Money and ships - got to be more to it.

The heaviest transport I have is a T6. I land it in 45 secs counting from the moment I arrive and type in the docking request. How can you get into a heavy ship without learning how to dock?

Chaff: installed if you have the space. If your opponent is good, chaff will make no difference. He either runs fixed or can un-target you and use the gimbals as fixed. If your opponent is bad, chaff will help little, you will have the upper hand anyway.

Heat sinks: silent running has little benefit for normal ships. I have illicit cargo 99% of the time. Never ever needed silent running. I just hit boost 2x. Silent running will not make you invisible. CMDRs will still be able to see and fire upon you.

Auto repair: Can't repair canopy and power plant, the 2 most important modules. I don't care if my sensors are at 100% when I have no air and 6 mins before I die. Engine or anything else can be quick fixed using Reboot and repair and then fully fixed after docking.

Where or why would you use a B module, can you give me an example? I can't think any. Maybe at and game, where the price difference between B and A is huge and speed is not an issue.

Shield cells: I PVP a lot more than PVE and I never use them. When my shields wear out, that is a good sign to get out of harms way. If my shields are weak and the other's shields are still ok, that means I'm out of my league. 4 shield cell will not fix that, especially if the other guy has 4 as well.

T9 and anaconda have lower maneuverability ratings than the T6 and are much bigger. So, harder to fit in the mailslot. Obviously not impossible to learn, but takes a bit of getting used to. The anaconda in particular has to be positioned in a slightly unintuitive way to get through without scratches. Also, as I said, some traders want to afk for docking even if slightly inefficient. The limiter for a long trade grind isn't credits / hour, but how worn out you get.

Re: chaff, most pvpers run dual chaff, don't know what to tell you.

B rated modules are hardened, some folks downgrade from A for thrusters or power plant, the ones often targeted.

Not running shield cells when your enemy does is a sure way to die in pvp. Would you run without health potions into a duel if your enemy had health potions? Silly.

---

My personal opinion is the module system of Elite is one of its strong points. It reminds me, in a good way, of a very old underrated game called Terminus:

http://en.wikipedia.org/wiki/Terminus_(video_game)
 
Last edited:
And your troll cloaking device doesn't seem to be working.

The Irony is Rich, You didn't realise but I was the Fanboi shield protecting the OP so we could have a decent discussion, you could say I was a Stealth Fanboi shield hiding in plain site
 
Last edited:
And your troll cloaking device doesn't seem to be working.

Except he's right?

The most depth this game has had since I've played was the War in Lugh, and that was all player driven. Once it finished the Lugh event just highlighted how empty this game was when it came to content. Now it just feels like an empty bugged husk. I get more enjoyment out of playing Star Citizen now, which is rather depressing considering how incomplete and bugged that game is. I also feel guilty that some of my friends started playing this game after I bought it. Maybe FD can sort their shizzle out. I'd like to be proven wrong, but I'm not holding my breath.
 
Last edited:
Maybe. But variations on this are true of every game. At some point even the most ardent fan will wander off and try something else.

The game can be very grindy. I hope they keep adding more to it, of course, but I suspect the essence will remain as a grind. I don't see that as being a bad thing, just the way the game is.

Personally I keep going by self-RPing. I don't play the game so much as I play as a character who is piloting a ship. I make decisions on what to do based on what I think the character should do. (Well, I make decisions and then justify them in my little head canon.) I'm not sitting here with sock puppets of my commander and the navigator/observer arguing about course changes. Although... hmm...

Self-RP is like self-medicating. It makes you feel better for awhile, but long term doesn't solve anything. And I am personally fine with that. I have been playing Elite for a lot longer than I expected, and have no plans to switch over to something else, but at some point I will.

Or specifically:

"I'm not sitting here with sock puppets of my commander and the navigator/observer arguing about course changes. Although... hmm..."

Erm? I am. His name is Mr Flibble.

http://fc03.deviantart.net/fs44/i/2009/140/7/2/Mr_Flibble_Is_Very_Cross_by_Aura3107.jpg
 
Last edited:
Next patch supposes to bring the end game: Game of Thrones in space, but u have a good point. How will we spend those credits? Contributing to faction mission, community goals and standard missions often give us even more credits. PvP and rebuy til u run out of credits and then farm/grind again? :d
 
There isn't anything you can do with bigger ships that you can't do with smaller ships.

Interesting - I'm having a hard enough time taking out the ambushing anacondas and making off with their gold-bait in a fully upgraded Vulture... the few times I tried that in an Asp I got my behind handed to me.

Can't even imaging making an attempt in a sidewinder...
 
Designing and min-maxing ships or equipment outfits is my favorite thing in any game. 4X games like Master of Orion 2, X games, STO, Gratuitous Space Battles, X-COM whatever. I spend about as much time in the ship design screen as playing the actual game.

Here, I feel it is a letdown. No exotic damage types or defenses. No complex modifier systems. No ion cannon for bonus subsystem damage. No grapling hook to grab onto things. No graviton beam for bonus hull damage. No Particle or tachyon beam to do some hull damage even with shields on. No EMP missile to disable some random subsystems for a short amount of time. No disruptor torpedo to break shields. No AP or shaped charge for the slug throwers. Maybe they add interdictor beams in the future.

The argument that we don't have these because this is a serious simulator is invalid. Kerbal Space Program is a serious simulator compared to ED. Oddly enough, I don't miss the laser cannons there.

Thruster and Power plant hardening makes sense. Except all warships run low on power for even A plants. B plant is out of question, unless you want to deal half damage. Thrusters, again, A because it will be destroyed less if you can get away faster. A means 5-10 more m/s, that can make a difference. Also, I had my A drive destroyed once. Oddly enough that saved my skin because it was destroyed at full boost. So the other guy could not keep up with my drifting ship.

Shield cell is not health potion. If the other guy can destroy my shield faster than I can destroy his on average, that means I will die on the long run. Shield cells can prolong this, but it will not change the fact that the other guy can deal more damage to me than I can in return.
I tried cells before. Usually when I get to the point where I need to cell, I'm better off just boosting away.
 
Last edited:
I have to agree with the OP. At this moment..not much sand in the sandbox. but, PP will begin to change that. My biggest problem with FD is, PP is when ED should have launched. THAT is launch-worthy content. they released with...NOTHING. A pretty simulator and vague promises. I'll keep at it until we see how PP works out..but if it's some ..I'm out.

Lots of new games(SC, No man's sky) coming..and EVE hasn't gone anywhere.
 
I dont mind the grind element. Every game has that to an extent. However i do feel the missions ned work but this has already been addressed by the dev's

I suppose im happy doing what im doing for now, just keeping it casual and 1.3 will most likely hook me in again for days lol.
 
Part of the problem is that there's no real progression in the game anywhere; there's no "tougher" systems anywhere. There's nothing interesting to buy or sell from the markets you'll dock in 100x a day. There's no point in 80% of the commodities on the list.

Every ship upgrade just means you are a few percent better at doing the exact same things in the exact same places as you were before you upgraded.

Every commodity in the entire game can be found within a few jumps of wherever you are right at this exact moment.

Every mission you take involves jumping a single system away, finding a commodity that's invariably within 25ly, or tracking someone through (at most) two systems.

The only difference between any two locations in game is the commodity buy/sell value and the name on the galaxy map.

I don't intend for that to be a criticism, it's just an observation of what the game is deliberately written to be. It is a factual representation of the current state of Elite:Dangerous.

Now here's the criticism: It's stupidly dull this way. I really hope PowerPlay addresses some of these issues, but I'm somewhat skeptical. I am personally of the opinion that there should have been tiered system difficulty, where a Sidewinder pilot would die within seconds outside the newbie area. Each successive system out from the capital systems should have gotten successively tougher, and provided appropriately higher rewards. Trading profits should have scaled with pilot skill and ship loadout rather than size of your cargo hold; in fact, I'd have had higher-tier solo trading vessels have largely the same cargo size as smaller vessels, only have much greater survivability due to offense/defensive capabilities. There should be an elite class of "rim traders" who do truly long-run trading out to the edges of human space for massive profits.

A mechanism like Wings could have been hugely beneficial to trade commanders, instead of an exercise in futility.

But, we have what we have, which is a quite shallow but very beautiful and satisfying 30 year old trading sim with MMO tacked on the top. I still play it regularly, it's very enjoyable as a combat simulator, I enjoy doing some occasional exploration, and I'm looking forwards to enjoying aligning myself with a faction in PowerPlay and enjoying missions again. I'd hope that PowerPlay could bring some real excitement, but everyone seems scared to add any actual "danger" to Elite Dangerous unless it involves pvp and Leesti ship ramming.
 
All games boil down to repeating the same actions over and over.

What elite needs is more context for those actions, powerplay looks like a big step in the right direction to me.

IMO just making up bigger and better things to spend your money on isn't a solution, it just moves the problem along a bit.
 
Last edited:
Part of the problem is that there's no real progression in the game anywhere; there's no "tougher" systems anywhere. There's nothing interesting to buy or sell from the markets you'll dock in 100x a day. There's no point in 80% of the commodities on the list.

Every ship upgrade just means you are a few percent better at doing the exact same things in the exact same places as you were before you upgraded.

Every commodity in the entire game can be found within a few jumps of wherever you are right at this exact moment.

Every mission you take involves jumping a single system away, finding a commodity that's invariably within 25ly, or tracking someone through (at most) two systems.

The only difference between any two locations in game is the commodity buy/sell value and the name on the galaxy map.

I don't intend for that to be a criticism, it's just an observation of what the game is deliberately written to be. It is a factual representation of the current state of Elite:Dangerous.

Now here's the criticism: It's stupidly dull this way.

A mechanism like Wings could have been hugely beneficial to trade commanders, instead of an exercise in futility.

But, we have what we have, which is a quite shallow but very beautiful and satisfying 30 year old trading sim with MMO tacked on the top. I still play it regularly, it's very enjoyable as a combat simulator, I enjoy doing some occasional exploration, and I'm looking forwards to enjoying aligning myself with a faction in PowerPlay and enjoying missions again. I'd hope that PowerPlay could bring some real excitement, but everyone seems scared to add any actual "danger" to Elite Dangerous unless it involves pvp and Leesti ship ramming.

So much of this. The broken (cookie cutter) economy system hurts this game more than anything. There is no rhyme or reason in the economy. The stations are randomly scattered through the map. They don't need each other or rely on each other. Stuff just gets generated out of thin air without input.
I loved the production chain in X. You needed certain amount of A to produce some B. B and C was needed to produce D. D was needed to produce A and F. F and A was needed to produce B and G and whatnot. If the station had shortage of something the chain stopped and prices started to fluctuate wildly.
Weapons and equipment were products as well. It happened that I needed to backtrack the supply chain, get stuff for the factory to produce me the item I wanted. I practically had a mission which rewarded me with tangible stuff.
The trading posts worked very well there, too. They were always a little more pricey but you could find more exotic items there without traveling many sectors.

I want a game with X style economy dependencies, Elite Frontier/Encounters missions and galaxy and Elite Dangerous controls and graphics. X-Wing controls would work, too :D.
 
Last edited:

nats

Banned
Well I cant ever remember saying I thought ED was a sandbox game...dont you love it when replies put words into your mouth! This isnt a sandbox game as I see it. Minecraft is sandbox game where you create things from basic blocks. This game isnt like that at all. I see ED as more of a role playing space game.

Anyway I was just trying to plainly highlighting the issue with the present game in my view.

I hope with 1.3 we will start to see an end to that cycle of buy ship grind buy equipment grind etc and the start of more detail coming into the various mechanics. We need more reasons for playing, but not just to buy ships. I want to play the whole game with just a Viper for example I dont want to have to look forward to buying the next ship just because that is the only new thing to try in the game.

Having said all that I dont 'power play' at all. I have just got a Type 6 and am quite enjoying that. So far my most enjoyable ship has been the Eagle though.

Anyway I am sure we will get there 'eventually' but I cant help thinking we are in the a long haul. After all Kerbal has just been released, what, after 4 years in development? That must put ED only half way to a decent actual release date!

I dont know whether that makes me happy or sad actually lol ...
 
Last edited:
Back
Top Bottom