solution for the SCB and FSD 'problem'

In the 1.5 Beta forum there are the usual complaints about SCB and about the poor jump range of the new military ships. Here's an idea that would help both.

FSD Boosters. Just like SCB they take up cargo space and increase your maximum jump range.

For traders there is the obvious trade off between having a great jump range but no cargo space or greater cargo space and less jump range.
For combat there is a trade off between jump range and having a ton of SCBs. It gives another alternative to filling the ship with SCBs, which people seem to dislike.
For Explorers it's all positive as they can stuff their ships for maximum jump range. Really I think that role needs a bit of love anyway, so more range doesn't hurt.
 
They already have magic potion boosters coming along that will up to double your range, provided you have the right ingredients for brewing.
No need for anything else.
 
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Hey :),
Jump range (maximimum distance travelled without refuelling) can already be boosted by adding fuel tanks. Also, the maximum distance of a single jump can be boosted by materials in 2.0.
 
I don't think you can add extra fuel tanks, only reduce the size of the basic one.

As for the new materials in 2.x. I guess we will find out how common these boost materials are and how
much effort is required to collect and process them. It's not really much good if it takes more time to find and collect materials than you save by getting to your destination in fewer jumps.
From what has been said they are used up in the process.
 
You don't think ?? Well plz, try to play Ed before giving advises CMDR....

Ok, so it appears you can now add more fuel tanks. (which is a side point not at all related to the main discussion).
I guess I missed that in whatever update it was added, thank you for pointing out my oversight in a friendly and informative way /s
 
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In the 1.5 Beta forum there are the usual complaints about SCB and about the poor jump range of the new military ships. Here's an idea that would help both.

FSD Boosters. Just like SCB they take up cargo space and increase your maximum jump range.

For traders there is the obvious trade off between having a great jump range but no cargo space or greater cargo space and less jump range.
For combat there is a trade off between jump range and having a ton of SCBs. It gives another alternative to filling the ship with SCBs, which people seem to dislike.
For Explorers it's all positive as they can stuff their ships for maximum jump range. Really I think that role needs a bit of love anyway, so more range doesn't hurt.

Ive given up complaining in BETA

Not because I Don't thinks its worthwhile but because actually when I have played the game for a couple of weeks I have adapted to the change, made changes to my tactics and found that In fact they work quite well.

It does seem that

1. The Devs have a good method of collecting and analysing data on the game
2. Balancing it so nothing is too powerful and it all works

I just tend to go with the flow now as it works well
 
Ive given up complaining in BETA

Not because I Don't thinks its worthwhile but because actually when I have played the game for a couple of weeks I have adapted to the change, made changes to my tactics and found that In fact they work quite well.

It does seem that

1. The Devs have a good method of collecting and analysing data on the game
2. Balancing it so nothing is too powerful and it all works

I just tend to go with the flow now as it works well

There's a lot of truth in this post.
 
Ok, so it appears you can now add more fuel tanks. (which is a side point not at all related to the main discussion).
I guess I missed that in whatever update it was added, thank you for pointing out my oversight in a friendly and informative way /s

Erm, I have been able to add extra fuel tanks from day 1, you just need to scroll down the page a little bit ;)
 
The SCB row doesn't need poking any further it's rampant enough already. The frame shift booster is an ok idea if it boosts your jump range.
Fitting extra fuel tanks is something I tried ages ago. It gets a bit counterproductive though. More fuel tanks = more mass = less jump range hence I ditched the idea when I took up serious exploration
 
Ive given up complaining in BETA

Not because I Don't thinks its worthwhile but because actually when I have played the game for a couple of weeks I have adapted to the change, made changes to my tactics and found that In fact they work quite well.

It does seem that

1. The Devs have a good method of collecting and analysing data on the game
2. Balancing it so nothing is too powerful and it all works

I just tend to go with the flow now as it works well


If only the vast majority of Elite Wingers had your outlook on ED....If Only !!
 
I will still keep saying they should remove the fuel limit per jump. It is bad design and who cares about "balance" of FSD jumps.
 
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