Horizons So why cant the Phython carry ship board fighters.

Maybe it's a bad idea to have a ship that can to everything?

We need ship design that is not based on the model that you are flying around. The notion that how the ship looks defines what it can do is absurd.

The truism is that "form follows function", not the other way around.
 
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Impressive indeed, but that just means AI is good in controlling your ship. What I want to know and I guess OneAmongOthers was referring, if you launch fighters and let the AI control them, are they any useful against NPC's? Did you made credits faster in that RES? Did your anaconda that was controlled by the AI gave you good support when fighting AI ships or that bug of AI controlled ships when they start to turn in circle and never fire occurred? I've seen an video where this guy sent his fighter to attack his target and the fighter not even once shoot at the enemy...

Sorry for the late reply. Yes the AI did help out, and it did make RES a little easier. Most of the time I was not letting the AI just attack on its own. One of the options is "attack my target". Also one of the cool touches is how the AI talks to you when they get commands... just adds to the realism. I would select "attack my target" and you would get a voice com,, "engaging target commander".. when they were destroyed, " all hostels are destroyed, standing down"

I am sure there are bugs but I did not see them, but maybe it was that I was more micro managing the commands like "attack this target", and "cover and follow me". Maybe if I selected just "engage at will" and never pay attention to my ship again the might have done something stupid on their own. Over all I am extremely happy with season two so far. Can't wait to hear what is on deck for season 3!

Long live Elite :D
 
Python is thicker than the Keelback. Python is around 18 m height while Keelback is around 15 m. I can also place the 3D models side by side and see that the Python definitely has more internal volume available. If the fighter bay can fit inside a Keelback it can certainly fit inside a Python.

Quite frankly, I'd rather FD left Python be (OK, they can give it better range, so I can sell all my other ships :D). They took T6, messed it up and as a result you've got an abomination which is Keelback. Ok, I get they wanted to give the option to use fighters for players who can't afford something better yet, so it's a demo ship, really.
If they add a fighter bay to the current Python, they would turn it into a rubbish ship. No, thank you very much.
 
Sorry for the late reply. Yes the AI did help out, and it did make RES a little easier. Most of the time I was not letting the AI just attack on its own. One of the options is "attack my target". Also one of the cool touches is how the AI talks to you when they get commands... just adds to the realism. I would select "attack my target" and you would get a voice com,, "engaging target commander".. when they were destroyed, " all hostels are destroyed, standing down"

I am sure there are bugs but I did not see them, but maybe it was that I was more micro managing the commands like "attack this target", and "cover and follow me". Maybe if I selected just "engage at will" and never pay attention to my ship again the might have done something stupid on their own. Over all I am extremely happy with season two so far. Can't wait to hear what is on deck for season 3!

Long live Elite :D

Np, I'm glad you had time to answer. Well, micromanaging them is the right way to do it I guess and it seems they are a great addition to the game, can't wait to use them :) But, lets say you attack and wing of 3 enemy ships, in the time you and your fighter attack one ship, the others two would attack your fighter? Or they attack the first ship that open fire on any or their wing? Also, is there a way to leave your employee somewhere while are you doing some trading/smuggling with a ship without fighters? As there is no point to cut on your income if you aren't using fighters right?
I could bet in the next season will add much more stuff on planets for us to play with, larger settlements and cities and more SRV's among others stuff. But I think they will want to finish with all the things that is needed to airless planets before giving us planets with atmosphere which my fellow CMDR's will be an awesome expansion that everybody needs to have :)

Quite frankly, I'd rather FD left Python be (OK, they can give it better range, so I can sell all my other ships :D). They took T6, messed it up and as a result you've got an abomination which is Keelback. Ok, I get they wanted to give the option to use fighters for players who can't afford something better yet, so it's a demo ship, really.
If they add a fighter bay to the current Python, they would turn it into a rubbish ship. No, thank you very much.

Agree, Python is a great ship as it is and I also don't think it needs fighters :p
 
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Also, is there a way to leave your employee somewhere while are you doing some trading/smuggling with a ship without fighters? As there is no point to cut on your income if you aren't using fighters right?

Whoa! What is this heresy? That would mean we have a complete system of fighter bays, fighters and fighter pilots. With all the background infrastructure to support that . Can't happen.

And speaking seriously, that's what it should look like. Maybe if there is storage for modules, we will be able to just leave the fighter pilot at that station. Or simply fire them and get a new one. This could actually be quite useful for populations stations with NPCs who are there for a reason rather than randomly generated ones.
However, from videos I've seen, I guess the pilots somehow get better at what they do, which would mean you may want to keep them and that would probably meant keeping to pay them.
 
Whoa! What is this heresy? That would mean we have a complete system of fighter bays, fighters and fighter pilots. With all the background infrastructure to support that . Can't happen.

And speaking seriously, that's what it should look like. Maybe if there is storage for modules, we will be able to just leave the fighter pilot at that station. Or simply fire them and get a new one. This could actually be quite useful for populations stations with NPCs who are there for a reason rather than randomly generated ones.
However, from videos I've seen, I guess the pilots somehow get better at what they do, which would mean you may want to keep them and that would probably meant keeping to pay them.

So are you saying it can't be done just yet? They will just sit back there drinking Cola and eating peanuts while I don't have a fighter bay and doing smuggling for a living but they will take a percent of my earnings? I guess in Elite world seems legit :))
 
So are you saying it can't be done just yet? They will just sit back there drinking Cola and eating peanuts while I don't have a fighter bay and doing smuggling for a living but they will take a percent of my earnings? I guess in Elite world seems legit :))

To be honest, I don't know how this system works, I don't have access to beta.
Are there differences in skill level of these pilots and the cost of hiring them (youtube videos seem to suggest that)? Are they able to train and improve their skills? Are there always pilots available, at every station? If there are stations without pilots available for hire (and it is quite possible, given that you have limited access to ships and modules, sometimes you have to shop around for these), that would be an incentive to keep them employed. If their skills are improving and their skill level makes a difference, then again, it makes sense to keep them employed. It's better to have an Elite fighter pilot than a Harmless fighter pilot. So the question of "pilot storage" becomes the question of how FD envisions the future of this game. If we are all expected to have massive fleets at our disposal (and that's what the game currently encourages or sometimes forces us to do), then module storage or pilot storage probably wouldn't be very high on FD's agenda. If we are supposed to be cosmic outsiders and nomads, with just one or two ships, then module storage, cargo storage and pilot storage is absolutely crucial.

In my opinion many things the Devs are doing are rather contradictory. We buy whole fleets of ships, either to use them to store modules or to perform numerous tasks, each task in a different ship, but at the same time we don't have much influence on the game world. We can't own stations (I'm pretty sure these would be very much within the financial capabilities of many players), we can't take over the existing ones and we are told that FD is not planning any private ownership of the stations. We can't hire wing pilots to fly trade convoys. So this points at FD desire at players being the lone wolf type of a pilot. On the other hand, as lone wolves, we would need tools to make us stick to one preferred ship, such as storage options I mentioned, and Devs are not really seem to be interested in giving us such options. It all seems rather inconsistent to me...
 
To be honest, I don't know how this system works, I don't have access to beta.
Are there differences in skill level of these pilots and the cost of hiring them (youtube videos seem to suggest that)? Are they able to train and improve their skills? Are there always pilots available, at every station? If there are stations without pilots available for hire (and it is quite possible, given that you have limited access to ships and modules, sometimes you have to shop around for these), that would be an incentive to keep them employed. If their skills are improving and their skill level makes a difference, then again, it makes sense to keep them employed. It's better to have an Elite fighter pilot than a Harmless fighter pilot. So the question of "pilot storage" becomes the question of how FD envisions the future of this game. If we are all expected to have massive fleets at our disposal (and that's what the game currently encourages or sometimes forces us to do), then module storage or pilot storage probably wouldn't be very high on FD's agenda. If we are supposed to be cosmic outsiders and nomads, with just one or two ships, then module storage, cargo storage and pilot storage is absolutely crucial.

In my opinion many things the Devs are doing are rather contradictory. We buy whole fleets of ships, either to use them to store modules or to perform numerous tasks, each task in a different ship, but at the same time we don't have much influence on the game world. We can't own stations (I'm pretty sure these would be very much within the financial capabilities of many players), we can't take over the existing ones and we are told that FD is not planning any private ownership of the stations. We can't hire wing pilots to fly trade convoys. So this points at FD desire at players being the lone wolf type of a pilot. On the other hand, as lone wolves, we would need tools to make us stick to one preferred ship, such as storage options I mentioned, and Devs are not really seem to be interested in giving us such options. It all seems rather inconsistent to me...

You are true, there are way too many inconsistencies all around. If I go and pewpew NPC's all around, I'll gladly pay pilots an % from my earnings. But when I get bored of doing that and want to chill trading lets say, why we should pay them? From what I seen and read around they don't even rank up if they aren't flying so keeping them while not fighting is a waste of credits. If we would think they are a part of the crew and they deserve some % from earning whatever we do, well the % they get should be much lower if they aren't used at anything. I've heard they don't even clean their rooms :) Whatever the heading is for the game, module cargo, personal storage, pilots barracks or whatever might they call those are really really crucial and we already have things that depends on them. I hope some eyes will get open and we will get some love :)
 
Well, micromanaging them is the right way to do it I guess and it seems they are a great addition to the game, can't wait to use them :) But, lets say you attack and wing of 3 enemy ships, in the time you and your fighter attack one ship, the others two would attack your fighter? Or they attack the first ship that open fire on any or their wing?

From my experience it is a bit a mix... I think the AI just see's the 2 ships as a wing. Most of the time they attacked the ship that hit them first if the main ship did it then they would engage that target first. I have used that once to escape and scarified the fighter. I got jumped by a NPC wing, sent the fighter out and enough of them engaged the fighter so I could jump away. Very cool experience!
 
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