I decided to partake in the current CG to bring some specific rare goods for Olelbis. Now, I don't have a great memory for rares (despite making quite some money back in the day from them), so I really didn't know that 2 locations selling the required rare goods (out of 3 available) were just over 500k LS from the main star. I only found that out AFTER making the trip to each system (that one's on me, I could have checked this beforehand).
Whilst travelling, I asked myself... "what does this travel distance add to the game?" and, more importantly, "is this fun?"...
And sadly, the answer to the second question is "no, it's not really fun", and I had to struggle to come up answers to the first.
So, why the distances? I think these are the reasons:
- sense of scale
- encounters along the way
- USS?
Did I miss anything? I don't think so. Unfortunately, I would argue that all of these 3 points don't really work any more. And it's not like in Euro Truck, where one actually needs to DRIVE to get somewhere... in ED it's "align and go for a break for 15 minutes". Actually, it's worse, because of the changing speed you don't REALLY know how long a break it can be so you can't rely on the in-game "time-to" timer... Anyway I'll try to break down the 3 points above and why they aren't really good arguments...
1. Sense of scale:
Yes, that's a large distance... unfortunately, past a certain point (something like a few thousand LS) one loses track. This is compounded by the speed changing as you travel between the stars. The sense of scale is restored once you SEE the target stellar bodies and observe how they move about on your screen and grow. But when one's travelling 500k LS... well, it's just dots all the way and things get interesting only once you're actually THERE. Anyway, having the ability to jump between stars shouldn't REMOVE the ability to fly the distance manually, so...
2. Encounters:
Hands up who has been interdicted DURING a lengthy travel time. Not when nearing the target stellar body (i.e. during deceleration when the timer's at 0:06) but when flying between the stars at 1000+LS/s... Anyone? Didn't think so... Unless the AI cheats and spawns right behind you to interdict you instantly (which is a bad experience in an of itself), nothing will happen during that time. Perhaps some PVP then? But, barring some CG which sends everyone flying on a single, long-distance haul like that, I bet people avoid such distances in the first place, making this a bad place to find PVP action... and PVP interdictions will still be far easier near the start or end points of such a journey anyway...
3. USS:
Oh come on - USS are already bloody annoying RNG-generators... And approaching them during inner-star travel is as engaging as everywhere else, if not less.
Now, I really think such distances should be a novelty. Like Hutton - I wouldn't want to see it gone or "moved closer". So having a few places where you NEED to travel that long around the universe for the "LULz" would be perfectly fine. But in all other cases we should have a "jump to star" on our ships, as these large distances are by no means a rare occurrence. So far I think the only actual effect these systems have is cluttering up the mission tab and forcing everyone to double-check the LS distance before accepting a mission... Having inner-system "star-only" jumping capabilities won't remove the sense of scale or danger (orbits around a star can still be quite big, and that's perfectly fine). Unless I'm missing something here, and these extreme distances and travel times add something else to the game I'm not seeing?
Whilst travelling, I asked myself... "what does this travel distance add to the game?" and, more importantly, "is this fun?"...
And sadly, the answer to the second question is "no, it's not really fun", and I had to struggle to come up answers to the first.
So, why the distances? I think these are the reasons:
- sense of scale
- encounters along the way
- USS?
Did I miss anything? I don't think so. Unfortunately, I would argue that all of these 3 points don't really work any more. And it's not like in Euro Truck, where one actually needs to DRIVE to get somewhere... in ED it's "align and go for a break for 15 minutes". Actually, it's worse, because of the changing speed you don't REALLY know how long a break it can be so you can't rely on the in-game "time-to" timer... Anyway I'll try to break down the 3 points above and why they aren't really good arguments...
1. Sense of scale:
Yes, that's a large distance... unfortunately, past a certain point (something like a few thousand LS) one loses track. This is compounded by the speed changing as you travel between the stars. The sense of scale is restored once you SEE the target stellar bodies and observe how they move about on your screen and grow. But when one's travelling 500k LS... well, it's just dots all the way and things get interesting only once you're actually THERE. Anyway, having the ability to jump between stars shouldn't REMOVE the ability to fly the distance manually, so...
2. Encounters:
Hands up who has been interdicted DURING a lengthy travel time. Not when nearing the target stellar body (i.e. during deceleration when the timer's at 0:06) but when flying between the stars at 1000+LS/s... Anyone? Didn't think so... Unless the AI cheats and spawns right behind you to interdict you instantly (which is a bad experience in an of itself), nothing will happen during that time. Perhaps some PVP then? But, barring some CG which sends everyone flying on a single, long-distance haul like that, I bet people avoid such distances in the first place, making this a bad place to find PVP action... and PVP interdictions will still be far easier near the start or end points of such a journey anyway...
3. USS:
Oh come on - USS are already bloody annoying RNG-generators... And approaching them during inner-star travel is as engaging as everywhere else, if not less.
Now, I really think such distances should be a novelty. Like Hutton - I wouldn't want to see it gone or "moved closer". So having a few places where you NEED to travel that long around the universe for the "LULz" would be perfectly fine. But in all other cases we should have a "jump to star" on our ships, as these large distances are by no means a rare occurrence. So far I think the only actual effect these systems have is cluttering up the mission tab and forcing everyone to double-check the LS distance before accepting a mission... Having inner-system "star-only" jumping capabilities won't remove the sense of scale or danger (orbits around a star can still be quite big, and that's perfectly fine). Unless I'm missing something here, and these extreme distances and travel times add something else to the game I'm not seeing?
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