Understanding comes when assasination mission USS spawns around planet in 323124321 ls from drop point.
And, when that happens, what's stopping you from abandoning the mission and going to pick up another one?
Understanding comes when assasination mission USS spawns around planet in 323124321 ls from drop point.
And, when that happens, what's stopping you from abandoning the mission and going to pick up another one?
Bushido?
I see.
So, when an explorer rocks up in a system which has a body a long way away, the game needs to be changed so he can get there quicker.
Conversely, when an explorer shows up in a system where everything's already been discovered he can just go elsewhere.
So, why can't Mr Impatient just go elsewhere and explore part of the unexplored 99% in search of systems that are small enough not to provoke boredom?
Same selfish mentality at work.
Change the game to suit impatient people and anybody who loses out as a result can just suck it up.
I haven't been repeating that long trips aren't common.
I've been repeating that unexpected long trips aren't common.
If people choose to take on long trips then the reward is likely to be greater and, as ever, a person using micro-jumps will be able to earn much, much more per hour.
You're not thinking that through.
With fast travel possible, who needs to head toward a station directly?
It'd be possible to jump in pretty-much any direction, far enough to avoid potential attackers and then jump back to the station.
Mode isn't relevant.
All that matters is that a person using micro-jumps can achieve more than a person who isn't.
You can get an ointment for that.
1)Mr. Impatient explorer being able to scan a given system does not affect you, the patient explorer, because there is no risk of running out of stuff to explore. That's what you were discussing and what I was countering, remember? How other people being able to microjump would affect you, the patient player who doesn't want to?
2) Oh, ok. So it IS common for gameplay to require long supercruise trips, then. I see. If that's the case, then telling people to just avoid long trips if they don't have a lot of time or patience is not a great approach, as that, since it's not uncommon, means they're lock out of a lot of gameplay options. Doesn't sound very fair to them, and insisting they stay locked out is a fairly selfish attitude.
3) Being able to micro jump in any direction is entirely dependant on the implementation. FDev could easily make it so you can only microjump to stars, or make it so you can only microjump to celestial bodies, but the cooldown or fuel cost makes it time-inefficient or impractical to make several indirect jumps.
4) I was pointing out that preserving CG ranking balance is a bad argument, as that balance doesn't exist in the first place, nor has FDev made any indication that care to establish it.
You keep claiming I have a selfish mentality at work because I want the game changed to better accommodate people who are either less patient, or simply have less time available to devote to gaming sessions. Have you considered that it's equally "selfish" to vehemently insist that the game NOT be changed, for the sake of not stepping on the toes of people that enjoy long supercruise trips? There are plenty of people on both sides.
Understanding comes when assasination mission USS spawns around planet in 323124321 ls from drop point.
BTW, I had suggested b4 that all future QoL improvements should be unlockable with rank. This way everyone will have opinion whether he likes something or not, and gains the ability to turn it off right where repetitveness gets boring.
Have you considered that it's equally "selfish" to vehemently insist that the game NOT be changed, for the sake of not stepping on the toes of people that enjoy long supercruise trips? There are plenty of people on both sides.
This is a bit of a logical fallacy. The game is what it is at this point. Your argument that it's selfish to ask for the game to not be changed is not valid, as a change is not imminent nor obligated to be made.
The discussion, though framed in the OP to be specifically about getting First Discovery Tags at far off companion stars, has grown to theorize how these proposed changes would affect the game on the whole. Explorers, content with the system as designed, are explaining how these proposals would fundamentally change how we have learned to play the game which has been given. We are well within the standard of civil discussion to say that no changes are needed. Advocating for the status quo is not inherently selfish. It could be construed as such if there were some imbalance to exploit the status quo provides, but I don't think anyone believes long supercruise journeys are exploitable.
Okay, so your fundamental "solution" is that micro-jumps should be risky?
Let's take a look at that.
Let's say I'm doing long-haul cargo missions in my T9 for Cr10m a pop.
I can stack 3 missions at the same time, before my hold is full, and they take an hour to complete.
That gives me Cr30m per hour.
Now let's say you're doing the same thing using micro-jumps.
Depending on how it works, you would, presumably, be taking a considerably shorter time to complete the missions.
You'd be completing them in, say, 15 minutes instead of 1 hour.
That's going to give you Cr120m per hour.
The most likely thing to happen is that FDev will nerf those missions to account for the ease with which they can be completed.
That means I'm going to end up earning a quarter of what I currently am.
Your use of micro-jumps affects me.
But I digress.
My T9 cost me Cr170m and has a rebuy of roughly Cr8.5m
If you're capable of, ideally, making Cr120m per hour compared to the Cr30m per hour that I make and the only thing "balancing" our relative earning potential is the risk of using micro-jumps then it needs to be risky enough to reduce your income by Cr90m
If the rebuy on a T9 is Cr8.5m, it'd need to be destroyed TEN TIMES PER HOUR to offset the advantage using micro-jumps grants you.
*EDIT*
It might be worth pointing out, too, that if using micro-jumps is risky enough to balance against somebody who's not using them, you're not going to complete many missions per hour which would seem to undermine the whole "It'd be good for people who don't have a lot of time" argument completely.
[snipped for brevity]
If two people are exploring the same system then the one using micro-jumps is, indisputably, going to have an advantage.
If you're going to counter that by suggesting that I go elsewhere I think it's perfectly reasonable to point out that YOU could do exactly the same thing, in search of a system that doesn't bore you with travel.
I wouldn't say it's especially common.
Feel free to fire up the game, take a look at a mission board and tell me what percentage of the missions available involve SC journeys of >100kls if you want to.
And then, while you're there, see how many long-haul missions there are for which there aren't alternatives which don't involve long-haul journeys.
Possibly so.
Regardless, when a person is able to jump like that, it's going to dramatically shorten the opportunities another player has to intercept.
It doesn't exist between modes.
The ability to enact micro-jumps would only ever create greater disparity within modes.
Not really, no.
Give me an example of something that is flat-out impossible unless a person has, say, 2 hours to spare - and there's no alternative available - and I'll be happy to agree with you.
I'm not really pitching this from a 'don't have a lot of time' perspective. Not precisely anyway, although it's in the mix. My primary objective is fun, for those that find it in more active places. That's a primary aim. To make a fun mechanic, that also happens to be fair to broader playstyles etc.
Well, good on ya for showing some willingness to listen. [up]
Personally (and I'm happy to admit this), I'm the eternal cynic.
Whenever somebody proposes anything for a game like ED, my first thought is always "how can this be abused?"
Honestly, as I originally said, I'd be quite happy with some kind of a system that allowed you to "subscribe" to a stations personal nav-beacon and jump directly to it (possibly after working to gain allied status).
You'd pay a substantial fee for this; either, perhaps, 10% of your mission rewards or, say, Cr50m per week.
1) imagine a beach with endless sand. I'm given a shovel, and you're given a trowel. I'll be able to collect sand faster than you can, but there's no risk of either of us running out of sand to scoop. Furthermore, it's highly unlikely that we'll both happen to try to scoop the exact same sand at the same time, or even see each other. Someone exploring faster than you does not affect you.
2) It's either common, or uncommon. Since your stance seems to flip at a moment's notice to suit your argument, I'll just let this be. Since counter points have been raised to both of your conflicting stances, I suppose it doesn't matter.
3) Again, 100% dependant on implementation. Microjumps could just as easily make it easier to intercept someone that's in another part of the system as you.
4) All modes share the same ranks in CGs. There's no "top 10 in open" and "top 10 in solo." My point was as such, microjumps (assuming they'd even be relevant in the system chosen for a given CG) would not impact CG ranking balance any more than it's already affected by modes. No balance exists now, this there's nothing to preserve.
5) The number of times I've had assassination missions or planetary scan missions spring a several hundred ls away target on me isquite high. You have no way of knowing what body the target will be at until you've taken the mission, and scanned the nav beacon in the destination system. These are not impossible to do in a hour session, but the travel time cuts into it considerably. If I only have 2 hours to play, I don't want to be spending a lot of it just waiting while my ship flies itself in a straight line.
To this end, I think your Inter-Sun idea is most closely aligned with current playstyles. Some tweaks needed, but closely aligned.
I was thinking of a similar system, but didn't want to theorycraft it all out. It is essentially a mash-up of Freelancer's trade lanes & E: D's interdiction minigame. Natural, cosmic "Filaments" routing through the systems (like in MadDogs wiki link) could be entered, and as long as the pilot maintained position within the filament, they would be able to exceed the supercruise speed limits. Gravitational fields would interact with the filaments, causing dynamic routing so the routes were never completely static. Falling out of alignment with the filament before returning to safe speeds would lead to dropping from supercruise, ship damage, and FSD cooldown (like Emergency Drops). Higher speeds further restrict maneuverability, increasing difficulty in staying aligned with an undulated, twisted filament. Optional system with risk, opens opportunities for interdictors to gain advantages when pilots "spin out," dynamically changes so routes wouldn't be memorized, utilizes existing coding for minimal development challenges, & doesn't offer much in the way of exploit-ability as far as I can tell.
...Trouble is that I know it'd end up having the living poop exploited out of it somehow and that's why I'm forced to give it the thumbs-down. [sad]
No worries! I'm serious about trying to find a system that essentially works for all (even if the dev effort in this case is pointed towards facilitating my preferred gamestyle). I need input from guys with other perspectives for that! That was exactly the kinda dialogue, crit & theorycrafting I was looking for
Ay, problem is, everything can be abused. Think all the designers can do is close off as many sneaky avenues as they can when deploying the new...
Oo, access fees is an intriguing one. Has a fuzzier and more pro-active vibe than fines. Yeah, intriguing![]()
Let see. I am on Distance world II and they added this feature There 2 groups of 2 thousand people each. The lazy mirojump group and the patient explorer group. We are all going the same locations who loses out? By the time the patient player get to their destination. The lazy mirojump group has already explored and gone explored 6x the systems patient group. How is that fair? It not. See the Lazy Mirojump group has an I win button.1)Mr. Impatient explorer being able to scan a given system does not affect you, the patient explorer, because there is no risk of running out of stuff to explore. That's what you were discussing and what I was countering, remember? How other people being able to microjump would affect you, the patient player who doesn't want to?
Here what selfish. Not using common sense. When you do exploration or accepting missions. Also, why not blame your Job or school for keeping you away from the game.2) Oh, ok. So it IS common for gameplay to require long supercruise trips, then. I see. If that's the case, then telling people to just avoid long trips if they don't have a lot of time or patience is not a great approach, as that, since it's not uncommon, means they're locked out of a lot of gameplay options. Doesn't sound very fair to them, and insisting they stay locked out is a fairly selfish attitude.
So yes the lazy miro jump group has an I win button over the people who rather use normal supercruse Who is it hurting again? We can look at Distance world II exploration group again. Mirojump group Will be able to do the trip 6x as fast while taking all the good systems. Which they did NOT earn. Tell me is that Fair? For me It not Fair.3) Being able to micro jump in any direction is entirely dependant on the implementation. FDev could easily make it so you can only microjump to stars, or make it so you can only microjump to celestial bodies, but the cooldown or fuel cost makes it time-inefficient or impractical to make several indirect jumps.
Well I can say you have a selfish mentality. Start blaming your work school instead of blaming the game. Take some vacation time. Start using some common sense when you play. I also do work. I not going to blame the game on how much time I have after work. I will adjust my gameplay depending How much time I have left in a day before bedtime. If I have 1 2 hours before bed. I will only explore main stars. Then jump to a new system. It would have to be 2 3 earth like world to have me waste my time to go to the other star.[You keep claiming I have a selfish mentality at work because I want the game changed to better accommodate people who are either less patient, or simply have less time available to devote to gaming sessions. Have you considered that it's equally "selfish" to vehemently insist that the game NOT be changed, for the sake of not stepping on the toes of people that enjoy long supercruise trips? There are plenty of people on both sides.
To this end, I think your Inter-Sun idea is most closely aligned with current playstyles. Some tweaks needed, but closely aligned.
I was thinking of a similar system, but didn't want to theorycraft it all out. It is essentially a mash-up of Freelancer's trade lanes & E: D's interdiction minigame. Natural, cosmic "Filaments" routing through the systems (like in MadDogs wiki link) could be entered, and as long as the pilot maintained position within the filament, they would be able to exceed the supercruise speed limits. Gravitational fields would interact with the filaments, causing dynamic routing so the routes were never completely static. Falling out of alignment with the filament before returning to safe speeds would lead to dropping from supercruise, ship damage, and FSD cooldown (like Emergency Drops). Higher speeds further restrict maneuverability, increasing difficulty in staying aligned with an undulated, twisted filament. Optional system with risk, opens opportunities for interdictors to gain advantages when pilots "spin out," dynamically changes so routes wouldn't be memorized, utilizes existing coding for minimal development challenges, & doesn't offer much in the way of exploit-ability as far as I can tell.