In system jumps.

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.
So my days chasing large ships are done with. All because you are not looking the whole game. See you are blind to the fact the combat has to have balance. If a small ship has to sacrifice module space. It make larger ships to op.

So again your idea Failed
 
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'.

No, I'm saying it is the only permanent reward this game offers players, therefore it is the most intrinsically valuable. I may not continue playing Elite, but any players who come after me might run across my Name on a planet or system somewhere. That is infinitely more valuable than digital credits that get burnt off in rebuy screens.

Likewise, if all you care about is screenshots, POIs, etc., then you have that available already. As has been said ad nauseum by countless others here, if the distance is too far for you, then move along. The next system might have everything around the main star waiting just for you.

I never said supercruising was hard, in fact it's not...at all. Word choice matters and an "obstacle" is not necessarily difficult to overcome, but is simply something in your way.

Also, I'll point out you don't have an answer, just a deflection. I'm still waiting.
 
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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 think it was tested in Alpha and beta at the time. Then adjusted and tweaked. Like removing pirates in deep space
 
So my days chasing large ships are done with. All because you are not looking the whole game. See you are blind to the fact the combat has to have balance. If a small ship has to sacrifice module space. It make larger ships to op.

So again your idea Failed

No offence, but it sounds like you give up far too easily.

Not sure if you're aware, but all ships in SuperCruise have the same acceleration and top speed, so you can't overtake a large ship with your smaller ship anyway even now.

And my proposal would only be available to jump between stars, and we could easily add some limitations to the module to make this fair. For example:

  • The module may only be activated once it is out of a star's gravity well, meaning you'd have to travel a minimum distance away form the primary star before it can be engaged.
  • The module would only be available for distances above a minimum value (e.g. 10,000 Ls), meaning you wouldn't be able to use it to jump smaller distances.
  • The module can not be activated/engaged during interdiction, exactly like the FSD drive does now.

Any of those options would give you ample opportunity to interdict a larger ship in a system, and still have a chance of winning.

No, I'm saying it is the only permanent reward this game offers players, therefore it is the most intrinsically valuable. I may not continue playing Elite, but any players who come after me might run across my Name on a planet or system somewhere. That is infinitely more valuable than digital credits that get burnt off in rebuy screens.

Likewise, if all you care about is screenshots, POIs, etc., then you have that available already. As has been said ad nauseum by countless others here, if the distance is too far for you, then move along. The next system might have everything around the main star waiting just for you.

I never said supercruising was hard, in fact it's not...at all. Word choice matters and an "obstacle" is not necessarily difficult to overcome, but is simply something in your way.

Also, I'll point out you don't have an answer, just a deflection. I'm still waiting.

Are you worried that we will run out of undiscovered systems in the game?
 
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Can't understand this "I win" button nonsense.

People with lots of time on their hands feel threatened by having all their zero skilled menial insignificant achievements in the game squandered by better, lore friendly, more intuitive mechanics.
 
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Are you worried that we will run out of undiscovered systems in the game?

I know the number of systems in the milky way model, I'm not naive.

Do you not see that credit farmers would snatch up everything immediately around the bubble and grow out from there, pushing explorers further and further out from the bubble?

And I'll head off the obvious, 'but that's what an explorer is supposed to like,' by saying the game currently allows for both long-range and short-range excursions outside the bubble, offering more options for players to choose from. Plan for a day(s), week(s), or month(s) trip depending on what the player wants to do (rather than only being able to choose from monh(s) because the only undiscovereds are on the other half of the galaxy.)

Look, if you want more interesting supercruise, that's one thing. You get that by the network "tunnels" MadDog posted about and you started to theorycraft. But that will not remove the fact that travelling intrasystem might still take a longer than you'd like.

If you just want supercruise to go away (microjumps), then you're playing the wrong game entirely. The travel system is integral to what FDev was trying to create, and where they want to guide their creation to go.
 
Nope, the mass isn't any more then the star it is created from, unless it has been feeding for a long time. Black holes do not create mass from nothing, it all comes from the star it was originally made from and as it will have less mass due to going supernova a lot of mass is expelled into the cosmos then the gravity won't be as strong.



Yes. Also if blackholes do not feed, they will diminish over time due to the expelling of hawking radiation and other theoretic reasons. The only place gravity is so strong that light cannot escape is at the event horizon which can be a pretty small area. Some black holes event horizon will only be 6 miles in diameter when others are the size of our solar system.

Our sun will turn into a red giant and obliterate the earth in the process and will eventually turn into a white dwarf. Not enough mass for a neutron star.

This will help:

https://www.quora.com/Why-does-a-bl...ce=google_rich_qa&utm_campaign=google_rich_qa

This is better: https://www.space.com/15421-black-holes-facts-formation-discovery-sdcmp.html

Yeah sorry was very tired last night when I wrote that and just falling asleep. I didn't write that post very well or correctly. Lol.
 
People with lots of time on their hands feel threatened by having all their zero skilled menial insignificant achievements in the game squandered by better, lore friendly, more intuitive mechanics.

It's not about that at all. The game currently allows for players with little time and players with lots of time to do the same stuff. No changes necessary.
 
Do you not see that credit farmers would snatch up everything immediately around the bubble and grow out from there, pushing explorers further and further out from the bubble?

Wasn't that always going to happen anyway? And isn't staying close to the bubble the opposite of exploration?

And I'll head off the obvious, 'but that's what an explorer is supposed to like,' by saying the game currently allows for both long-range and short-range excursions outside the bubble, offering more options for players to choose from. Plan for a day(s), week(s), or month(s) trip depending on what the player wants to do (rather than only being able to choose from monh(s) because the only undiscovereds are on the other half of the galaxy.)

As opposed to the other half of every system they visit meaning it would take as long (maybe longer) to explore?

Look, if you want more interesting supercruise, that's one thing. You get that by the network "tunnels" MadDog posted about and you started to theorycraft. But that will not remove the fact that travelling intrasystem might still take a longer than you'd like.

If you just want supercruise to go away (microjumps), then you're playing the wrong game entirely. The travel system is integral to what FDev was trying to create, and where they want to guide their creation to go.

That's cool - I agree with you! I'm not necessarily looking for insta-jumps either, so apologies if that's how I came across.

I'm primarily looking to reduce the extremely long travel times between distant stars within the same system (although an overall reduction in travel times in SuperCruise would also be welcome). Whether this is done through 'tunnels', or a SuperCruise mini-game, or some other means, I'm open to hearing all the options.

And I accept that any such system will likely come with trade-offs too (e.g. like how the neutron star boosts quadruple your range, but wreck your drive).

:)
 
Wasn't that always going to happen anyway? And isn't staying close to the bubble the opposite of exploration?
...
As opposed to the other half of every system they visit meaning it would take as long (maybe longer) to explore?

Not necessarily. The game has been out for years with many dedicated explorers, and I can still find plenty of undiscovered objects close (<5k LY) to the bubble. They're typically in those long distance companion stars where the previous player didn't want to go. Knowing which objects are worth money, and which aren't, I'm allowed to gauge whether the time is worth it or not. This is 100% due to the fact that the obstacle of the travel distance stopped the early gold-rushers from snagging everything in the system.

Also, I don't fly out and scan just because First Discovery is available. If they're just snowballs, I don't bother. That both plays to and for the desire for FD Tags. 1) Trash worlds get overlooked by everyone (doesn't matter if my name is on it) and 2) the "gem" worlds stand out even on system map (and it's those that I and other players are really after so my FD Tag will certainly be seen.) Just because we're willing to invest the time to fly somewhere doesn't mean we don't use effective time management to meet our goals.

That's cool - I agree with you! I'm not necessarily looking for insta-jumps either, so apologies if that's how I came across.

The evolution of the thread has had an influence on where your position originally began, which is the point really. No apology necessary.

I'm really hoping the discussion stops completely ignoring the beauty and subtlety FDev have created for explorers already. We're fervent critics because of the appreciation for the delicate balance of the travel system.

And I accept that any such system will likely come with trade-offs too (e.g. like how the neutron star boosts quadruple your range, but wreck your drive).

:)

Tradeoffs are certainly necessary for balancing, however sometimes more important is factoring in the larger goals FDev had/has, and how the systems currently in place both support and affect where they can take the game in the future. Understanding these assists in seeing the bigger picture of why things are the way they are. Not that things can't change, but that the changes have much deeper implications than most people realize.
 
The game has been out for years with many dedicated explorers, and I can still find plenty of undiscovered objects close (<5k LY) to the bubble. They're typically in those long distance companion stars where the previous player didn't want to go. Knowing which objects are worth money, and which aren't, I'm allowed to gauge whether the time is worth it or not. This is 100% due to the fact that the obstacle of the travel distance stopped the early gold-rushers from snagging everything in the system.

Also, I don't fly out and scan just because First Discovery is available. If they're just snowballs, I don't bother. That both plays to and for the desire for FD Tags. 1) Trash worlds get overlooked by everyone (doesn't matter if my name is on it) and 2) the "gem" worlds stand out even on system map (and it's those that I and other players are really after so my FD Tag will certainly be seen.) Just because we're willing to invest the time to fly somewhere doesn't mean we don't use effective time management to meet our goals.

Prime example I started an expedition a couple weeks ago. I'm still only about 3000ly from the bubble because I came across a path of undiscovered. I'd say 3 out of 4 or more systems haven't been discovered so the trip is going slower than normal as it might be just me but if I'm going to scan a undiscovered system I might as well scan it all to an extent. I'm not going to travel 100kls for just icy bodies though.
 
Allow me to help you understand...

Enderby and Schmack on the ocean
Enderby and Schmack, sails unfurled
Enderby, his face wet with tears
Enderby on the ocean
Schmack, at rest
Farseer, the engineer Farseer, in winter
Enderby his eyes opened

I applaud you sir on the reference.

+1 rep
 
ME on pages 6, 7, 11, 19, 20:

It is a more sophisticated way for discussions to tell how something can happen instead of always telling why things cannot happen.

So, the explorers think, their work could be less worth with microjumps. So, here is the solution: Don't use it!

... just a joke, here is the real solution:

- Microjumps can only happen to insystem stars with a Nav-Beacon, so this excludes unexplored/uninhabitat systems.

- As it doesn't make sense to give a nearby star ( few ls) a Nav-Beacon, there can be a minimum range of about 20000 ls.

- No special equippment would be needed, as we already have a jumpdrive.

[up] That sounds like valuable addition to my idea, so it looks like:

- Microjumps can only happen to insystem stars with a Nav-Beacon, so this excludes unexplored/uninhabitat systems. (leaves the sense of scale for the Explorers)

- As it doesn't make sense to give a nearby star ( few ls) a Nav-Beacon, there can be a minimum range of about 20000 ls.

- Interaction with the Nav-Beacon at the main star is needed (more Integration of the Nav-Beacons to gameplay / greater Chance for pirates to find a victim)

- Microjump only gets the ship withhin a range of 1-2 thousand lightseconds to the targeted insystem star (gives pirates still the chance for interdiction games)


- No special equippment would be needed, as we already have a jumpdrive.

But you can choose a middle way, that partially preserves the "scale", as i pointed out before. Microjumps could be limited to inhabited Systems, to preserve the sense of scale for the Explorers.

You are one of the most ignorant people in this topic.

- You constantly ignore, that Solutions offered that do not affect Explorers

- You constantly ignore, that there can be Solutions that can be a compromise, also for piracy

But you rather choose to only see your own narrow-minded imaginations, how other People have to Play the game. In a community with very different opinions you need to find a compromise! Others try to offer and open-minded for a compromise , but some People unfortunately refuse to.


Offer a concrete solution instead of always stirring Things up and writing hollow phrases!!!

I win, because i have not ignored the objections of others! ;)

- People said something about loosing the sense for scale for Explorers, so i made a compromise and said let's only do it in inhabitat Systems.

- Peolpe said something about piracy, so i made a compromise and said let's use the Nav-Beacon at the starting star and do not directy drop to the target star, but within a range of about 2000 lightseconds to give the pirates a chance for pirating.

these are two examples, but what do you have to offer???

YOU on page 25:

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.

ME:
Ya6ktBy.gif


Are you completely kidding me? Do you really think me and others are stupid?:S

EDIT: This is like discussions in this Forum are going the whole day!
 
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in the time i am writing this, i have found a binary star system where the other sytem is 578,900 light seconds away. usually when exploring, you absolutely would not go to that system, because that's ridiculous. but this system i have went to basically has 7 water planets, and multiple ones i assume to be like earth, even better, noone has ever discovered it.

now i'm a huge discovery . i like my name on things. especially on a special system like this.
but to supercruise 590k light seconds from the parent star to this one, and then even further to scan all the planets i want, my god it's tedious. incredibly tedious. 12 minutes in and i've barely did 200k of it in my asp.

Im sorry to be blunt, but what you say totally contradicts exploring in general, lets first look at what exploring means:

Explore
1. to traverse or range over (a region, area, etc.) for the purpose of discovery:
to explore the island.

2. to look into closely; scrutinize; examine:
Let us explore the possibilities for improvement.

The great explorers from the 20th-century didn't look at a globe for some remote region and say I want to go there, then automatically jump there, they had to spend months travelling there, why did they do that? for the reasons you stated to be the first, the excitement of the discovery. Their journeys were long and hard and many times the explorers never came back.

So I put it to you that you are not an explorer but a fraud.

You want the glory without the work. Exploring is a game mechanic some of us really enjoy it.

Lt me reverse the proposition:

I found a ring around a planet, I should be able to make loads of money from it but i cant be bothered to jump into a ring and have to prospect each asteroid I want to mine, I mean I could prospect an asteroid and find nothing of value in it, then I have wasted a prospector and the time it took me to wait for that prospector to attach itself and report back.

Then even if i do find an asteroid worthwhile i have to pew pew it and collect tiny fragments with my collectors which takes time too.

Why can't i have a thing where I fly into a ring and just press a button and my cargo hold is full of stuff to sell?

It could be a module or something, no has to use it if they don't want too, it would just be a way for me do something in the game by not doing it.

I think that just about sums up my point.
 
ME on pages 6, 7, 11, 19, 20:











YOU on page 25:



ME:


Are you completely kidding me? Do you really think me and others are stupid?:S

EDIT: This is like discussions in this Forum are going the whole day!

Maybe the problem is you. Let see. You hijack someone else topic to promote your idea with people who have their own version of their idea of space travel and how it should've been done. Then complain because no one's listing to you and your idea. Then have you have rant on people who explain why they don't like 50 version of Mimi jumps ideas. Who's fault is that. A fix for you and the others people with 50 plus ideas of their own. Go on suggestions. Make a new topic about your OWN idea. If the post has gone off topic. Explain this is my idea my topic let stay on topic.
 
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