Should the Corvette get a better jump range?

Jump range hasn't really got something to do with balance, just how annoying it is to get from A to B. IMO the Corvette should have a jump range of about 15 LY. Not more and the Cutter should also get its jump range buffed.

Also, improve the fuel efficiency of the Vette (dunno about the Cutter) as you have to refuel after just 3 jumps which are not even more than 30 LY at the moment. Of all ships, I think the Vette holds the first place in the worst jump convinience. bad fuel efficiency, jump range and "small" fuel tank.

we don't know a lot about FSD, but there are 2 things we know:

a) same class and quality of FSD always uses the same amount of fuel. 5A has a max fuel-usage of 6T, 6A has a max. fuel-usage of 8T. the corvette isn't more or less "fuel-efficient" than any other ship with a class 6 FSD.

b) jumprange depends on mass. all ships of the same mass jump as far as any other ship of the same mass, if you equip the same FSD. you can check this by yourself by outfitting a very lightweight corvette, and a very heavy anaconda. at same mass they will jump the same...

so, there are only 2 ways to get a corvette more jumprange. make it more lightweight - which might me strange because of its armour... - or give it a FSD one class bigger (7). there is nothing like "give it 4-5 ly when fully outfitted".

a corvette with a class 7 fsd would have 30 ly jumprange in an explorer outfit. i personally don't think, that this will unbalance things much. but i also think, that most of tjis requests will have an end with ship transport.
 
Seriously? you are complaining about travel time INSIDE the bubble?

Again: Different ships have different ranges - if you want to travel fast, get one that travels fast.

15 ly isn't that bad for a combat fitted ship.

Plus, if you really have a long way to go, you can shed weight and re-arm near your destination (might take a little bit to find all the pieces again, but they are everywhere).

I think you both missed my point - I understand the status quo, and how to work around it, but I don't understand why it has been done like this. What possible purpose does a very limited FSD range have apart from to waste my time when I'm trying to get somewhere?

This is especially true inside the bubble as I'm not out exploring for the fun of it, I'm trying to get somewhere. By all means balance the ships so that they have different pros and cons, but please don't use my available game-time as a balancing element, that is just lazy game design.

A better solution would be to balance on fuel consumption - make me choose between cargo space and fuel scooping time, or hull reinforcements and fuel scooping time. Don't give me no other option than to fly an Asp Explorer if I don't enjoy honk-jumping...

Edit: For clarity, 36 jumps to get from one place to another inside human occupied space is a royal waste of time (this was my journey today to get to Ceos). The end result is that most ships bar an Asp and an Anaconda will become too tedious to use unless you stick to your local area. That seems like a shame to me, and an unnecessary one as it doesn't bring any positives with it.
 
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I think you both missed my point - I understand the status quo, and how to work around it, but I don't understand why it has been done like this. What possible purpose does a very limited FSD range have apart from to waste my time when I'm trying to get somewhere?

This is especially true inside the bubble as I'm not out exploring for the fun of it, I'm trying to get somewhere. By all means balance the ships so that they have different pros and cons, but please don't use my available game-time as a balancing element, that is just lazy game design.

Everything is about "wasting" your ingame time. Why does a Sidewinder have less weapons than a Corvette? It makes achieving your pilot status or credits per hour more tedious and takes away more ingame time than grinding bounties with the Corvette. Same for trading, why does ship x has less cargo space than a Cutter?

So again, for optimal use of your time: Travel in an ASP, trade in a cutter, Fight in an Anaconda or 'vette.

Edit: For clarity, 36 jumps to get from one place to another inside human occupied space is a royal waste of time (this was my journey today to get to Ceos). The end result is that most ships bar an Asp and an Anaconda will become too tedious to use unless you stick to your local area. That seems like a shame to me, and an unnecessary one as it doesn't bring any positives with it.

36 jumps is not much. But if you don't want to do it, then don't do it.
 
I think you both missed my point - I understand the status quo, and how to work around it, but I don't understand why it has been done like this. What possible purpose does a very limited FSD range have apart from to waste my time when I'm trying to get somewhere?

This is especially true inside the bubble as I'm not out exploring for the fun of it, I'm trying to get somewhere. By all means balance the ships so that they have different pros and cons, but please don't use my available game-time as a balancing element, that is just lazy game design.

A better solution would be to balance on fuel consumption - make me choose between cargo space and fuel scooping time, or hull reinforcements and fuel scooping time. Don't give me no other option than to fly an Asp Explorer if I don't enjoy honk-jumping...

I guess it comes down to preference and tolerance then. I rarely have more than an hour or two at a time with this game. However, I am perfectly content with spending most of that time getting somewhere so that when I have a longer play session, everything is ready to go.

But, you are right, that is just addressing preference.

As far as a balancing and game design choice, perhaps we can try to look at it more critically...

Just considering theory, because I'll bet the application is a bit uneven due to tweaking...

Dedicated combat ships have handicapped jump range...why? Possible reasons:
- Combat ships, as frontier sees them, are not pursuit or interceptor ships. They are not meant to catch the enemy but rather to confront them
- Limit harassment capabilities of ships with high alpha damage---other ships can disengage and, if thoughtful, can avoid crossing paths completely
- Lore...probably the most subjective...some blah blah needs more blah blah so the blah blah can't blah and much as it normally blahs
-- One lore reason I keep in my mind is that the FSD is better protected on a combat ship, therefore reducing its effectiveness (not backed up by any actual game mechanics, just my own thoughts)
- DB is trolling you...want this cool looking murder machine, yah? yah?...ok, but you are as slow as a turtle...bahahahahaha...something like that
 
Everything is about "wasting" your ingame time. Why does a Sidewinder have less weapons than a Corvette? It makes achieving your pilot status or credits per hour more tedious and takes away more ingame time than grinding bounties with the Corvette. Same for trading, why does ship x has less cargo space than a Cutter?
If it got better as your ships got better I could almost understand it - make life better as you progress through the game. But the Corvette? That is just taking the     . Basically time-wastage due to FSD range gets worse from the Asp and onwards. It makes no sense from an enjoyment perspective or a game-design perspective.

So again, for optimal use of your time: Travel in an ASP, trade in a cutter, Fight in an Anaconda or 'vette.

36 jumps is not much. But if you don't want to do it, then don't do it.
Except that travelling around is what this game is about. Hell, even Mr Braben himself complains we don't do enough of it. Limiting us to using an Asp or a Conda if we enjoy doing missions that move us around the bubble a bit, without spending all evening watching the FSD drive charge up, seems rather daft to me - and again, it brings nothing sensible to the table except limiting our enjoyment as players.

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Dedicated combat ships have handicapped jump range...why? Possible reasons:
- Combat ships, as frontier sees them, are not pursuit or interceptor ships. They are not meant to catch the enemy but rather to confront them
- Limit harassment capabilities of ships with high alpha damage---other ships can disengage and, if thoughtful, can avoid crossing paths completely.

I fear this is true - and makes me even less happy about the status Quo as it is due to PvP balancing concerns...

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I guess it comes down to preference and tolerance then. I rarely have more than an hour or two at a time with this game. However, I am perfectly content with spending most of that time getting somewhere so that when I have a longer play session, everything is ready to go.

I could see this if they made jumping between systems involving or challenging in some way, but right now we can perform this task while watching TV... I literally spent close to an hour jumping, scooping and watching netflix at the start of todays play session, just to get where I was going. Ah well, with a bit of luck the 2.1 update will a) improve our jump ranges and b) give us more lucrative stuff to do without having to reach the outskirts of inhabited space :)
 
Ever hear of an Challenger 2? 550KM range, nearly 60KM/h, Abrams? 440KM rnage, nearly 75KM/h tanks with good range and speed. Your argument holds no water sir.

You bring 75km/h into a sports car debate and expect to take the cake. Interesting. Do you expect me to look up the specs of _any_sports_car_ to blow you out of the water of your argument with fancy three digit numbers?
 
Compared to the Anaconda the Corvette is better at pitch and tanking shields only. In PVP you can fit the hardpoints for really powerful alpha damage, however the Conda has better placed hardpoints for PVE laser vomit.

The jump range is terrible for such a ship and since it doesn't really out perform the Conda there really isn't any need to get one if you play solo or PVE.

The Corvette really shines in wing battles. It can absorb epic amounts of damage and the Alpha damage can help strip shields on opposing ships in no time. Ramming other ships is fun too. Just a shame about those hardpoints.

I would like to see the FSD range increased since it ain't much of an upgrade from the Conda. In fact it is probably best suited for PVP support.
 
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Your corvette is already capable of better jump range. Ditch some of the hull reinforcement packages and other bling. Make some compromises.

I ditched the HRP on my corvette and the jump range increased from 10.66 to 11.37. A fully armored FDL gets 11.84. The OP is right - the Corvette jump range is inappropriate for it's class of warship. It should be comparable to the Python's low end jump range (~14LY).
 
I think you both missed my point - I understand the status quo, and how to work around it, but I don't understand why it has been done like this. What possible purpose does a very limited FSD range have apart from to waste my time when I'm trying to get somewhere?
Because it's about trade-offs. You, as pilot, have to make decisions about outfitting your ship based on your preferences. There is no such thing as "the best ship" for exactly this reason, and that's why Frontier could never make one. A ship that is good at everything would be good for nothing. If all the ships linearly became better as they became more expensive, there would be no point in having more than one class of ship. Just have "a ship" that you get when you start the game, and as you get more credits you can upgrade every component to make it faster. And sure, that is a mechanic that could work--but it's not that interesting, and I'm glad the game is not that way.

Instead we're forced to think about what we want from our ships. Do we want speed, or combat? Do we want to spend those extra 500,000 credits on the A-class, or can we settle for a B-class until we make a little more money?

I'm reiterating this for the benefit of the larger audience of the thread here, though. I think you agree with me on the above, but you just disagree that the process of jumping really needs to be this tedious. Fair enough. But....
Edit: For clarity, 36 jumps to get from one place to another inside human occupied space is a royal waste of time (this was my journey today to get to Ceos). The end result is that most ships bar an Asp and an Anaconda will become too tedious to use unless you stick to your local area. That seems like a shame to me, and an unnecessary one as it doesn't bring any positives with it.
Here's the thing: space is big. Hugely, mindbogglingly, ridiculously big.

You might think it's a long walk to the chemist's, but that's peanuts compared to space.

Elite Dangerous might have its issues, but one thing it does gloriously is capturing the scale and magnitude of space and space travel. The lengthy time it takes to jump across volumes of space is an integral part of that.

You are making an assumption that most players should be criss-crossing the Bubble, maybe even the galaxy, on a regular basis. And, fair enough, some players enjoy doing it this way (I am actually one of them as well, but then again, I rock that Asp). Some players, though, are content to spend a great deal of time in a small volume of space, travelling between a few systems tens of light-years away, tops, while they do Powerplay or bounty hunting or trading or whatever it is people do to make money that doesn't involve staring at pretty planets all day.

It's harder to go from your home to a destination halfway around the world than it is to simply travel across your city. Travel gets harder the farther away you're going: you have to plan more, both in terms of costs (how much it will take to get there) and logistics (the route/method you're going to take).

Jump range is a way of implementing this idea. Travelling to nearby stars is cheap and nearly instantaneous. But, yes, if you're travelling a few hundred light-years, then that is a significant undertaking, and the cost of travelling should represent that. If it were otherwise, if we shrank all the effective distances, we would undermine this vision of the galaxy as the big place it is. There would be no difference between going from Sol to Achenar or from Sol to Proxima Centauri--so why do it at all?
 
So many people getting their panties in a twist jesus christ.

The Corvette even says in it's description 'Long Distance Deployments' - It wouldn't hurt if there was a 50% boost across the board. The only thing it would really affect is the 65k Ly club but they will just extend it further.
 
I'm reiterating this for the benefit of the larger audience of the thread here, though. I think you agree with me on the above, but you just disagree that the process of jumping really needs to be this tedious. Fair enough. But....
To clarify I don't have an issue with the range of an Asp, I have an issue with the differences being so big between the ships, resulting in nothing more than forcing players to choose from only two ships if they don't like unnecessary honk-jumping. Give me alternatives to the Asp, and make all the ships have fairly close ranges. The only balance it provides is one of tedium, which, to me, is shoddy game design...
 
Sorry for posting this but i could not resist.

When people are asking for a buff in jump range, there is always some other people who either..
A. Do everything in the game with one or two ships and are happy
B. Play for half hour a week so they dont care
C. Think that fdev always have a good reason for doing something
D. Play 15 hours a day so have plenty of time so they dont care
E. Dont have the rank for a corvette
F. Dont like combat so dont use combat ships

And despite being in one or more of those categories.. they have an opinion on Corvettes jump range.
Muaaaahaahahahaha.
 
To clarify I don't have an issue with the range of an Asp, I have an issue with the differences being so big between the ships, resulting in nothing more than forcing players to choose from only two ships if they don't like unnecessary honk-jumping. Give me alternatives to the Asp, and make all the ships have fairly close ranges. The only balance it provides is one of tedium, which, to me, is shoddy game design...
Personally I think this is rather interesting perspective, it is not incorrect, but I don't think it is a flaw of game design, more a flaw in the mentality a lot of people have of late, play the mechanics of the game, play the stats, not the actual ships, in games like this, few see a reason to getting x item unless it has direct y advantage. And if there are ships that have even +1 better overall then others, then that's the one that gets chosen, min/maxing basically.

Its nearly impossible to avoid this in games, I am hard pressed to think of any game that actually avoids it, the best way I know is specialization, meaning every ship would have its speciality, but in those cases people usually complain that, it isn't balanced either because x can take out y easily but you need z to take out x, and so on, so yeah, where is 'balance'.

Personally I'd like to see specialization, kinda like how passenger ships only can have certain stuff in first two internal modules, maybe do it so certain ships can only have certain modules in certain slots, this could also include the engineers so you could make slight moderations, in that relation, lets say, armoured passenger rooms, increasing armour, or such, giving some advantages from other specializations but not all.

Course that brings into question the multi-roll ships, but the answer would be to make them 'good' at everything, but not great, which is kinda the current state they are in now if you ask me, take the anaconda, it isn't as combat orientated as the corvette, but it most certainly can do combat very good if set up properly. But there is still an advantage to switching to a corvette for combat.
 
Boosting the jump ranges of combat ships (FDL, Corvette, Vulture, etc.) by 4-6 LYs isn't gonna tread on the territory of explorers or traders. They generally lack the internal space for cargo, and wouldn't be able to jump as far as an Asp or Anaconda anyways. All buffing them would do is make travelling with a dedicated fighting vessel less of a chore.
 
The Corvette even says in it's description 'Long Distance Deployments' - It wouldn't hurt if there was a 50% boost across the board. The only thing it would really affect is the 65k Ly club but they will just extend it further.

Oh, the corvette can go long distance. It's not the fastest, but we can.

BTW, we could also increase dmg output 50% accross the board. And cargo space. Did I miss something?
 
Boosting the jump ranges of combat ships (FDL, Corvette, Vulture, etc.) by 4-6 LYs isn't gonna tread on the territory of explorers or traders. They generally lack the internal space for cargo, and wouldn't be able to jump as far as an Asp or Anaconda anyways. All buffing them would do is make travelling with a dedicated fighting vessel less of a chore.
I have to ask, what is the downside of combat ship then?

Using: L = Low, M = Medium, H = High , I would glass ships basically like this.

Traders -
Cargo : H
Combat: L
Jump: M

Explorers:
Cargo: M
Combat: L
Jump: H

(note cargo including the ability for extra cargo such as extra fuel tanks, and room for srvs)

Combat: (this includes missions)
Cargo: M
Combat: H
Jump: L

Note cargo is medium because I consider mission running which can have variable cargo also needs cargo.
Now I think a solution that 'could' work, is maybe internal modules that enhance other modules, basically have a type of internal module, that at the cost of internal space, increases jump range? That way turning

That in turn could make pure bounty hunting ships turn into:

Bounty Hunter:
Cargo: L
Combat: H
Jump: M

But as it is, there's no way to do that other then hitting ships down in jump range ability, so maybe suggested internal modules are a solution?
 
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I think what could be a compromise if they had specific times where a gigantic ship that you could dock at would jump to far away systems. They could post a timetable for commanders to use to dock with them and hitch a ride to Sothis or somewhere like that. A bus timetable in space. It would be fun knowing that you could instantly get to a far away system at a given time advertised on the bulletin board. Might also encourage more social activity in the game too :) When docked on the big ship it could take 5-10 minutes which gives time for other passengers to chit chat. It would also make me more inclined to explore further out than I generally could be bothered to do.
 
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Sorry for posting this but i could not resist.

When people are asking for a buff in jump range, there is always some other people who either..
A. Do everything in the game with one or two ships and are happy
B. Play for half hour a week so they dont care
C. Think that fdev always have a good reason for doing something
D. Play 15 hours a day so have plenty of time so they dont care
E. Dont have the rank for a corvette
F. Dont like combat so dont use combat ships

And despite being in one or more of those categories.. they have an opinion on Corvettes jump range.
Muaaaahaahahahaha.

G. People who enjoy to fly a Corvette, noticing that it moves about like a big, mighty warship, shaking their heads at the kids today who get to fly a big, mighty warship and complain about it not going fast enough because they don't actually enjoy flying a big, mighty warship.
 
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