making process.
I agree with you. But the silver spoon club tend to ignore this. They want an I win feature. When you point out issue with their ideas. They ignore them. They want people people to believe idea is not going to change anyone game play.
 
What would I tell the people who complain about the minute in cool down? Simple. "Then don't use in-system jumps. You aren't required to. Go ahead and spend the extra time in supercruise. But you will be in supercruise longer than it would take doing micro jumps." And I think these micro-jumps should only be accessible from supercruise.

What do you say to people who are in smaller ship that have to sacrifice module space for this feature. So they can still do combat.
 
It is clear cut - some systems are big, some are small. It's a basic outcome of the Stellar Forge and a key feature that differentiates one system from another.

It provides game choices:
- Am I sure that planet 500kls away is an ELW?
- Do I really need to up my reputation with that faction when their station is 50k ls out?

Any in-system jump mechanism completely obliterates that by removing the distance factor from your decision making process.

...by sacrificing an optional internal module slot to do so, and risking damage to your drive. Do you play it safe? Or do you take the risk?

What about my point that you seem to ignore on my last post.

Players who have smaller ships would complain and also traders? While larger ships have the advantage.

That's the whole point of making it an optional module - you can decide whether it's worth fitting it to your ship.

Smaller ships already have to carefully choose modules due to the lack of internal slots. You choose what's necessary. This optional module wouldn't change that, nor would it prevent you from playing the game *exactly* how you do right now.

Traders face the same dilemma - sacrifice cargo space for extra speed? Or play it exactly like you do now and maximize cargo capacity for ROI.
 
I'm still waiting for someone to explain how Exploration gameplay doesn't completely change by implementing these microjumps. Microjumps completely undermine the only permanent glory (and one of the largest draws for explorers) this game has to offer: First Discovery Tags.

As I stated previously, the large distance is an intentional obstacle, not bad design. It's there (in terms of exploration gameplay) to force players to weigh the time it will take to travel that large distance in order to get "First Discovery" and the credit bonus when turning in the data. It causes impatient players (I'm looking at you microjump supporters) to skip that ELW/WW/Ammonia World that is 350k LS out, leaving those FD Nametags and Bonus Credits to someone else who does choose to spend the time to fly there.

Add the "win" button, and there is no more obstacle. Implemented micro jumps, even limited to just stars (like that is any kind of significant compromise), means you guys are going to microjump every system within 5k LY of the bubble to gold-rush the First Discovery credits in your obsession with maximizing your bankrolls.

An explorer doesn't get to choose not to use the microjump if available, because their rewards will have already been claimed by the impatient players.

Explain to me how, with implemented microjumps, you can protect the First Discovery titles and bonuses for Explorer-type players who like the existing system exactly how it is.
 
If I may...?

A fuel injector unit that, when activated, starts a mini game similar to the interdiction mini-game:

  • The more you keep your ship centred on target, the faster you go, and the less damage that is incurred by your ship's FSD drive.
  • If you go off-target, you slow down, and take more drive damage. If you go too far off-target you'd be kicked out of SuperCruise, just like losing the interdiction mini-game. Your drive would need to cool down, and your hull and FSD will have taken some damage.
  • The mini-game could last up to a maximum length of time to represent your finite supply of injector fuel, thereby ensuring a maximum possible distance coverage (perhaps 200,000 Ls?).
  • The injector module would carry a fixed supply of injections, and weighs your ship down (sacrificing overall jump range for SuperCruise speed). Larger injector modules carry more injections, but also weigh more.
  • Injector fuel can be re-stocked at StarPorts (very expensive), or with a combination of high-grade materials (time consuming).
  • Injection can only be instigated by targeting a body with sufficient mass/radiation (i.e. a star).

Thoughts?

Cool idea using the Interdiction mini game as the basis

Perhaps add an option slot to the FSD for plugs ins (sub slots like the SRV bay has)
The Plug ins can be unlocked at Human Tech Brokers
As you suggest they have mass and power usage as a trade off, and could be charged via synthesis
FSD fuel injector could be one plug in
Another one could be one that boost SC maneuverability
But all FSDs only have one plug in slot
 
Ohh, yet another topic about questioning DDF decisions.
How dare you question something which was not tested by anyone involved at the moment of decision making? There is no way some miscalculations to those designs might become apparent with actual time test.

No matter how good reasoning people can provide is, middle age crisis would not allow certain people to shed their ugly painted armor.

DDF was the worst decision done about ED. Pure democracies never work.
 
I'm still waiting for someone to explain how Exploration gameplay doesn't completely change by implementing these microjumps. Microjumps completely undermine the only permanent glory (and one of the largest draws for explorers) this game has to offer: First Discovery Tags.

There's more to exploration than *just* First Discovery. It's also photography, videography, prospecting, POI's, material gathering, etc...

If you're saying you only care about first discoveries, and you want to protect your long distance first discoveries because you have more time than other people, then it sounds like you want an 'easy mode'.
 
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