∞ probes?

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Shhhh!

Can this thread be quiet for a bit please, CMDR Quantis is having some sort of obsessive compulsory posting session and we need the hamster up to speed so the rest of the internet can argue on his threads too!

;-)
 
At least one thing is crystal clear, for the next 12 months any time anyone mentions anything good about the game, there will be that special select group of players that will respond with "But what about infinite probes, it destroys the game". Not withstanding the fact they are using them probably on a daily basis, not withstanding the fact that they don't really care whether the amount of probes carried is 10, 100, or endless, it will just be their go to whine to prove to everyone else how bad the game is.

And not withstanding that fact that it'd be a perfectly valid criticism, eh?

Simple fact is that ED DOES have some glaring inconsistencies.
They're not show-stoppers but the fact that they're there, unresolved, and and that FDev seems content to keep on adding more without attempting to resolve any of them is worthy of criticism IMO.
 
And not withstanding that fact that it'd be a perfectly valid criticism, eh?

Simple fact is that ED DOES have some glaring inconsistencies.
They're not show-stoppers but the fact that they're there, unresolved, and and that FDev seems content to keep on adding more without attempting to resolve any of them is worthy of criticism IMO.

Fair enough, so lets get rid of all the inconsistencies:

- 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
- Instant rearming
- Instant refuelling

… I could go one but I think you get the idea, you can't demand realism in one facet of the game but happily accept magic in all the other aspects.
 
Fair enough, so lets get rid of all the inconsistencies:

- 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
- Instant rearming
- Instant refuelling

… I could go one but I think you get the idea, you can't demand realism in one facet of the game but happily accept magic in all the other aspects.

Who said anything about demanding realism in any aspect of the game?

What I said was that lack of consistency is worthy of criticism.
 
Fair enough, so lets get rid of all the inconsistencies:

- 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
- Instant rearming
- Instant refuelling

… I could go one but I think you get the idea, you can't demand realism in one facet of the game but happily accept magic in all the other aspects.

Actually I would be very happy if those things were in the game. Can you imagine how much more gameplay complexities and mechanics could be implemented? it would be awesome.

"The journey is important, not the destination"
 
There are aspects of the game I like and there is stuff I strongly dislike.

Like everyone else I have the right to voice my opinion :)

Absolutely. Sorry if I came across otherwise. I actually miss typed my smiley.
Discussion forums are about discussion infact the thing which winds me up is nothing to do with infinite probes or not, it is the people who are poking digs at the people for having a different opinion . Of which it seems you thought I was doing so again i appologise
 
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Fair enough, so lets get rid of all the inconsistencies:

- 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
- Instant rearming
- Instant refuelling

… I could go one but I think you get the idea, you can't demand realism in one facet of the game but happily accept magic in all the other aspects.

Despite your sarcasm a lot of that i support. Note for me it's not about realism but versimilitude. Much of that stuff does.not have to be "realistic" just a nod to it to show it is happening. Realism is the wrong word. As said above sci-fi does not have to be literally realistic but it should be consistent to its own rules.
In aliens we saw Ripley in the loader. (Forgetting it was setting the scene for the fight later on) I think most would say the loading scene was cool BUT we were not stuck watching them loading for hrs on end, it was a quick scene showing it happened.
I like the suggestion (from stealthie I think) to re-evaluate all material costs for blueprints making it so we find what we need naturally doing the "stuff" which needs them if that makes sense. I would suggest looking at stuff we find whilst exploring is PART of exploring so as long as what we need is also there then cool.

It is all moot tho FD seems to have made their decision after feedback from their initial reveal (but don't complain till beta yada yada yada)!!!.
But the majority of the playerbase now don't want resource management so.....
 
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But then you need a (mining) laser don't you? Or am I missing something?
Yes, a mining laser is required. If that's considered a problem, then Frontier could one-off gift undocked ships without a mining laser and a free hardpoint with a mining laser. That would resolve most of the problem. The very few deep space explorers who don't want the extra mass would need to contact support to remove it. I would expect that to be a tiny number, though. All my exploration ships already have a mining laser.
 
Fair enough, so lets get rid of all the inconsistencies:

- 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
- Instant rearming
- Instant refuelling

… I could go one but I think you get the idea, you can't demand realism in one facet of the game but happily accept magic in all the other aspects.
When I was younger, my Dad told me two wrongs don't make a right. Just because elsewhere in the game there are inconsistencies doesn't mean more should be added. And it doesn't mean existing inconsistencies shouldn't be questioned and debated.

For example, I would be quite happy if everything was lost on ship destruction. But only if Frontier made it possible to go back to the 'body' and get back some of what was lost. More gameplay FTW.
 
Maybe infinite probes are just a placeholder.


Bingo!

If FD have proven 1 thing it is that releasing placeholder bare bones MVP is not good for the sanity of the playerbase when it is eventually fleshed out. I realise there was perhaps not much option however in the case of elite
 
No mining laser?

Solution! Rub your ship against an asteroid until something fall off.

I can see no possible way this could go horribly wrong... :D

Whilst I think giving every ship outside of the bubble the option of a mining laser as a 1 off on 1st logging in, also asteroid belts could have materials free floating in space. (Fewer than mining them tho imo)
 
At least one thing is crystal clear, for the next 12 months any time anyone mentions anything good about the game, there will be that special select group of players that will respond with "But what about infinite probes, it destroys the game". Not withstanding the fact they are using them probably on a daily basis, not withstanding the fact that they don't really care whether the amount of probes carried is 10, 100, or endless, it will just be their go to whine to prove to everyone else how bad the game is.
That's a strawman...

No one has suggested that infinite probes is destroying the game. And you might also notice that folks are simply discussing variations in gameplay.

Why blow things out of proportion? It doesnt achieve anything other than create needless arguments.
 
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