I think hyperspace jump range versus ship outfit requries a review.
Even a light equipment on a ship that has a moderately good jump range, as the Viper or the Cobra, will end up in confing the ship in very limited space. If you want to gear yourself up, you'll end up closing yourself in the system you've been doing the gearing up.
I can understand that a short-ranged fighter as the Eagle might be limited to the starsystem where it is "born", but I fail to see how the game should be interesting if, after gearing me up for fight, I can just visit a couple of starsystems.
If gear would be easily findable, it could even be doable to sell your ship, get a long range explorer and rebuy your ship at destination (althought it would feel a bit strange); or, if we had the ability to use more ships, we could use a long-range exporer to reach one area, then reach a base and switch for a short-range fighter to complete fight missions.
I honestly fail to see how punishing the players that are gearing up their ships by confining them in small areas (or even single star-systems) in a game whose heart is the exploration of new worlds, is making the game interesting.
I agree that it is interesting to study new, more complex routes to get to your destination, when you fill up your cargo or when you make your ship heavier. The fact of having to do more jumps, spending more fuel, visiting more stardocks to refuel is TOTALLY ok. Also, having to refuel more makes the travel more risky, and I think that's what the jump scaling on ship weight should be all about.
But, closing the player in a limited region of space, or on a single star system... no, sorry, I am seriously thinking that is design flaw. And, in a game based on esploration, a FATAL design flaw indeed. It ends up you can't even gear yourself up to go hunt for pirates, as after gearing yourself up, you can't even reach the systems you wanted to hunt anymore!
Last but not least, I remember that, since Elite on Commodore 64, the jump range of a Cobra MK3 was 8 LY, but it didn't suffer any jump range renstriction based on the gear or cargo it had. The average distance between the star systems on the galaxy map didn't vary since then, but the actual playable ship jump range is now greatly reduced, to the point that you must disarm your ship (unless it's a long range transport or an Anaconda) to go ANYWHERE.
The way the map is structured now, jump ranges should be doubled, maybe increasing the penalty for cargo/gear weight, so that you could go anywhere you wanted, but if you get weight you'd be then forced to study more complex -- and dangerous routes to get where you want, without being prevented altogether to get ANYWHERE.
Even a light equipment on a ship that has a moderately good jump range, as the Viper or the Cobra, will end up in confing the ship in very limited space. If you want to gear yourself up, you'll end up closing yourself in the system you've been doing the gearing up.
I can understand that a short-ranged fighter as the Eagle might be limited to the starsystem where it is "born", but I fail to see how the game should be interesting if, after gearing me up for fight, I can just visit a couple of starsystems.
If gear would be easily findable, it could even be doable to sell your ship, get a long range explorer and rebuy your ship at destination (althought it would feel a bit strange); or, if we had the ability to use more ships, we could use a long-range exporer to reach one area, then reach a base and switch for a short-range fighter to complete fight missions.
I honestly fail to see how punishing the players that are gearing up their ships by confining them in small areas (or even single star-systems) in a game whose heart is the exploration of new worlds, is making the game interesting.
I agree that it is interesting to study new, more complex routes to get to your destination, when you fill up your cargo or when you make your ship heavier. The fact of having to do more jumps, spending more fuel, visiting more stardocks to refuel is TOTALLY ok. Also, having to refuel more makes the travel more risky, and I think that's what the jump scaling on ship weight should be all about.
But, closing the player in a limited region of space, or on a single star system... no, sorry, I am seriously thinking that is design flaw. And, in a game based on esploration, a FATAL design flaw indeed. It ends up you can't even gear yourself up to go hunt for pirates, as after gearing yourself up, you can't even reach the systems you wanted to hunt anymore!
Last but not least, I remember that, since Elite on Commodore 64, the jump range of a Cobra MK3 was 8 LY, but it didn't suffer any jump range renstriction based on the gear or cargo it had. The average distance between the star systems on the galaxy map didn't vary since then, but the actual playable ship jump range is now greatly reduced, to the point that you must disarm your ship (unless it's a long range transport or an Anaconda) to go ANYWHERE.
The way the map is structured now, jump ranges should be doubled, maybe increasing the penalty for cargo/gear weight, so that you could go anywhere you wanted, but if you get weight you'd be then forced to study more complex -- and dangerous routes to get where you want, without being prevented altogether to get ANYWHERE.
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