In system jumps.

We had microjumps with wings for a while, when you could lock to a wingmate's beacon and drop out where they are. For some reason that didn't kill the game.

Like the campaigners against getting a proper camera system it does make me laugh sometimes to think back to those who moaned about changes which didnt hurt the game at all and only added a much needed feature.. As for in system micro jumps , i could get onboard with the suggestion of it takes a space in modules and only jumps between stars not other bodies.
 
I am assuming you would have to target the micro jump, spool up the micro jump drive. Fly through some sort of tunnel effect, then drop out in front of the sun and target where you want to go.

That is going to take several minutes assuming you already know the micro jump points.

You could make the micro jump points spawn each time in different places, interesting possibility for a useful uss and provide a mechanic in SC to locate them.

I hear the comment about mission rewards, but I would argue currently they don't scale well at all. Last night I had 75k for 20 minutes in sc for 400k ls, or 30k for a few hundred light seconds. I wouldn't object if they scaled to the time commitment properly. Maybe my answer is to go to a bigger ship and have more cargo space and more mission choices.
 
C'mon, it's sing-along time:


The old dead mare is just as dead as she use to be,
as dead as she use to be,
as dead as she use to be,
The old dead mare is just as dead as she use to be,
199 posts ago.
 
What faction would even put that in a contract if it stops them from getting their product there quicker quicker. That does not compute and therefore pretty much kills of one of the main reasons to have microjumps in the first place.

What wanted criminal would want a sightseeing tour from a station that is notorious for scanning incoming and outgoing ships? Oh that's right, most of them it seems. Inconsistently applying IRL reasoning to this game fails before it gets off the ground.
 
What wanted criminal would want a sightseeing tour from a station that is notorious for scanning incoming and outgoing ships? Oh that's right, most of them it seems. Inconsistently applying IRL reasoning to this game fails before it gets off the ground.

Just because there are some bizarre inconsistancies in the game doesn't make it right to include more.
 
Just because there are some bizarre inconsistancies in the game doesn't make it right to include more.

Since there are bizarre inconsistencies yet life goes on, it 's illogical to assume another one would ruin the immersion. Why would a faction pay more to deliver goods to a station 100K Ls away than one 20 LY away? It's all about gameplay and how much grind is required to get there. You could fill this forum with inconsistencies from the game such as repeat payouts for repeat scans of the same system, forever, or for wanted status for murder for killing a clean ship but not for destroying an occupied escape pod.

I personally like it just fine how it is, if FD would stop removing enjoyable things that take me forever to find. It's like they are painting us into a very specific gameplay style corner by removing alternatives that we thought we had when we started playing.
 
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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.

Oh geez, and the chaff and shield cell banks make the combat grind even worse. I think they should add a module that allows my gimballed weapons to ignore chaff, and break any regenerating shield. It would give me a choice of taking up a module slot, or doing combat the old school way.
 

Lestat

Banned
What gets me players already have choices for long distance system travel but they keep ignoring them. That for mission or exploration.

Missions if you use galaxy map and find the station is too far from the main star. Don't accept the mission. Stick with the mission that has station closer to the main star. Your problem is solved.

If a system too big and take too long to explore. Jump to a new system. Your problem is solved.

People you don't have to fly 10 15 Minutes and whine about it. We have choices now. We have 400 Billion systems. Some systems are huge some are small. If you don't like the wait you can jump to another system that can be smaller.
 
OP to be fair I'm up for almost anything that adds strategic choice into the game. So I'm ok with in system jumps between stars within certain parameters.

i.e. The local jump drive should take up an extra module slot. Effectively giving CMDRS the choice whether they want to sacrifice a module space for the convenience of being able to jump to another star.

I think perhaps you should only be able to jump between large masses such as stars and not planets.

Love the idea of an extra module. This is how I'd want it to be done.
 
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.

You see, this comparison doesn't work. You may find combat boring, but unless you're AFK turret farming (which is an engineers balance problem, not a design possible), combat requires constant input from the player. You are continuously engaged- tracking were the target is, and rotating to face them.

The long supercruise trips, you're literally doing nothing. You can turn off your monitor and leave your computer if you wanted to. Even if you find combat boring, it's at least a game. Doing literally nothing while your ship flies in a straight line is not; that's a loading screen, or a screen saver at best.
 
All these poor people being forced to sit through optional gameplay that they choose to do anyway makes me sad :(
 
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Since there are bizarre inconsistencies yet life goes on, it 's illogical to assume another one would ruin the immersion. Why would a faction pay more to deliver goods to a station 100K Ls away than one 20 LY away? It's all about gameplay and how much grind is required to get there. You could fill this forum with inconsistencies from the game such as repeat payouts for repeat scans of the same system, forever, or for wanted status for murder for killing a clean ship but not for destroying an occupied escape pod.

I personally like it just fine how it is, if FD would stop removing enjoyable things that take me forever to find. It's like they are painting us into a very specific gameplay style corner by removing alternatives that we thought we had when we started playing.

The more inconsistent the lore becomes the worse the game is. A bit like a story driven game with a rubbish story. No matter how good the mechanics are, if there is no good story/lore to tie them together the worse it is.
 
You see, this comparison doesn't work. You may find combat boring, but unless you're AFK turret farming (which is an engineers balance problem, not a design possible), combat requires constant input from the player. You are continuously engaged- tracking were the target is, and rotating to face them.

The long supercruise trips, you're literally doing nothing. You can turn off your monitor and leave your computer if you wanted to. Even if you find combat boring, it's at least a game. Doing literally nothing while your ship flies in a straight line is not; that's a loading screen, or a screen saver at best.

No, the comparison works perfectly well, thanks.

If I'm playing chess with someone, 'doing nothing' whilst waiting for them to make a move, I'm still playing chess.
If I'm playing Monopoly, 'doing nothing' whilst waiting for 5 other people to make their moves, I'm still playing monopoly.
In both cases, I can walk away from the game if I wanted to, watch Netflix, make a cup of tea, but whilst I'm doing any, all or none of those things, I'm still playing a game.
 
Micro jumps as has been stated would just make every station close to you. Missions would be effected as there would be no long distance but more profit missions. They would all be the same.
Enticing people to engage in long, tedious activities with good rewards is bad game design. All that does is bait players into doing stuff they don't enjoy. This is supposed to be a game, not a boring job with a fair wage.

Instead of varying pay based on how much supercruise AFK-friendly tedium the player will have to endure, why not indeed vary the reward based on the risk of the mission? Better differentiate NPC threat across different security and system states, etc. Focus on making the game fun, instead of tricking players into doing stuff they don't enjoy... While they're presumably playing a game to have fun.
 
No, the comparison works perfectly well, thanks.

If I'm playing chess with someone, 'doing nothing' whilst waiting for them to make a move, I'm still playing chess.
If I'm playing Monopoly, 'doing nothing' whilst waiting for 5 other people to make their moves, I'm still playing monopoly.
In both cases, I can walk away from the game if I wanted to, watch Netflix, make a cup of tea, but whilst I'm doing any, all or none of those things, I'm still playing a game.

Oh dear.
 
No, the comparison works perfectly well, thanks.

If I'm playing chess with someone, 'doing nothing' whilst waiting for them to make a move, I'm still playing chess.
If I'm playing Monopoly, 'doing nothing' whilst waiting for 5 other people to make their moves, I'm still playing monopoly.
In both cases, I can walk away from the game if I wanted to, watch Netflix, make a cup of tea, but whilst I'm doing any, all or none of those things, I'm still playing a game.

Except those pauses are generally short, and can easily be filled with plotting your next move, and gathering information via watching the other player(s). It's not the same at all. Now if after each player's turn a box was placed over the board and nobody could see or touch it for ten minutes or so, then maybe there'd be some similarity.
 
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