Npc pirates running away and instantly coming back fully repaired.
You may be underestimating the sheer size of a star system by a bit, if you believe a few dozen fleet carriers would create some kind of congestion in space... Anyway, great post!
This thread has been running for nearly three years now and while its a great thread to list ideas and frustrations, ultimately it seems like none of these issues will ever be addressed by the ED devs. I think we all love playing ED but these little things just gnaw away at you each session you play and make you wonder why they don't at least address some of the low hanging fruit that would require minimal dev work and could be fixed relatively quickly. I wondering if the reason lies in the fact that the developers and the ED team more generally probably just don't get to play or enjoy the game the way we do. We get to just log in and enjoy the end product. Kind of like cooking dinner for a group of people or being cooked for! We know overall its great and appreciate the effort, but fixing the little things would make it exceptional. I'm wondering if what we really need is a user ideas voting type forum, something like UseResponse, Fider, UserVoice etc. We could list out and focus on only those ideas that we think would require the least amount of development time. The community could then vote on these ideas and the dev team would be able to see clearly what small changes users want. Admittedly it would be hard for us non-devs to determine what would require minimal coding but surely something like stopping the search zones from moving around or popping into existence when you get there would classify as a small thing. Id even be happy to pay for a cloud hosting tool if it meant we could finally get some of these small things fixed that have been breaking immersion for years on end. Sure, the big things like space legs, landing on atmospheric worlds etc are great, but its the little things that are experienced every session that endear players to the game and make them advocates for it. In many respects these small things are more important than the big features.
Previous Elite games let you pick a star to lock on to via the FSD. What counts as part of a system and what isn't seems to be purely arbitrary, like you can't lock onto Proxima Centauri despite being 0.21ly away from Alpha Centauri, but there are many systems in and out the bubble less than 0.1ly away from each other that the FSD considers to be separate systems (allowing you to pick a star to drop at). Realistically, if a player has system data and knows what masses there are to lock on to, they should be able to pick any celestial body to drop out near, just like a capital ship - including FCs. So far I've not found a reason why the FSD needs to put you at the dead center of a system.
Sorry, it does make sense. If you jump to the primary, you should be able to jump to a secondary after doing a system scan or if you have the system data. This would be much better and save a ton of time in the game. But then it would be immediately apparent that the inch deep content would be much more visible without the mile wide jaunt...Since this is the 'immersion' thread, I'll talk about that and ignore gameplay.
This makes sense in-game. Capital ships and FCs use a completely different drive. Your FSD targets the body with the highest mass. It's not hard to believe their are technical difficulties that prevent you from selecting other bodies. The equipment simply isn't good enough to let you lock on to a candle right in front of a star, metaphorically speaking.
This makes sense in-game. Capital ships and FCs use a completely different drive. Your FSD targets the body with the highest mass. It's not hard to believe their are technical difficulties that prevent you from selecting other bodies. The equipment simply isn't good enough to let you lock on to a candle right in front of a star, metaphorically speaking.
Er, what technical difficulties? I've seen stars closer and heavier than the Centauri system and I've been able to target either. There's nothing I can think of that would prevent the FSD from locking onto any mass in the system - I can jump to a tiny brown dwarf in the middle of nowhere but I can't lock onto the distant, smaller supergiant in a system of 2 behemoths.Your FSD targets the body with the highest mass. It's not hard to believe their are technical difficulties that prevent you from selecting other bodies.
The ship has a good enough aim to hit a golf ball from thousands of kilometres, metaphorically speaking, so why can't it aim for any mass in a system? As Morbad said, it's rather arbitrary what defines a discrete system.The equipment simply isn't good enough to let you lock on to a candle right in front of a star, metaphorically speaking.
Er, what technical difficulties? I've seen stars closer and heavier than the Centauri system and I've been able to target either. There's nothing I can think of that would prevent the FSD from locking onto any mass in the system - I can jump to a tiny brown dwarf in the middle of nowhere but I can't lock onto the distant, smaller supergiant in a system of 2 behemoths.
The ship has a good enough aim to hit a golf ball from thousands of kilometres, metaphorically speaking, so why can't it aim for any mass in a system? As Morbad said, it's rather arbitrary what defines a discrete system.
Reminds me, why can't I inject my whole fuel tank into the FSD and just do a jump across the bubble?But then it would be immediately apparent that the inch deep content would be much more visible without the mile wide jaunt...
Why aren't instruments interfered with in closer discrete systems?It's not just size and distance that's important, but the proximity of other big bodies that might interfere with your instruments.
Of course it's not perfect and there will be inconsistencies, it's still a game. I think the explanation is good enough. Otherwise we'd have to start arguing about how hyper jumps aren't possible and neither are the spaceships we have.
Why aren't instruments interfered with in closer discrete systems?
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Of course it's not perfect and there will be inconsistencies, it's still a game. [...]
I think some things should be ignored for gameplay reasons. ED would be a lot more fun if it wasn't trying to be ultra-realistic with silly travel times and a boring grind. I don't think anyone would be happy if their FCs could only visit less populated systems for the sake of a population that only exists as some numbers on the system info.Oh no, it has nothing to do with congestion. Although, it could be argued they would create congestion via added traffic load on the system's space stations from visiting ships.
Anyways...
No, no, I meant it would be a logical liability the same way parking many warships off a neighboring nation's coast might make them a little worried. FCs are capable of ferrying about an enormous amount of mobile destruction. With little to no restriction on their payload for that matter. In a system with a population of only a few million, I'd be rightly terrified if fifteen or more FCs arrived packing four or more large combat ships on them.
Reminds me, why can't I inject my whole fuel tank into the FSD and just do a jump across the bubble?