yeah, let's see how long this takes til it gets hidden in that freaking thread again.
assassination missions, starting out in your starter sidewinder, against vultures, pythons, wings, anacondas... are HARD.
as they should be.
I know how to fly. Therefore, in an Eagle, I was able to complete my first assassination mission which was a Python with two Vulture escorts. A Pirate lord.
It took well over an hour to complete.
There's a catch though, in Elite Dangerous, I don't want to be a combat pilot. I've honestly had my fill of combat. Now, flying itself, I absolutely adore. I'm obsessed, ask anyone who knows me.
I love A->B trading. Finding trade routes. Testing trade routes. Like for example, where I'm based, a Clipper in her optimised route will out-profit per hour a T9. YEP. That happens. It's amazing what one jump and 403m/s can do.
But what's the ultimate rush? Isinona's way of smuggling into a station, afraid the station's guns would open up on him at any moment.
Smuggling with a CONSEQUENCE.
Smuggling with a RISK.
And yeah, I, like many other hard-core smugglers, have my favorite ship. Fully kitted out. Nerf the credits all you want. Just, let those bulletin missions exist, please.
and, if only 1% of the Commanders out there, can complete that 9million credit mission? Then you're doing it right.
as I read somewhere, reading through various threads on smuggling:
A Smuggler is never caught. If you're scanned, your just a henchmen stooge that doesn't know how to disappear.
-
and the CONSEQUENCES of GETTING CAUGHT should be severe.
my original post that was rudely hidden in the massive "Smuggling Thread" -
assassination missions, starting out in your starter sidewinder, against vultures, pythons, wings, anacondas... are HARD.
as they should be.
I know how to fly. Therefore, in an Eagle, I was able to complete my first assassination mission which was a Python with two Vulture escorts. A Pirate lord.
It took well over an hour to complete.
There's a catch though, in Elite Dangerous, I don't want to be a combat pilot. I've honestly had my fill of combat. Now, flying itself, I absolutely adore. I'm obsessed, ask anyone who knows me.
I love A->B trading. Finding trade routes. Testing trade routes. Like for example, where I'm based, a Clipper in her optimised route will out-profit per hour a T9. YEP. That happens. It's amazing what one jump and 403m/s can do.
But what's the ultimate rush? Isinona's way of smuggling into a station, afraid the station's guns would open up on him at any moment.
Smuggling with a CONSEQUENCE.
Smuggling with a RISK.
And yeah, I, like many other hard-core smugglers, have my favorite ship. Fully kitted out. Nerf the credits all you want. Just, let those bulletin missions exist, please.
and, if only 1% of the Commanders out there, can complete that 9million credit mission? Then you're doing it right.
as I read somewhere, reading through various threads on smuggling:
A Smuggler is never caught. If you're scanned, your just a henchmen stooge that doesn't know how to disappear.
-
and the CONSEQUENCES of GETTING CAUGHT should be severe.
my original post that was rudely hidden in the massive "Smuggling Thread" -
Saw something interesting that I think proves how broken smuggling has always been, and how Sothis and long range smuggling was exploited -
I've done numerous tests.
The bigger the ship, the further away a viper ai cop can see you and scan you.
The warmer you are without silent running, the sooner a viper ai cop can scan you.
So, it all depends on the ship and the pilot, for their part.
And risks vs reward and actual game-changing consequences on FDEV's part.
But this is something I KNOW people will despise.
The sheeple
Those with delusions of grandeur and don't have the tenacity, determination, and will to strive for that which can seem insurmountable.
The game has an incredibly steep initial learning curve.
But after one gets past that, it's easy enough to avoid combat and enjoy trading and mining and making a decent blue-collar income while being an upstanding citizen.
What about the smugglers?
How are people in today's world and society treated when they try to smuggle in heroin or cocaine.
I can't speak for other countries, but in mine, I shoot out their engines with a 50cal and take their happy backsides to jail.
They're part of the criminal element
So...
How does flying into a coriolis.io starport in anything larger than an Asp, full of illicit goods, getting scanned, and receiving a paltry fine with barely any other consequences "working as intended".
Because I believe THIS is what ruined Sothis and long range smuggling and has plagued smuggling since the get go.
Here are FACTS about gameplay mechanics that every stealth pvp player and true smuggler already knows:
Smaller ships are harder to see visually, requiring much closer visual LOS on target to get a scan or target lock.
- like as in 300m for a Courier vs 1.5km distant for a Clipper.
Cold running ships don't have a good heat signature to be picked up long range
-courier at standard combat loadout with 75% powerplant used with weapons stowed at 65% heat shows up at 2km.
- same courier built for smuggling with all non-essential systems down (thrusters and sensors, one heat sink launcher only on) running at 29.6% power and 22% heat - 1.35km
I basically ran my two builds of courier, and after 50 scans each found the mean of distance when scanned.
Silent running with a combo of the above two equals a near invisible ship.
- as long as the Viper wasn't facing me, I got to within 150m of it. One time I accidentally even hit one.
-Facing me, when my courier weighed 100t laden, it was 200m.
Now you need a crackshot pilot, who can skim the surface of a station, hide in gravity wells, know how to be uncatchable in supercruisr, and understand more than just basic navigation, and a paranoid twitch from constantly checking the scanners
And you have a perfect smuggling ship and pilot.
Working "as intended" as far as being hard to detect.
Byt what about smuggling?
This all would be "working as intended too"
IF there were actual consequences too.
I'm pretty sure when "smugglers" started accruing bounties and losing their Anacondas and pythons... they'd either stop smuggling, or learn to fly a smaller a ship!
Scans outside of 10 km from ANY station= failed mission and a bounty equal to the payout if not more.
Scans in front of stations = DEATH.
NOT fines, NOT bounties.
Then people would stop using stoopid ships, stacking missions, filling their cargo holds.
You'd have couriers, diamondbacks, vipers, cobras, adders and sidewinders have an actual, productive role outside of a few of those in combat, and "beginner ships".
But
I know.
"We can't have that!"
"Anaconda is the end-game ship" and all that right?
Look, smuggling has been "temporarily changed"
So cool.
I've waited this long past initial beta for mining to make over 20,000cr/t/hr...
I can wait til 1.5 for smuggling to be fixed.
But this time fixed for real.
I want 5+million cr missions
I want the high chance of FAILING those missions if I don't so my part, up to and including losing my ship.
I want consequences
I want positive rep exponentially higher for the sub-faction that issues the job
I want sub-factions that are Imperial wanting me to smuggle in weapons to an anarchist system to help overthrow that system - in writing - in the bulletin board. I mean it's not like there's voice-acting or movies or live action to make or code. Just text.
I want 99% of the players of Elite to FAIL these kinds of missions.
I want a steep learning curve that makes flight assist off look EASY.
No more "navigate by fastest route" - COPS should know this route and be blockading at every star!
No more Pythons "sneaking in"
Or Anacondas and Clippers just "boosting in" without a big brass pair, insane amount of luck, and SKILL!
Because yes! I want to smuggle in my Clipper lol. But that should be the opposite of EASY.
And if this kind of gameplay makes Dark Souls look easy, GOOD!
That means we won't have 2500 asp's in Sothis in 24 hours anymore!
...
Or at least, we won't have those same 2500 Asps completing their missions.
Picking an assassination mission in a stock sidewinder is suicide.
Why can't picking a high paying smuggling job be any different?
Why can't smuggling be the same?
I want only maybe 1% of the smugglers to actually be able to pull off the 12 million credit job.
I want not just trade rank, but smuggling stats, reputations, and connections to matter to ever even see a 12 million credit job.
I also would like FDEV to come out and say what's actually supposed to be "working as intended"
Or quite simply, someone who has been devoutly loyal to Frontier, won't be purchasing Horizons.
There are things BROKEN in the base game.
FIX those or ADMIT it's "working as intended" and Anacondas, FDLS, Clippers, FAS and Pythons are all there is to this game.
It's one big grind to nothing unless you grind more in powerplay.
ADMIT to that
ADMIT it's nothing like the previous Elite games or any other game by Frontier.
That it does have an actual "end-game" set in stone.
And everything else, be it the number of ships, the factions, the background sim, exploration, all of it is just fluff.
Or make things work, the way combat works for ALD and ZH followers, the way trading and mining now works.
Either it's an open sandbox where you can be whoever you want and fly whichever ship you desire and get good gameplay...
Or its NOT.
And the Anaconda truly is the end-game ship, and no social modules, planetary landings, more ships, nor crafting will chage that.