Not read the entire thread, but...
Its fine the doomsayers have reliably informed me that their conclusions are all based on less people playing ED than voted in that poll. So not only is ED undoomed but we've got a big old dataset to peep at.
11% want limited probes only, that's not divided its a landslide.
I didn't vote, but would prefer finite probes.
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- When your ship is destroyed, you lose everything, all your mats, and it takes the same amount of time for your pod to reappear back at the nearest station as it would if you flew there manually
- When you collect mats, they first have to be refined in your ship before they can be of any use, so you must carry a refinery
- The entire engineering system, it is all one big inconsistency!
- Ships that don't have artificial gravity yet can go from multiples of the speed of light to a dead stop instantly yet the pilot doesn't end up a smear all over the interior of the cockpit
- Magical kinetic rounds that 'disappear' after a preset distance
- Magic stations that can instantly reproduce your ship, right down to the engineering modifications and paint jobs, when you can't even buy that specific ship at the station
- The ability to print a complex entity like an SLF with no materials, yet the player is expected to hunt for rocks and pick up trash for the most basic of requirements for anything else
- Instant loading and unloading of cargo / re arming / fuelling
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Instant rebirth - unapologetic game play but you should lose mats, just like you lose anything in your hold, and you should be given a bare ship (but with A rated stuff if you bought it).
Refinery and scanners and autopilot built into the frame of the ship.
Kill the entire engineering thing, it's - lets get back to skill based game play.
I'm sure there's techno babble to explain why we don't get smeared.
Kinetic rounds just lose any power after... oh wait! yea, we're in space, no friction...
Ship replacement: See point one.
SLF auto rebuild is stupid, as stupid as telepresence, as stupid as infinite probes - inconsistent.
Instant stuff is gameplay, just call it that. In an offline game the screen could just fade to black then announce 4 hours have passed, here we're constrained by the online element.
TBH, when I saw last night's livestream and when Adam W said "...and this guy's going to ask me for fuel" I really hoped he was going to go on to demonstrate how the player just had to come to a stop near the NPC and then they'd launch a limpet to collect fuel. [sad]
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Alternatively, my multirole Krait always carried a collector controller, for scavving, anyway so a multi-function limpet would also be good too, if it could be configured to launch collectors, fuel limpets and repair limpets too.
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Trouble is, even with the persistent USSs, most people just aren't going to bother making the effort to go back to a USS so they do either need to make them diverse enough (and interesting enough) that people will want to spend an entire session doing them in a dedicated ship or give us the tools that allow us to do them in an average multirole ship.
At this point they've pretty much made anything smaller than the Python useless for any kind of gameplay and really should have used this opportunity to do multifunctional tools, like the scanners, limpets etc.
Yes you can outfit ships with everything, but I think the kind of point being made is your average trader isn't going to be in a position to give a Distress Call NPC any fuel via a limpet. And/or your average explorer won't have a number of other simple "tools" available to them even in the most inefficient/basic of forms.
ie: Gameplay options are locked off possibly needlessly... Is the ability to give someone some fuel really a niche outfitting option? Could it not be possible to at least give someone some fuel in a really basic way via standard ship functionality (available as standard)?
As for the food thing, why not be able to offer something from your personal stock, it's not like they're asking for a ton of the stuff, and you can just reload at the next station, same with fuel, give them some of yours. I was actually kind'a surprised when they showed you couldn't do that.
I am wondering, are they really represented as physical objects? After all, you don't steer them, you launch them on a ballistic trajectory affected by the target body's gravity. So it could be just some kind of plasma pulse or whatever that upon impact generates some kind of signal (maybe particle accelerator style) which can be used to infer something about the surface structure (like echolocation, just with electromagnetic radiation).
Then show us that in-game and in the presentation - it's been a while since I saw the vid but it looked pretty physical...
Also, if they're up for reducing the grind make mats acquisition a buyable / sellable part of gameplay. People who like shooting rocks will be happy, people who hate it will also be happy and everyone (apart from the players out in deep space) can ensure enough mats to synthesise SLFs, SRVs, ammo and probes to... infinity and beyond - yea, I'm getting my coat.
Win win!