SC must be slow, if Elite want be Dangerous

Greetings, commanders.
I remember the first elite - once I flew more than 4 hours to the station. I was constantly intercepted and had to fly away.
Now the difference between the 10 light-seconds and 2,000 light-seconds is low. Real-time is about a minute, the other. Of course, no one in particular does not have time to make the flight dangerous.
On the other hand - the economy - all prices in the galaxy - + 10%.

And why not do this:
1. Reduce the speed SC - maybe 100c maximum (but include jumping to the second & third stars of the system, but fly 1000 ls from main star to station must be longer than jump to second star & fly 300 ls to another station)
2. Of course, the exploring will go slow - to raise the price for them can be + special module that increases the speed in SC - instead of the hold.
3. For stations located further - to expand the scope of pricing (1000 light-years - + - 20% from average galaxy price, etc.)
4. The flights to more distant stations to be more dangerous, the player will have to spend more time in the SC, the remuneration for the delivery of goods to the distant station (missions, etc.) more.
 
Have you been to Hutton Orbital? If not, go to Alpha Centauri and then to Hutton. Then come back here and apologize :D
Some stations is very far, yes.
but to this stations nobody fly now, & nobody in future :) To my mind, flying about 1-2 minute from main star to station is very safe.
Standart fly now:
1. From landing pad to SC - 5km, about 2 minutes
2. Jump to another system (several light year) - 30 seconds
3. Fly from main star to station (hundrets ls) - 1-3 minutes real time
4. 10 km to landing pad - 2 minutes.

Standart fly what i see:
1. From landing pad to SC - 5km, about 2 minutes
2. NEW - If station near planet - to deep space to made a HJ - 2-3 minutes
2. Jump to another system (several light year) - 30 seconds
3. Fly from main star to station (hundrets ls) - 5-10 minutes real time
4. 10 km to landing pad - 2 minutes.

Of course, it is necessary to work on the economy, to earnings per hour remained at the level of the current, but it will not be a dull grind. Better 2 complex flight with a profit of 5 million than 10 boring.
 
SC is already long enough. If you want Dangerous though - which is a fairly good point! - what about increasing the range and angle of FSD interdictors ?
 
I understand your point, but making a somewhat boring mechanic (SC) an even boring mechanic it's not the solution. The thing is, NPC interdiction is already far too easy to avoid. And even if you get interdicted you just put 4 pips to engines and boost away, so the problem does not lie in the SC mechanic but in the interdiction mechanic. You could get interdicted "n" times in a 300ly travel distance and it still wouldn't add to the "danger" you mention. When we exited SC about 20KM from the station people raged that's too far and boring. Now some say it's too close. Back to SC, they added persistant NPC that follow you even if you hyperspace out, so that's a first step to make it more dangerous. Have patience, but remember space is big, hence the probability of you getting into trouble, although I recommend Open Play in LAVE, DISO, LEESTI. :)
 
I understand your point, but making a somewhat boring mechanic (SC) an even boring mechanic it's not the solution. The thing is, NPC interdiction is already far too easy to avoid. And even if you get interdicted you just put 4 pips to engines and boost away, so the problem does not lie in the SC mechanic but in the interdiction mechanic. You could get interdicted "n" times in a 300ly travel distance and it still wouldn't add to the "danger" you mention. When we exited SC about 20KM from the station people raged that's too far and boring. Now some say it's too close. Back to SC, they added persistant NPC that follow you even if you hyperspace out, so that's a first step to make it more dangerous. Have patience, but remember space is big, hence the probability of you getting into trouble, although I recommend Open Play in LAVE, DISO, LEESTI. :)

If space is big, why i need play in 3 system? :)

If people fly in SC & saw film all the time - it's bad. I don't know peoples, who play in F1 races & see film during race.
 
I'd rather they would increase the distance to station when you go out of SC.

If you arrive at 25 km, you know the road to the Station might be populated with pirates and murderers and lions and bears and tigers ... Oh my!

Pirates lurking in the dark, freezing their butts of waiting for some juicy targets.
Traders will get a jolt when they hear "Scan detected" when a pirate cargo scans them.
Pirates will get the hiccups when they hear "Scan detected" when some bounty hunted KWSes them.

Or something like that.
 
If the base speed was slower, then we'd need a selection of cruise boosters to allow us to increase it across an interesting speed range, with kit available even to the early-game player. Differing cruise speeds, along with temporary disposable boosters, could add an extra dimension to supercruise that people are looking for; depending on how well it was divvied up between the ships and modules (optimally it'd be a separate slot or set of slots for drive improvements in general).

A mere reduction in speed is just more penalizing gameplay without any fun workarounds.
 
If space is big, why i need play in 3 system? :)

If people fly in SC & saw film all the time - it's bad. I don't know peoples, who play in F1 races & see film during race.

You wanted danger. In the Old Worlds Cluster there's plenty of it in the form of Player Pirates Interdiction. Some parts of this big space are more dangerous than others. If you thrive on danger, seek it.
 
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