Again, player avoiding long supercruise times loses potential destinations. Player choosing to not use the hypothetical shortcut loses nothing. Not an equivalent exchange.
How do you manage to do that in the 10 second hyperjump loading screen. Or are you talking about supercruise, as that is not hyperspace?
And then people will moan about more time gates. I can imagine it "everytime I do a hyperjump I have to do 60 seconds of uselss stuff that doesn't improve my game".You make the hyperspace jump last 30-60 seconds instead of 10, but you fill it with gameplay and stuff to do, to discover, to manage.
I'm all in for more gameplay options with supercruise to speed it up with cost and risk involved so it doesn't make the slow way a useless option.More gameplay and more options, especially when well integrated, solve everyone's problems in my opinion, those who like to feel the emptiness of space and those who just want to play a spaceship game. Or me, sitting in the middle of those two groups.
I love ED, but I find combat to be boring. It's just a constant cycle of scan, shoot, scan, shoot.
Large ships with big shields are nothing but a time-sink.
Therefore, I propose a new weapon that combines a KWS with a beam laser, which instantly both detects the bounty and destroys the target.
Players who wish to continue to do combat 'old-school' can choose not to fit the weapon, and they won't lose anything, but those of us without time to waste don't have to grind through unnecessary shields and hulls so that we can get to combat rank and materials.
But this then starts interfering with missions rewards based on distance from the primary...the more you think about it, the more implementation looks problematic.
So I will regurgitate a point I made on page 1. Removing supercruise distance will have the side effect of removing that as a variable from the calculation of mission rewards. Are we ok with that as consequence?
Great post. Everything can be seen as a time sink if your don't like the activity.
I love ED, but I find combat to be boring. It's just a constant cycle of scan, shoot, scan, shoot.
Large ships with big shields are nothing but a time-sink.
Therefore, I propose a new weapon that combines a KWS with a beam laser, which instantly both detects the bounty and destroys the target.
Players who wish to continue to do combat 'old-school' can choose not to fit the weapon, and they won't lose anything, but those of us without time to waste don't have to grind through unnecessary shields and hulls so that we can get to combat rank and materials.
Indeed.
Though, when said activity can be performed AFK, it's probably a time sink. As a rule of thumbs.
Long SC travel can be done AFK.
I think most don't mind slow gameplay so long as it's immersive, provides a good challenge and
mastery provides benefits. Long SC travels stop at the first item. While immersive, they are the
definition of a non-challenge, and since there is nothing to master, there can be no benefit from
mastering it.
I love ED, but I find combat to be boring. It's just a constant cycle of scan, shoot, scan, shoot.
Large ships with big shields are nothing but a time-sink.
Therefore, I propose a new weapon that combines a KWS with a beam laser, which instantly both detects the bounty and destroys the target.
Players who wish to continue to do combat 'old-school' can choose not to fit the weapon, and they won't lose anything, but those of us without time to waste don't have to grind through unnecessary shields and hulls so that we can get to combat rank and materials.
Indeed.
Though, when said activity can be performed AFK, it's probably a time sink. As a rule of thumbs.
Long SC travel can be done AFK.
I think most don't mind slow gameplay so long as it's immersive, provides a good challenge and
mastery provides benefits. Long SC travels stop at the first item. While immersive, they are the
definition of a non-challenge, and since there is nothing to master, there can be no benefit from
mastering it.
Though, when said activity can be performed AFK, it's probably a time sink. As a rule of thumbs.
Long SC travel can be done AFK.
I guess those distance dependency mission rewards have been disabled, due to the problems with the bulk passender missiones. Perhaps it is better to leave it disabled and only use the LY-distance for calculating the rewards?
I'm glad you said you guess, because it isn't true.
So lets suggest ways to make SC more of a challenge, rather than just removing it entirely
I do have to say that whilst long distance A->B SC routes aren't challenging, it does get more interesting when you're exploring multiple bodies around a star. Optimizing the route by staying out of deep gravity wells, following curving flight plans and judging when to pick a more distant body to fly to instead of the closest one all require a level of skill and knowledge, so SC is not entirely 'point and go'.